Means low res patches can have 2 instead of 4 triangles. Pull Request: https://projects.blender.org/blender/blender/pulls/135681
409 lines
12 KiB
C++
409 lines
12 KiB
C++
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#include "scene/camera.h"
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#include "scene/mesh.h"
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#include "subd/dice.h"
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#include "subd/patch.h"
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CCL_NAMESPACE_BEGIN
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/* EdgeDice Base */
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EdgeDice::EdgeDice(const SubdParams ¶ms_) : params(params_)
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{
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params.mesh->attributes.add(ATTR_STD_VERTEX_NORMAL);
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if (params.ptex) {
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params.mesh->attributes.add(ATTR_STD_PTEX_FACE_ID);
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params.mesh->attributes.add(ATTR_STD_PTEX_UV);
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}
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}
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void EdgeDice::reserve(const int num_verts, const int num_triangles)
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{
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Mesh *mesh = params.mesh;
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mesh->num_subd_added_verts = num_verts - mesh->get_verts().size();
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mesh->resize_mesh(num_verts, 0);
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mesh->reserve_mesh(num_verts, num_triangles);
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Attribute *attr_vN = mesh->attributes.add(ATTR_STD_VERTEX_NORMAL);
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mesh_P = mesh->verts.data();
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mesh_N = attr_vN->data_float3();
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Attribute *attr_ptex_face_id = mesh->attributes.find(ATTR_STD_PTEX_FACE_ID);
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if (attr_ptex_face_id) {
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mesh_ptex_face_id = attr_ptex_face_id->data_float();
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}
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Attribute *attr_ptex_uv = mesh->attributes.find(ATTR_STD_PTEX_UV);
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if (attr_ptex_uv) {
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mesh_ptex_uv = attr_ptex_uv->data_float2();
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}
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}
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void EdgeDice::set_vert(const Patch *patch, const int index, const float2 uv)
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{
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float3 P;
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float3 N;
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patch->eval(&P, nullptr, nullptr, &N, uv.x, uv.y);
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assert(index < params.mesh->verts.size());
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mesh_P[index] = P;
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mesh_N[index] = N;
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}
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void EdgeDice::add_triangle(const Patch *patch,
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const int v0,
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const int v1,
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const int v2,
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const float2 uv0,
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const float2 uv1,
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const float2 uv2)
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{
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Mesh *mesh = params.mesh;
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mesh->add_triangle(v0, v1, v2, patch->shader, true);
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const int triangle_offset = params.mesh->num_triangles() - 1;
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params.mesh->subd_triangle_patch_index[triangle_offset] = patch->patch_index;
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if (mesh_ptex_face_id) {
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mesh_ptex_face_id[triangle_offset] = patch->patch_index;
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}
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params.mesh->subd_corner_patch_uv[(triangle_offset * 3) + 0] = uv0;
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params.mesh->subd_corner_patch_uv[(triangle_offset * 3) + 1] = uv1;
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params.mesh->subd_corner_patch_uv[(triangle_offset * 3) + 2] = uv2;
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if (mesh_ptex_uv) {
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mesh_ptex_uv[(triangle_offset * 3) + 0] = uv0;
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mesh_ptex_uv[(triangle_offset * 3) + 0] = uv1;
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mesh_ptex_uv[(triangle_offset * 3) + 0] = uv2;
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}
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}
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void EdgeDice::stitch_triangles_to_inner_grid(SubPatch &sub,
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const int edge,
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const int Mu,
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const int Mv)
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{
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const int outer_T = sub.edges[edge].edge->T;
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const int inner_T = ((edge % 2) == 0) ? Mu - 2 : Mv - 2;
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const float du = 1.0f / (float)Mu;
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const float dv = 1.0f / (float)Mv;
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float2 inner_uv, outer_uv, inner_uv_step, outer_uv_step;
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switch (edge) {
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case 0:
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inner_uv = make_float2(du, dv);
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outer_uv = make_float2(0.0f, 0.0f);
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inner_uv_step = make_float2(du, 0.0f);
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outer_uv_step = make_float2(1.0f / (float)outer_T, 0.0f);
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break;
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case 1:
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inner_uv = make_float2(1.0f - du, dv);
