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test/intern/cycles/subd/split.h

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1.8 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/deque.h"
#include "util/types.h"
#include "util/vector.h"
CCL_NAMESPACE_BEGIN
class Mesh;
class Patch;
class DiagSplit {
SubdParams params;
vector<Subpatch> subpatches;
/* `deque` is used so that element pointers remain valid when size is changed. */
deque<Edge> edges;
float3 to_world(Patch *patch, const float2 uv);
int T(Patch *patch, const float2 Pstart, const float2 Pend, bool recursive_resolve = false);
void limit_edge_factor(int &T, Patch *patch, const float2 Pstart, const float2 Pend);
void resolve_edge_factors(Subpatch &sub);
void partition_edge(Patch *patch,
float2 *P,
int *t0,
int *t1,
const float2 Pstart,
const float2 Pend,
const int t);
void split(Subpatch &sub, const int depth = 0);
int num_alloced_verts = 0;
int alloc_verts(const int n); /* Returns start index of new verts. */
public:
Edge *alloc_edge();
explicit DiagSplit(const SubdParams &params);
void split_patches(Patch *patches, const size_t patches_byte_stride);
void split_quad(const Mesh::SubdFace &face, Patch *patch);
void split_ngon(const Mesh::SubdFace &face, Patch *patches, const size_t patches_byte_stride);
void post_split();
};
CCL_NAMESPACE_END