Cycles microdisplacement: ngons and attributes for subdivision meshes
authorMai Lavelle <mai.lavelle@gmail.com>
Sat, 16 Jul 2016 23:42:28 +0000 (19:42 -0400)
committerMai Lavelle <mai.lavelle@gmail.com>
Fri, 29 Jul 2016 07:36:30 +0000 (03:36 -0400)
This adds support for ngons and attributes on subdivision meshes. Ngons are
needed for proper attribute interpolation as well as correct Catmull-Clark
subdivision. Several changes are made to achieve this:

- new primitive `SubdFace` added to `Mesh`
- 3 more textures are used to store info on patches from subd meshes
- Blender export uses loop interface instead of tessface for subd meshes
- `Attribute` class is updated with a simplified way to pass primitive counts
  around and to support ngons.
- extra points for ngons are generated for O(1) attribute interpolation
- curves are temporally disabled on subd meshes to avoid various bugs with
  implementation
- old unneeded code is removed from `subd/`
- various fixes and improvements

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2108

30 files changed:
intern/cycles/app/cycles_xml.cpp
intern/cycles/blender/blender_mesh.cpp
intern/cycles/blender/blender_util.h
intern/cycles/kernel/CMakeLists.txt
intern/cycles/kernel/geom/geom.h
intern/cycles/kernel/geom/geom_attribute.h
intern/cycles/kernel/geom/geom_primitive.h
intern/cycles/kernel/geom/geom_subd_triangle.h [new file with mode: 0644]
intern/cycles/kernel/kernel_textures.h
intern/cycles/kernel/kernel_types.h
intern/cycles/kernel/osl/osl_services.cpp
intern/cycles/kernel/svm/svm_attribute.h
intern/cycles/kernel/svm/svm_image.h
intern/cycles/render/CMakeLists.txt
intern/cycles/render/attribute.cpp
intern/cycles/render/attribute.h
intern/cycles/render/mesh.cpp
intern/cycles/render/mesh.h
intern/cycles/render/mesh_subdivision.cpp [new file with mode: 0644]
intern/cycles/render/scene.h
intern/cycles/subd/CMakeLists.txt
intern/cycles/subd/subd_dice.cpp
intern/cycles/subd/subd_dice.h
intern/cycles/subd/subd_mesh.cpp [deleted file]
intern/cycles/subd/subd_mesh.h [deleted file]
intern/cycles/subd/subd_patch.cpp
intern/cycles/subd/subd_patch.h
intern/cycles/subd/subd_split.cpp
intern/cycles/subd/subd_split.h
intern/cycles/util/util_math.h

index 3aca46e..3d3aca3 100644 (file)
@@ -35,7 +35,6 @@
 #include "shader.h"
 #include "scene.h"
 
-#include "subd_mesh.h"
 #include "subd_patch.h"
 #include "subd_split.h"
 
@@ -417,6 +416,7 @@ static void xml_read_mesh(const XMLReadState& state, pugi::xml_node node)
        xml_read_int_array(verts, node, "verts");
        xml_read_int_array(nverts, node, "nverts");
 
+#if 0
        if(xml_equal_string(node, "subdivision", "catmull-clark")) {
                /* create subd mesh */
                SubdMesh sdmesh;
@@ -460,7 +460,9 @@ static void xml_read_mesh(const XMLReadState& state, pugi::xml_node node)
                DiagSplit dsplit(sdparams);
                sdmesh.tessellate(&dsplit);
        }
-       else {
+       else
+#endif
+       {
                /* create vertices */
                mesh->verts = P;
 
@@ -568,7 +570,7 @@ static void xml_read_patch(const XMLReadState& state, pugi::xml_node node)
                mesh->used_shaders.push_back(state.shader);
 
                /* split */
-               SubdParams sdparams(mesh, 0, state.smooth);
+               SubdParams sdparams(mesh);
                xml_read_float(&sdparams.dicing_rate, node, "dicing_rate");
 
                DiagSplit dsplit(sdparams);
index ec11a89..0744bbf 100644 (file)
@@ -24,7 +24,6 @@
 #include "blender_session.h"
 #include "blender_util.h"
 
-#include "subd_mesh.h"
 #include "subd_patch.h"
 #include "subd_split.h"
 
@@ -335,44 +334,71 @@ static void attr_create_vertex_color(Scene *scene,
                                      Mesh *mesh,
                                      BL::Mesh& b_mesh,
                                      const vector<int>& nverts,
-                                     const vector<int>& face_flags)
+                                     const vector<int>& face_flags,
+                                     bool subdivision)
 {
-       BL::Mesh::tessface_vertex_colors_iterator l;
-       for(b_mesh.tessface_vertex_colors.begin(l); l != b_mesh.tessface_vertex_colors.end(); ++l) {
-               if(!mesh->need_attribute(scene, ustring(l->name().c_str())))
-                       continue;
+       if(subdivision) {
+               BL::Mesh::vertex_colors_iterator l;
 
-               Attribute *attr = mesh->attributes.add(
-                       ustring(l->name().c_str()), TypeDesc::TypeColor, ATTR_ELEMENT_CORNER_BYTE);
+               for(b_mesh.vertex_colors.begin(l); l != b_mesh.vertex_colors.end(); ++l) {
+                       if(!mesh->need_attribute(scene, ustring(l->name().c_str())))
+                               continue;
 
-               BL::MeshColorLayer::data_iterator c;
-               uchar4 *cdata = attr->data_uchar4();
-               size_t i = 0;
+                       Attribute *attr = mesh->subd_attributes.add(ustring(l->name().c_str()),
+                                                                   TypeDesc::TypeColor,
+                                                                   ATTR_ELEMENT_CORNER_BYTE);
 
-               for(l->data.begin(c); c != l->data.end(); ++c, ++i) {
-                       int tri_a[3], tri_b[3];
-                       face_split_tri_indices(nverts[i], face_flags[i], tri_a, tri_b);
+                       BL::Mesh::polygons_iterator p;
+                       uchar4 *cdata = attr->data_uchar4();
 
-                       uchar4 colors[4];
-                       colors[0] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color1())));
-                       colors[1] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color2())));
-                       colors[2] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color3())));
-                       if(nverts[i] == 4) {
-                               colors[3] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color4())));
+                       for(b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
+                               int n = p->loop_total();
+                               for(int i = 0; i < n; i++) {
+                                       float3 color = get_float3(l->data[p->loop_start() + i].color());
+                                       *(cdata++) = color_float_to_byte(color_srgb_to_scene_linear(color));
+                               }
                        }
+               }
+       }
+       else {
+               BL::Mesh::tessface_vertex_colors_iterator l;
+               for(b_mesh.tessface_vertex_colors.begin(l); l != b_mesh.tessface_vertex_colors.end(); ++l) {
+                       if(!mesh->need_attribute(scene, ustring(l->name().c_str())))
+                               continue;
+
+                       Attribute *attr = mesh->attributes.add(ustring(l->name().c_str()),
+                                                              TypeDesc::TypeColor,
+                                                              ATTR_ELEMENT_CORNER_BYTE);
+
+                       BL::MeshColorLayer::data_iterator c;
+                       uchar4 *cdata = attr->data_uchar4();
+                       size_t i = 0;
+
+                       for(l->data.begin(c); c != l->data.end(); ++c, ++i) {
+                               int tri_a[3], tri_b[3];
+                               face_split_tri_indices(nverts[i], face_flags[i], tri_a, tri_b);
+
+                               uchar4 colors[4];
+                               colors[0] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color1())));
+                               colors[1] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color2())));
+                               colors[2] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color3())));
+                               if(nverts[i] == 4) {
+                                       colors[3] = color_float_to_byte(color_srgb_to_scene_linear(get_float3(c->color4())));
+                               }
 
-                       cdata[0] = colors[tri_a[0]];
-                       cdata[1] = colors[tri_a[1]];
-                       cdata[2] = colors[tri_a[2]];
+                               cdata[0] = colors[tri_a[0]];
+                               cdata[1] = colors[tri_a[1]];
+                               cdata[2] = colors[tri_a[2]];
 
-                       if(nverts[i] == 4) {
-                               cdata[3] = colors[tri_b[0]];
-                               cdata[4] = colors[tri_b[1]];
-                               cdata[5] = colors[tri_b[2]];
-                               cdata += 6;
+                               if(nverts[i] == 4) {
+                                       cdata[3] = colors[tri_b[0]];
+                                       cdata[4] = colors[tri_b[1]];
+                                       cdata[5] = colors[tri_b[2]];
+                                       cdata += 6;
+                               }
+                               else
+                                       cdata += 3;
                        }
-                       else
-                               cdata += 3;
                }
        }
 }
@@ -382,9 +408,40 @@ static void attr_create_uv_map(Scene *scene,
                                Mesh *mesh,
                                BL::Mesh& b_mesh,
                                const vector<int>& nverts,
-                               const vector<int>& face_flags)
+                               const vector<int>& face_flags,
+                               bool subdivision)
 {
-       if(b_mesh.tessface_uv_textures.length() != 0) {
+       if(subdivision) {
+               BL::Mesh::uv_layers_iterator l;
+               int i = 0;
+
+               for(b_mesh.uv_layers.begin(l); l != b_mesh.uv_layers.end(); ++l, ++i) {
+                       bool active_render = b_mesh.uv_textures[i].active_render();
+                       AttributeStandard std = (active_render)? ATTR_STD_UV: ATTR_STD_NONE;
+                       ustring name = ustring(l->name().c_str());
+
+                       /* UV map */
+                       if(mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)) {
+                               Attribute *attr;
+
+                               if(active_render)
+                                       attr = mesh->subd_attributes.add(std, name);
+                               else
+                                       attr = mesh->subd_attributes.add(name, TypeDesc::TypePoint, ATTR_ELEMENT_CORNER);
+
+                               BL::Mesh::polygons_iterator p;
+                               float3 *fdata = attr->data_float3();
+
+                               for(b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
+                                       int n = p->loop_total();
+                                       for(int j = 0; j < n; j++) {
+                                               *(fdata++) = get_float3(l->data[p->loop_start() + j].uv());
+                                       }
+                               }
+                       }
+               }
+       }
+       else if(b_mesh.tessface_uv_textures.length() != 0) {
                BL::Mesh::tessface_uv_textures_iterator l;
 
                for(b_mesh.tessface_uv_textures.begin(l); l != b_mesh.tessface_uv_textures.end(); ++l) {
@@ -465,11 +522,13 @@ static void attr_create_uv_map(Scene *scene,
 /* Create vertex pointiness attributes. */
 static void attr_create_pointiness(Scene *scene,
                                    Mesh *mesh,
-                                   BL::Mesh& b_mesh)
+                                   BL::Mesh& b_mesh,
+                                   bool subdivision)
 {
        if(mesh->need_attribute(scene, ATTR_STD_POINTINESS)) {
                const int numverts = b_mesh.vertices.length();
-               Attribute *attr = mesh->attributes.add(ATTR_STD_POINTINESS);
+               AttributeSet& attributes = (subdivision)? mesh->subd_attributes: mesh->attributes;
+               Attribute *attr = attributes.add(ATTR_STD_POINTINESS);
                float *data = attr->data_float();
                int *counter = new int[numverts];
                float *raw_data = new float[numverts];
@@ -532,30 +591,44 @@ static void attr_create_pointiness(Scene *scene,
 static void create_mesh(Scene *scene,
                         Mesh *mesh,
                         BL::Mesh& b_mesh,
-                        const vector<Shader*>& used_shaders)
+                        const vector<Shader*>& used_shaders,
+                        bool subdivision=false)
 {
        /* count vertices and faces */
        int numverts = b_mesh.vertices.length();
-       int numfaces = b_mesh.tessfaces.length();
+       int numfaces = (!subdivision) ? b_mesh.tessfaces.length() : b_mesh.polygons.length();
        int numtris = 0;
+       int numcorners = 0;
+       int numngons = 0;
        bool use_loop_normals = b_mesh.use_auto_smooth();
 
        BL::Mesh::vertices_iterator v;
        BL::Mesh::tessfaces_iterator f;
+       BL::Mesh::polygons_iterator p;
 
-       for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++f) {
-               int4 vi = get_int4(f->vertices_raw());
-               numtris += (vi[3] == 0)? 1: 2;
+       if(!subdivision) {
+               for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++f) {
+                       int4 vi = get_int4(f->vertices_raw());
+                       numtris += (vi[3] == 0)? 1: 2;
+               }
+       }
+       else {
+               for(b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
+                       numngons += (p->loop_total() == 4)? 0: 1;
+                       numcorners += p->loop_total();
+               }
        }
 
        /* allocate memory */
        mesh->reserve_mesh(numverts, numtris);
+       mesh->reserve_subd_faces(numfaces, numngons, numcorners);
 
        /* create vertex coordinates and normals */
        for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v)
                mesh->add_vertex(get_float3(v->co()));
 
-       Attribute *attr_N = mesh->attributes.add(ATTR_STD_VERTEX_NORMAL);
+       AttributeSet& attributes = (subdivision)? mesh->subd_attributes: mesh->attributes;
+       Attribute *attr_N = attributes.add(ATTR_STD_VERTEX_NORMAL);
        float3 *N = attr_N->data_float3();
 
        for(b_mesh.vertices.begin(v); v != b_mesh.vertices.end(); ++v, ++N)
@@ -564,7 +637,7 @@ static void create_mesh(Scene *scene,
 
        /* create generated coordinates from undeformed coordinates */
        if(mesh->need_attribute(scene, ATTR_STD_GENERATED)) {
-               Attribute *attr = mesh->attributes.add(ATTR_STD_GENERATED);
+               Attribute *attr = attributes.add(ATTR_STD_GENERATED);
 
                float3 loc, size;
                mesh_texture_space(b_mesh, loc, size);
@@ -577,67 +650,103 @@ static void create_mesh(Scene *scene,
        }
 
        /* Create needed vertex attributes. */
-       attr_create_pointiness(scene, mesh, b_mesh);
+       attr_create_pointiness(scene, mesh, b_mesh, subdivision);
 
        /* create faces */
        vector<int> nverts(numfaces);
        vector<int> face_flags(numfaces, FACE_FLAG_NONE);
        int fi = 0;
 
