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Diffstat (limited to 'intern/cycles/subd/subd_split.h')
-rw-r--r-- | intern/cycles/subd/subd_split.h | 71 |
1 files changed, 71 insertions, 0 deletions
diff --git a/intern/cycles/subd/subd_split.h b/intern/cycles/subd/subd_split.h new file mode 100644 index 00000000000..8ec5d24266e --- /dev/null +++ b/intern/cycles/subd/subd_split.h @@ -0,0 +1,71 @@ +/* + * 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__ */ + |