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test/intern/cycles/subd/split.cpp

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/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#include "scene/camera.h"
#include "scene/mesh.h"
#include "subd/dice.h"
#include "subd/patch.h"
#include "subd/split.h"
#include "subd/subpatch.h"
#include "util/algorithm.h"
#include "util/math.h"
#include "util/types.h"
CCL_NAMESPACE_BEGIN
/* DiagSplit */
DiagSplit::DiagSplit(const SubdParams &params_) : params(params_) {}
int DiagSplit::alloc_verts(int num)
{
const int index = num_verts;
num_verts += num;
return index;
}
SubEdge *DiagSplit::alloc_edge(const int v0, const int v1, const int depth, bool &was_missing)
{
const SubEdge edge(v0, v1, depth);
const auto it = edges.find(edge);
was_missing = (it == edges.end());
return const_cast<SubEdge *>(was_missing ? &*(edges.emplace(edge).first) : &*it);
}
void DiagSplit::alloc_edge(SubPatch::Edge *sub_edge,
const int v0,
const int v1,
const int depth,
const bool want_to_own_edge,
const bool want_to_own_vertex)
{
bool was_missing;
sub_edge->edge = (v0 < v1) ? alloc_edge(v0, v1, depth, was_missing) :
alloc_edge(v1, v0, depth, was_missing);
sub_edge->own_vertex = false;
sub_edge->own_edge = was_missing && want_to_own_edge;
sub_edge->reversed = sub_edge->edge->start_vert_index != v0;
if (want_to_own_vertex) {
if (v0 < owned_verts.size()) {
/* Vertex in original mesh. */
if (!owned_verts[v0]) {
owned_verts[v0] = true;
sub_edge->own_vertex = true;
}
}
else {
/* Mid edge vertex. */
sub_edge->own_vertex = true;
}
}
}
void DiagSplit::alloc_subpatch(SubPatch &&sub)
{
assert(sub.edges[0].edge->T >= 1);
assert(sub.edges[1].edge->T >= 1);
assert(sub.edges[2].edge->T >= 1);
if (sub.shape == SubPatch::QUAD) {
assert(sub.edges[3].edge->T >= 1);
}
sub.inner_grid_vert_offset = alloc_verts(sub.calc_num_inner_verts());
sub.triangles_offset = num_triangles;
num_triangles += sub.calc_num_triangles();
subpatches.push_back(std::move(sub));
}
float3 DiagSplit::to_world(const Patch *patch, const float2 uv)
{
float3 P;
patch->eval(&P, nullptr, nullptr, nullptr, uv.x, uv.y);
if (params.camera) {
P = transform_point(&params.objecttoworld, P);
}
return P;
}
std::pair<int, float> DiagSplit::T(const Patch *patch,
float2 uv_start,
float2 uv_end,
const int depth,
const bool recursive_resolve)
{
/* May not be necessary, but better to be safe. */
if (uv_end.x < uv_start.x || uv_end.y < uv_start.y) {
swap(uv_start, uv_end);
}
float Lsum = 0.0f;
float Lmax = 0.0f;
float Lsum_world = 0.0f;
float3 Plast = to_world(patch, uv_start);
for (int i = 1; i < params.test_steps; i++) {
const float t = i / (float)(params.test_steps - 1);
const float3 P = to_world(patch, uv_start + t * (uv_end - uv_start));
float L = len(P - Plast);
Lsum_world += L;
if (params.camera) {
Camera *cam = params.camera;
const float pixel_width = cam->world_to_raster_size((P + Plast) * 0.5f);
L /= pixel_width;
}
Lsum += L;
Lmax = max(L, Lmax);
Plast = P;
}
const int tmin = (int)ceilf(Lsum / params.dicing_rate);
const int tmax = (int)ceilf(
(params.test_steps - 1) * Lmax /
params.dicing_rate); // XXX paper says N instead of N-1, seems wrong?