-       for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++f, ++fi) {
-               int4 vi = get_int4(f->vertices_raw());
-               int n = (vi[3] == 0)? 3: 4;
-               int shader = clamp(f->material_index(), 0, used_shaders.size()-1);
-               bool smooth = f->use_smooth() || use_loop_normals;
-
-               /* split vertices if normal is different
-                *
-                * note all vertex attributes must have been set here so we can split
-                * and copy attributes in split_vertex without remapping later */
-               if(use_loop_normals) {
-                       BL::Array<float, 12> loop_normals = f->split_normals();
-
-                       for(int i = 0; i < n; i++) {
-                               float3 loop_N = make_float3(loop_normals[i * 3], loop_normals[i * 3 + 1], loop_normals[i * 3 + 2]);
-
-                               if(N[vi[i]] != loop_N) {
-                                       int new_vi = mesh->split_vertex(vi[i]);
-
-                                       /* set new normal and vertex index */
-                                       N = attr_N->data_float3();
-                                       N[new_vi] = loop_N;
-                                       vi[i] = new_vi;
+       if(!subdivision) {
+               for(b_mesh.tessfaces.begin(f); f != b_mesh.tessfaces.end(); ++f, ++fi) {
+                       int4 vi = get_int4(f->vertices_raw());
+                       int n = (vi[3] == 0)? 3: 4;
+                       int shader = clamp(f->material_index(), 0, used_shaders.size()-1);
+                       bool smooth = f->use_smooth() || use_loop_normals;
+
+                       /* split vertices if normal is different
+                        *
+                        * note all vertex attributes must have been set here so we can split
+                        * and copy attributes in split_vertex without remapping later */
+                       if(use_loop_normals) {
+                               BL::Array<float, 12> loop_normals = f->split_normals();
+
+                               for(int i = 0; i < n; i++) {
+                                       float3 loop_N = make_float3(loop_normals[i * 3], loop_normals[i * 3 + 1], loop_normals[i * 3 + 2]);
+
+                                       if(N[vi[i]] != loop_N) {
+                                               int new_vi = mesh->split_vertex(vi[i]);
+
+                                               /* set new normal and vertex index */
+                                               N = attr_N->data_float3();
+                                               N[new_vi] = loop_N;
+                                               vi[i] = new_vi;
+                                       }
                                }
                        }
-               }
 
-               /* create triangles */
-               if(n == 4) {
-                       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]])))
-                       {
-                               // TODO(mai): order here is probably wrong
-                               mesh->add_triangle(vi[0], vi[1], vi[3], shader, smooth, true);
-                               mesh->add_triangle(vi[2], vi[3], vi[1], shader, smooth, true);
-                               face_flags[fi] |= FACE_FLAG_DIVIDE_24;
+                       /* create triangles */
+                       if(n == 4) {
+                               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->add_triangle(vi[0], vi[1], vi[3], shader, smooth);
+                                       mesh->add_triangle(vi[2], vi[3], vi[1], shader, smooth);
+                                       face_flags[fi] |= FACE_FLAG_DIVIDE_24;
+                               }
+                               else {
+                                       mesh->add_triangle(vi[0], vi[1], vi[2], shader, smooth);
+                                       mesh->add_triangle(vi[0], vi[2], vi[3], shader, smooth);
+                                       face_flags[fi] |= FACE_FLAG_DIVIDE_13;
+                               }
                        }
                        else {
-                               mesh->add_triangle(vi[0], vi[1], vi[2], shader, smooth, true);
-                               mesh->add_triangle(vi[0], vi[2], vi[3], shader, smooth, true);
-                               face_flags[fi] |= FACE_FLAG_DIVIDE_13;
+                               mesh->add_triangle(vi[0], vi[1], vi[2], shader, smooth);
                        }
+
+                       nverts[fi] = n;
                }
-               else
-                       mesh->add_triangle(vi[0], vi[1], vi[2], shader, smooth, false);
+       }
+       else {
+               vector<int> vi;
+
+               for(b_mesh.polygons.begin(p); p != b_mesh.polygons.end(); ++p) {
+                       int n = p->loop_total();
+                       int shader = clamp(p->material_index(), 0, used_shaders.size()-1);
+                       bool smooth = p->use_smooth() || use_loop_normals;
 
-               nverts[fi] = n;
+                       vi.reserve(n);
+                       for(int i = 0; i < n; i++) {
+                               vi[i] = b_mesh.loops[p->loop_start() + i].vertex_index();
+
+                               /* split vertices if normal is different
+                                *
+                                * note all vertex attributes must have been set here so we can split
+                                * and copy attributes in split_vertex without remapping later */
+                               if(use_loop_normals) {
+                                       float3 loop_N = get_float3(b_mesh.loops[p->loop_start() + i].normal());
+
+                                       if(N[vi[i]] != loop_N) {
+                                               int new_vi = mesh->split_vertex(vi[i]);
+
+                                               /* set new normal and vertex index */
+                                               N = attr_N->data_float3();
+                                               N[new_vi] = loop_N;
+                                               vi[i] = new_vi;
+                                       }
+                               }
+                       }
+
+                       /* create subd faces */
+                       mesh->add_subd_face(&vi[0], n, shader, smooth);
+               }
        }
 
        /* Create all needed attributes.
         * The calculate functions will check whether they're needed or not.
         */
-       attr_create_vertex_color(scene, mesh, b_mesh, nverts, face_flags);
-       attr_create_uv_map(scene, mesh, b_mesh, nverts, face_flags);
+       attr_create_vertex_color(scene, mesh, b_mesh, nverts, face_flags, subdivision);
+       attr_create_uv_map(scene, mesh, b_mesh, nverts, face_flags, subdivision);
 
        /* for volume objects, create a matrix to transform from object space to
         * mesh texture space. this does not work with deformations but that can
@@ -662,10 +771,9 @@ static void create_subd_mesh(Scene *scene,
                              float dicing_rate,
                              int max_subdivisions)
 {
-       Mesh basemesh;
-       create_mesh(scene, &basemesh, b_mesh, used_shaders);
+       create_mesh(scene, mesh, b_mesh, used_shaders, true);
 
-       SubdParams sdparams(mesh, 0, true, false);
+       SubdParams sdparams(mesh);
        sdparams.dicing_rate = max(0.1f, RNA_float_get(cmesh, "dicing_rate") * dicing_rate);
        sdparams.max_level = max_subdivisions;
 
@@ -675,7 +783,7 @@ static void create_subd_mesh(Scene *scene,
 
        /* tesselate */
        DiagSplit dsplit(sdparams);
-       basemesh.tessellate(&dsplit);
+       mesh->tessellate(&dsplit);
 }
 
 /* Sync */
@@ -817,20 +925,21 @@ Mesh *BlenderSync::sync_mesh(BL::Object& b_ob,
                        b_ob.update_from_editmode();
 
                bool need_undeformed = mesh->need_attribute(scene, ATTR_STD_GENERATED);
-               BL::Mesh b_mesh = object_to_mesh(b_data, b_ob, b_scene, true, !preview, need_undeformed);
+               bool subdivision = experimental && cmesh.data && RNA_enum_get(&cmesh, "subdivision_type");
+               BL::Mesh b_mesh = object_to_mesh(b_data, b_ob, b_scene, true, !preview, need_undeformed, subdivision);
 
                if(b_mesh) {
                        if(render_layer.use_surfaces && !hide_tris) {
-                               if(cmesh.data && experimental && RNA_enum_get(&cmesh, "subdivision_type"))
+                               if(subdivision)
                                        create_subd_mesh(scene, mesh, b_ob, b_mesh, &cmesh, used_shaders,
                                                         dicing_rate, max_subdivisions);
                                else
-                                       create_mesh(scene, mesh, b_mesh, used_shaders);
+                                       create_mesh(scene, mesh, b_mesh, used_shaders, false);
 
                                create_mesh_volume_attributes(scene, b_ob, mesh, b_scene.frame_current());
                        }
 
-                       if(render_layer.use_hair)
+                       if(render_layer.use_hair && !subdivision)
                                sync_curves(mesh, b_mesh, b_ob, false);
 
                        if(can_free_caches) {
@@ -957,7 +1066,7 @@ void BlenderSync::sync_mesh_motion(BL::Object& b_ob,
 
        if(ccl::BKE_object_is_deform_modified(b_ob, b_scene, preview)) {
                /* get derived mesh */
-               b_mesh = object_to_mesh(b_data, b_ob, b_scene, true, !preview, false);
+               b_mesh = object_to_mesh(b_data, b_ob, b_scene, true, !preview, false, false);
        }
 
        if(!b_mesh) {
index 188d23d..34405c3 100644 (file)
@@ -45,14 +45,17 @@ static inline BL::Mesh object_to_mesh(BL::BlendData& data,
                                       BL::Scene& scene,
                                       bool apply_modifiers,
                                       bool render,
-                                      bool calc_undeformed)
+                                      bool calc_undeformed,
+                                      bool subdivision)
 {
        BL::Mesh me = data.meshes.new_from_object(scene, object, apply_modifiers, (render)? 2: 1, false, calc_undeformed);
        if((bool)me) {
                if(me.use_auto_smooth()) {
                        me.calc_normals_split();
                }
-               me.calc_tessface(true);
+               if(!subdivision) {
+                       me.calc_tessface(true);
+               }
        }
        return me;
 }
index bd3969b..685574e 100644 (file)
@@ -161,6 +161,7 @@ set(SRC_GEOM_HEADERS
        geom/geom_motion_triangle.h
        geom/geom_object.h
        geom/geom_primitive.h
+       geom/geom_subd_triangle.h
        geom/geom_triangle.h
        geom/geom_triangle_intersect.h
        geom/geom_volume.h
index d2c7edb..493afdc 100644 (file)
@@ -18,6 +18,7 @@
 #include "geom_attribute.h"
 #include "geom_object.h"
 #include "geom_triangle.h"
+#include "geom_subd_triangle.h"
 #include "geom_triangle_intersect.h"
 #include "geom_motion_triangle.h"
 #include "geom_motion_curve.h"
index c7364e9..5d78cf8 100644 (file)
@@ -25,6 +25,24 @@ CCL_NAMESPACE_BEGIN
  * Lookup of attributes is different between OSL and SVM, as OSL is ustring
  * based while for SVM we use integer ids. */
 
+ccl_device_inline uint subd_triangle_patch(KernelGlobals *kg, const ShaderData *sd);
+
+ccl_device_inline uint attribute_primitive_type(KernelGlobals *kg, const ShaderData *sd)
+{
+#ifdef __HAIR__
+       if(ccl_fetch(sd, type) & PRIMITIVE_ALL_CURVE) {
+               return ATTR_PRIM_CURVE;
+       }
+       else
+#endif
+       if(subd_triangle_patch(kg, sd) != ~0) {
+               return ATTR_PRIM_SUBD;
+       }
+       else {
+               return ATTR_PRIM_TRIANGLE;
+       }
+}
+
 /* Find attribute based on ID */
 
 ccl_device_inline int find_attribute(KernelGlobals *kg, const ShaderData *sd, uint id, AttributeElement *elem)
@@ -34,9 +52,7 @@ ccl_device_inline int find_attribute(KernelGlobals *kg, const ShaderData *sd, ui
 
        /* for SVM, find attribute by unique id */
        uint attr_offset = ccl_fetch(sd, object)*kernel_data.bvh.attributes_map_stride;
-#ifdef __HAIR__
-       attr_offset = (ccl_fetch(sd, type) & PRIMITIVE_ALL_CURVE)? attr_offset + ATTR_PRIM_CURVE: attr_offset;
-#endif
+       attr_offset += attribute_primitive_type(kg, sd);
        uint4 attr_map = kernel_tex_fetch(__attributes_map, attr_offset);
        
