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Diffstat (limited to 'intern/cycles/subd/subd_split.h')
-rw-r--r--intern/cycles/subd/subd_split.h71
1 files changed, 71 insertions, 0 deletions
diff --git a/intern/cycles/subd/subd_split.h b/intern/cycles/subd/subd_split.h
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+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+#ifndef __SUBD_SPLIT_H__
+#define __SUBD_SPLIT_H__
+
+/* DiagSplit: Parallel, Crack-free, Adaptive Tessellation for Micropolygon Rendering
+ * Splits up patches and determines edge tesselation factors for dicing. Patch
+ * evaluation at arbitrary points is required for this to work. See the paper
+ * for more details. */
+
+#include "subd_dice.h"
+
+#include "util_types.h"
+#include "util_vector.h"
+
+CCL_NAMESPACE_BEGIN
+
+class Mesh;
+class Patch;
+
+#define DSPLIT_NON_UNIFORM -1
+
+class DiagSplit {
+public:
+ vector<QuadDice::SubPatch> subpatches_quad;
+ vector<QuadDice::EdgeFactors> edgefactors_quad;
+ vector<TriangleDice::SubPatch> subpatches_triangle;
+ vector<TriangleDice::EdgeFactors> edgefactors_triangle;
+
+ int test_steps;
+ int split_threshold;
+ float dicing_rate;
+ Camera *camera;
+
+ DiagSplit();
+
+ float3 project(Patch *patch, float2 uv);
+ int T(Patch *patch, float2 Pstart, float2 Pend);
+ void partition_edge(Patch *patch, float2 *P, int *t0, int *t1,
+ float2 Pstart, float2 Pend, int t);
+
+ void dispatch(QuadDice::SubPatch& sub, QuadDice::EdgeFactors& ef);
+ void split(QuadDice::SubPatch& sub, QuadDice::EdgeFactors& ef, int depth=0);
+
+ void dispatch(TriangleDice::SubPatch& sub, TriangleDice::EdgeFactors& ef);
+ void split(TriangleDice::SubPatch& sub, TriangleDice::EdgeFactors& ef, int depth=0);
+
+ void split_triangle(Mesh *mesh, Patch *patch, int shader, bool smooth);
+ void split_quad(Mesh *mesh, Patch *patch, int shader, bool smooth);
+};
+
+CCL_NAMESPACE_END
+
+#endif /* __SUBD_SPLIT_H__ */
+