int res = max(tmax, 1);
if (tmax - tmin > params.split_threshold) {
if (!recursive_resolve) {
res = DSPLIT_NON_UNIFORM;
}
else {
const float2 uv_mid = (uv_start + uv_end) * 0.5f;
const auto result_a = T(patch, uv_start, uv_mid, depth, true);
const auto result_b = T(patch, uv_mid, uv_end, depth, true);
res = result_a.first + result_b.first;
Lsum_world = result_a.second + result_b.second;
}
}
if (!recursive_resolve && res > DSPLIT_MAX_SEGMENTS) {
res = DSPLIT_NON_UNIFORM;
}
res = limit_edge_factor(patch, uv_start, uv_end, res);
/* Limit edge factor so we don't go beyond max depth. -3 is so that
* for triangle patches, all 3 edges get an opportunity to get split. */
if (depth >= DSPLIT_MAX_DEPTH - 3 && res == DSPLIT_NON_UNIFORM) {
res = DSPLIT_MAX_SEGMENTS;
}
return std::make_pair(res, Lsum_world);
}
int DiagSplit::limit_edge_factor(const Patch *patch,
const float2 uv_start,
const float2 uv_end,
const int T)
{
const int max_t = 1 << params.max_level;
int max_t_for_edge = int(max_t * len(uv_start - uv_end));
if (patch->from_ngon) {
max_t_for_edge >>= 1; /* Initial split of ngon causes edges to extend half the distance. */
}
const int limit_T = (max_t_for_edge <= 1) ? 1 : min(T, max_t_for_edge);
assert(limit_T != 0);
return limit_T;
}
void DiagSplit::assign_edge_factor(SubEdge *edge,
const Patch *patch,
float2 uv_start,
float2 uv_end,
const bool recursive_resolve)
{
assert(edge->T <= 0);
const auto result = T(patch, uv_start, uv_end, edge->depth, recursive_resolve);
edge->T = result.first;
edge->length = result.second;
/* Ensure we can always split at depth - 1. */
if (edge->depth == -1 && edge->T == 1) {
edge->T = 2;
}
if (edge->T > 0) {
edge->second_vert_index = alloc_verts(edge->T - 1);
}
}
void DiagSplit::resolve_edge_factors(const SubPatch &sub)
{
SubEdge *edge0 = sub.edges[0].edge;
SubEdge *edge1 = sub.edges[1].edge;
SubEdge *edge2 = sub.edges[2].edge;
/* Compute edge factor if not already set. */
if (edge0->T == 0) {
assign_edge_factor(edge0, sub.patch, sub.uvs[0], sub.uvs[1], true);
}
if (edge1->T == 0) {
assign_edge_factor(edge1, sub.patch, sub.uvs[1], sub.uvs[2], true);
}
if (sub.shape == SubPatch::TRIANGLE) {
if (edge2->T == 0) {
assign_edge_factor(edge2, sub.patch, sub.uvs[2], sub.uvs[0], true);
}
}
else {
SubEdge *edge3 = sub.edges[3].edge;
if (edge2->T == 0) {
assign_edge_factor(edge2, sub.patch, sub.uvs[2], sub.uvs[3], true);
}
if (edge3->T == 0) {
assign_edge_factor(edge3, sub.patch, sub.uvs[3], sub.uvs[0], true);
}
}
}
float2 DiagSplit::split_edge(const Patch *patch,
SubPatch::Edge *subedge,
SubPatch::Edge *subedge_a,
SubPatch::Edge *subedge_b,
float2 uv_start,
float2 uv_end)
{
/* This splits following the direction of the edge itself, not subpatch edge direction. */
if (subedge->reversed) {
swap(uv_start, uv_end);
}
SubEdge *edge = subedge->edge;
if (edge->must_split()) {
/* Split down the middle. */
const float2 P = 0.5f * (uv_start + uv_end);
if (edge->mid_vert_index == -1) {
/* Allocate mid vertex and edges. */
edge->mid_vert_index = alloc_verts(1);
bool unused;
SubEdge *edge_a = alloc_edge(
edge->start_vert_index, edge->mid_vert_index, edge->depth + 1, unused);
SubEdge *edge_b = alloc_edge(
edge->mid_vert_index, edge->end_vert_index, edge->depth + 1, unused);
