/* * 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 */ #include "camera.h" #include "mesh.h" #include "subd_dice.h" #include "subd_patch.h" #include "subd_split.h" #include "util_debug.h" #include "util_math.h" #include "util_types.h" CCL_NAMESPACE_BEGIN /* DiagSplit */ DiagSplit::DiagSplit() { test_steps = 3; split_threshold = 1; dicing_rate = 0.1f; camera = NULL; } void DiagSplit::dispatch(QuadDice::SubPatch& sub, QuadDice::EdgeFactors& ef) { subpatches_quad.push_back(sub); edgefactors_quad.push_back(ef); } void DiagSplit::dispatch(TriangleDice::SubPatch& sub, TriangleDice::EdgeFactors& ef) { subpatches_triangle.push_back(sub); edgefactors_triangle.push_back(ef); } float3 DiagSplit::project(Patch *patch, float2 uv) { float3 P; patch->eval(&P, NULL, NULL, uv.x, uv.y); if(camera) P = transform_perspective(&camera->worldtoraster, P); return P; } int DiagSplit::T(Patch *patch, float2 Pstart, float2 Pend) { float3 Plast = make_float3(0.0f, 0.0f, 0.0f); float Lsum = 0.0f; float Lmax = 0.0f; for(int i = 0; i < test_steps; i++) { float t = i/(float)(test_steps-1); float3 P = project(patch, Pstart + t*(Pend - Pstart)); if(i > 0) { float L = len(P - Plast); Lsum += L; Lmax = max(L, Lmax); } Plast = P; } int tmin = (int)ceil(Lsum/dicing_rate); int tmax = (int)ceil((test_steps-1)*Lmax/dicing_rate); // XXX paper says N instead of N-1, seems wrong? if(tmax - tmin > split_threshold) return DSPLIT_NON_UNIFORM; return tmax; } void DiagSplit::partition_edge(Patch *patch, float2 *P, int *t0, int *t1, float2 Pstart, float2 Pend, int t) { if(t == DSPLIT_NON_UNIFORM) { *P = (Pstart + Pend)*0.5f; *t0 = T(patch, Pstart, *P); *t1 = T(patch, *P, Pend); } else { int I = floor(t*0.5f); *P = interp(Pstart, Pend, (t == 0)? 0: I/(float)t); /* XXX is t faces or verts */ *t0 = I; *t1 = t - I; } } void DiagSplit::split(TriangleDice::SubPatch& sub, TriangleDice::EdgeFactors& ef, int depth) { assert(ef.tu == T(sub.patch, sub.Pv, sub.Pw)); assert(ef.tv == T(sub.patch, sub.Pw, sub.Pu)); assert(ef.tw == T(sub.patch, sub.Pu, sub.Pv)); if(depth == 0) { dispatch(sub, ef); return; } if(ef.tu == DSPLIT_NON_UNIFORM) { /* partition edges */ TriangleDice::EdgeFactors ef0, ef1; float2 Psplit; partition_edge(sub.patch, &Psplit, &ef1.tu, &ef0.tu, sub.Pv, sub.Pw, ef.tu); /* split */ int tsplit = T(sub.patch, sub.Pu, Psplit); ef0.tv = ef.tv; ef0.tw = tsplit; ef1.tv = tsplit; ef1.tw = ef.tw; /* create subpatches */ TriangleDice::SubPatch sub0 = {sub.patch, sub.Pu, Psplit, sub.Pw}; TriangleDice::SubPatch sub1 = {sub.patch, sub.Pu, sub.Pv, Psplit}; split(sub0, ef0, depth+1); split(sub1, ef1, depth+1); } else if(ef.tv == DSPLIT_NON_UNIFORM) { /* partition edges */ TriangleDice::EdgeFactors ef0, ef1; float2 Psplit; partition_edge(sub.patch, &Psplit, &ef1.tu, &ef0.tu, sub.Pw, sub.Pu, ef.tv); /* split */ int tsplit = T(sub.patch, sub.Pv, Psplit); ef0.tv = ef.tw; ef0.tw = tsplit; ef1.tv = tsplit; ef1.tw = ef.tu; /* create subpatches */ TriangleDice::SubPatch sub0 = {sub.patch, sub.Pv, Psplit, sub.Pu}; TriangleDice::SubPatch sub1 = {sub.patch, sub.Pv, sub.Pw, Psplit}; split(sub0, ef0, depth+1); split(sub1, ef1, depth+1); } else if(ef.tw == DSPLIT_NON_UNIFORM) { /* partition edges */ TriangleDice::EdgeFactors ef0, ef1; float2 Psplit; partition_edge(sub.patch, &Psplit, &ef1.tu, &ef0.tu, sub.Pu, sub.Pv, ef.tw); /* split */ int tsplit = T(sub.patch, sub.Pw, Psplit); ef0.tv = ef.tu; ef0.tw = tsplit; ef1.tv = tsplit; ef1.tw = ef.tv; /* create subpatches */ TriangleDice::SubPatch