Cycles microdisplacement: refactor to move some tesselation code from SubdMesh to Mesh

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D1915
This commit is contained in:
Mai Lavelle 2016-04-11 23:46:00 +02:00 committed by Brecht Van Lommel
parent d456458e06
commit 665467e51e
4 changed files with 66 additions and 40 deletions

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@ -618,18 +618,19 @@ static void create_mesh(Scene *scene,
if(is_zero(cross(mesh->verts[vi[1]] - mesh->verts[vi[0]], mesh->verts[vi[2]] - mesh->verts[vi[0]])) ||
is_zero(cross(mesh->verts[vi[2]] - mesh->verts[vi[0]], mesh->verts[vi[3]] - mesh->verts[vi[0]])))
{
mesh->set_triangle(ti++, vi[0], vi[1], vi[3], shader, smooth);
mesh->set_triangle(ti++, vi[2], vi[3], vi[1], shader, smooth);
// TODO(mai): order here is probably wrong
mesh->set_triangle(ti++, vi[0], vi[1], vi[3], shader, smooth, true);
mesh->set_triangle(ti++, vi[2], vi[3], vi[1], shader, smooth, true);
face_flags[fi] |= FACE_FLAG_DIVIDE_24;
}
else {
mesh->set_triangle(ti++, vi[0], vi[1], vi[2], shader, smooth);
mesh->set_triangle(ti++, vi[0], vi[2], vi[3], shader, smooth);
mesh->set_triangle(ti++, vi[0], vi[1], vi[2], shader, smooth, true);
mesh->set_triangle(ti++, vi[0], vi[2], vi[3], shader, smooth, true);
face_flags[fi] |= FACE_FLAG_DIVIDE_13;
}
}
else
mesh->set_triangle(ti++, vi[0], vi[1], vi[2], shader, smooth);
mesh->set_triangle(ti++, vi[0], vi[1], vi[2], shader, smooth, false);
nverts[fi] = n;
}
@ -661,37 +662,10 @@ static void create_subd_mesh(Scene *scene,
PointerRNA *cmesh,
const vector<uint>& used_shaders)
{
/* create subd mesh */
SubdMesh sdmesh;
Mesh basemesh;
create_mesh(scene, &basemesh, b_mesh, used_shaders);
/* create vertices */
BL::Mesh::vertices_iterator v;
for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v)
sdmesh.add_vert(get_float3(v->co()));
/* create faces */
BL::Mesh::tessfaces_iterator f;
for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++f) {
int4 vi = get_int4(f->vertices_raw());
int n = (vi[3] == 0) ? 3: 4;
//int shader = used_shaders[f->material_index()];
if(n == 4)
sdmesh.add_face(vi[0], vi[1], vi[2], vi[3]);
else
sdmesh.add_face(vi[0], vi[1], vi[2]);
}
/* finalize subd mesh */
sdmesh.finish();
/* parameters */
bool need_ptex = mesh->need_attribute(scene, ATTR_STD_PTEX_FACE_ID) ||
mesh->need_attribute(scene, ATTR_STD_PTEX_UV);
SubdParams sdparams(mesh, used_shaders[0], true, need_ptex);
SubdParams sdparams(mesh, used_shaders[0], true, false);
sdparams.dicing_rate = RNA_float_get(cmesh, "dicing_rate");
scene->camera->update();
@ -700,7 +674,7 @@ static void create_subd_mesh(Scene *scene,
/* tesselate */
DiagSplit dsplit(sdparams);
sdmesh.tessellate(&dsplit);
basemesh.tessellate(&dsplit);
}
/* Sync */

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@ -6,6 +6,7 @@ set(INC
../kernel/svm
../kernel/osl
../bvh
../subd
../util
../../glew-mx
)

