Files
test2/intern/cycles/subd/subd_split.cpp
OmarSquircleArt 7f4a2fc437 Shading: Add more operators to Vector Math node.
Add Multiply, Divide, Project, Reflect, Distance, Length, Scale, Snap,
Floor, Ceil, Modulo, Fraction, Absolute, Minimum, and Maximum operators
to the Vector Math node. The Value output has been removed from operators
whose output is a vector, and the other way around. All of those removals
has been handled properly in versioning code.

The patch doesn't include tests for the new operators. Tests will be added
in a later patch.

Reviewers: brecht, JacquesLucke

Differential Revision: https://developer.blender.org/D5523
2019-08-21 19:36:33 +02:00

258 lines
6.7 KiB
C++

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "render/camera.h"
#include "render/mesh.h"
#include "subd/subd_dice.h"
#include "subd/subd_patch.h"
#include "subd/subd_split.h"
#include "util/util_math.h"
#include "util/util_types.h"
CCL_NAMESPACE_BEGIN
/* DiagSplit */
DiagSplit::DiagSplit(const SubdParams &params_) : params(params_)
{
}
void DiagSplit::dispatch(QuadDice::SubPatch &sub, QuadDice::EdgeFactors &ef)
{
subpatches_quad.push_back(sub);
edgefactors_quad.push_back(ef);
}
float3 DiagSplit::to_world(Patch *patch, float2 uv)
{
float3 P;
patch->eval(&P, NULL, NULL, NULL, uv.x, uv.y);
if (params.camera)
P = transform_point(&params.objecttoworld, P);
return P;
}
int DiagSplit::T(Patch *patch, float2 Pstart, float2 Pend)
{
float3 Plast = make_float3(0.0f, 0.0f, 0.0f);
float Lsum = 0.0f;
float Lmax = 0.0f;
for (int i = 0; i < params.test_steps; i++) {
float t = i / (float)(params.test_steps - 1);
float3 P = to_world(patch, Pstart + t * (Pend - Pstart));
if (i > 0) {
float L;
if (!params.camera) {
L = len(P - Plast);
}
else {
Camera *cam = params.camera;
float pixel_width = cam->world_to_raster_size((P + Plast) * 0.5f);
L = len(P - Plast) / pixel_width;
}
Lsum += L;
Lmax = max(L, Lmax);
}
Plast = P;
}
int tmin = (int)ceilf(Lsum / params.dicing_rate);
int tmax = (int)ceilf((params.test_steps - 1) * Lmax /
params.dicing_rate); // XXX paper says N instead of N-1, seems wrong?
if (tmax - tmin > params.split_threshold)
return DSPLIT_NON_UNIFORM;
return tmax;
}
void DiagSplit::partition_edge(
Patch *patch, float2 *P, int *t0, int *t1, float2 Pstart, float2 Pend, int t)
{
if (t == DSPLIT_NON_UNIFORM) {
*P = (Pstart + Pend) * 0.5f;
*t0 = T(patch, Pstart, *P);
*t1 = T(patch, *P, Pend);
}
else {
int I = (int)floorf((float)t * 0.5f);
*P = interp(Pstart, Pend, (t == 0) ? 0 : I / (float)t); /* XXX is t faces or verts */
*t0 = I;
*t1 = t - I;
}
}
static void limit_edge_factors(const QuadDice::SubPatch &sub, QuadDice::EdgeFactors &ef, int max_t)
{
float2 P00 = sub.P00;
float2 P01 = sub.P01;
float2 P10 = sub.P10;
float2 P11 = sub.P11;
int tu0 = int(max_t * len(P10 - P00));
int tu1 = int(max_t * len(P11 - P01));
int tv0 = int(max_t * len(P01 - P00));
int tv1 = int(max_t * len(P11 - P10));
ef.tu0 = tu0 <= 1 ? 1 : min(ef.tu0, tu0);
ef.tu1 = tu1 <= 1 ? 1 : min(ef.tu1, tu1);
ef.tv0 = tv0 <= 1 ? 1 : min(ef.tv0, tv0);
ef.tv1 = tv1 <= 1 ? 1 : min(ef.tv1, tv1);
}
void DiagSplit::split(QuadDice::SubPatch &sub, QuadDice::EdgeFactors &ef, int depth)
{
if (depth > 32) {
