92 lines
1.9 KiB
C++
92 lines
1.9 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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#ifndef __SUBD_DICE_H__
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#define __SUBD_DICE_H__
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/* DX11 like EdgeDice implementation, with different tessellation factors for
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* each edge for watertight tessellation, with subpatch remapping to work with
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* DiagSplit. For more algorithm details, see the DiagSplit paper or the
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* ARB_tessellation_shader OpenGL extension, Section 2.X.2. */
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#include "util/types.h"
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#include "util/vector.h"
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#include "subd/subpatch.h"
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CCL_NAMESPACE_BEGIN
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class Camera;
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class Mesh;
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class Patch;
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struct SubdParams {
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Mesh *mesh;
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bool ptex;
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int test_steps;
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int split_threshold;
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float dicing_rate;
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int max_level;
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Camera *camera;
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Transform objecttoworld;
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SubdParams(Mesh *mesh_, bool ptex_ = false)
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{
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mesh = mesh_;
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ptex = ptex_;
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test_steps = 3;
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split_threshold = 1;
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dicing_rate = 1.0f;
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max_level = 12;
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camera = NULL;
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}
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};
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/* EdgeDice Base */
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class EdgeDice {
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public:
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SubdParams params;
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float3 *mesh_P;
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float3 *mesh_N;
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size_t vert_offset;
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size_t tri_offset;
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explicit EdgeDice(const SubdParams ¶ms);
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void reserve(int num_verts, int num_triangles);
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void set_vert(Patch *patch, int index, float2 uv);
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void add_triangle(Patch *patch, int v0, int v1, int v2);
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void stitch_triangles(Subpatch &sub, int edge);
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};
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/* Quad EdgeDice */
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class QuadDice : public EdgeDice {
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public:
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explicit QuadDice(const SubdParams ¶ms);
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float3 eval_projected(Subpatch &sub, float u, float v);
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float2 map_uv(Subpatch &sub, float u, float v);
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void set_vert(Subpatch &sub, int index, float u, float v);
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void add_grid(Subpatch &sub, int Mu, int Mv, int offset);
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void set_side(Subpatch &sub, int edge);
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float quad_area(const float3 &a, const float3 &b, const float3 &c, const float3 &d);
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float scale_factor(Subpatch &sub, int Mu, int Mv);
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void dice(Subpatch &sub);
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};
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CCL_NAMESPACE_END
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#endif /* __SUBD_DICE_H__ */
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