assign_edge_factor(edge_a, patch, uv_start, P);
assign_edge_factor(edge_b, patch, P, uv_end);
}
/* Allocate sub edges and set ownership. */
alloc_edge(subedge_a,
subedge->start_vert_index(),
subedge->mid_vert_index(),
edge->depth + 1,
false,
false);
alloc_edge(subedge_b,
subedge->mid_vert_index(),
subedge->end_vert_index(),
edge->depth + 1,
false,
false);
subedge_a->own_edge = subedge->own_edge;
subedge_b->own_edge = subedge->own_edge;
subedge_a->own_vertex = subedge->own_vertex;
subedge_b->own_vertex = subedge->own_edge;
assert(P.x >= 0 && P.x <= 1.0f && P.y >= 0.0f && P.y <= 1.0f);
return P;
}
assert(edge->T >= 2);
const int mid = edge->T / 2;
/* T is final and edge vertices are already allocated. An adjacent subpatch may not
* split this edge. So we ensure T and vertex indices match up with the non-split edge. */
if (edge->mid_vert_index == -1) {
/* Allocate mid vertex and edges. */
edge->mid_vert_index = edge->second_vert_index - 1 + mid;
bool unused;
SubEdge *edge_a = alloc_edge(
edge->start_vert_index, edge->mid_vert_index, edge->depth + 1, unused);
SubEdge *edge_b = alloc_edge(
edge->mid_vert_index, edge->end_vert_index, edge->depth + 1, unused);
edge_a->T = mid;
edge_b->T = edge->T - mid;
edge_a->second_vert_index = edge->second_vert_index;
edge_b->second_vert_index = edge->second_vert_index + edge_a->T;
}
/* Allocate sub edges and set ownership. */
alloc_edge(subedge_a,
subedge->start_vert_index(),
subedge->mid_vert_index(),
edge->depth + 1,
false,
false);
alloc_edge(subedge_b,
subedge->mid_vert_index(),
subedge->end_vert_index(),
edge->depth + 1,
false,
false);
subedge_a->own_edge = subedge->own_edge;
subedge_b->own_edge = subedge->own_edge;
subedge_a->own_vertex = subedge->own_vertex;
subedge_b->own_vertex = subedge->own_edge;
const float2 P = interp(uv_start, uv_end, mid / (float)edge->T);
assert(P.x >= 0 && P.x <= 1.0f && P.y >= 0.0f && P.y <= 1.0f);
return P;
}
void DiagSplit::split_quad(SubPatch &&sub)
{
/* Set edge factors if we haven't already. */
resolve_edge_factors(sub);
/* Split subpatch if edges are marked as must split,
* or if the following conditions are met:
* - Both edges have at least 2 segments.
* - Either edge has more than DSPLIT_MAX_SEGMENTS segments.
* - The ratio of segments for opposite edges doesn't exceed 1.5.
* This reduces over tessellation for some patches. */
const int min_T_u = min(sub.edges[0].edge->T, sub.edges[2].edge->T);
const int max_T_u = max(sub.edges[0].edge->T, sub.edges[2].edge->T);
const int min_T_v = min(sub.edges[3].edge->T, sub.edges[1].edge->T);
const int max_T_v = max(sub.edges[3].edge->T, sub.edges[1].edge->T);
bool split_u = sub.edges[0].edge->must_split() || sub.edges[2].edge->must_split() ||
(min_T_u >= 2 && min_T_v > DSPLIT_MAX_SEGMENTS && max_T_v / min_T_v > 1.5f);
bool split_v = sub.edges[3].edge->must_split() || sub.edges[1].edge->must_split() ||
(min_T_v >= 2 && min_T_u > DSPLIT_MAX_SEGMENTS && max_T_u / min_T_u > 1.5f);
/* If both need to split, pick longest axis. */
if (split_u && split_v) {
/* Slight bias so that for square quads, we get consistent results across
* platforms rather than choice being decided by precision. */
const float bias = 1.00012345f;
