/* SPDX-License-Identifier: Apache-2.0 * Copyright 2011-2022 Blender Foundation */ #include "scene/camera.h" #include "scene/mesh.h" #include "subd/dice.h" #include "subd/patch.h" CCL_NAMESPACE_BEGIN /* EdgeDice Base */ EdgeDice::EdgeDice(const SubdParams ¶ms_) : params(params_) { mesh_P = NULL; mesh_N = NULL; vert_offset = 0; params.mesh->attributes.add(ATTR_STD_VERTEX_NORMAL); if (params.ptex) { params.mesh->attributes.add(ATTR_STD_PTEX_UV); params.mesh->attributes.add(ATTR_STD_PTEX_FACE_ID); } } void EdgeDice::reserve(int num_verts, int num_triangles) { Mesh *mesh = params.mesh; vert_offset = mesh->get_verts().size(); tri_offset = mesh->num_triangles(); mesh->resize_mesh(mesh->get_verts().size() + num_verts, mesh->num_triangles()); mesh->reserve_mesh(mesh->get_verts().size() + num_verts, mesh->num_triangles() + num_triangles); Attribute *attr_vN = mesh->attributes.add(ATTR_STD_VERTEX_NORMAL); mesh_P = mesh->verts.data() + vert_offset; mesh_N = attr_vN->data_float3() + vert_offset; params.mesh->num_subd_verts += num_verts; } void EdgeDice::set_vert(Patch *patch, int index, float2 uv) { float3 P, N; patch->eval(&P, NULL, NULL, &N, uv.x, uv.y); assert(index < params.mesh->verts.size()); mesh_P[index] = P; mesh_N[index] = N; params.mesh->vert_patch_uv[index + vert_offset] = make_float2(uv.x, uv.y); } void EdgeDice::add_triangle(Patch *patch, int v0, int v1, int v2) { Mesh *mesh = params.mesh; mesh->add_triangle(v0 + vert_offset, v1 + vert_offset, v2 + vert_offset, patch->shader, true); params.mesh->triangle_patch[params.mesh->num_triangles() - 1] = patch->patch_index; tri_offset++; } void EdgeDice::stitch_triangles(Subpatch &sub, int edge) { int Mu = max(sub.edge_u0.T, sub.edge_u1.T); int Mv = max(sub.edge_v0.T, sub.edge_v1.T); Mu = max(Mu, 2); Mv = max(Mv, 2); int outer_T = sub.edges[edge].T; int inner_T = ((edge % 2) == 0) ? Mv - 2 : Mu - 2; if (inner_T < 0 || outer_T < 0) return; // XXX avoid crashes for Mu or Mv == 1, missing polygons /* stitch together two arrays of verts with triangles. at each step, * we compare using the next verts on both sides, to find the split * direction with the smallest diagonal, and use that in order to keep * the triangle shape reasonable. */ for (size_t i = 0, j = 0; i < inner_T || j < outer_T;) { int v0, v1, v2; v0 = sub.get_vert_along_grid_edge(edge, i); v1 = sub.get_vert_along_edge(edge, j); if (j == outer_T) { v2 = sub.get_vert_along_grid_edge(edge, ++i); } else if (i == inner_T) { v2 = sub.get_vert_along_edge(edge, ++j); } else { /* length of diagonals */ float len1 = len_squared(mesh_P[sub.get_vert_along_grid_edge(edge, i)] - mesh_P[sub.get_vert_along_edge(edge, j + 1)]); float len2 = len_squared(mesh_P[sub.get_vert_along_edge(edge, j)] - mesh_P[sub.get_vert_along_grid_edge(edge, i + 1)]); /* use smallest diagonal */ if (len1 < len2) v2 = sub.get_vert_along_edge(edge, ++j); else v2 = sub.get_vert_along_grid_edge(edge, ++i); } add_triangle(sub.patch, v1, v0, v2); } } /* QuadDice */ QuadDice::QuadDice(const SubdParams ¶ms_) : EdgeDice(params_) { } float2 QuadDice::map_uv(Subpatch &sub, float u, float v) { /* map UV from subpatch to patch parametric coordinates */ float2 d0 = interp(sub.c00, sub.c01, v); float2 d1 = interp(sub.c10, sub.c11, v); return