        while(attr_map.x != id) {
index b1b1e91..44734d1 100644 (file)
@@ -26,7 +26,10 @@ CCL_NAMESPACE_BEGIN
 ccl_device float primitive_attribute_float(KernelGlobals *kg, const ShaderData *sd, AttributeElement elem, int offset, float *dx, float *dy)
 {
        if(ccl_fetch(sd, type) & PRIMITIVE_ALL_TRIANGLE) {
-               return triangle_attribute_float(kg, sd, elem, offset, dx, dy);
+               if(subd_triangle_patch(kg, sd) == ~0)
+                       return triangle_attribute_float(kg, sd, elem, offset, dx, dy);
+               else
+                       return subd_triangle_attribute_float(kg, sd, elem, offset, dx, dy);
        }
 #ifdef __HAIR__
        else if(ccl_fetch(sd, type) & PRIMITIVE_ALL_CURVE) {
@@ -48,7 +51,10 @@ ccl_device float primitive_attribute_float(KernelGlobals *kg, const ShaderData *
 ccl_device float3 primitive_attribute_float3(KernelGlobals *kg, const ShaderData *sd, AttributeElement elem, int offset, float3 *dx, float3 *dy)
 {
        if(ccl_fetch(sd, type) & PRIMITIVE_ALL_TRIANGLE) {
-               return triangle_attribute_float3(kg, sd, elem, offset, dx, dy);
+               if(subd_triangle_patch(kg, sd) == ~0)
+                       return triangle_attribute_float3(kg, sd, elem, offset, dx, dy);
+               else
+                       return subd_triangle_attribute_float3(kg, sd, elem, offset, dx, dy);
        }
 #ifdef __HAIR__
        else if(ccl_fetch(sd, type) & PRIMITIVE_ALL_CURVE) {
diff --git a/intern/cycles/kernel/geom/geom_subd_triangle.h b/intern/cycles/kernel/geom/geom_subd_triangle.h
new file mode 100644 (file)
index 0000000..e4597ab
--- /dev/null
@@ -0,0 +1,262 @@
+/*
+ * Copyright 2011-2016 Blender Foundation
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+/* Functions for retrieving attributes on triangles produced from subdivision meshes */
+
+CCL_NAMESPACE_BEGIN
+
+/* Patch index for triangle, -1 if not subdivision triangle */
+
+ccl_device_inline uint subd_triangle_patch(KernelGlobals *kg, const ShaderData *sd)
+{
+       return kernel_tex_fetch(__tri_patch, ccl_fetch(sd, prim));
+}
+
+/* UV coords of triangle within patch */
+
+ccl_device_inline void subd_triangle_patch_uv(KernelGlobals *kg, const ShaderData *sd, float2 uv[3])
+{
+       uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, ccl_fetch(sd, prim));
+
+       uv[0] = kernel_tex_fetch(__tri_patch_uv, tri_vindex.x);
+       uv[1] = kernel_tex_fetch(__tri_patch_uv, tri_vindex.y);
+       uv[2] = kernel_tex_fetch(__tri_patch_uv, tri_vindex.z);
+}
+
+/* Vertex indices of patch */
+
+ccl_device_inline uint4 subd_triangle_patch_indices(KernelGlobals *kg, int patch)
+{
+       uint4 indices;
+
+       indices.x = kernel_tex_fetch(__patches, patch+0);
+       indices.y = kernel_tex_fetch(__patches, patch+1);
+       indices.z = kernel_tex_fetch(__patches, patch+2);
+       indices.w = kernel_tex_fetch(__patches, patch+3);
+
+       return indices;
+}
+
+/* Originating face for patch */
+
+ccl_device_inline uint subd_triangle_patch_face(KernelGlobals *kg, int patch)
+{
+       return kernel_tex_fetch(__patches, patch+4);
+}
+
+/* Number of corners on originating face */
+
+ccl_device_inline uint subd_triangle_patch_num_corners(KernelGlobals *kg, int patch)
+{
+       return kernel_tex_fetch(__patches, patch+5) & 0xffff;
+}
+
+/* Indices of the four corners that are used by the patch */
+
+ccl_device_inline void subd_triangle_patch_corners(KernelGlobals *kg, int patch, int corners[4])
+{
+       uint4 data;
+
+       data.x = kernel_tex_fetch(__patches, patch+4);
+       data.y = kernel_tex_fetch(__patches, patch+5);
+       data.z = kernel_tex_fetch(__patches, patch+6);
+       data.w = kernel_tex_fetch(__patches, patch+7);
+
+       int num_corners = data.y & 0xffff;
+
+       if(num_corners == 4) {
+               /* quad */
+               corners[0] = data.z;
+               corners[1] = data.z+1;
+               corners[2] = data.z+2;
+               corners[3] = data.z+3;
+       }
+       else {
+               /* ngon */
+               int c = data.y >> 16;
+
+               corners[0] = data.z + c;
+               corners[1] = data.z + mod(c+1, num_corners);
+               corners[2] = data.w;
+               corners[3] = data.z + mod(c-1, num_corners);
+       }
+}
+
+/* Reading attributes on various subdivision triangle elements */
+
+ccl_device float subd_triangle_attribute_float(KernelGlobals *kg, const ShaderData *sd, AttributeElement elem, int offset, float *dx, float *dy)
+{
+       int patch = subd_triangle_patch(kg, sd);
+
+       if(elem == ATTR_ELEMENT_FACE) {
+               if(dx) *dx = 0.0f;
+               if(dy) *dy = 0.0f;
+
+               return kernel_tex_fetch(__attributes_float, offset + subd_triangle_patch_face(kg, patch));
+       }
+       else if(elem == ATTR_ELEMENT_VERTEX || elem == ATTR_ELEMENT_VERTEX_MOTION) {
+               float2 uv[3];
+               subd_triangle_patch_uv(kg, sd, uv);
+               uint4 v = subd_triangle_patch_indices(kg, patch);
+
+               float a, b, c;
+
+               float f0 = kernel_tex_fetch(__attributes_float, offset + v.x);
+               float f1 = kernel_tex_fetch(__attributes_float, offset + v.y);
+               float f2 = kernel_tex_fetch(__attributes_float, offset + v.z);
+               float f3 = kernel_tex_fetch(__attributes_float, offset + v.w);
+
+               if(subd_triangle_patch_num_corners(kg, patch) != 4) {
+                       f1 = (f1+f0)*0.5f;
+                       f3 = (f3+f0)*0.5f;
+               }
+
+               a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
+               b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
+               c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y);
+
+#ifdef __RAY_DIFFERENTIALS__
+               if(dx) *dx = ccl_fetch(sd, du).dx*a + ccl_fetch(sd, dv).dx*b - (ccl_fetch(sd, du).dx + ccl_fetch(sd, dv).dx)*c;
+               if(dy) *dy = ccl_fetch(sd, du).dy*a + ccl_fetch(sd, dv).dy*b - (ccl_fetch(sd, du).dy + ccl_fetch(sd, dv).dy)*c;
+#endif
+
+               return ccl_fetch(sd, u)*a + ccl_fetch(sd, v)*b + (1.0f - ccl_fetch(sd, u) - ccl_fetch(sd, v))*c;
+       }
+       else if(elem == ATTR_ELEMENT_CORNER) {
+               int corners[4];
+               subd_triangle_patch_corners(kg, patch, corners);
+
+               float2 uv[3];
+               subd_triangle_patch_uv(kg, sd, uv);
+
+               float a, b, c;
+
+               float f0 = kernel_tex_fetch(__attributes_float, corners[0] + offset);
+               float f1 = kernel_tex_fetch(__attributes_float, corners[1] + offset);
+               float f2 = kernel_tex_fetch(__attributes_float, corners[2] + offset);
+               float f3 = kernel_tex_fetch(__attributes_float, corners[3] + offset);
+
+               if(subd_triangle_patch_num_corners(kg, patch) != 4) {
+                       f1 = (f1+f0)*0.5f;
+                       f3 = (f3+f0)*0.5f;
+               }
+
+               a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
+               b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
+               c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y);
+
+#ifdef __RAY_DIFFERENTIALS__
+               if(dx) *dx = ccl_fetch(sd, du).dx*a + ccl_fetch(sd, dv).dx*b - (ccl_fetch(sd, du).dx + ccl_fetch(sd, dv).dx)*c;
+               if(dy) *dy = ccl_fetch(sd, du).dy*a + ccl_fetch(sd, dv).dy*b - (ccl_fetch(sd, du).dy + ccl_fetch(sd, dv).dy)*c;
+#endif
+
+               return ccl_fetch(sd, u)*a + ccl_fetch(sd, v)*b + (1.0f - ccl_fetch(sd, u) - ccl_fetch(sd, v))*c;
+       }
+       else {
+               if(dx) *dx = 0.0f;
+               if(dy) *dy = 0.0f;
+
+               return 0.0f;
+       }
+}
+
+ccl_device float3 subd_triangle_attribute_float3(KernelGlobals *kg, const ShaderData *sd, AttributeElement elem, int offset, float3 *dx, float3 *dy)
+{
+       int patch = subd_triangle_patch(kg, sd);
+
+       if(elem == ATTR_ELEMENT_FACE) {
+               if(dx) *dx = make_float3(0.0f, 0.0f, 0.0f);
+               if(dy) *dy = make_float3(0.0f, 0.0f, 0.0f);
+
+               return float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + subd_triangle_patch_face(kg, patch)));
+       }
+       else if(elem == ATTR_ELEMENT_VERTEX || elem == ATTR_ELEMENT_VERTEX_MOTION) {
+               float2 uv[3];
+               subd_triangle_patch_uv(kg, sd, uv);
+               uint4 v = subd_triangle_patch_indices(kg, patch);
+
+               float3 a, b, c;
+
+               float3 f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + v.x));
+               float3 f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + v.y));
+               float3 f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + v.z));
+               float3 f3 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + v.w));
+
+               if(subd_triangle_patch_num_corners(kg, patch) != 4) {
+                       f1 = (f1+f0)*0.5f;
+                       f3 = (f3+f0)*0.5f;
+               }
+
+               a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
+               b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
+               c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y);
+
+#ifdef __RAY_DIFFERENTIALS__
+               if(dx) *dx = ccl_fetch(sd, du).dx*a + ccl_fetch(sd, dv).dx*b - (ccl_fetch(sd, du).dx + ccl_fetch(sd, dv).dx)*c;
+               if(dy) *dy = ccl_fetch(sd, du).dy*a + ccl_fetch(sd, dv).dy*b - (ccl_fetch(sd, du).dy + ccl_fetch(sd, dv).dy)*c;
+#endif
+
+               return ccl_fetch(sd, u)*a + ccl_fetch(sd, v)*b + (1.0f - ccl_fetch(sd, u) - ccl_fetch(sd, v))*c;
+       }
+       else if(elem == ATTR_ELEMENT_CORNER || elem == ATTR_ELEMENT_CORNER_BYTE) {
+               int corners[4];
+               subd_triangle_patch_corners(kg, patch, corners);
+
+               float2 uv[3];
+               subd_triangle_patch_uv(kg, sd, uv);
+
+               float3 a, b, c;
+               float3 f0, f1, f2, f3;
+
+               if(elem == ATTR_ELEMENT_CORNER) {
+                       f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[0] + offset));
+                       f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[1] + offset));
+                       f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[2] + offset));
+                       f3 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[3] + offset));
+               }
+               else {
+                       f0 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, corners[0] + offset));
+                       f1 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, corners[1] + offset));
+                       f2 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, corners[2] + offset));
+                       f3 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, corners[3] + offset));
+               }
+
+               if(subd_triangle_patch_num_corners(kg, patch) != 4) {
+                       f1 = (f1+f0)*0.5f;
+                       f3 = (f3+f0)*0.5f;
+               }
+
+               a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
+               b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
+               c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y);
+
+#ifdef __RAY_DIFFERENTIALS__
+               if(dx) *dx = ccl_fetch(sd, du).dx*a + ccl_fetch(sd, dv).dx*b - (ccl_fetch(sd, du).dx + ccl_fetch(sd, dv).dx)*c;
+               if(dy) *dy = ccl_fetch(sd, du).dy*a + ccl_fetch(sd, dv).dy*b - (ccl_fetch(sd, du).dy + ccl_fetch(sd, dv).dy)*c;
+#endif
+
+               return ccl_fetch(sd, u)*a + ccl_fetch(sd, v)*b + (1.0f - ccl_fetch(sd, u) - ccl_fetch(sd, v))*c;
+       }
+       else {
+               if(dx) *dx = make_float3(0.0f, 0.0f, 0.0f);
+               if(dy) *dy = make_float3(0.0f, 0.0f, 0.0f);
+
+               return make_float3(0.0f, 0.0f, 0.0f);
+       }
+}
+
+CCL_NAMESPACE_END
+
index 5ba262c..7d6fec0 100644 (file)
@@ -41,11 +41,16 @@ KERNEL_TEX(float4, texture_float4, __objects_vector)
 KERNEL_TEX(uint, texture_uint, __tri_shader)
 KERNEL_TEX(float4, texture_float4, __tri_vnormal)
 KERNEL_TEX(uint4, texture_uint4, __tri_vindex)
+KERNEL_TEX(uint, texture_uint, __tri_patch)
+KERNEL_TEX(float2, texture_float2, __tri_patch_uv)
 
 /* curves */
 KERNEL_TEX(float4, texture_float4, __curves)
 KERNEL_TEX(float4, texture_float4, __curve_keys)
 
+/* patches */
+KERNEL_TEX(uint, texture_uint, __patches)
+
 /* attributes */
 KERNEL_TEX(uint4, texture_uint4, __attributes_map)
 KERNEL_TEX(float, texture_float, __attributes_float)
@@ -173,9 +178,6 @@ KERNEL_IMAGE_TEX(uchar4, texture_image_uchar4, __tex_image_byte4_086)
 KERNEL_IMAGE_TEX(uchar4, texture_image_uchar4, __tex_image_byte4_087)
 KERNEL_IMAGE_TEX(uchar4, texture_image_uchar4, __tex_image_byte4_088)
 KERNEL_IMAGE_TEX(uchar4, texture_image_uchar4, __tex_image_byte4_089)
-KERNEL_IMAGE_TEX(uchar4, texture_image_uchar4, __tex_image_byte4_090)
-KERNEL_IMAGE_TEX(uchar4, texture_image_uchar4, __tex_image_byte4_091)
-KERNEL_IMAGE_TEX(uchar4, texture_image_uchar4, __tex_image_byte4_092)
 
 #  else
 /* bindless textures */
index a9be2ae..b7021db 100644 (file)
@@ -573,8 +573,13 @@ typedef enum PrimitiveType {
 
 /* Attributes */
 
-#define ATTR_PRIM_TYPES                2
-#define ATTR_PRIM_CURVE                1
+typedef enum AttributePrimitive {
+       ATTR_PRIM_TRIANGLE = 0,
+       ATTR_PRIM_CURVE,
+       ATTR_PRIM_SUBD,
+
+       ATTR_PRIM_TYPES
+} AttributePrimitive;
 
 typedef enum AttributeElement {
        ATTR_ELEMENT_NONE,
index 2bb2be5..caae244 100644 (file)
@@ -787,7 +787,7 @@ bool OSLRenderServices::get_attribute(ShaderData *sd, bool derivatives, ustring
                                       TypeDesc type, ustring name, void *val)
 {
        KernelGlobals *kg = sd->osl_globals;
-       bool is_curve;
+       int prim_type = 0;
        int object;
 
        /* lookup of attribute on another object */
@@ -798,18 +798,17 @@ bool OSLRenderServices::get_attribute(ShaderData *sd, bool derivatives, ustring
                        return false;
 
                object = it->second;
-               is_curve = false;
        }
        else {
                object = sd->object;
-               is_curve = (sd->type & PRIMITIVE_ALL_CURVE) != 0;
+               prim_type = attribute_primitive_type(kg, sd);
 
                if(object == OBJECT_NONE)
                        return get_background_attribute(kg, sd, name, type, derivatives, val);
        }
 
        /* find attribute on object */
-       object = object*ATTR_PRIM_TYPES + (is_curve == true);
+       object = object*ATTR_PRIM_TYPES + prim_type;
        OSLGlobals::AttributeMap& attribute_map = kg->osl->attribute_map[object];
        OSLGlobals::AttributeMap::iterator it = attribute_map.find(name);
 
index 63bbb27..6c55768 100644 (file)
@@ -28,9 +28,7 @@ ccl_device void svm_node_attr_init(KernelGlobals *kg, ShaderData *sd,
                /* find attribute by unique id */
                uint id = node.y;
                uint attr_offset = ccl_fetch(sd, object)*kernel_data.bvh.attributes_map_stride;
-#ifdef __HAIR__
-               attr_offset = (ccl_fetch(sd, type) & PRIMITIVE_ALL_CURVE)? attr_offset + ATTR_PRIM_CURVE: attr_offset;
-#endif
+               attr_offset += attribute_primitive_type(kg, sd);
                uint4 attr_map = kernel_tex_fetch(__attributes_map, attr_offset);
                
                while(attr_map.x != id) {
index 4473273..b6b90df 100644 (file)
@@ -271,9 +271,6 @@ ccl_device float4 svm_image_texture(KernelGlobals *kg, int id, float x, float y,
                case 87: r = kernel_tex_image_interp(__tex_image_byte4_087, x, y); break;
                case 88: r = kernel_tex_image_interp(__tex_image_byte4_088, x, y); break;
                case 89: r = kernel_tex_image_interp(__tex_image_byte4_089, x, y); break;
-               case 90: r = kernel_tex_image_interp(__tex_image_byte4_090, x, y); break;
-               case 91: r = kernel_tex_image_interp(__tex_image_byte4_091, x, y); break;
-               case 92: r = kernel_tex_image_interp(__tex_image_byte4_092, x, y); break;
                default:
                        kernel_assert(0);
                        return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
index a632ddc..8eaa9de 100644 (file)
@@ -30,6 +30,7 @@ set(SRC
        light.cpp
        mesh.cpp
        mesh_displace.cpp
+       mesh_subdivision.cpp
        nodes.cpp
        object.cpp
        osl.cpp
index 71a3cba..e8ff81f 100644 (file)
@@ -51,13 +51,13 @@ void Attribute::set(ustring name_, TypeDesc type_, AttributeElement element_)
                type == TypeDesc::TypeNormal || type == TypeDesc::TypeMatrix);
 }
 
-void Attribute::resize(int numverts, int numtris, int numsteps, int numcurves, int numkeys, bool reserve_only)
+void Attribute::resize(Mesh *mesh, AttributePrimitive prim, bool reserve_only)
 {
        if(reserve_only) {
-               buffer.reserve(buffer_size(numverts, numtris, numsteps, numcurves, numkeys));
+               buffer.reserve(buffer_size(mesh, prim));
        }
        else {
-               buffer.resize(buffer_size(numverts, numtris, numsteps, numcurves, numkeys), 0);
+               buffer.resize(buffer_size(mesh, prim), 0);
        }
 }
 
