Files
blender/intern/cycles/subd/subd_mesh.cpp
Brecht Van Lommel 731ffd3cd4 Cycles: remove approximate subdivision surface with gregory patches code.
It was never fully implemented and will be replaced by OpenSubdiv. Only linear
subdivision remains now. Also includes some refactoring in the split/dice code,
adding a SubdParams struct to pass around parameters more easily.
2013-11-28 02:11:42 +01:00

172 lines
3.5 KiB
C++

/*
* Original code in the public domain -- castanyo@yahoo.es
*
* Modifications copyright (c) 2011, Blender Foundation.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include <stdio.h>
#include "subd_mesh.h"
#include "subd_patch.h"
#include "subd_split.h"
#include "util_debug.h"
#include "util_foreach.h"
CCL_NAMESPACE_BEGIN
/* Subd Vertex */
class SubdVert
{
public:
int id;
float3 co;
SubdVert(int id_)
{
id = id_;
co = make_float3(0.0f, 0.0f, 0.0f);
}
};
/* Subd Face */
class SubdFace
{
public:
int id;
int numverts;
int verts[4];
SubdFace(int id_)
{
id = id_;
numverts = 0;
}
};
/* Subd Mesh */
SubdMesh::SubdMesh()
{
}
SubdMesh::~SubdMesh()
{
foreach(SubdVert *vertex, verts)
delete vertex;
foreach(SubdFace *face, faces)
delete face;
verts.clear();
faces.clear();
}
SubdVert *SubdMesh::add_vert(const float3& co)
{
SubdVert *v = new SubdVert(verts.size());
v->co = co;
verts.push_back(v);
return v;
}
SubdFace *SubdMesh::add_face(int v0, int v1, int v2)
{
int index[3] = {v0, v1, v2};
return add_face(index, 3);
}
SubdFace *SubdMesh::add_face(int v0, int v1, int v2, int v3)
{
int index[4] = {v0, v1, v2, v3};
return add_face(index, 4);
}
SubdFace *SubdMesh::add_face(int *index, int num)
{
/* skip ngons */
if(num < 3 || num > 4)
return NULL;
SubdFace *f = new SubdFace(faces.size());
for(int i = 0; i < num; i++)
f->verts[i] = index[i];
f->numverts = num;
faces.push_back(f);
return f;
}
bool SubdMesh::finish()
{
return true;
}
void SubdMesh::tessellate(DiagSplit *split)
{
int num_faces = faces.size();
for(int f = 0; f < num_faces; f++) {
SubdFace *face = faces[f];
Patch *patch;
float3 *hull;
if(face->numverts == 3) {
LinearTrianglePatch *lpatch = new LinearTrianglePatch();
hull = lpatch->hull;
patch = lpatch;
}
else if(face->numverts == 4) {
LinearQuadPatch *lpatch = new LinearQuadPatch();
hull = lpatch->hull;
patch = lpatch;
}
else {
assert(0); /* n-gons should have been split already */
continue;
}
for(int i = 0; i < face->numverts; i++)
hull[i] = verts[face->verts[i]]->co;
if(face->numverts == 4)
swap(hull[2], hull[3]);
if(patch->is_triangle())
split->split_triangle(patch);
else
split->split_quad(patch);
delete patch;
}
}
CCL_NAMESPACE_END