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outer_uv = make_float2(1.0f, 0.0f);
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inner_uv_step = make_float2(0.0f, dv);
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outer_uv_step = make_float2(0.0f, 1.0f / (float)outer_T);
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break;
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case 2:
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inner_uv = make_float2(1.0f - du, 1.0f - dv);
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outer_uv = make_float2(1.0f, 1.0f);
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inner_uv_step = make_float2(-du, 0.0f);
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outer_uv_step = make_float2(-1.0f / (float)outer_T, 0.0f);
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break;
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case 3:
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default:
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inner_uv = make_float2(du, 1.0f - dv);
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outer_uv = make_float2(0.0f, 1.0f);
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inner_uv_step = make_float2(0.0f, -dv);
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outer_uv_step = make_float2(0.0f, -1.0f / (float)outer_T);
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break;
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}
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/* Stitch together two arrays of verts with triangles. at each step, we compare using the next
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* verts on both sides, to find the split direction with the smallest diagonal, and use that
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* in order to keep the triangle shape reasonable. */
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for (size_t i = 0, j = 0; i < inner_T || j < outer_T;) {
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const int v0 = sub.get_vert_along_grid_edge(edge, i);
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const int v1 = sub.get_vert_along_edge(edge, j);
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int v2;
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const float2 uv0 = sub.map_uv(inner_uv);
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const float2 uv1 = sub.map_uv(outer_uv);
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float2 uv2;
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if (j == outer_T) {
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v2 = sub.get_vert_along_grid_edge(edge, ++i);
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inner_uv += inner_uv_step;
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uv2 = sub.map_uv(inner_uv);
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}
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else if (i == inner_T) {
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v2 = sub.get_vert_along_edge(edge, ++j);
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outer_uv += outer_uv_step;
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uv2 = sub.map_uv(outer_uv);
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}
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else {
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/* Length of diagonals. */
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const float len1 = len_squared(mesh_P[sub.get_vert_along_grid_edge(edge, i)] -
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mesh_P[sub.get_vert_along_edge(edge, j + 1)]);
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const float len2 = len_squared(mesh_P[sub.get_vert_along_edge(edge, j)] -
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mesh_P[sub.get_vert_along_grid_edge(edge, i + 1)]);
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/* Use smallest diagonal. */
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if (len1 < len2) {
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v2 = sub.get_vert_along_edge(edge, ++j);
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outer_uv += outer_uv_step;
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uv2 = sub.map_uv(outer_uv);
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}
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else {
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v2 = sub.get_vert_along_grid_edge(edge, ++i);
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inner_uv += inner_uv_step;
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uv2 = sub.map_uv(inner_uv);
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}
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}
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add_triangle(sub.patch, v0, v1, v2, uv0, uv1, uv2);
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}
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}
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void EdgeDice::stitch_triangles_across(SubPatch &sub, const int left_edge, const int right_edge)
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{
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/* Stitch triangles from side to side, edge in the other direction has T = 1. */
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const int left_T = sub.edges[left_edge].edge->T;
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const int right_T = sub.edges[right_edge].edge->T;
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float2 left_uv, right_uv, left_uv_step, right_uv_step;
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if (right_edge == 0) {
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left_uv = make_float2(0.0f, 1.0f);
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right_uv = make_float2(0.0f, 0.0f);
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left_uv_step = make_float2(1.0f / (float)left_T, 0.0f);
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right_uv_step = make_float2(1.0f / (float)right_T, 0.0f);
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}
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else {
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left_uv = make_float2(0.0f, 0.0f);
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right_uv = make_float2(1.0f, 0.0f);
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left_uv_step = make_float2(0.0f, 1.0f / (float)left_T);
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right_uv_step = make_float2(0.0f, 1.0f / (float)right_T);
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}
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/* Stitch together two arrays of verts with triangles. at each step, we compare using the next
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* verts on both sides, to find the split direction with the smallest diagonal, and use that
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* in order to keep the triangle shape reasonable. */
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for (size_t i = 0, j = 0; i < left_T || j < right_T;) {
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const int v0 = sub.get_vert_along_edge_reverse(left_edge, i);