@@ -118,6 +118,8 @@ size_t Attribute::data_sizeof() const
 {
        if(element == ATTR_ELEMENT_VOXEL)
                return sizeof(VoxelAttribute);
+       else if(element == ATTR_ELEMENT_CORNER_BYTE)
+               return sizeof(uchar4);
        else if(type == TypeDesc::TypeFloat)
                return sizeof(float);
        else if(type == TypeDesc::TypeMatrix)
@@ -126,10 +128,10 @@ size_t Attribute::data_sizeof() const
                return sizeof(float3);
 }
 
-size_t Attribute::element_size(int numverts, int numtris, int numsteps, int numcurves, int numkeys) const
+size_t Attribute::element_size(Mesh *mesh, AttributePrimitive prim) const
 {
        size_t size;
-       
+
        switch(element) {
                case ATTR_ELEMENT_OBJECT:
                case ATTR_ELEMENT_MESH:
@@ -137,38 +139,54 @@ size_t Attribute::element_size(int numverts, int numtris, int numsteps, int numc
                        size = 1;
                        break;
                case ATTR_ELEMENT_VERTEX:
-                       size = numverts;
+                       size = mesh->verts.size() + mesh->num_ngons;
+                       if(prim == ATTR_PRIM_SUBD) {
+                               size -= mesh->num_subd_verts;
+                       }
                        break;
                case ATTR_ELEMENT_VERTEX_MOTION:
-                       size = numverts * (numsteps - 1);
+                       size = (mesh->verts.size() + mesh->num_ngons) * (mesh->motion_steps - 1);
+                       if(prim == ATTR_PRIM_SUBD) {
+                               size -= mesh->num_subd_verts * (mesh->motion_steps - 1);
+                       }
                        break;
                case ATTR_ELEMENT_FACE:
-                       size = numtris;
+                       if(prim == ATTR_PRIM_TRIANGLE) {
+                               size = mesh->num_triangles();
+                       }
+                       else {
+                               size = mesh->subd_faces.size() + mesh->num_ngons;
+                       }
                        break;
                case ATTR_ELEMENT_CORNER:
                case ATTR_ELEMENT_CORNER_BYTE:
-                       size = numtris*3;
+                       if(prim == ATTR_PRIM_TRIANGLE) {
+                               size = mesh->num_triangles()*3;
+                       }
+                       else {
+                               size = mesh->subd_face_corners.size() + mesh->num_ngons;
+                       }
                        break;
                case ATTR_ELEMENT_CURVE:
-                       size = numcurves;
+                       size = mesh->num_curves();
                        break;
                case ATTR_ELEMENT_CURVE_KEY:
-                       size = numkeys;
+                       size = mesh->curve_keys.size();
                        break;
                case ATTR_ELEMENT_CURVE_KEY_MOTION:
-                       size = numkeys * (numsteps - 1);
+                       size = mesh->curve_keys.size() * (mesh->motion_steps - 1);
                        break;
                default:
                        size = 0;
                        break;
        }
-       
+
        return size;
 }
 
-size_t Attribute::buffer_size(int numverts, int numtris, int numsteps, int numcurves, int numkeys) const
+size_t Attribute::buffer_size(Mesh *mesh, AttributePrimitive prim) const
 {
-       return element_size(numverts, numtris, numsteps, numcurves, numkeys)*data_sizeof();
+       return element_size(mesh, prim)*data_sizeof();
 }
 
 bool Attribute::same_storage(TypeDesc a, TypeDesc b)
@@ -188,6 +206,29 @@ bool Attribute::same_storage(TypeDesc a, TypeDesc b)
        return false;
 }
 
+void Attribute::zero_data(void* dst)
+{
+       memset(dst, 0, data_sizeof());
+}
+
+void Attribute::add_with_weight(void* dst, void* src, float weight)
+{
+       if(element == ATTR_ELEMENT_CORNER_BYTE) {
+               for(int i = 0; i < 4; i++) {
+                       ((uchar*)dst)[i] += uchar(((uchar*)src)[i] * weight);
+               }
+       }
+       else if(same_storage(type, TypeDesc::TypeFloat)) {
+               *((float*)dst) += *((float*)src) * weight;
+       }
+       else if(same_storage(type, TypeDesc::TypeVector)) {
+               *((float4*)dst) += *((float4*)src) * weight;
+       }
+       else {
+               assert(!"not implemented for this type");
+       }
+}
+
 const char *Attribute::standard_name(AttributeStandard std)
 {
        switch(std) {
@@ -257,6 +298,7 @@ AttributeSet::AttributeSet()
 {
        triangle_mesh = NULL;
        curve_mesh = NULL;
+       subd_mesh = NULL;
 }
 
 AttributeSet::~AttributeSet()
@@ -291,10 +333,12 @@ Attribute *AttributeSet::add(ustring name, TypeDesc type, AttributeElement eleme
 
        /* this is weak .. */
        if(triangle_mesh)
-               attr->resize(triangle_mesh->verts.size(), triangle_mesh->num_triangles(), triangle_mesh->motion_steps, 0, 0, false);
+               attr->resize(triangle_mesh, ATTR_PRIM_TRIANGLE, false);
        if(curve_mesh)
-               attr->resize(0, 0, curve_mesh->motion_steps, curve_mesh->num_curves(), curve_mesh->curve_keys.size(), false);
-       
+               attr->resize(curve_mesh, ATTR_PRIM_CURVE, false);
+       if(subd_mesh)
+               attr->resize(subd_mesh, ATTR_PRIM_SUBD, false);
+
        return attr;
 }
 
@@ -330,7 +374,7 @@ Attribute *AttributeSet::add(AttributeStandard std, ustring name)
        if(name == ustring())
                name = Attribute::standard_name(std);
 
-       if(triangle_mesh) {
+       if(triangle_mesh || subd_mesh) {
                switch(std) {
                        case ATTR_STD_VERTEX_NORMAL:
                                attr = add(name, TypeDesc::TypeNormal, ATTR_ELEMENT_VERTEX);
@@ -452,9 +496,11 @@ void AttributeSet::resize(bool reserve_only)
 {
        foreach(Attribute& attr, attributes) {
                if(triangle_mesh)
-                       attr.resize(triangle_mesh->verts.size(), triangle_mesh->num_triangles(), triangle_mesh->motion_steps, 0, 0, reserve_only);
+                       attr.resize(triangle_mesh, ATTR_PRIM_TRIANGLE, reserve_only);
                if(curve_mesh)
-                       attr.resize(0, 0, 0, curve_mesh->num_curves(), curve_mesh->curve_keys.size(), reserve_only);
+                       attr.resize(curve_mesh, ATTR_PRIM_CURVE, reserve_only);
+               if(subd_mesh)
+                       attr.resize(subd_mesh, ATTR_PRIM_SUBD, reserve_only);
        }
 }
 
@@ -477,6 +523,10 @@ AttributeRequest::AttributeRequest(ustring name_)
        curve_type = TypeDesc::TypeFloat;
        curve_element = ATTR_ELEMENT_NONE;
        curve_offset = 0;
+
+       subd_type = TypeDesc::TypeFloat;
+       subd_element = ATTR_ELEMENT_NONE;
+       subd_offset = 0;
 }
 
 AttributeRequest::AttributeRequest(AttributeStandard std_)
@@ -491,6 +541,10 @@ AttributeRequest::AttributeRequest(AttributeStandard std_)
        curve_type = TypeDesc::TypeFloat;
        curve_element = ATTR_ELEMENT_NONE;
        curve_offset = 0;
+
+       subd_type = TypeDesc::TypeFloat;
+       subd_element = ATTR_ELEMENT_NONE;
+       subd_offset = 0;
 }
 
 /* AttributeRequestSet */
index 41b3626..e51bdf2 100644 (file)
@@ -58,11 +58,11 @@ public:
        Attribute() {}
        ~Attribute();
        void set(ustring name, TypeDesc type, AttributeElement element);
-       void resize(int numverts, int numfaces, int numsteps, int numcurves, int numkeys, bool reserve_only);
+       void resize(Mesh *mesh, AttributePrimitive prim, bool reserve_only);
 
        size_t data_sizeof() const;
-       size_t element_size(int numverts, int numfaces, int numsteps, int numcurves, int numkeys) const;
-       size_t buffer_size(int numverts, int numfaces, int numsteps, int numcurves, int numkeys) const;
+       size_t element_size(Mesh *mesh, AttributePrimitive prim) const;
+       size_t buffer_size(Mesh *mesh, AttributePrimitive prim) const;
 
        char *data() { return (buffer.size())? &buffer[0]: NULL; };
        float3 *data_float3() { return (float3*)data(); }
@@ -79,6 +79,9 @@ public:
        const Transform *data_transform() const { return (const Transform*)data(); }
        const VoxelAttribute *data_voxel() const { return (const VoxelAttribute*)data(); }
 
+       void zero_data(void* dst);
+       void add_with_weight(void* dst, void* src, float weight);
+
        void add(const float& f);
        void add(const float3& f);
        void add(const uchar4& f);
@@ -99,6 +102,7 @@ class AttributeSet {
 public:
        Mesh *triangle_mesh;
        Mesh *curve_mesh;
+       Mesh *subd_mesh;
        list<Attribute> attributes;
 
        AttributeSet();
@@ -130,9 +134,9 @@ public:
        AttributeStandard std;
 
        /* temporary variables used by MeshManager */
-       TypeDesc triangle_type, curve_type;
-       AttributeElement triangle_element, curve_element;
-       int triangle_offset, curve_offset;
+       TypeDesc triangle_type, curve_type, subd_type;
+       AttributeElement triangle_element, curve_element, subd_element;
+       int triangle_offset, curve_offset, subd_offset;
 
        explicit AttributeRequest(ustring name_);
        explicit AttributeRequest(AttributeStandard std);
index 8b0ed9f..8d7c8fa 100644 (file)
@@ -35,9 +35,6 @@
 #include "util_progress.h"
 #include "util_set.h"
 
-#include "subd_split.h"
-#include "subd_patch.h"
-
 CCL_NAMESPACE_BEGIN
 
 /* Triangle */
@@ -104,6 +101,18 @@ void Mesh::Curve::bounds_grow(const int k,
        bounds.grow(upper, mr);
 }
 
+/* SubdFace */
+
+float3 Mesh::SubdFace::normal(const Mesh *mesh) const
+{
+       float3 v0 = mesh->verts[mesh->subd_face_corners[start_corner+0]];
+       float3 v1 = mesh->verts[mesh->subd_face_corners[start_corner+1]];
+       float3 v2 = mesh->verts[mesh->subd_face_corners[start_corner+2]];
+
+       return safe_normalize(cross(v1 - v0, v2 - v0));
+}
+
+
 /* Mesh */
 
 NODE_DEFINE(Mesh)
@@ -150,13 +159,22 @@ Mesh::Mesh()
        curve_offset = 0;
        curvekey_offset = 0;
 
+       patch_offset = 0;
+       face_offset = 0;
+       corner_offset = 0;
+
+       num_subd_verts = 0;
+
        attributes.triangle_mesh = this;
        curve_attributes.curve_mesh = this;
+       subd_attributes.subd_mesh = this;
 
        geometry_flags = GEOMETRY_NONE;
 
        has_volume = false;
        has_surface_bssrdf = false;
+
+       num_ngons = 0;
 }
 
 Mesh::~Mesh()
@@ -171,7 +189,10 @@ void Mesh::resize_mesh(int numverts, int numtris)
        shader.resize(numtris);
        smooth.resize(numtris);
 
-       forms_quad.resize(numtris);
+       if(subd_faces.size()) {
+               triangle_patch.resize(numtris);
+               vert_patch_uv.resize(numverts);
+       }
 
        attributes.resize();
 }
@@ -184,7 +205,10 @@ void Mesh::reserve_mesh(int numverts, int numtris)
        shader.reserve(numtris);
        smooth.reserve(numtris);
 
-       forms_quad.reserve(numtris);
+       if(subd_faces.size()) {
+               triangle_patch.reserve(numtris);
+               vert_patch_uv.reserve(numverts);
+       }
 
        attributes.resize(true);
 }
@@ -209,6 +233,24 @@ void Mesh::reserve_curves(int numcurves, int numkeys)
        curve_attributes.resize(true);
 }
 
+void Mesh::resize_subd_faces(int numfaces, int num_ngons_, int numcorners)
+{
+       subd_faces.resize(numfaces);
+       subd_face_corners.resize(numcorners);
+       num_ngons = num_ngons_;
+
+       subd_attributes.resize();
+}
+
+void Mesh::reserve_subd_faces(int numfaces, int num_ngons_, int numcorners)
+{
+       subd_faces.reserve(numfaces);
+       subd_face_corners.reserve(numcorners);
+       num_ngons = num_ngons_;
+
+       subd_attributes.resize(true);
+}
+
 void Mesh::clear()
 {
        /* clear all verts and triangles */
@@ -217,15 +259,22 @@ void Mesh::clear()
        shader.clear();
        smooth.clear();
 
-       forms_quad.clear();
+       triangle_patch.clear();
+       vert_patch_uv.clear();
 
        curve_keys.clear();
        curve_radius.clear();
        curve_first_key.clear();
        curve_shader.clear();
 
+       subd_faces.clear();
+       subd_face_corners.clear();
+
+       num_subd_verts = 0;
+
        attributes.clear();
        curve_attributes.clear();
+       subd_attributes.clear();
        used_shaders.clear();
 
        transform_applied = false;
@@ -247,27 +296,46 @@ int Mesh::split_vertex(int vertex)
                }
        }
 
+       foreach(Attribute& attr, subd_attributes.attributes) {
+               if(attr.element == ATTR_ELEMENT_VERTEX) {
+                       vector<char> tmp(attr.data_sizeof());
+                       memcpy(&tmp[0], attr.data() + tmp.size()*vertex, tmp.size());
+                       attr.add(&tmp[0]);
+               }
+       }
+
        return verts.size() - 1;
 }
 
 void Mesh::add_vertex(float3 P)
 {
        verts.push_back_reserved(P);
+
+       if(subd_faces.size()) {
+               vert_patch_uv.push_back_reserved(make_float2(0.0f, 0.0f));
+       }
 }
 
 void Mesh::add_vertex_slow(float3 P)
 {
        verts.push_back_slow(P);
+
+       if(subd_faces.size()) {
+               vert_patch_uv.push_back_slow(make_float2(0.0f, 0.0f));
+       }
 }
 
-void Mesh::add_triangle(int v0, int v1, int v2, int shader_, bool smooth_, bool forms_quad_)
+void Mesh::add_triangle(int v0, int v1, int v2, int shader_, bool smooth_)
 {
        triangles.push_back_reserved(v0);
        triangles.push_back_reserved(v1);
        triangles.push_back_reserved(v2);
        shader.push_back_reserved(shader_);
        smooth.push_back_reserved(smooth_);
-       forms_quad.push_back_reserved(forms_quad_);
+
+       if(subd_faces.size()) {
+               triangle_patch.push_back_reserved(-1);
+       }
 }
 
 void Mesh::add_curve_key(float3 co, float radius)
@@ -282,6 +350,25 @@ void Mesh::add_curve(int first_key, int shader)
        curve_shader.push_back_reserved(shader);
 }
 
