From da376e0237517543aa21740ee2363234ee1c20ae Mon Sep 17 00:00:00 2001 From: Ton Roosendaal Date: Wed, 27 Apr 2011 11:58:34 +0000 Subject: Cycles render engine, initial commit. This is the engine itself, blender modifications and build instructions will follow later. Cycles uses code from some great open source projects, many thanks them: * BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs": http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/ * Open Shading Language for a large part of the shading system: http://code.google.com/p/openshadinglanguage/ * Blender for procedural textures and a few other nodes. * Approximate Catmull Clark subdivision from NVidia Mesh tools: http://code.google.com/p/nvidia-mesh-tools/ * Sobol direction vectors from: http://web.maths.unsw.edu.au/~fkuo/sobol/ * Film response functions from: http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php --- intern/cycles/subd/subd_split.h | 71 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 71 insertions(+) create mode 100644 intern/cycles/subd/subd_split.h (limited to 'intern/cycles/subd/subd_split.h') 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 subpatches_quad; + vector edgefactors_quad; + vector subpatches_triangle; + vector 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__ */ + -- cgit v1.2.3