Files
test/intern/cycles/subd/split.h
Brecht Van Lommel de821416c7 Cycles: Adaptive subdivision dicing and splitting improvements
* Share vertices between patches instead of using stitch map
* Switch to OpenSubdiv compatible counter-clockwise indexing
* Simplify patch edge reverse direction logic
* Add more comments to splitting and dicing

Pull Request: https://projects.blender.org/blender/blender/pulls/135681
2025-03-11 20:58:33 +01:00

67 lines
2.0 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
/* DiagSplit: Parallel, Crack-free, Adaptive Tessellation for Micro-polygon Rendering
* Splits up patches and determines edge tessellation factors for dicing. Patch
* evaluation at arbitrary points is required for this to work. See the paper
* for more details. */
#include "scene/mesh.h"
#include "subd/dice.h"
#include "subd/subpatch.h"
#include "util/set.h"
#include "util/types.h"
#include "util/vector.h"
CCL_NAMESPACE_BEGIN
class Mesh;
class Patch;
class DiagSplit {
private:
SubdParams params;
vector<SubPatch> subpatches;
unordered_set<SubEdge, SubEdge::Hash, SubEdge::Equal> edges;
int num_verts = 0;
int num_triangles = 0;
/* Allocate vertices, edges and subpatches. */
int alloc_verts(const int num);
SubEdge *alloc_edge(const int v0, const int v1);
void alloc_edge(SubPatch::Edge *sub_edge, const int v0, const int v1);
void alloc_subpatch(SubPatch &&sub);
/* Compute edge factors. */
float3 to_world(const Patch *patch, const float2 uv);
int T(const Patch *patch,
const float2 Pstart,
const float2 Pend,
const int depth,
const bool recursive_resolve = false);
int limit_edge_factor(const Patch *patch, const float2 Pstart, const float2 Pend, const int T);
void assign_edge_factor(SubEdge *edge, const int T);
void resolve_edge_factors(const SubPatch &sub, const int depth);
/* Split edge, subpatch, quad and n-gon. */
float2 split_edge(
const Patch *patch, SubPatch::Edge *edge, float2 Pstart, float2 Pend, const int depth);
void split(SubPatch &&sub, const int depth = 0);
void split_quad(const Mesh::SubdFace &face, const Patch *patch);
void split_ngon(const Mesh::SubdFace &face,
const Patch *patches,
const size_t patches_byte_stride);
public:
explicit DiagSplit(const SubdParams &params);
void split_patches(const Patch *patches, const size_t patches_byte_stride);
};
CCL_NAMESPACE_END