+void Mesh::add_subd_face(int* corners, int num_corners, int shader_, bool smooth_)
+{
+       size_t start_corner = subd_face_corners.size();
+
+       for(int i = 0; i < num_corners; i++) {
+               subd_face_corners.push_back_reserved(corners[i]);
+       }
+
+       int ptex_offset = 0;
+
+       if(subd_faces.size()) {
+               SubdFace& s = subd_faces[subd_faces.size()-1];
+               ptex_offset = s.ptex_offset + s.num_ptex_faces();
+       }
+
+       SubdFace face = {start_corner, num_corners, shader_, smooth_, ptex_offset};
+       subd_faces.push_back_reserved(face);
+}
+
 void Mesh::compute_bounds()
 {
        BoundBox bnds = BoundBox::empty;
@@ -505,10 +592,23 @@ void Mesh::pack_normals(Scene *scene, uint *tri_shader, float4 *vnormal)
 
 void Mesh::pack_verts(const vector<uint>& tri_prim_index,
                       uint4 *tri_vindex,
+                      uint *tri_patch,
+                      float2 *tri_patch_uv,
                       size_t vert_offset,
                       size_t tri_offset)
 {
-       const size_t triangles_size = num_triangles();
+       size_t verts_size = verts.size();
+
+       if(verts_size && subd_faces.size()) {
+               float2 *vert_patch_uv_ptr = &vert_patch_uv[0];
+
+               for(size_t i = 0; i < verts_size; i++) {
+                       tri_patch_uv[i] = vert_patch_uv_ptr[i];
+               }
+       }
+
+       size_t triangles_size = num_triangles();
+
        if(triangles_size) {
                for(size_t i = 0; i < triangles_size; i++) {
                        Triangle t = get_triangle(i);
@@ -516,6 +616,8 @@ void Mesh::pack_verts(const vector<uint>& tri_prim_index,
                                                   t.v[1] + vert_offset,
                                                   t.v[2] + vert_offset,
                                                   tri_prim_index[i + tri_offset]);
+
+                       tri_patch[i] = (!subd_faces.size()) ? -1 : (triangle_patch[i]*8 + patch_offset);
                }
        }
 }
@@ -553,6 +655,55 @@ void Mesh::pack_curves(Scene *scene, float4 *curve_key_co, float4 *curve_data, s
        }
 }
 
+void Mesh::pack_patches(uint *patch_data, uint vert_offset, uint face_offset, uint corner_offset)
+{
+       size_t num_faces = subd_faces.size();
+       int ngons = 0;
+
+       if(num_faces) {
+               for(size_t f = 0; f < num_faces; f++) {
+                       SubdFace face = subd_faces[f];
+
+                       if(face.is_quad()) {
+                               int c[4];
+                               memcpy(c, &subd_face_corners[face.start_corner], sizeof(int)*4);
+
+                               *(patch_data++) = c[0] + vert_offset;
+                               *(patch_data++) = c[1] + vert_offset;
+                               *(patch_data++) = c[2] + vert_offset;
+                               *(patch_data++) = c[3] + vert_offset;
+
+                               *(patch_data++) = f+face_offset;
+                               *(patch_data++) = face.num_corners;
+                               *(patch_data++) = face.start_corner + corner_offset;
+                               *(patch_data++) = 0;
+                       }
+                       else {
+                               for(int i = 0; i < face.num_corners; i++) {
+                                       int c[4];
+                                       c[0] = subd_face_corners[face.start_corner + mod(i + 0, face.num_corners)];
+                                       c[1] = subd_face_corners[face.start_corner + mod(i + 1, face.num_corners)];
+                                       c[2] = verts.size() - num_subd_verts + ngons;
+                                       c[3] = subd_face_corners[face.start_corner + mod(i - 1, face.num_corners)];
+
+                                       *(patch_data++) = c[0] + vert_offset;
+                                       *(patch_data++) = c[1] + vert_offset;
+                                       *(patch_data++) = c[2] + vert_offset;
+                                       *(patch_data++) = c[3] + vert_offset;
+
+                                       *(patch_data++) = f+face_offset;
+                                       *(patch_data++) = face.num_corners | (i << 16);
+                                       *(patch_data++) = face.start_corner + corner_offset;
+                                       *(patch_data++) = subd_face_corners.size() + ngons + corner_offset;
+                               }
+
+                               ngons++;
+                       }
+               }
+       }
+}
+
+
 void Mesh::compute_bvh(DeviceScene *dscene,
                        SceneParams *params,
                        Progress *progress,
@@ -682,8 +833,9 @@ void MeshManager::update_osl_attributes(Device *device, Scene *scene, vector<Att
                        osl_attr.value = attr;
                        osl_attr.offset = 0;
 
-                       og->attribute_map[i*ATTR_PRIM_TYPES][attr.name()] = osl_attr;
+                       og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_TRIANGLE][attr.name()] = osl_attr;
                        og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_CURVE][attr.name()] = osl_attr;
+                       og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_SUBD][attr.name()] = osl_attr;
                }
 
                /* find mesh attributes */
@@ -713,11 +865,11 @@ void MeshManager::update_osl_attributes(Device *device, Scene *scene, vector<Att
                                if(req.std != ATTR_STD_NONE) {
                                        /* if standard attribute, add lookup by geom: name convention */
                                        ustring stdname(string("geom:") + string(Attribute::standard_name(req.std)));
-                                       og->attribute_map[i*ATTR_PRIM_TYPES][stdname] = osl_attr;
+                                       og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_TRIANGLE][stdname] = osl_attr;
                                }
                                else if(req.name != ustring()) {
                                        /* add lookup by mesh attribute name */
-                                       og->attribute_map[i*ATTR_PRIM_TYPES][req.name] = osl_attr;
+                                       og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_TRIANGLE][req.name] = osl_attr;
                                }
                        }
 
@@ -742,6 +894,28 @@ void MeshManager::update_osl_attributes(Device *device, Scene *scene, vector<Att
                                        og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_CURVE][req.name] = osl_attr;
                                }
                        }
+
+                       if(req.subd_element != ATTR_ELEMENT_NONE) {
+                               osl_attr.elem = req.subd_element;
+                               osl_attr.offset = req.subd_offset;
+
+                               if(req.subd_type == TypeDesc::TypeFloat)
+                                       osl_attr.type = TypeDesc::TypeFloat;
+                               else if(req.subd_type == TypeDesc::TypeMatrix)
+                                       osl_attr.type = TypeDesc::TypeMatrix;
+                               else
+                                       osl_attr.type = TypeDesc::TypeColor;
+
+                               if(req.std != ATTR_STD_NONE) {
+                                       /* if standard attribute, add lookup by geom: name convention */
+                                       ustring stdname(string("geom:") + string(Attribute::standard_name(req.std)));
+                                       og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_SUBD][stdname] = osl_attr;
+                               }
+                               else if(req.name != ustring()) {
+                                       /* add lookup by mesh attribute name */
+                                       og->attribute_map[i*ATTR_PRIM_TYPES + ATTR_PRIM_SUBD][req.name] = osl_attr;
+                               }
+                       }
                }
        }
 #else
@@ -822,22 +996,32 @@ void MeshManager::update_svm_attributes(Device *device, DeviceScene *dscene, Sce
                        }
 
                        index++;
-               }
 
-               /* terminator */
-               attr_map[index].x = ATTR_STD_NONE;
-               attr_map[index].y = 0;
-               attr_map[index].z = 0;
-               attr_map[index].w = 0;
+                       if(mesh->subd_faces.size()) {
+                               attr_map[index].x = id;
+                               attr_map[index].y = req.subd_element;
+                               attr_map[index].z = as_uint(req.subd_offset);
 
-               index++;
+                               if(req.subd_type == TypeDesc::TypeFloat)
+                                       attr_map[index].w = NODE_ATTR_FLOAT;
+                               else if(req.subd_type == TypeDesc::TypeMatrix)
+                                       attr_map[index].w = NODE_ATTR_MATRIX;
+                               else
+                                       attr_map[index].w = NODE_ATTR_FLOAT3;
+                       }
 
-               attr_map[index].x = ATTR_STD_NONE;
-               attr_map[index].y = 0;
-               attr_map[index].z = 0;
-               attr_map[index].w = 0;
+                       index++;
+               }
 
-               index++;
+               /* terminator */
+               for(int i = 0; i < ATTR_PRIM_TYPES; i++) {
+                       attr_map[index].x = ATTR_STD_NONE;
+                       attr_map[index].y = 0;
+                       attr_map[index].z = 0;
+                       attr_map[index].w = 0;
+
+                       index++;
+               }
        }
 
        /* copy to device */
@@ -847,17 +1031,13 @@ void MeshManager::update_svm_attributes(Device *device, DeviceScene *dscene, Sce
 
 static void update_attribute_element_size(Mesh *mesh,
                                           Attribute *mattr,
+                                          AttributePrimitive prim,
                                           size_t *attr_float_size,
                                           size_t *attr_float3_size,
                                           size_t *attr_uchar4_size)
 {
        if(mattr) {
-               size_t size = mattr->element_size(
-                       mesh->verts.size(),
-                       mesh->num_triangles(),
-                       mesh->motion_steps,
-                       mesh->num_curves(),
-                       mesh->curve_keys.size());
+               size_t size = mattr->element_size(mesh, prim);
 
                if(mattr->element == ATTR_ELEMENT_VOXEL) {
                        /* pass */
@@ -885,6 +1065,7 @@ static void update_attribute_element_offset(Mesh *mesh,
                                             vector<uchar4>& attr_uchar4,
                                             size_t& attr_uchar4_offset,
                                             Attribute *mattr,
+                                            AttributePrimitive prim,
                                             TypeDesc& type,
                                             int& offset,
                                             AttributeElement& element)
@@ -895,12 +1076,7 @@ static void update_attribute_element_offset(Mesh *mesh,
                type = mattr->type;
 
                /* store attribute data in arrays */
-               size_t size = mattr->element_size(
-                       mesh->verts.size(),
-                       mesh->num_triangles(),
-                       mesh->motion_steps,
-                       mesh->num_curves(),
-                       mesh->curve_keys.size());
+               size_t size = mattr->element_size(mesh, prim);
 
                if(mattr->element == ATTR_ELEMENT_VOXEL) {
                        /* store slot in offset value */
@@ -954,10 +1130,18 @@ static void update_attribute_element_offset(Mesh *mesh,
                        offset -= mesh->vert_offset;
                else if(element == ATTR_ELEMENT_VERTEX_MOTION)
                        offset -= mesh->vert_offset;
-               else if(element == ATTR_ELEMENT_FACE)
-                       offset -= mesh->tri_offset;
-               else if(element == ATTR_ELEMENT_CORNER || element == ATTR_ELEMENT_CORNER_BYTE)
-                       offset -= 3*mesh->tri_offset;
+               else if(element == ATTR_ELEMENT_FACE) {
+                       if(prim == ATTR_PRIM_TRIANGLE)
+                               offset -= mesh->tri_offset;
+                       else
+                               offset -= mesh->face_offset;
+               }
+               else if(element == ATTR_ELEMENT_CORNER || element == ATTR_ELEMENT_CORNER_BYTE) {
+                       if(prim == ATTR_PRIM_TRIANGLE)
+                               offset -= 3*mesh->tri_offset;
+                       else
+                               offset -= mesh->corner_offset;
+               }
                else if(element == ATTR_ELEMENT_CURVE)
                        offset -= mesh->curve_offset;
                else if(element == ATTR_ELEMENT_CURVE_KEY)
@@ -1007,23 +1191,23 @@ void MeshManager::device_update_attributes(Device *device, DeviceScene *dscene,
                foreach(AttributeRequest& req, attributes.requests) {
                        Attribute *triangle_mattr = mesh->attributes.find(req);
                        Attribute *curve_mattr = mesh->curve_attributes.find(req);
-
-                       /* todo: get rid of this exception, it's only here for giving some
-                        * working texture coordinate for subdivision as we can't preserve
-                        * any attributes yet */
-                       if(!triangle_mattr && req.std == ATTR_STD_GENERATED) {
-                               triangle_mattr = mesh->attributes.add(ATTR_STD_GENERATED);
-                               if(mesh->verts.size())
-                                       memcpy(triangle_mattr->data_float3(), &mesh->verts[0], sizeof(float3)*mesh->verts.size());
-                       }
+                       Attribute *subd_mattr = mesh->subd_attributes.find(req);
 
                        update_attribute_element_size(mesh,
                                                      triangle_mattr,
+                                                     ATTR_PRIM_TRIANGLE,
                                                      &attr_float_size,
                                                      &attr_float3_size,
                                                      &attr_uchar4_size);
                        update_attribute_element_size(mesh,
                                                      curve_mattr,
+                                                     ATTR_PRIM_CURVE,
+                                                     &attr_float_size,
+                                                     &attr_float3_size,
+                                                     &attr_uchar4_size);
+                       update_attribute_element_size(mesh,
+                                                     subd_mattr,
+                                                     ATTR_PRIM_SUBD,
                                                      &attr_float_size,
                                                      &attr_float3_size,
                                                      &attr_uchar4_size);
@@ -1048,12 +1232,14 @@ void MeshManager::device_update_attributes(Device *device, DeviceScene *dscene,
                foreach(AttributeRequest& req, attributes.requests) {
                        Attribute *triangle_mattr = mesh->attributes.find(req);
                        Attribute *curve_mattr = mesh->curve_attributes.find(req);
+                       Attribute *subd_mattr = mesh->subd_attributes.find(req);
 
                        update_attribute_element_offset(mesh,
                                                        attr_float, attr_float_offset,
                                                        attr_float3, attr_float3_offset,
                                                        attr_uchar4, attr_uchar4_offset,
                                                        triangle_mattr,
+                                                       ATTR_PRIM_TRIANGLE,
                                                        req.triangle_type,
                                                        req.triangle_offset,
                                                        req.triangle_element);
@@ -1063,10 +1249,21 @@ void MeshManager::device_update_attributes(Device *device, DeviceScene *dscene,
                                                        attr_float3, attr_float3_offset,
                                                        attr_uchar4, attr_uchar4_offset,
                                                        curve_mattr,
+                                                       ATTR_PRIM_CURVE,
                                                        req.curve_type,
                                                        req.curve_offset,
                                                        req.curve_element);
 
+                       update_attribute_element_offset(mesh,
+                                                       attr_float, attr_float_offset,
+                                                       attr_float3, attr_float3_offset,
+                                                       attr_uchar4, attr_uchar4_offset,
+                                                       subd_mattr,
+                                                       ATTR_PRIM_SUBD,
+                                                       req.subd_type,
+                                                       req.subd_offset,
+                                                       req.subd_element);
+
                        if(progress.get_cancel()) return;
                }
        }
@@ -1100,19 +1297,37 @@ void MeshManager::mesh_calc_offset(Scene *scene)
 {
        size_t vert_size = 0;
        size_t tri_size = 0;
+
        size_t curve_key_size = 0;
        size_t curve_size = 0;
 