/* We should never get here, but just in case end recursion safely. */
ef.tu0 = 1;
ef.tu1 = 1;
ef.tv0 = 1;
ef.tv1 = 1;
dispatch(sub, ef);
return;
}
bool split_u = (ef.tu0 == DSPLIT_NON_UNIFORM || ef.tu1 == DSPLIT_NON_UNIFORM);
bool split_v = (ef.tv0 == DSPLIT_NON_UNIFORM || ef.tv1 == DSPLIT_NON_UNIFORM);
/* Split subpatches such that the ratio of T for opposite edges doesn't
* exceed 1.5, this reduces over tessellation for some patches
*/
bool tmp_split_v = split_v;
if (!split_u && min(ef.tu0, ef.tu1) > 8 && min(ef.tu0, ef.tu1) * 1.5f < max(ef.tu0, ef.tu1))
split_v = true;
if (!tmp_split_v && min(ef.tu0, ef.tu1) > 8 && min(ef.tv0, ef.tv1) * 1.5f < max(ef.tv0, ef.tv1))
split_u = true;
/* alternate axis */
if (split_u && split_v) {
split_u = depth % 2;
}
if (split_u) {
/* partition edges */
QuadDice::EdgeFactors ef0, ef1;
float2 Pu0, Pu1;
partition_edge(sub.patch, &Pu0, &ef0.tu0, &ef1.tu0, sub.P00, sub.P10, ef.tu0);
partition_edge(sub.patch, &Pu1, &ef0.tu1, &ef1.tu1, sub.P01, sub.P11, ef.tu1);
/* split */
int tsplit = T(sub.patch, Pu0, Pu1);
ef0.tv0 = ef.tv0;
ef0.tv1 = tsplit;
ef1.tv0 = tsplit;
ef1.tv1 = ef.tv1;
/* create subpatches */
QuadDice::SubPatch sub0 = {sub.patch, sub.P00, Pu0, sub.P01, Pu1};
QuadDice::SubPatch sub1 = {sub.patch, Pu0, sub.P10, Pu1, sub.P11};
limit_edge_factors(sub0, ef0, 1 << params.max_level);
limit_edge_factors(sub1, ef1, 1 << params.max_level);
split(sub0, ef0, depth + 1);
split(sub1, ef1, depth + 1);
}
else if (split_v) {
/* partition edges */
QuadDice::EdgeFactors ef0, ef1;
float2 Pv0, Pv1;
partition_edge(sub.patch, &Pv0, &ef0.tv0, &ef1.tv0, sub.P00, sub.P01, ef.tv0);
partition_edge(sub.patch, &Pv1, &ef0.tv1, &ef1.tv1, sub.P10, sub.P11, ef.tv1);
/* split */
int tsplit = T(sub.patch, Pv0, Pv1);
ef0.tu0 = ef.tu0;
ef0.tu1 = tsplit;
ef1.tu0 = tsplit;
ef1.tu1 = ef.tu1;
/* create subpatches */
QuadDice::SubPatch sub0 = {sub.patch, sub.P00, sub.P10, Pv0, Pv1};
QuadDice::SubPatch sub1 = {sub.patch, Pv0, Pv1, sub.P01, sub.P11};
limit_edge_factors(sub0, ef0, 1 << params.max_level);
limit_edge_factors(sub1, ef1, 1 << params.max_level);
split(sub0, ef0, depth + 1);
split(sub1, ef1, depth + 1);
}
else {
dispatch(sub, ef);
}
}
void DiagSplit::split_quad(Patch *patch, QuadDice::SubPatch *subpatch)
{
QuadDice::SubPatch sub_split;
QuadDice::EdgeFactors ef_split;
if (subpatch) {
sub_split = *subpatch;
}
else {
sub_split.patch = patch;
sub_split.P00 = make_float2(0.0f, 0.0f);
sub_split.P10 = make_float2(1.0f, 0.0f);
sub_split.P01 = make_float2(0.0f, 1.0f);
sub_split.P11 = make_float2(1.0f, 1.0f);
}
ef_split.tu0 = T(patch, sub_split.P00, sub_split.P10);
ef_split.tu1 = T(patch, sub_split.P01, sub_split.P11);
ef_split.tv0 = T(patch, sub_split.P00, sub_split.P01);
ef_split.tv1 = T(patch, sub_split.P10, sub_split.P11);
limit_edge_factors(sub_split, ef_split, 1 << params.max_level);
split(sub_split, ef_split);
QuadDice dice(params);
for (size_t i = 0; i < subpatches_quad.size(); i++) {
QuadDice::SubPatch &sub = subpatches_quad[i];
QuadDice::EdgeFactors &ef = edgefactors_quad[i];
ef.tu0 = max(ef.tu0, 1);
ef.tu1 = max(ef.tu1, 1);
ef.tv0 = max(ef.tv0, 1);
ef.tv1 = max(ef.tv1, 1);
dice.dice(sub, ef);
}
subpatches_quad.clear();
edgefactors_quad.clear();
}
CCL_NAMESPACE_END