if ((sub.edges[0].edge->length + sub.edges[2].edge->length) * bias >=
sub.edges[1].edge->length + sub.edges[3].edge->length)
{
split_u = true;
split_v = false;
}
else {
split_u = false;
split_v = true;
}
}
if (!split_u && !split_v) {
/* Add the unsplit subpatch. */
alloc_subpatch(std::move(sub));
return;
}
/* Split into triangles if one side must the split, and the opposite side has
* only a single segment. Then we can't do an even split across the quad. */
if ((split_u && (sub.edges[0].edge->T == 1 || sub.edges[2].edge->T == 1)) ||
(!split_u && (sub.edges[1].edge->T == 1 || sub.edges[3].edge->T == 1)))
{
split_quad_into_triangles(std::move(sub));
return;
}
/* Copy into new subpatches. */
SubPatch sub_a(sub);
SubPatch sub_b(sub);
for (int i = 0; i < 4; i++) {
sub_a.edges[i].own_edge = false;
sub_a.edges[i].own_vertex = false;
sub_b.edges[i].own_edge = false;
sub_b.edges[i].own_vertex = false;
}
/* Pointers to various subpatch elements. */
SubPatch::Edge *sub_across_0;
SubPatch::Edge *sub_across_1;
SubPatch::Edge *sub_a_across_0;
SubPatch::Edge *sub_a_across_1;
SubPatch::Edge *sub_b_across_0;
SubPatch::Edge *sub_b_across_1;
SubPatch::Edge *sub_a_split;
SubPatch::Edge *sub_b_split;
float2 *uv_a;
float2 *uv_b;
float2 *uv_c;
float2 *uv_d;
/* Set pointers based on split axis. */
if (split_u) {
/*
* sub_across_1
* -------uv_a uv_c-------
* | | | |
* | A | | B |
* | | | |
* -------uv_b uv_d-------
* sub_across_0
*/
sub_across_0 = &sub.edges[0];
sub_across_1 = &sub.edges[2];
sub_a_across_0 = &sub_a.edges[0];
sub_a_across_1 = &sub_a.edges[2];
sub_b_across_0 = &sub_b.edges[0];
sub_b_across_1 = &sub_b.edges[2];
sub_a.edges[3].own_edge = sub.edges[3].own_edge;
sub_a.edges[3].own_vertex = sub.edges[3].own_vertex;
sub_b.edges[1].own_edge = sub.edges[1].own_edge;
sub_b.edges[1].own_vertex = sub.edges[1].own_vertex;
sub_a_split = &sub_a.edges[1];
sub_b_split = &sub_b.edges[3];
uv_a = &sub_a.uvs[2];
uv_b = &sub_a.uvs[1];
uv_c = &sub_b.uvs[3];
uv_d = &sub_b.uvs[0];
}
else {
/*
* --------------------
* | A |
* uv_b------------uv_a
* sub_across_0 sub_across_1
* uv_d------------uv_c
* | B |
* --------------------
*/
sub_across_0 = &sub.edges[3];
sub_across_1 = &sub.edges[1];
sub_a_across_0 = &sub_a.edges[3];
sub_a_across_1 = &sub_a.edges[1];
sub_b_across_0 = &sub_b.edges[3];
sub_b_across_1 = &sub_b.edges[1];
sub_a.edges[2].own_edge = sub.edges[2].own_edge;
sub_a.edges[2].own_vertex = sub.edges[2].own_vertex;
sub_b.edges[0].own_edge = sub.edges[0].own_edge;
sub_b.edges[0].own_vertex = sub.edges[0].own_vertex;
sub_a_split = &sub_a.edges[0];
sub_b_split = &sub_b.edges[2];
uv_a = &sub_a.uvs[1];
uv_b = &sub_a.uvs[0];
uv_c = &sub_b.uvs[2];
uv_d = &sub_b.uvs[3];
}
/* Allocate new edges and vertices. */
const float2 uv0 = split_edge(
sub.patch, sub_across_0, sub_a_across_0, sub_b_across_0, *uv_d, *uv_b);
const float2 uv1 = split_edge(
sub.patch, sub_across_1, sub_b_across_1, sub_a_across_1, *uv_a, *uv_c);
assert(sub_a_across_0->edge->T != 0);
assert(sub_b_across_0->edge->T != 0);
assert(sub_a_across_1->edge->T != 0);
assert(sub_b_across_1->edge->T != 0);
/* Split */
*uv_a = uv1;
*uv_b = uv0;
*uv_c = uv1;
*uv_d = uv0;
/* Create new edge */
const int split_edge_depth = (split_u) ?