+       size_t patch_size = 0;
+       size_t face_size = 0;
+       size_t corner_size = 0;
+
        foreach(Mesh *mesh, scene->meshes) {
                mesh->vert_offset = vert_size;
                mesh->tri_offset = tri_size;
+
                mesh->curvekey_offset = curve_key_size;
                mesh->curve_offset = curve_size;
 
+               mesh->patch_offset = patch_size;
+               mesh->face_offset = face_size;
+               mesh->corner_offset = corner_size;
+
                vert_size += mesh->verts.size();
                tri_size += mesh->num_triangles();
+
                curve_key_size += mesh->curve_keys.size();
                curve_size += mesh->num_curves();
+
+               if(mesh->subd_faces.size()) {
+                       Mesh::SubdFace& last = mesh->subd_faces[mesh->subd_faces.size()-1];
+                       patch_size += (last.ptex_offset + last.num_ptex_faces()) * 8;
+               }
+               face_size += mesh->subd_faces.size();
+               corner_size += mesh->subd_face_corners.size();
        }
 }
 
@@ -1125,14 +1340,25 @@ void MeshManager::device_update_mesh(Device *device,
        /* Count. */
        size_t vert_size = 0;
        size_t tri_size = 0;
+
        size_t curve_key_size = 0;
        size_t curve_size = 0;
+
+       size_t patch_size = 0;
+
        foreach(Mesh *mesh, scene->meshes) {
                vert_size += mesh->verts.size();
                tri_size += mesh->num_triangles();
+
                curve_key_size += mesh->curve_keys.size();
                curve_size += mesh->num_curves();
+
+               if(mesh->subd_faces.size()) {
+                       Mesh::SubdFace& last = mesh->subd_faces[mesh->subd_faces.size()-1];
+                       patch_size += (last.ptex_offset + last.num_ptex_faces()) * 8;
+               }
        }
+
        /* Create mapping from triangle to primitive triangle array. */
        vector<uint> tri_prim_index(tri_size);
        if(for_displacement) {
@@ -1155,6 +1381,7 @@ void MeshManager::device_update_mesh(Device *device,
                        }
                }
        }
+
        /* Fill in all the arrays. */
        if(tri_size != 0) {
                /* normals */
@@ -1163,6 +1390,8 @@ void MeshManager::device_update_mesh(Device *device,
                uint *tri_shader = dscene->tri_shader.resize(tri_size);
                float4 *vnormal = dscene->tri_vnormal.resize(vert_size);
                uint4 *tri_vindex = dscene->tri_vindex.resize(tri_size);
+               uint *tri_patch = dscene->tri_patch.resize(tri_size);
+               float2 *tri_patch_uv = dscene->tri_patch_uv.resize(vert_size);
 
                foreach(Mesh *mesh, scene->meshes) {
                        mesh->pack_normals(scene,
@@ -1170,6 +1399,8 @@ void MeshManager::device_update_mesh(Device *device,
                                           &vnormal[mesh->vert_offset]);
                        mesh->pack_verts(tri_prim_index,
                                         &tri_vindex[mesh->tri_offset],
+                                        &tri_patch[mesh->tri_offset],
+                                        &tri_patch_uv[mesh->vert_offset],
                                         mesh->vert_offset,
                                         mesh->tri_offset);
                        if(progress.get_cancel()) return;
@@ -1181,7 +1412,10 @@ void MeshManager::device_update_mesh(Device *device,
                device->tex_alloc("__tri_shader", dscene->tri_shader);
                device->tex_alloc("__tri_vnormal", dscene->tri_vnormal);
                device->tex_alloc("__tri_vindex", dscene->tri_vindex);
+               device->tex_alloc("__tri_patch", dscene->tri_patch);
+               device->tex_alloc("__tri_patch_uv", dscene->tri_patch_uv);
        }
+
        if(curve_size != 0) {
                progress.set_status("Updating Mesh", "Copying Strands to device");
 
@@ -1196,6 +1430,20 @@ void MeshManager::device_update_mesh(Device *device,
                device->tex_alloc("__curve_keys", dscene->curve_keys);
                device->tex_alloc("__curves", dscene->curves);
        }
+
+       if(patch_size != 0) {
+               progress.set_status("Updating Mesh", "Copying Patches to device");
+
+               uint *patch_data = dscene->patches.resize(patch_size);
+
+               foreach(Mesh *mesh, scene->meshes) {
+                       mesh->pack_patches(&patch_data[mesh->patch_offset], mesh->vert_offset, mesh->face_offset, mesh->corner_offset);
+                       if(progress.get_cancel()) return;
+               }
+
+               device->tex_alloc("__patches", dscene->patches);
+       }
+
        if(for_displacement) {
                float4 *prim_tri_verts = dscene->prim_tri_verts.resize(tri_size * 3);
                foreach(Mesh *mesh, scene->meshes) {
@@ -1433,7 +1681,9 @@ void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scen
                        num_bvh++;
                }
        }
+
        TaskPool pool;
+
        foreach(Mesh *mesh, scene->meshes) {
                if(mesh->need_update) {
                        pool.push(function_bind(&Mesh::compute_bvh,
@@ -1448,6 +1698,7 @@ void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scen
                        }
                }
        }
+
        TaskPool::Summary summary;
        pool.wait_work(&summary);
        VLOG(2) << "Objects BVH build pool statistics:\n"
@@ -1505,8 +1756,11 @@ void MeshManager::device_free(Device *device, DeviceScene *dscene)
        device->tex_free(dscene->tri_shader);
        device->tex_free(dscene->tri_vnormal);
        device->tex_free(dscene->tri_vindex);
+       device->tex_free(dscene->tri_patch);
+       device->tex_free(dscene->tri_patch_uv);
        device->tex_free(dscene->curves);
        device->tex_free(dscene->curve_keys);
+       device->tex_free(dscene->patches);
        device->tex_free(dscene->attributes_map);
        device->tex_free(dscene->attributes_float);
        device->tex_free(dscene->attributes_float3);
@@ -1523,8 +1777,11 @@ void MeshManager::device_free(Device *device, DeviceScene *dscene)
        dscene->tri_shader.clear();
        dscene->tri_vnormal.clear();
        dscene->tri_vindex.clear();
+       dscene->tri_patch.clear();
+       dscene->tri_patch_uv.clear();
        dscene->curves.clear();
        dscene->curve_keys.clear();
+       dscene->patches.clear();
        dscene->attributes_map.clear();
        dscene->attributes_float.clear();
        dscene->attributes_float3.clear();
@@ -1574,77 +1831,5 @@ bool Mesh::need_attribute(Scene * /*scene*/, ustring name)
        return false;
 }
 
-void Mesh::tessellate(DiagSplit *split)
-{
-       int num_faces = num_triangles();
-
-       add_face_normals();
-       add_vertex_normals();
-
-       Attribute *attr_fN = attributes.find(ATTR_STD_FACE_NORMAL);
-       float3 *fN = attr_fN->data_float3();
-
-       Attribute *attr_vN = attributes.find(ATTR_STD_VERTEX_NORMAL);
-       float3 *vN = attr_vN->data_float3();
-
-       for(int f = 0; f < num_faces; f++) {
-               if(!forms_quad[f]) {
-                       /* triangle */
-                       LinearTrianglePatch patch;
-                       Triangle triangle = get_triangle(f);
-                       float3 *hull = patch.hull;
-                       float3 *normals = patch.normals;
-
-                       for(int i = 0; i < 3; i++) {
-                               hull[i] = verts[triangle.v[i]];
-                       }
-
-                       if(smooth[f]) {
-                               for(int i = 0; i < 3; i++) {
-                                       normals[i] = vN[triangle.v[i]];
-                               }
-                       }
-                       else {
-                               for(int i = 0; i < 3; i++) {
-                                       normals[i] = fN[f];
-                               }
-                       }
-
-                       split->split_triangle(&patch);
-               }
-               else {
-                       /* quad */
-                       LinearQuadPatch patch;
-                       Triangle triangle0 = get_triangle(f);
-                       Triangle triangle1 = get_triangle(f+1);
-                       float3 *hull = patch.hull;
-                       float3 *normals = patch.normals;
-
-                       hull[0] = verts[triangle0.v[0]];
-                       hull[1] = verts[triangle0.v[1]];
-                       hull[3] = verts[triangle0.v[2]];
-                       hull[2] = verts[triangle1.v[2]];
-
-                       if(smooth[f]) {
-                               normals[0] = vN[triangle0.v[0]];
-                               normals[1] = vN[triangle0.v[1]];
-                               normals[3] = vN[triangle0.v[2]];
-                               normals[2] = vN[triangle1.v[2]];
-                       }
-                       else {
-                               for(int i = 0; i < 4; i++) {
-                                       normals[i] = fN[f];
-                               }
-                       }
-
-                       split->split_quad(&patch);
-
-                       // consume second triangle in quad
-                       f++;
-               }
-
-       }
-}
-
 CCL_NAMESPACE_END
 
index 0aea555..adb6392 100644 (file)
@@ -97,6 +97,19 @@ public:
                return curve_first_key.size();
        }
 
+       /* Mesh SubdFace */
+       struct SubdFace {
+               int start_corner;
+               int num_corners;
+               int shader;
+               bool smooth;
+               int ptex_offset;
+
+               bool is_quad() { return num_corners == 4; }
+               float3 normal(const Mesh *mesh) const;
+               int num_ptex_faces() const { return num_corners == 4 ? 1 : num_corners; }
+       };
+
        /* Displacement */
        enum DisplacementMethod {
                DISPLACE_BUMP = 0,
@@ -119,7 +132,10 @@ public:
        array<float3> verts;
        array<int> shader;
        array<bool> smooth;
-       array<bool> forms_quad; /* used to tell if triangle is part of a quad patch */
+
+       /* used for storing patch info for subd triangles, only allocated if there are patches */
+       array<int> triangle_patch; /* must be < 0 for non subd triangles */
+       array<float2> vert_patch_uv;
 
        bool has_volume;  /* Set in the device_update_flags(). */
        bool has_surface_bssrdf;  /* Set in the device_update_flags(). */
@@ -129,9 +145,14 @@ public:
        array<int> curve_first_key;
        array<int> curve_shader;
 
+       array<SubdFace> subd_faces;
+       array<int> subd_face_corners;
+       int num_ngons;
+
        vector<Shader*> used_shaders;
        AttributeSet attributes;
        AttributeSet curve_attributes;
+       AttributeSet subd_attributes;
 
        BoundBox bounds;
        bool transform_applied;
@@ -154,6 +175,12 @@ public:
        size_t curve_offset;
        size_t curvekey_offset;
 
+       size_t patch_offset;
+       size_t face_offset;
+       size_t corner_offset;
+
+       size_t num_subd_verts;
+
        /* Functions */
        Mesh();
        ~Mesh();
@@ -162,12 +189,15 @@ public:
        void reserve_mesh(int numverts, int numfaces);
        void resize_curves(int numcurves, int numkeys);
        void reserve_curves(int numcurves, int numkeys);
+       void resize_subd_faces(int numfaces, int num_ngons, int numcorners);
+       void reserve_subd_faces(int numfaces, int num_ngons, int numcorners);
        void clear();
        void add_vertex(float3 P);
        void add_vertex_slow(float3 P);
-       void add_triangle(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);
        void add_curve_key(float3 loc, float radius);
        void add_curve(int first_key, int shader);
+       void add_subd_face(int* corners, int num_corners, int shader_, bool smooth_);
        int split_vertex(int vertex);
 