interp(d0, d1, u); } float3 QuadDice::eval_projected(Subpatch &sub, float u, float v) { float2 uv = map_uv(sub, u, v); float3 P; sub.patch->eval(&P, NULL, NULL, NULL, uv.x, uv.y); if (params.camera) P = transform_perspective(¶ms.camera->worldtoraster, P); return P; } void QuadDice::set_vert(Subpatch &sub, int index, float u, float v) { EdgeDice::set_vert(sub.patch, index, map_uv(sub, u, v)); } void QuadDice::set_side(Subpatch &sub, int edge) { int t = sub.edges[edge].T; /* set verts on the edge of the patch */ for (int i = 0; i < t; i++) { float f = i / (float)t; float u, v; switch (edge) { case 0: u = 0; v = f; break; case 1: u = f; v = 1; break; case 2: u = 1; v = 1.0f - f; break; case 3: default: u = 1.0f - f; v = 0; break; } set_vert(sub, sub.get_vert_along_edge(edge, i), u, v); } } float QuadDice::quad_area(const float3 &a, const float3 &b, const float3 &c, const float3 &d) { return triangle_area(a, b, d) + triangle_area(a, d, c); } float QuadDice::scale_factor(Subpatch &sub, int Mu, int Mv) { /* estimate area as 4x largest of 4 quads */ float3 P[3][3]; for (int i = 0; i < 3; i++) for (int j = 0; j < 3; j++) P[i][j] = eval_projected(sub, i * 0.5f, j * 0.5f); float A1 = quad_area(P[0][0], P[1][0], P[0][1], P[1][1]); float A2 = quad_area(P[1][0], P[2][0], P[1][1], P[2][1]); float A3 = quad_area(P[0][1], P[1][1], P[0][2], P[1][2]); float A4 = quad_area(P[1][1], P[2][1], P[1][2], P[2][2]); float Apatch = max(A1, max(A2, max(A3, A4))) * 4.0f; /* solve for scaling factor */ float Atri = params.dicing_rate * params.dicing_rate * 0.5f; float Ntris = Apatch / Atri; // XXX does the -sqrt solution matter // XXX max(D, 0.0) is highly suspicious, need to test cases // where D goes negative float N = 0.5f * (Ntris - (sub.edge_u0.T + sub.edge_u1.T + sub.edge_v0.T + sub.edge_v1.T)); float D = 4.0f * N * Mu * Mv + (Mu + Mv) * (Mu + Mv); float S = (Mu + Mv + sqrtf(max(D, 0.0f))) / (2 * Mu * Mv); return S; } void QuadDice::add_grid(Subpatch &sub, int Mu, int Mv, int offset) { /* create inner grid */ float du = 1.0f / (float)Mu; float dv = 1.0f / (float)Mv; for (int j = 1; j < Mv; j++) { for (int i = 1; i < Mu; i++) { float u = i * du; float v = j * dv; set_vert(sub, offset + (i - 1) + (j - 1) * (Mu - 1), u, v); if (i < Mu - 1 && j < Mv - 1) { int i1 = offset + (i - 1) + (j - 1) * (Mu - 1); int i2 = offset + i + (j - 1) * (Mu - 1); int i3 = offset + i + j * (Mu - 1); int i4 = offset + (i - 1) + j * (Mu - 1); add_triangle(sub.patch, i1, i2, i3); add_triangle(sub.patch, i1, i3, i4); } } } } void QuadDice::dice(Subpatch &sub) { /* compute inner grid size with scale factor */ int Mu = max(sub.edge_u0.T, sub.edge_u1.T); int Mv = max(sub.edge_v0.T, sub.edge_v1.T); #if 0 /* Doesn't work very well, especially at grazing angles. */ float S = scale_factor(sub, ef, Mu, Mv); #else float S = 1.0f; #endif Mu = max((int)ceilf(S * Mu), 2); // XXX handle 0 & 1? Mv = max((int)ceilf(S * Mv), 2); // XXX handle 0 & 1? /* inner grid */ add_grid(sub, Mu, Mv, sub.inner_grid_vert_offset); /* sides */ set_side(sub, 0); set_side(sub, 1); set_side(sub, 2); set_side(sub, 3); stitch_triangles(sub, 0); stitch_triangles(sub, 1); stitch_triangles(sub, 2); stitch_triangles(sub, 3); } CCL_NAMESPACE_END