max(sub.edges[1].edge->depth, sub.edges[3].edge->depth) :
max(sub.edges[0].edge->depth, sub.edges[2].edge->depth);
alloc_edge(sub_a_split,
sub_across_0->mid_vert_index(),
sub_across_1->mid_vert_index(),
split_edge_depth,
true,
false);
alloc_edge(sub_b_split,
sub_across_1->mid_vert_index(),
sub_across_0->mid_vert_index(),
split_edge_depth,
true,
false);
/* Set T for split edge. */
assign_edge_factor(sub_a_split->edge, sub.patch, uv0, uv1);
/* Recurse */
split_quad(std::move(sub_a));
split_quad(std::move(sub_b));
}
void DiagSplit::split_quad_into_triangles(SubPatch &&sub)
{
assert(sub.shape == SubPatch::QUAD);
/* Copy into new subpatches. */
SubPatch sub_a(sub);
SubPatch sub_b(sub);
sub_a.shape = SubPatch::TRIANGLE;
sub_b.shape = SubPatch::TRIANGLE;
for (int i = 0; i < 4; i++) {
sub_a.edges[i].own_edge = false;
sub_a.edges[i].own_vertex = false;
sub_b.edges[i].own_edge = false;
sub_b.edges[i].own_vertex = false;
}
const int split_edge_depth = std::max({sub.edges[0].edge->depth,
sub.edges[1].edge->depth,
sub.edges[2].edge->depth,
sub.edges[3].edge->depth});
sub_a.edges[0] = sub.edges[0];
sub_a.edges[1] = sub.edges[1];
sub_a.uvs[0] = sub.uvs[0];
sub_a.uvs[1] = sub.uvs[1];
sub_a.uvs[2] = sub.uvs[2];
alloc_edge(&sub_a.edges[2],
sub.edges[2].start_vert_index(),
sub.edges[0].start_vert_index(),
split_edge_depth,
true,
false);
sub_b.edges[1] = sub.edges[2];
sub_b.edges[2] = sub.edges[3];
sub_b.uvs[0] = sub.uvs[0];
sub_b.uvs[1] = sub.uvs[2];
sub_b.uvs[2] = sub.uvs[3];
alloc_edge(&sub_b.edges[0],
sub.edges[0].start_vert_index(),
sub.edges[2].start_vert_index(),
split_edge_depth,
true,
false);
/* Set T for new edge. */
assign_edge_factor(sub_b.edges[0].edge, sub.patch, sub.uvs[0], sub.uvs[2]);
/* Recurse */
split_triangle(std::move(sub_a));
split_triangle(std::move(sub_b));
}
void DiagSplit::split_triangle(SubPatch &&sub)
{
assert(sub.shape == SubPatch::TRIANGLE);
/* Set edge factors if we haven't already. */
resolve_edge_factors(sub);
const bool do_split = sub.edges[0].edge->must_split() || sub.edges[1].edge->must_split() ||
sub.edges[2].edge->must_split();
if (!do_split) {
/* Add the unsplit subpatch. */
alloc_subpatch(std::move(sub));
return;
}
/* Slight bias so that for equal length edges, we get consistent results across
* platforms rather than choice being decided by precision. */
const float bias = 1.00012345f;
/* Pick longest edge that must be split. Note that in degenerate cases edges may have
* zero length but still requires splitting at depth 0. */
float max_length = 0.0f;
int split_index_0 = -1;
for (int i = 0; i < 3; i++) {
if (sub.edges[i].edge->must_split() &&
(split_index_0 == -1 || sub.edges[i].edge->length > max_length))
{
split_index_0 = i;
max_length = sub.edges[i].edge->length * bias;
}
}
/* Copy into new subpatches. */
SubPatch sub_a(sub);
SubPatch sub_b(sub);
for (int i = 0; i < 4; i++) {
sub_a.edges[i].own_edge = false;
sub_a.edges[i].own_vertex = false;
sub_b.edges[i].own_edge = false;
sub_b.edges[i].own_vertex = false;
}
const int split_index_1 = (split_index_0 + 1) % 3;
const int split_index_2 = (split_index_0 + 2) % 3;
sub_a.edges[2] = sub.edges[split_index_2];
sub_b.edges[1] = sub.edges[split_index_1];
/*
* uv_opposite
* 2 2
* / | | \
* / | | \
* / A | | B \
* / | | \
* 0 --- 1 0 --- 1
* uv_split
*/
/* Allocate new edges and vertices. */
const float2 uv_split = split_edge(sub.patch,
&sub.edges[split_index_0],
&sub_a.edges[0],
&sub_b.edges[0],
sub.uvs[split_index_0],
sub.uvs[split_index_1]);
/* Set UVs. */
sub_a.uvs[0] = sub.uvs[split_index_0];
sub_a.uvs[1] = uv_split;
sub_a.uvs[2] = sub.uvs[split_index_2];
sub_b.uvs[0] = uv_split;
sub_b.uvs[1] = sub.uvs[split_index_1];
sub_b.uvs[2] = sub.uvs[split_index_2];
/* Create new edge */
const int vsplit = sub.edges[split_index_0].mid_vert_index();
const int vopposite = sub.edges[split_index_2].start_vert_index();
const int split_edge_depth = sub.edges[split_index_0].edge->depth + 1;