        void compute_bounds();
@@ -177,9 +207,13 @@ public:
        void pack_normals(Scene *scene, uint *shader, float4 *vnormal);
        void pack_verts(const vector<uint>& tri_prim_index,
                        uint4 *tri_vindex,
+                       uint *tri_patch,
+                       float2 *tri_patch_uv,
                        size_t vert_offset,
                        size_t tri_offset);
        void pack_curves(Scene *scene, float4 *curve_key_co, float4 *curve_data, size_t curvekey_offset);
+       void pack_patches(uint *patch_data, uint vert_offset, uint face_offset, uint corner_offset);
+
        void compute_bvh(DeviceScene *dscene,
                         SceneParams *params,
                         Progress *progress,
diff --git a/intern/cycles/render/mesh_subdivision.cpp b/intern/cycles/render/mesh_subdivision.cpp
new file mode 100644 (file)
index 0000000..fe8e41e
--- /dev/null
@@ -0,0 +1,224 @@
+/*
+ * Copyright 2011-2016 Blender Foundation
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ */
+
+#include "mesh.h"
+#include "attribute.h"
+
+#include "subd_split.h"
+#include "subd_patch.h"
+
+#include "util_foreach.h"
+
+CCL_NAMESPACE_BEGIN
+
+void Mesh::tessellate(DiagSplit *split)
+{
+       int num_faces = subd_faces.size();
+
+       Attribute *attr_vN = subd_attributes.find(ATTR_STD_VERTEX_NORMAL);
+       float3* vN = attr_vN->data_float3();
+
+       for(int f = 0; f < num_faces; f++) {
+               SubdFace& face = subd_faces[f];
+
+               if(face.is_quad()) {
+                       /* quad */
+                       LinearQuadPatch patch;
+                       float3 *hull = patch.hull;
+                       float3 *normals = patch.normals;
+
+                       patch.patch_index = face.ptex_offset;
+                       patch.shader = face.shader;
+
+                       for(int i = 0; i < 4; i++) {
+                               hull[i] = verts[subd_face_corners[face.start_corner+i]];
+                       }
+
+                       if(face.smooth) {
+                               for(int i = 0; i < 4; i++) {
+                                       normals[i] = vN[subd_face_corners[face.start_corner+i]];
+                               }
+                       }
+                       else {
+                               float3 N = face.normal(this);
+                               for(int i = 0; i < 4; i++) {
+                                       normals[i] = N;
+                               }
+                       }
+
+                       swap(hull[2], hull[3]);
+                       swap(normals[2], normals[3]);
+
+                       /* Quad faces need to be split at least once to line up with split ngons, we do this
+                        * here in this manner because if we do it later edge factors may end up slightly off.
+                        */
+                       QuadDice::SubPatch subpatch;
+                       subpatch.patch = &patch;
+
+                       subpatch.P00 = make_float2(0.0f, 0.0f);
+                       subpatch.P10 = make_float2(0.5f, 0.0f);
+                       subpatch.P01 = make_float2(0.0f, 0.5f);
+                       subpatch.P11 = make_float2(0.5f, 0.5f);
+                       split->split_quad(&patch, &subpatch);
+
+                       subpatch.P00 = make_float2(0.5f, 0.0f);
+                       subpatch.P10 = make_float2(1.0f, 0.0f);
+                       subpatch.P01 = make_float2(0.5f, 0.5f);
+                       subpatch.P11 = make_float2(1.0f, 0.5f);
+                       split->split_quad(&patch, &subpatch);
+
+                       subpatch.P00 = make_float2(0.0f, 0.5f);
+                       subpatch.P10 = make_float2(0.5f, 0.5f);
+                       subpatch.P01 = make_float2(0.0f, 1.0f);
+                       subpatch.P11 = make_float2(0.5f, 1.0f);
+                       split->split_quad(&patch, &subpatch);
+
+                       subpatch.P00 = make_float2(0.5f, 0.5f);
+                       subpatch.P10 = make_float2(1.0f, 0.5f);
+                       subpatch.P01 = make_float2(0.5f, 1.0f);
+                       subpatch.P11 = make_float2(1.0f, 1.0f);
+                       split->split_quad(&patch, &subpatch);
+               }
+               else {
+                       /* ngon */
+                       float3 center_vert = make_float3(0.0f, 0.0f, 0.0f);
+                       float3 center_normal = make_float3(0.0f, 0.0f, 0.0f);
+
+                       float inv_num_corners = 1.0f/float(face.num_corners);
+                       for(int corner = 0; corner < face.num_corners; corner++) {
+                               center_vert += verts[subd_face_corners[face.start_corner + corner]] * inv_num_corners;
+                               center_normal += vN[subd_face_corners[face.start_corner + corner]] * inv_num_corners;
+                       }
+
+                       for(int corner = 0; corner < face.num_corners; corner++) {
+                               LinearQuadPatch patch;
+                               float3 *hull = patch.hull;
+                               float3 *normals = patch.normals;
+
+                               patch.patch_index = face.ptex_offset + corner;
+
+                               patch.shader = face.shader;
+
+                               hull[0] = verts[subd_face_corners[face.start_corner + mod(corner + 0, face.num_corners)]];
+                               hull[1] = verts[subd_face_corners[face.start_corner + mod(corner + 1, face.num_corners)]];
+                               hull[2] = verts[subd_face_corners[face.start_corner + mod(corner - 1, face.num_corners)]];
+                               hull[3] = center_vert;
+
+                               hull[1] = (hull[1] + hull[0]) * 0.5;
+                               hull[2] = (hull[2] + hull[0]) * 0.5;
+
+                               if(face.smooth) {
+                                       normals[0] = vN[subd_face_corners[face.start_corner + mod(corner + 0, face.num_corners)]];
+                                       normals[1] = vN[subd_face_corners[face.start_corner + mod(corner + 1, face.num_corners)]];
+                                       normals[2] = vN[subd_face_corners[face.start_corner + mod(corner - 1, face.num_corners)]];
+                                       normals[3] = center_normal;
+
+                                       normals[1] = (normals[1] + normals[0]) * 0.5;
+                                       normals[2] = (normals[2] + normals[0]) * 0.5;
+                               }
+                               else {
+                                       float3 N = face.normal(this);
+                                       for(int i = 0; i < 4; i++) {
+                                               normals[i] = N;
+                                       }
+                               }
+
+                               split->split_quad(&patch);
+                       }
+               }
+       }
+
+       /* interpolate center points for attributes */
+       foreach(Attribute& attr, subd_attributes.attributes) {
+               char* data = attr.data();
+               size_t stride = attr.data_sizeof();
+               int ngons = 0;
+
+               switch(attr.element) {
+                       case ATTR_ELEMENT_VERTEX: {
+                               for(int f = 0; f < num_faces; f++) {
+                                       SubdFace& face = subd_faces[f];
+
+                                       if(!face.is_quad()) {
+                                               char* center = data + (verts.size() - num_subd_verts + ngons) * stride;
+                                               attr.zero_data(center);
+
+                                               float inv_num_corners = 1.0f / float(face.num_corners);
+
+                                               for(int corner = 0; corner < face.num_corners; corner++) {
+                                                       attr.add_with_weight(center,
+                                                                            data + subd_face_corners[face.start_corner + corner] * stride,
+                                                                            inv_num_corners);
+                                               }
+
+                                               ngons++;
+                                       }
+                               }
+                       } break;
+                       case ATTR_ELEMENT_VERTEX_MOTION: {
+                               // TODO(mai): implement
+                       } break;
+                       case ATTR_ELEMENT_CORNER: {
+                               for(int f = 0; f < num_faces; f++) {
+                                       SubdFace& face = subd_faces[f];
+
+                                       if(!face.is_quad()) {
+                                               char* center = data + (subd_face_corners.size() + ngons) * stride;
+                                               attr.zero_data(center);
+
+                                               float inv_num_corners = 1.0f / float(face.num_corners);
+
+                                               for(int corner = 0; corner < face.num_corners; corner++) {
+                                                       attr.add_with_weight(center,
+                                                                            data + (face.start_corner + corner) * stride,
+                                                                            inv_num_corners);
+                                               }
+
+                                               ngons++;
+                                       }
+                               }
+                       } break;
+                       case ATTR_ELEMENT_CORNER_BYTE: {
+                               for(int f = 0; f < num_faces; f++) {
+                                       SubdFace& face = subd_faces[f];
+
+                                       if(!face.is_quad()) {
+                                               uchar* center = (uchar*)data + (subd_face_corners.size() + ngons) * stride;
+
+                                               float inv_num_corners = 1.0f / float(face.num_corners);
+                                               float4 val = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
+
+                                               for(int corner = 0; corner < face.num_corners; corner++) {
+                                                       for(int i = 0; i < 4; i++) {
+                                                               val[i] += float(*(data + (face.start_corner + corner) * stride + i)) * inv_num_corners;
+                                                       }
+                                               }
+
+                                               for(int i = 0; i < 4; i++) {
+                                                       center[i] = uchar(min(max(val[i], 0.0f), 255.0f));
+                                               }
+
+                                               ngons++;
+                                       }
+                               }
+                       } break;
+                       default: break;
+               }
+       }
+}
+
+CCL_NAMESPACE_END
+
index 05e807f..9e72f19 100644 (file)
@@ -74,10 +74,14 @@ public:
        device_vector<uint> tri_shader;
        device_vector<float4> tri_vnormal;
        device_vector<uint4> tri_vindex;
+       device_vector<uint> tri_patch;
+       device_vector<float2> tri_patch_uv;
 
        device_vector<float4> curves;
        device_vector<float4> curve_keys;
 
+       device_vector<uint> patches;
+
        /* objects */
        device_vector<float4> objects;
        device_vector<float4> objects_vector;
index d170886..db49701 100644 (file)
@@ -14,14 +14,12 @@ set(INC_SYS
 
 set(SRC
        subd_dice.cpp
-       subd_mesh.cpp
        subd_patch.cpp
        subd_split.cpp
 )
 
 set(SRC_HEADERS
        subd_dice.h
-       subd_mesh.h
        subd_patch.h
        subd_split.h
 )
index 7c74f21..36981a2 100644 (file)
@@ -48,6 +48,11 @@ void EdgeDice::reserve(int num_verts)
        vert_offset = mesh->verts.size();
        tri_offset = mesh->num_triangles();
 
+       /* todo: optimize so we can reserve in advance, this is like push_back_slow() */
+       if(vert_offset + num_verts > mesh->verts.capacity()) {
+               mesh->reserve_mesh(size_t((vert_offset + num_verts) * 1.2), mesh->num_triangles());
+       }
+
        mesh->resize_mesh(vert_offset + num_verts, tri_offset);
 
        Attribute *attr_vN = mesh->attributes.add(ATTR_STD_VERTEX_NORMAL);
@@ -66,6 +71,7 @@ int EdgeDice::add_vert(Patch *patch, float2 uv)
 
        mesh_P[vert_offset] = P;
        mesh_N[vert_offset] = N;
+       params.mesh->vert_patch_uv[vert_offset] = make_float2(uv.x, uv.y);
 
        if(params.ptex) {
                Attribute *attr_ptex_uv = params.mesh->attributes.add(ATTR_STD_PTEX_UV);
@@ -75,6 +81,8 @@ int EdgeDice::add_vert(Patch *patch, float2 uv)
                ptex_uv[vert_offset] = make_float3(uv.x, uv.y, 0.0f);
        }
 
+       params.mesh->num_subd_verts++;
+
        return vert_offset++;
 }
 
@@ -86,7 +94,8 @@ void EdgeDice::add_triangle(Patch *patch, int v0, int v1, int v2)
        if(mesh->triangles.size() == mesh->triangles.capacity())
                mesh->reserve_mesh(mesh->verts.size(), size_t(max(mesh->num_triangles() + 1, 1) * 1.2));
 
-       mesh->add_triangle(v0, v1, v2, params.shader, params.smooth, false);
+       mesh->add_triangle(v0, v1, v2, patch->shader, true);
+       params.mesh->triangle_patch[params.mesh->num_triangles()-1] = patch->patch_index;
 
        if(params.ptex) {
                Attribute *attr_ptex_face_id = params.mesh->attributes.add(ATTR_STD_PTEX_FACE_ID);
@@ -340,160 +349,5 @@ void QuadDice::dice(SubPatch& sub, EdgeFactors& ef)
        assert(vert_offset == params.mesh->verts.size());
 }
 
-/* TriangleDice */
-
-TriangleDice::TriangleDice(const SubdParams& params_)
-: EdgeDice(params_)
-{
-}
-
-void TriangleDice::reserve(EdgeFactors& ef, int M)
-{
-       int num_verts = ef.tu + ef.tv + ef.tw;
-
-       for(int m = M-2; m > 0; m -= 2)
-               num_verts += 3 + (m-1)*3;
-       
-       if(!(M & 1))
-               num_verts++;
-       
-       EdgeDice::reserve(num_verts);
-}
-
-float2 TriangleDice::map_uv(SubPatch& sub, float2 uv)
-{
-       /* map UV from subpatch to patch parametric coordinates */
-       return uv.x*sub.Pu + uv.y*sub.Pv + (1.0f - uv.x - uv.y)*sub.Pw;
-}
-
-int TriangleDice::add_vert(SubPatch& sub, float2 uv)
-{
-       return EdgeDice::add_vert(sub.patch, map_uv(sub, uv));
-}
-
-void TriangleDice::add_grid(SubPatch& sub, EdgeFactors& ef, int M)
-{
-       // XXX normals are flipped, why?
-
-       /* grid is constructed starting from the outside edges, and adding
-        * progressively smaller inner triangles that connected to the outer
-        * one, until M = 1 or 2, the we fill up the last part. */
-       vector<int> outer_u, outer_v, outer_w;
-       int m;
-
-       /* add outer corners vertices */
-       {
-               float2 p_u = make_float2(1.0f, 0.0f);
-               float2 p_v = make_float2(0.0f, 1.0f);
-               float2 p_w = make_float2(0.0f, 0.0f);
-
-               int corner_u = add_vert(sub, p_u);
-               int corner_v = add_vert(sub, p_v);
-               int corner_w = add_vert(sub, p_w);
-
-               outer_u.push_back(corner_v);
-               outer_v.push_back(corner_w);
-               outer_w.push_back(corner_u);
-
-               for(int i = 1; i < ef.tu; i++)
-                       outer_u.push_back(add_vert(sub, interp(p_v, p_w, i/(float)ef.tu)));
-               for(int i = 1; i < ef.tv; i++)
-                       outer_v.push_back(add_vert(sub, interp(p_w, p_u, i/(float)ef.tv)));
-               for(int i = 1; i < ef.tw; i++)
-                       outer_w.push_back(add_vert(sub, interp(p_u, p_v, i/(float)ef.tw)));
-
-               outer_u.push_back(corner_w);
-               outer_v.push_back(corner_u);
-               outer_w.push_back(corner_v);
-       }
-
-       for(m = M-2; m > 0; m -= 2) {
-               vector<int> inner_u, inner_v, inner_w;
-
-               const float t0 = m / (float)M;
-               float2 center = make_float2(1.0f/3.0f, 1.0f/3.0f);
-
-               /* 3 corner vertices */
-               float2 p_u = interp(center, make_float2(1.0f, 0.0f), t0);
-               float2 p_v = interp(center, make_float2(0.0f, 1.0f), t0);
-               float2 p_w = interp(center, make_float2(0.0f, 0.0f), t0);
-
-               int corner_u = add_vert(sub, p_u);
-               int corner_v = add_vert(sub, p_v);
-               int corner_w = add_vert(sub, p_w);
-
-               /* construct array of vertex indices for each side */
-               inner_u.push_back(corner_v);
-               inner_v.push_back(corner_w);
-               inner_w.push_back(corner_u);
-
-               for(int i = 1; i < m; i++) {
-                       /* add vertices between corners */
-                       const float t1 = i / (float)m;
-
-                       inner_u.push_back(add_vert(sub, interp(p_v, p_w, t1)));
-                       inner_v.push_back(add_vert(sub, interp(p_w, p_u, t1)));
-                       inner_w.push_back(add_vert(sub, interp(p_u, p_v, t1)));
-               }
-
-               inner_u.push_back(corner_w);
-               inner_v.push_back(corner_u);
-               inner_w.push_back(corner_v);
-
-               /* stitch together inner/outer with triangles */
-               stitch_triangles(sub.patch, outer_u, inner_u);
-               stitch_triangles(sub.patch, outer_v, inner_v);
-               stitch_triangles(sub.patch, outer_w, inner_w);
-
-               outer_u = inner_u;
-               outer_v = inner_v;
-               outer_w = inner_w;
-       }
-
-       /* fill up last part */
-       if(m == -1) {
-               /* single triangle */
-               add_triangle(sub.patch, outer_w[0], outer_u[0], outer_v[0]);
-       }
-       else {
-               /* center vertex + up to 6 triangles */
-               int center = add_vert(sub, make_float2(1.0f/3.0f, 1.0f/3.0f));
-
-               add_triangle(sub.patch, outer_w[0], outer_w[1], center);
-               /* if this is false then there is only one triangle on this side */
-               if(outer_w.size() > 2)
-                       add_triangle(sub.patch, outer_w[1], outer_w[2], center);
-
-               add_triangle(sub.patch, outer_u[0], outer_u[1], center);
-               if(outer_u.size() > 2)
-                       add_triangle(sub.patch, outer_u[1], outer_u[2], center);
-
-               add_triangle(sub.patch, outer_v[0], outer_v[1], center);
-               if(outer_v.size() > 2)
-                       add_triangle(sub.patch, outer_v[1], outer_v[2], center);
-       }
-}
-
-void TriangleDice::dice(SubPatch& sub, EdgeFactors& ef)
-{
-       /* todo: handle 2 1 1 resolution */
-       int M = max(ef.tu, max(ef.tv, ef.tw));
-
-       /* Due to the "slant" of the edges of a triangle compared to a quad, the internal
-        * triangles end up smaller, causing over-tessellation. This is to correct for this
-        * difference in area. Technically its only correct for equilateral triangles, but
-        * its better than how it was.
-        *
-        * (2*cos(radians(30))/3)**0.5
-        */
-       float S = 0.7598356856515927f;
-       M = max((int)ceil(S*M), 1);
-
-       reserve(ef, M);
-       add_grid(sub, ef, M);
-
-       assert(vert_offset == params.mesh->verts.size());
-}
-
 CCL_NAMESPACE_END
 
index 85bd0ea..3002ec7 100644 (file)
@@ -33,8 +33,6 @@ class Patch;
 
 struct SubdParams {
        Mesh *mesh;
-       int shader;
-       bool smooth;
        bool ptex;
 
        int test_steps;
@@ -44,11 +42,9 @@ struct SubdParams {
        Camera *camera;
        Transform objecttoworld;
 