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const int v1 = sub.get_vert_along_edge(right_edge, j);
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int v2;
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const float2 uv0 = sub.map_uv(left_uv);
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const float2 uv1 = sub.map_uv(right_uv);
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float2 uv2;
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if (j == right_T) {
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v2 = sub.get_vert_along_edge_reverse(left_edge, ++i);
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left_uv += left_uv_step;
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uv2 = sub.map_uv(left_uv);
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}
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else if (i == left_T) {
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v2 = sub.get_vert_along_edge(right_edge, ++j);
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right_uv += right_uv_step;
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uv2 = sub.map_uv(right_uv);
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}
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else {
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/* Length of diagonals. */
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const float len1 = len_squared(mesh_P[sub.get_vert_along_edge_reverse(left_edge, i)] -
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mesh_P[sub.get_vert_along_edge(right_edge, j + 1)]);
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const float len2 = len_squared(mesh_P[sub.get_vert_along_edge(right_edge, j)] -
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mesh_P[sub.get_vert_along_edge_reverse(left_edge, i + 1)]);
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/* Use smallest diagonal. */
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if (len1 < len2) {
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v2 = sub.get_vert_along_edge(right_edge, ++j);
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right_uv += right_uv_step;
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uv2 = sub.map_uv(right_uv);
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}
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else {
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v2 = sub.get_vert_along_edge_reverse(left_edge, ++i);
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left_uv += left_uv_step;
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uv2 = sub.map_uv(left_uv);
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}
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}
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add_triangle(sub.patch, v0, v1, v2, uv0, uv1, uv2);
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}
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}
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/* QuadDice */
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QuadDice::QuadDice(const SubdParams ¶ms_) : EdgeDice(params_) {}
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float3 QuadDice::eval_projected(SubPatch &sub, const float2 uv)
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{
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float3 P;
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sub.patch->eval(&P, nullptr, nullptr, nullptr, uv.x, uv.y);
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if (params.camera) {
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P = transform_perspective(¶ms.camera->worldtoraster, P);
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}
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return P;
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}
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void QuadDice::set_vert(SubPatch &sub, const int index, const float2 uv)
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{
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EdgeDice::set_vert(sub.patch, index, sub.map_uv(uv));
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}
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void QuadDice::set_side(SubPatch &sub, const int edge)
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{
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const int t = sub.edges[edge].edge->T;
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/* set verts on the edge of the patch */
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for (int i = 0; i < t; i++) {
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const float f = i / (float)t;
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float2 uv;
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switch (edge) {
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case 0:
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uv = make_float2(f, 0.0f);
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break;
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case 1:
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uv = make_float2(1.0f, f);
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break;
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case 2:
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uv = make_float2(1.0f - f, 1.0f);
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break;
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case 3:
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default:
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uv = make_float2(0.0f, 1.0f - f);
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break;
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}
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set_vert(sub, sub.get_vert_along_edge(edge, i), uv);
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}
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}
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float QuadDice::quad_area(const float3 &a, const float3 &b, const float3 &c, const float3 &d)
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{
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return triangle_area(a, b, d) + triangle_area(a, d, c);
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}
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float QuadDice::scale_factor(SubPatch &sub, const int Mu, const int Mv)
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{
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/* estimate area as 4x largest of 4 quads */
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float3 P[3][3];
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for (int i = 0; i < 3; i++) {
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for (int j = 0; j < 3; j++) {
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P[i][j] = eval_projected(sub, sub.map_uv(make_float2(i * 0.5f, j * 0.5f)));
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}
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}
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const float A1 = quad_area(P[0][0], P[1][0], P[0][1], P[1][1]);
