* Perform attribute interpolation as part of dicing. * Remove temporary subd uv and face index attributes. On a MacBook M3 with 12 P-cores and 4 E-cores, these changes overall give a 10x-14x speedup on various scenes. Note that splitting is still single threaded and can be expensive, and UV subdivision can be optimized more. Pull Request: https://projects.blender.org/blender/blender/pulls/136411
83 lines
2.3 KiB
C++
83 lines
2.3 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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#pragma once
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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/transform.h"
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#include "util/types.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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class SubdAttributeInterpolation;
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class DiagSplit;
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struct SubdParams {
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Mesh *mesh = nullptr;
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bool ptex = false;
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int test_steps = 3;
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int split_threshold = 1;
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float dicing_rate = 1.0f;
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int max_level = 12;
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Camera *camera = nullptr;
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Transform objecttoworld = transform_identity();
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SubdParams(Mesh *mesh_, bool ptex_ = false) : mesh(mesh_), ptex(ptex_) {}
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};
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class EdgeDice {
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public:
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SubdParams params;
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SubdAttributeInterpolation &interpolation;
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int *mesh_triangles = nullptr;
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int *mesh_shader = nullptr;
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bool *mesh_smooth = nullptr;
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float3 *mesh_P = nullptr;
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float3 *mesh_N = nullptr;
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float *mesh_ptex_face_id = nullptr;
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float2 *mesh_ptex_uv = nullptr;
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explicit EdgeDice(const SubdParams ¶ms,
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const int num_verts,
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const int num_triangles,
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SubdAttributeInterpolation &interpolation);
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void dice(const DiagSplit &split);
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protected:
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void dice(const SubPatch &sub);
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void set_vertex(const SubPatch &sub, const int index, const float2 uv);
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void add_triangle(const SubPatch &sub,
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const int triangle_index,
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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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void add_grid_triangles_and_stitch(const SubPatch &sub, const int Mu, const int Mv);
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void add_triangle_strip(const SubPatch &sub, const int left_edge, const int right_edge);
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float3 eval_projected(const SubPatch &sub, const float2 uv);
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void set_sides(const SubPatch &sub);
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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(const SubPatch &sub, const int Mu, const int Mv);
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};
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CCL_NAMESPACE_END
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