/* * 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. */ /* Parts adapted from code in the public domain in NVidia Mesh Tools. */ #include "render/mesh.h" #include "subd/subd_patch.h" #include "util/util_math.h" #include "util/util_types.h" CCL_NAMESPACE_BEGIN /* De Casteljau Evaluation */ static void decasteljau_cubic(float3 *P, float3 *dt, float t, const float3 cp[4]) { float3 d0 = cp[0] + t * (cp[1] - cp[0]); float3 d1 = cp[1] + t * (cp[2] - cp[1]); float3 d2 = cp[2] + t * (cp[3] - cp[2]); d0 += t * (d1 - d0); d1 += t * (d2 - d1); *P = d0 + t * (d1 - d0); if (dt) *dt = d1 - d0; } static void decasteljau_bicubic( float3 *P, float3 *du, float3 *dv, const float3 cp[16], float u, float v) { float3 ucp[4], utn[4]; /* interpolate over u */ decasteljau_cubic(ucp + 0, utn + 0, u, cp); decasteljau_cubic(ucp + 1, utn + 1, u, cp + 4); decasteljau_cubic(ucp + 2, utn + 2, u, cp + 8); decasteljau_cubic(ucp + 3, utn + 3, u, cp + 12); /* interpolate over v */ decasteljau_cubic(P, dv, v, ucp); if (du) decasteljau_cubic(du, NULL, v, utn); } /* Linear Quad Patch */ void LinearQuadPatch::eval(float3 *P, float3 *dPdu, float3 *dPdv, float3 *N, float u, float v) { float3 d0 = interp(hull[0], hull[1], u); float3 d1 = interp(hull[2], hull[3], u); *P = interp(d0, d1, v); if (dPdu && dPdv) { *dPdu = interp(hull[1] - hull[0], hull[3] - hull[2], v); *dPdv = interp(hull[2] - hull[0], hull[3] - hull[1], u); } if (N) { *N = normalize( interp(interp(normals[0], normals[1], u), interp(normals[2], normals[3], u), v)); } } BoundBox LinearQuadPatch::bound() { BoundBox bbox = BoundBox::empty; for (int i = 0; i < 4; i++) bbox.grow(hull[i]); return bbox; } /* Bicubic Patch */ void BicubicPatch::eval(float3 *P, float3 *dPdu, float3 *dPdv, float3 *N, float u, float v) { if (N) { float3 dPdu_, dPdv_; decasteljau_bicubic(P, &dPdu_, &dPdv_, hull, u, v); if (dPdu && dPdv) { *dPdu = dPdu_; *dPdv = dPdv_; } *N = normalize(cross(dPdu_, dPdv_)); } else { decasteljau_bicubic(P, dPdu, dPdv, hull, u, v); } } BoundBox BicubicPatch::bound() { BoundBox bbox = BoundBox::empty; for (int i = 0; i < 16; i++) bbox.grow(hull[i]); return bbox; } CCL_NAMESPACE_END