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const float A2 = quad_area(P[1][0], P[2][0], P[1][1], P[2][1]);
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const float A3 = quad_area(P[0][1], P[1][1], P[0][2], P[1][2]);
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const float A4 = quad_area(P[1][1], P[2][1], P[1][2], P[2][2]);
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const float Apatch = max(A1, max(A2, max(A3, A4))) * 4.0f;
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/* solve for scaling factor */
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const float Atri = params.dicing_rate * params.dicing_rate * 0.5f;
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const float Ntris = Apatch / Atri;
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// XXX does the -sqrt solution matter
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// XXX max(D, 0.0) is highly suspicious, need to test cases
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// where D goes negative
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const float N = 0.5f * (Ntris - (sub.edge_u0.edge->T + sub.edge_u1.edge->T +
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sub.edge_v0.edge->T + sub.edge_v1.edge->T));
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const float D = (4.0f * N * Mu * Mv) + ((Mu + Mv) * (Mu + Mv));
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const float S = (Mu + Mv + sqrtf(max(D, 0.0f))) / (2 * Mu * Mv);
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return S;
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}
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void QuadDice::add_grid(SubPatch &sub, const int Mu, const int Mv, const int offset)
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{
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/* no inner grid? */
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if (Mu == 1 || Mv == 1) {
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return;
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}
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/* create inner grid */
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const float du = 1.0f / (float)Mu;
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const float dv = 1.0f / (float)Mv;
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for (int j = 1; j < Mv; j++) {
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for (int i = 1; i < Mu; i++) {
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const float u = i * du;
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const float v = j * dv;
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const int center_i = offset + (i - 1) + (j - 1) * (Mu - 1);
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set_vert(sub, center_i, make_float2(u, v));
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if (i < Mu - 1 && j < Mv - 1) {
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const int i1 = offset + (i - 1) + (j - 1) * (Mu - 1);
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const int i2 = offset + i + (j - 1) * (Mu - 1);
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const int i3 = offset + i + j * (Mu - 1);
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const int i4 = offset + (i - 1) + j * (Mu - 1);
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const float2 uv1 = sub.map_uv(make_float2(u, v));
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const float2 uv2 = sub.map_uv(make_float2(u + du, v));
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const float2 uv3 = sub.map_uv(make_float2(u + du, v + dv));
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const float2 uv4 = sub.map_uv(make_float2(u, v + dv));
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add_triangle(sub.patch, i1, i2, i3, uv1, uv2, uv3);
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add_triangle(sub.patch, i1, i3, i4, uv1, uv3, uv4);
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}
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}
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}
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}
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void QuadDice::dice(SubPatch &sub)
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{
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/* Compute inner grid size with scale factor. */
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const int Mu = max(sub.edge_u0.edge->T, sub.edge_u1.edge->T);
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const int Mv = max(sub.edge_v0.edge->T, sub.edge_v1.edge->T);
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/* Vertex coordinates for sides. */
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set_side(sub, 0);
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set_side(sub, 1);
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set_side(sub, 2);
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set_side(sub, 3);
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if (Mv == 1) {
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/* No inner grid, stitch triangles from side to side. */
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stitch_triangles_across(sub, 2, 0);
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}
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else if (Mu == 1) {
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/* No inner grid, stitch triangles from side to side. */
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stitch_triangles_across(sub, 3, 1);
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}
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else {
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#if 0 /* Doesn't work very well, especially at grazing angles. */
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const float S = scale_factor(sub, ef, Mu, Mv);
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#else
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const float S = 1.0f;
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#endif
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const int grid_Mu = max((int)ceilf(S * Mu), 1); // XXX handle 0 & 1?
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const int grid_Mv = max((int)ceilf(S * Mv), 1); // XXX handle 0 & 1?
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/* Inner grid. */
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add_grid(sub, grid_Mu, grid_Mv, sub.inner_grid_vert_offset);
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/* Stitch triangles to inner grid. */
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stitch_triangles_to_inner_grid(sub, 0, Mu, Mv);
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stitch_triangles_to_inner_grid(sub, 1, Mu, Mv);
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stitch_triangles_to_inner_grid(sub, 2, Mu, Mv);
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stitch_triangles_to_inner_grid(sub, 3, Mu, Mv);
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}
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}
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CCL_NAMESPACE_END
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