[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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