[Bf-blender-cvs] [cc9f1e2] temp-cycles-microdisplacement: Migrate away from ccl::SubdMesh for tessellation

Mai Lavelle noreply at git.blender.org
Mon Apr 11 14:54:18 CEST 2016


Commit: cc9f1e27cec20d4803de71267c14f5c4fcaee92d
Author: Mai Lavelle
Date:   Tue Dec 1 06:47:58 2015 -0500
Branches: temp-cycles-microdisplacement
https://developer.blender.org/rBcc9f1e27cec20d4803de71267c14f5c4fcaee92d

Migrate away from ccl::SubdMesh for tessellation

===================================================================

M	intern/cycles/blender/blender_mesh.cpp
M	intern/cycles/render/mesh.cpp
M	intern/cycles/render/mesh.h

===================================================================

diff --git a/intern/cycles/blender/blender_mesh.cpp b/intern/cycles/blender/blender_mesh.cpp
index fd12ee7..52bf011 100644
--- a/intern/cycles/blender/blender_mesh.cpp
+++ b/intern/cycles/blender/blender_mesh.cpp
@@ -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 = new Mesh();
+	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 +674,9 @@ static void create_subd_mesh(Scene *scene,
 
 	/* tesselate */
 	DiagSplit dsplit(sdparams);
-	sdmesh.tessellate(&dsplit);
+	basemesh->tessellate(&dsplit);
+
+	delete basemesh;
 }
 
 /* Sync */
diff --git a/intern/cycles/render/mesh.cpp b/intern/cycles/render/mesh.cpp
index 6466d71..eba7fb2 100644
--- a/intern/cycles/render/mesh.cpp
+++ b/intern/cycles/render/mesh.cpp
@@ -35,6 +35,9 @@
 #include "util_progress.h"
 #include "util_set.h"
 
+#include "../subd/subd_split.h"
+#include "../subd/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
 
diff --git a/intern/cycles/render/mesh.h b/intern/cycles/render/mesh.h
index 57b16f7..628773f 100644
--- a/intern/cycles/render/mesh.h
+++ b/intern/cycles/render/mesh.h
@@ -28,6 +28,8 @@
 #include "util_types.h"
 #include "util_vector.h"
 
+#include "../subd/subd_split.h"
+
 CCL_NAMESPACE_BEGIN
 
 class BVH;
@@ -85,6 +87,7 @@ 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 +126,8 @@ 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 +160,8 @@ public:
 
 	/* Check if the mesh should be treated as instanced. */
 	bool is_instanced() const;
+
+	void tessellate(DiagSplit *split);
 };
 
 /* Mesh Manager */




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