View File

@ -35,6 +35,9 @@
#include "util_progress.h"
#include "util_set.h"
#include "subd_split.h"
#include "subd_patch.h"
CCL_NAMESPACE_BEGIN
/* Triangle */
@ -112,6 +115,9 @@ void Mesh::reserve(int numverts, int numtris, int numcurves, int numcurvekeys)
triangles.resize(numtris);
shader.resize(numtris);
smooth.resize(numtris);
forms_quad.resize(numtris);
curve_keys.resize(numcurvekeys);
curves.resize(numcurves);
@ -127,6 +133,8 @@ void Mesh::clear()
shader.clear();
smooth.clear();
forms_quad.clear();
curve_keys.clear();
curves.clear();
@ -156,7 +164,7 @@ int Mesh::split_vertex(int vertex)
return verts.size() - 1;
}
void Mesh::set_triangle(int i, int v0, int v1, int v2, int shader_, bool smooth_)
void Mesh::set_triangle(int i, int v0, int v1, int v2, int shader_, bool smooth_, bool forms_quad_)
{
Triangle tri;
tri.v[0] = v0;
@ -166,9 +174,10 @@ void Mesh::set_triangle(int i, int v0, int v1, int v2, int shader_, bool smooth_
triangles[i] = tri;
shader[i] = shader_;
smooth[i] = smooth_;
forms_quad[i] = forms_quad_;
}
void Mesh::add_triangle(int v0, int v1, int v2, int shader_, bool smooth_)
void Mesh::add_triangle(int v0, int v1, int v2, int shader_, bool smooth_, bool forms_quad_)
{
Triangle tri;
tri.v[0] = v0;
@ -178,6 +187,7 @@ void Mesh::add_triangle(int v0, int v1, int v2, int shader_, bool smooth_)
triangles.push_back(tri);
shader.push_back(shader_);
smooth.push_back(smooth_);
forms_quad.push_back(forms_quad_);
}
void Mesh::add_curve_key(float3 co, float radius)
@ -1437,5 +1447,42 @@ bool Mesh::need_attribute(Scene *scene, ustring name)
return false;
}
void Mesh::tessellate(DiagSplit *split)
{
int num_faces = triangles.size();
for(int f = 0; f < num_faces; f++) {
if(!forms_quad[f]) {
/* triangle */
LinearTrianglePatch* patch = new LinearTrianglePatch();
float3 *hull = patch->hull;
for(int i = 0; i < 3; i++) {
hull[i] = verts[triangles[f].v[i]];
}
split->split_triangle(patch);
delete patch;
}
else {
/* quad */
LinearQuadPatch* patch = new LinearQuadPatch();
float3 *hull = patch->hull;
hull[0] = verts[triangles[f ].v[0]];
hull[1] = verts[triangles[f ].v[1]];
hull[3] = verts[triangles[f ].v[2]];
hull[2] = verts[triangles[f+1].v[2]];
split->split_quad(patch);
delete patch;
// consume second triangle in quad
f++;
}
}
}
CCL_NAMESPACE_END

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@ -38,6 +38,7 @@ class Progress;
class Scene;
class SceneParams;
class AttributeRequest;
class DiagSplit;
/* Mesh */
@ -85,6 +86,7 @@ public:
vector<Triangle> triangles;
vector<uint> shader;
vector<bool> smooth;
vector<bool> forms_quad; /* used to tell if triangle is part of a quad patch */
bool has_volume; /* Set in the device_update_flags(). */
bool has_surface_bssrdf; /* Set in the device_update_flags(). */
@ -123,8 +125,8 @@ public:
void reserve(int numverts, int numfaces, int numcurves, int numcurvekeys);
void clear();
void set_triangle(int i, int v0, int v1, int v2, int shader, bool smooth);
void add_triangle(int v0, int v1, int v2, int shader, bool smooth);
void set_triangle(int i, int v0, int v1, int v2, int shader, bool smooth, bool forms_quad = false);
void add_triangle(int v0, int v1, int v2, int shader, bool smooth, bool forms_quad = false);
void add_curve_key(float3 loc, float radius);
void add_curve(int first_key, int num_keys, int shader);
int split_vertex(int vertex);
@ -157,6 +159,8 @@ public:
/* Check if the mesh should be treated as instanced. */
bool is_instanced() const;
void tessellate(DiagSplit *split);
};
/* Mesh Manager */