alloc_edge(&sub_a.edges[1], vsplit, vopposite, split_edge_depth, true, false);
alloc_edge(&sub_b.edges[2], vopposite, vsplit, split_edge_depth, true, false);
/* Set T for split edge. */
const float2 uv_opposite = sub.uvs[split_index_2];
assign_edge_factor(sub_a.edges[1].edge, sub.patch, uv_split, uv_opposite);
/* Recurse */
split_triangle(std::move(sub_a));
split_triangle(std::move(sub_b));
}
void DiagSplit::split_quad(const Mesh::SubdFace &face, const int face_index, const Patch *patch)
{
const int *subd_face_corners = params.mesh->get_subd_face_corners().data();
const int v0 = subd_face_corners[face.start_corner + 0];
const int v1 = subd_face_corners[face.start_corner + 1];
const int v2 = subd_face_corners[face.start_corner + 2];
const int v3 = subd_face_corners[face.start_corner + 3];
const int depth = -1;
SubPatch subpatch(patch, face_index);
alloc_edge(&subpatch.edges[0], v0, v1, depth, true, true);
alloc_edge(&subpatch.edges[1], v1, v2, depth, true, true);
alloc_edge(&subpatch.edges[2], v2, v3, depth, true, true);
alloc_edge(&subpatch.edges[3], v3, v0, depth, true, true);
/* Forces a split in both axis for quads, needed to match split of ngons into quads. */
subpatch.edges[0].edge->T = DSPLIT_NON_UNIFORM;
subpatch.edges[3].edge->T = DSPLIT_NON_UNIFORM;
subpatch.edges[2].edge->T = DSPLIT_NON_UNIFORM;
subpatch.edges[1].edge->T = DSPLIT_NON_UNIFORM;
split_quad(std::move(subpatch));
}
void DiagSplit::split_ngon(const Mesh::SubdFace &face,
const int face_index,
const Patch *patches,
const size_t patches_byte_stride)
{
const int *subd_face_corners = params.mesh->get_subd_face_corners().data();
const int v2 = alloc_verts(1);
const int depth = 0;
/* Allocate edges of n-gon. */
array<SubPatch::Edge> edges(face.num_corners);
for (int corner = 0; corner < face.num_corners; corner++) {
const int v = subd_face_corners[face.start_corner + corner];
const int vnext = subd_face_corners[face.start_corner + mod(corner + 1, face.num_corners)];
alloc_edge(&edges[corner], v, vnext, depth, true, true);
if (edges[corner].edge->mid_vert_index == -1) {
edges[corner].edge->mid_vert_index = alloc_verts(1);
}
}
/* Allocate patches. */
for (int corner = 0; corner < face.num_corners; corner++) {
const Patch *patch = (const Patch *)(((char *)patches) + (corner * patches_byte_stride));
/* v_prev .
* . .
* . edge2 .
* v3 ------- v2 . . .
* |
* edge3 | | edge1
* |
* v0 ------ v1 . . v_next
* edge0
*/
SubPatch::Edge &edge3 = edges[mod(corner + face.num_corners - 1, face.num_corners)];
SubPatch::Edge &edge0 = edges[corner];
/* Setup edges. */
const int v0 = edge0.start_vert_index();
const int v1 = edge0.mid_vert_index();
const int v3 = edge3.mid_vert_index();
SubPatch subpatch(patch, face_index, corner);
alloc_edge(&subpatch.edges[0], v0, v1, depth, false, false);
alloc_edge(&subpatch.edges[1], v1, v2, depth, true, false);
alloc_edge(&subpatch.edges[2], v2, v3, depth, true, corner == 0);
alloc_edge(&subpatch.edges[3], v3, v0, depth, false, false);
subpatch.edges[0].own_edge = edge0.own_edge;
subpatch.edges[0].own_vertex = edge0.own_vertex;
subpatch.edges[3].own_edge = edge3.own_edge;
subpatch.edges[3].own_vertex = edge3.own_edge;
/* Perform split. */
split_quad(std::move(subpatch));
}
}
void DiagSplit::split_patches(const Patch *patches, const size_t patches_byte_stride)
{
/* TODO: reuse edge factor vertex position computations. */
/* TODO: support not splitting n-gons if not needed. */
/* TODO: multi-threading. */
/* Keep base mesh vertices, create new triangles. */
num_verts = params.mesh->get_num_subd_base_verts();
num_triangles = 0;
owned_verts.resize(num_verts, false);
/* Split all faces in the mesh. */
for (int f = 0; f < params.mesh->get_num_subd_faces(); f++) {
Mesh::SubdFace face = params.mesh->get_subd_face(f);
const Patch *patch = (const Patch *)(((char *)patches) +
(face.ptex_offset * patches_byte_stride));
if (face.is_quad()) {
split_quad(face, f, patch);
}
else {
split_ngon(face, f, patch, patches_byte_stride);
}
}
}
CCL_NAMESPACE_END