/* * Copyright 2011-2013 Blender Foundation * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #ifndef __SUBD_DICE_H__ #define __SUBD_DICE_H__ /* DX11 like EdgeDice implementation, with different tessellation factors for * each edge for watertight tessellation, with subpatch remapping to work with * DiagSplit. For more algorithm details, see the DiagSplit paper or the * ARB_tessellation_shader OpenGL extension, Section 2.X.2. */ #include "util/util_types.h" #include "util/util_vector.h" #include "subd/subd_subpatch.h" CCL_NAMESPACE_BEGIN class Camera; class Mesh; class Patch; struct SubdParams { Mesh *mesh; bool ptex; int test_steps; int split_threshold; float dicing_rate; int max_level; Camera *camera; Transform objecttoworld; SubdParams(Mesh *mesh_, bool ptex_ = false) { mesh = mesh_; ptex = ptex_; test_steps = 3; split_threshold = 1; dicing_rate = 1.0f; max_level = 12; camera = NULL; } }; /* EdgeDice Base */ class EdgeDice { public: SubdParams params; float3 *mesh_P; float3 *mesh_N; size_t vert_offset; size_t tri_offset; explicit EdgeDice(const SubdParams ¶ms); void reserve(int num_verts, int num_triangles); void set_vert(Patch *patch, int index, float2 uv); void add_triangle(Patch *patch, int v0, int v1, int v2); void stitch_triangles(Subpatch &sub, int edge); }; /* Quad EdgeDice */ class QuadDice : public EdgeDice { public: explicit QuadDice(const SubdParams ¶ms); float3 eval_projected(Subpatch &sub, float u, float v); float2 map_uv(Subpatch &sub, float u, float v); void set_vert(Subpatch &sub, int index, float u, float v); void add_grid(Subpatch &sub, int Mu, int Mv, int offset); void set_side(Subpatch &sub, int edge); float quad_area(const float3 &a, const float3 &b, const float3 &c, const float3 &d); float scale_factor(Subpatch &sub, int Mu, int Mv); void dice(Subpatch &sub); }; CCL_NAMESPACE_END #endif /* __SUBD_DICE_H__ */