sub0 = {sub.patch, sub.Pw, Psplit, sub.Pv}; TriangleDice::SubPatch sub1 = {sub.patch, sub.Pw, sub.Pu, Psplit}; split(sub0, ef0, depth+1); split(sub1, ef1, depth+1); } else dispatch(sub, ef); } void DiagSplit::split(QuadDice::SubPatch& sub, QuadDice::EdgeFactors& ef, int depth) { if((ef.tu0 == DSPLIT_NON_UNIFORM || ef.tu1 == DSPLIT_NON_UNIFORM)) { /* partition edges */ QuadDice::EdgeFactors ef0, ef1; float2 Pu0, Pu1; partition_edge(sub.patch, &Pu0, &ef0.tu0, &ef1.tu0, sub.P00, sub.P10, ef.tu0); partition_edge(sub.patch, &Pu1, &ef0.tu1, &ef1.tu1, sub.P01, sub.P11, ef.tu1); /* split */ int tsplit = T(sub.patch, Pu0, Pu1); ef0.tv0 = ef.tv0; ef0.tv1 = tsplit; ef1.tv0 = tsplit; ef1.tv1 = ef.tv1; /* create subpatches */ QuadDice::SubPatch sub0 = {sub.patch, sub.P00, Pu0, sub.P01, Pu1}; QuadDice::SubPatch sub1 = {sub.patch, Pu0, sub.P10, Pu1, sub.P11}; split(sub0, ef0, depth+1); split(sub1, ef1, depth+1); } else if(ef.tv0 == DSPLIT_NON_UNIFORM || ef.tv1 == DSPLIT_NON_UNIFORM) { /* partition edges */ QuadDice::EdgeFactors ef0, ef1; float2 Pv0, Pv1; partition_edge(sub.patch, &Pv0, &ef0.tv0, &ef1.tv0, sub.P00, sub.P01, ef.tv0); partition_edge(sub.patch, &Pv1, &ef0.tv1, &ef1.tv1, sub.P10, sub.P11, ef.tv1); /* split */ int tsplit = T(sub.patch, Pv0, Pv1); ef0.tu0 = ef.tu0; ef0.tu1 = tsplit; ef1.tu0 = tsplit; ef1.tu1 = ef.tu1; /* create subpatches */ QuadDice::SubPatch sub0 = {sub.patch, sub.P00, sub.P10, Pv0, Pv1}; QuadDice::SubPatch sub1 = {sub.patch, Pv0, Pv1, sub.P01, sub.P11}; split(sub0, ef0, depth+1); split(sub1, ef1, depth+1); } else dispatch(sub, ef); } void DiagSplit::split_triangle(Mesh *mesh, Patch *patch, int shader, bool smooth) { TriangleDice::SubPatch sub_split; TriangleDice::EdgeFactors ef_split; sub_split.patch = patch; sub_split.Pu = make_float2(1.0f, 0.0f); sub_split.Pv = make_float2(0.0f, 1.0f); sub_split.Pw = make_float2(0.0f, 0.0f); ef_split.tu = T(patch, sub_split.Pv, sub_split.Pw); ef_split.tv = T(patch, sub_split.Pw, sub_split.Pu); ef_split.tw = T(patch, sub_split.Pu, sub_split.Pv); split(sub_split, ef_split); TriangleDice dice(mesh, shader, smooth, dicing_rate); dice.camera = camera; for(size_t i = 0; i < subpatches_triangle.size(); i++) { TriangleDice::SubPatch& sub = subpatches_triangle[i]; TriangleDice::EdgeFactors& ef = edgefactors_triangle[i]; ef.tu = 4; ef.tv = 4; ef.tw = 4; ef.tu = max(ef.tu, 1); ef.tv = max(ef.tv, 1); ef.tw = max(ef.tw, 1); dice.dice(sub, ef); } subpatches_triangle.clear(); edgefactors_triangle.clear(); } void DiagSplit::split_quad(Mesh *mesh, Patch *patch, int shader, bool smooth) { QuadDice::SubPatch sub_split; QuadDice::EdgeFactors ef_split; sub_split.patch = patch; sub_split.P00 = make_float2(0.0f, 0.0f); sub_split.P10 = make_float2(1.0f, 0.0f); sub_split.P01 = make_float2(0.0f, 1.0f); sub_split.P11 = make_float2(1.0f, 1.0f); ef_split.tu0 = T(patch, sub_split.P00, sub_split.P10); ef_split.tu1 = T(patch, sub_split.P01, sub_split.P11); ef_split.tv0 = T(patch, sub_split.P00, sub_split.P01); ef_split.tv1 = T(patch, sub_split.P10, sub_split.P11); split(sub_split, ef_split); QuadDice dice(mesh, shader, smooth, dicing_rate); dice.camera = camera; for(size_t i = 0; i < subpatches_quad.size(); i++) { QuadDice::SubPatch& sub = subpatches_quad[i]; QuadDice::EdgeFactors& ef = edgefactors_quad[i]; ef.tu0 = max(ef.tu0, 1); ef.tu1 = max(ef.tu1, 1); ef.tv0 = max(ef.tv0, 1); ef.tv1 = max(ef.tv1, 1); dice.dice(sub, ef); } subpatches_quad.clear(); edgefactors_quad.clear(); } CCL_NAMESPACE_END