-       SubdParams(Mesh *mesh_, int shader_, bool smooth_ = true, bool ptex_ = false)
+       SubdParams(Mesh *mesh_, bool ptex_ = false)
        {
                mesh = mesh_;
-               shader = shader_;
-               smooth = smooth_;
                ptex = ptex_;
 
                test_steps = 3;
@@ -136,46 +132,6 @@ public:
        void dice(SubPatch& sub, EdgeFactors& ef);
 };
 
-/* Triangle EdgeDice
- *
- * Edge tessellation factors and subpatch coordinates are as follows:
- *
- *        Pw
- *        /\
- *    tv /  \ tu
- *      /    \
- *     /      \
- *  Pu -------- Pv
- *        tw     
- */
-
-class TriangleDice : public EdgeDice {
-public:
-       struct SubPatch {
-               Patch *patch;
-
-               float2 Pu;
-               float2 Pv;
-               float2 Pw;
-       };
-
-       struct EdgeFactors {
-               int tu;
-               int tv;
-               int tw;
-       };
-
-       explicit TriangleDice(const SubdParams& params);
-
-       void reserve(EdgeFactors& ef, int M);
-
-       float2 map_uv(SubPatch& sub, float2 uv);
-       int add_vert(SubPatch& sub, float2 uv);
-
-       void add_grid(SubPatch& sub, EdgeFactors& ef, int M);
-       void dice(SubPatch& sub, EdgeFactors& ef);
-};
-
 CCL_NAMESPACE_END
 
 #endif /* __SUBD_DICE_H__ */
diff --git a/intern/cycles/subd/subd_mesh.cpp b/intern/cycles/subd/subd_mesh.cpp
deleted file mode 100644 (file)
index 56d7d2b..0000000
+++ /dev/null
@@ -1,419 +0,0 @@
-/*
- * 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"
-
-#ifdef WITH_OPENSUBDIV
-
-#include <osd/vertex.h>
-#include <osd/mesh.h>
-#include <osd/cpuComputeController.h>
-#include <osd/cpuVertexBuffer.h>
-#include <osd/cpuEvalLimitController.h>
-#include <osd/evalLimitContext.h>
-
-CCL_NAMESPACE_BEGIN
-
-/* typedefs */
-typedef OpenSubdiv::OsdVertex OsdVertex;
-typedef OpenSubdiv::FarMesh<OsdVertex> OsdFarMesh;
-typedef OpenSubdiv::FarMeshFactory<OsdVertex> OsdFarMeshFactory;
-typedef OpenSubdiv::HbrCatmarkSubdivision<OsdVertex> OsdHbrCatmarkSubdivision;
-typedef OpenSubdiv::HbrFace<OsdVertex> OsdHbrFace;
-typedef OpenSubdiv::HbrHalfedge<OsdVertex> OsdHbrHalfEdge;
-typedef OpenSubdiv::HbrMesh<OsdVertex> OsdHbrMesh;
-typedef OpenSubdiv::HbrVertex<OsdVertex> OsdHbrVertex;
-typedef OpenSubdiv::OsdCpuComputeContext OsdCpuComputeContext;
-typedef OpenSubdiv::OsdCpuComputeController OsdCpuComputeController;
-typedef OpenSubdiv::OsdCpuEvalLimitContext OsdCpuEvalLimitContext;
-typedef OpenSubdiv::OsdCpuEvalLimitController OsdCpuEvalLimitController;
-typedef OpenSubdiv::OsdCpuVertexBuffer OsdCpuVertexBuffer;
-typedef OpenSubdiv::OsdEvalCoords OsdEvalCoords;
-typedef OpenSubdiv::OsdVertexBufferDescriptor OsdVertexBufferDescriptor;
-
-/* OpenSubdiv Patch */
-
-class OpenSubdPatch : public Patch {
-public:
-       int face_id;
-
-       OpenSubdPatch(OsdFarMesh *farmesh, OsdCpuVertexBuffer *vbuf_base)
-       {
-               face_id = 0;
-
-               /* create buffers for evaluation */
-               vbuf_P = OsdCpuVertexBuffer::Create(3, 1);
-               vbuf_dPdu = OsdCpuVertexBuffer::Create(3, 1);
-               vbuf_dPdv = OsdCpuVertexBuffer::Create(3, 1);
-
-               P = vbuf_P->BindCpuBuffer();
-               dPdu = vbuf_dPdu->BindCpuBuffer();
-               dPdv = vbuf_dPdv->BindCpuBuffer();
-
-               /* setup evaluation context */
-               OsdVertexBufferDescriptor in_desc(0, 3, 3), out_desc(0, 3, 3); /* offset, length, stride */
-
-               evalctx = OsdCpuEvalLimitContext::Create(farmesh, false);
-               evalctx->GetVertexData().Bind(in_desc, vbuf_base, out_desc, vbuf_P, vbuf_dPdu, vbuf_dPdv);
-       }
-
-       ~OpenSubdPatch()
-       {
-               evalctx->GetVertexData().Unbind();
-
-               delete evalctx;
-               delete vbuf_P;
-               delete vbuf_dPdu;
-               delete vbuf_dPdv;
-       }
-
-       void eval(float3 *P_, float3 *dPdu_, float3 *dPdv_, float u, float v)
-       {
-               OsdEvalCoords coords;
-               coords.u = u;
-               coords.v = v;
-               coords.face = face_id;
-
-               evalctrl.EvalLimitSample<OsdCpuVertexBuffer,OsdCpuVertexBuffer>(coords, evalctx, 0);
-
-               *P_ = make_float3(P[0], P[1], P[2]);
-               if(dPdu_) *dPdu_ = make_float3(dPdv[0], dPdv[1], dPdv[2]);
-               if(dPdv_) *dPdv_ = make_float3(dPdu[0], dPdu[1], dPdu[2]);
-
-               /* optimize: skip evaluating derivatives when not needed */
-               /* todo: swapped derivatives, different winding convention? */
-       }
-
-       BoundBox bound()
-       {
-               /* not implemented */
-               BoundBox bbox = BoundBox::empty;
-               return bbox;
-       }
-
-       int ptex_face_id()
-       {
-               return face_id;
-       }
-
-protected:
-       OsdCpuEvalLimitController evalctrl;
-       OsdCpuEvalLimitContext *evalctx;
-       OsdCpuVertexBuffer *vbuf_P;
-       OsdCpuVertexBuffer *vbuf_dPdu;
-       OsdCpuVertexBuffer *vbuf_dPdv;
-       float *P;
-       float *dPdu;
-       float *dPdv;
-};
-
-/* OpenSubdiv Mesh */
-
-OpenSubdMesh::OpenSubdMesh()
-{
-       /* create osd mesh */
-       static OsdHbrCatmarkSubdivision catmark;
-       OsdHbrMesh *hbrmesh = new OsdHbrMesh(&catmark);
-
-       /* initialize class */
-       num_verts = 0;
-       num_ptex_faces = 0;
-       _hbrmesh = (void*)hbrmesh;
-}
-
-OpenSubdMesh::~OpenSubdMesh()
-{
-       OsdHbrMesh *hbrmesh = (OsdHbrMesh*)_hbrmesh;
-
-       if(hbrmesh)
-               delete hbrmesh;
-}
-
-void OpenSubdMesh::add_vert(const float3& co)
-{
-       OsdHbrMesh *hbrmesh = (OsdHbrMesh*)_hbrmesh;
-
-       OsdVertex v;
-       positions.push_back(co.x);
-       positions.push_back(co.y);
-       positions.push_back(co.z);
-       hbrmesh->NewVertex(num_verts++, v);
-}
-
-void OpenSubdMesh::add_face(int v0, int v1, int v2)
-{
-       int index[3] = {v0, v1, v2};
-       return add_face(index, 3);
-}
-
-void OpenSubdMesh::add_face(int v0, int v1, int v2, int v3)
-{
-       int index[4] = {v0, v1, v2, v3};
-       add_face(index, 4);
-}
-
-void OpenSubdMesh::add_face(int *index, int num)
-{
-       OsdHbrMesh *hbrmesh = (OsdHbrMesh*)_hbrmesh;
-
-#ifndef NDEBUG
-       /* sanity checks */
-       for(int j = 0; j < num; j++) {
-               OsdHbrVertex *origin = hbrmesh->GetVertex(index[j]);
-               OsdHbrVertex *destination = hbrmesh->GetVertex(index[(j+1)%num]);
-               OsdHbrHalfEdge *opposite = destination->GetEdge(origin);
-
-               if(origin==NULL || destination==NULL)
-                       assert(!"An edge was specified that connected a nonexistent vertex\n");
-
-               if(origin == destination)
-                       assert(!"An edge was specified that connected a vertex to itself\n");
-
-               if(opposite && opposite->GetOpposite())
-                       assert(!"A non-manifold edge incident to more than 2 faces was found\n");
-
-               if(origin->GetEdge(destination)) {
-                       assert(!"An edge connecting two vertices was specified more than once."
-                               "It's likely that an incident face was flipped\n");
-               }
-       }
-#endif
-
-       OsdHbrFace *face = hbrmesh->NewFace(num, index, 0);
-
-       /* this is required for limit eval patch table? */
-       face->SetPtexIndex(num_ptex_faces);
-
-       if(num == 4)
-               num_ptex_faces++;
-       else
-               num_ptex_faces += num;
-}
-
-bool OpenSubdMesh::finish()
-{
-       OsdHbrMesh *hbrmesh = (OsdHbrMesh*)_hbrmesh;
-
-       /* finish hbr mesh construction */
-       hbrmesh->SetInterpolateBoundaryMethod(OsdHbrMesh::k_InterpolateBoundaryEdgeOnly);
-       hbrmesh->Finish();
-
-       return true;
-}
-
-void OpenSubdMesh::tessellate(DiagSplit *split)
-{
-       if(num_ptex_faces == 0)
-               return;
-
-       const int level = 3;
-       const bool requirefvar = false;
-
-       /* convert HRB to FAR mesh */
-       OsdHbrMesh *hbrmesh = (OsdHbrMesh*)_hbrmesh;
-
-       OsdFarMeshFactory meshFactory(hbrmesh, level, true);
-       OsdFarMesh *farmesh = meshFactory.Create(requirefvar);
-       int num_hbr_verts = hbrmesh->GetNumVertices();
-
-       delete hbrmesh;
-       hbrmesh = NULL;
-       _hbrmesh = NULL;
-
-       /* refine HBR mesh with vertex coordinates */
-       OsdCpuComputeController *compute_controller = new OsdCpuComputeController();
-       OsdCpuComputeContext *compute_context = OsdCpuComputeContext::Create(farmesh);
-
-       OsdCpuVertexBuffer *vbuf_base = OsdCpuVertexBuffer::Create(3, num_hbr_verts);
-       vbuf_base->UpdateData(&positions[0], 0, num_verts);
-
-       compute_controller->Refine(compute_context, farmesh->GetKernelBatches(), vbuf_base);
-       compute_controller->Synchronize();
-
-       /* split & dice patches */
-       OpenSubdPatch patch(farmesh, vbuf_base);
-
-       for(int f = 0; f < num_ptex_faces; f++) {
-               patch.face_id = f;
-               split->split_quad(&patch);
-       }
-
-       /* clean up */
-       delete farmesh;
-       delete compute_controller;
-       delete compute_context;
-       delete vbuf_base;
-}
-
-CCL_NAMESPACE_END
-
-#else /* WITH_OPENSUBDIV */
-
-CCL_NAMESPACE_BEGIN
-
-/* Subd Vertex */
-
-class SubdVert
-{
-public:
-       int id;
-       float3 co;
-       
-       explicit 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];
-
-       explicit 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
-
-#endif /* WITH_OPENSUBDIV */
-
diff --git a/intern/cycles/subd/subd_mesh.h b/intern/cycles/subd/subd_mesh.h
deleted file mode 100644 (file)
index f6aefc2..0000000
+++ /dev/null
@@ -1,78 +0,0 @@
-/*
- * 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.
- */
-
-#ifndef __SUBD_MESH_H__
-#define __SUBD_MESH_H__
-
-#include "util_map.h"
-#include "util_types.h"
-#include "util_vector.h"
-
-CCL_NAMESPACE_BEGIN
-
-#ifndef WITH_OPENSUBDIV
-class SubdVert;
-class SubdFace;
-#endif
-
-class DiagSplit;
-class Mesh;
-
-/* Subd Mesh with simple linear subdivision */
-
-class SubdMesh
-{
-public:
-       SubdMesh();
-       ~SubdMesh();
-
-       SubdVert *add_vert(const float3& co);
-       
-       SubdFace *add_face(int v0, int v1, int v2);
-       SubdFace *add_face(int v0, int v1, int v2, int v3);
-       SubdFace *add_face(int *index, int num);
-
-       bool finish();
-       void tessellate(DiagSplit *split);
-
-protected:
-#ifdef WITH_OPENSUBDIV
-       void *_hbrmesh;
-       vector<float> positions;
-       int num_verts, num_ptex_faces;
-#else
-       vector<SubdVert*> verts;
-       vector<SubdFace*> faces;
-#endif
-
-};
-
-CCL_NAMESPACE_END
-
-#endif /* __SUBD_MESH_H__ */
-
index 60a7801..d3319c5 100644 (file)
@@ -84,32 +84,6 @@ BoundBox LinearQuadPatch::bound()
        return bbox;
 }
 
-/* Linear Triangle Patch */
-
-void LinearTrianglePatch::eval(float3 *P, float3 *dPdu, float3 *dPdv, float3 *N, float u, float v)
-{
-       *P = u*hull[0] + v*hull[1] + (1.0f - u - v)*hull[2];
-
-       if(dPdu && dPdv) {
-               *dPdu = hull[0] - hull[2];
-               *dPdv = hull[1] - hull[2];
-       }
-
-       if(N) {
-               *N = normalize(u*normals[0] + v*normals[1] + (1.0f - u - v)*normals[2]);
-       }
-}
-
-BoundBox LinearTrianglePatch::bound()
-{
-       BoundBox bbox = BoundBox::empty;
-
-       for(int i = 0; i < 3; i++)
-               bbox.grow(hull[i]);
-       
-       return bbox;
-}
-
 /* Bicubic Patch */
 
 void BicubicPatch::eval(float3 *P, float3 *dPdu, float3 *dPdv, float3 *N, float u, float v)
index bfa0441..360c1ab 100644 (file)
@@ -26,9 +26,11 @@ class Patch {
 public:
        virtual ~Patch() {}
        virtual void eval(float3 *P, float3 *dPdu, float3 *dPdv, float3 *N, float u, float v) = 0;
-       virtual bool is_triangle() { return false; }
        virtual BoundBox bound() = 0;
        virtual int ptex_face_id() { return -1; }
+
+       int patch_index;
+       int shader;
 };
 
 /* Linear Quad Patch */
@@ -39,19 +41,6 @@ public:
        float3 normals[4];
 
        void eval(float3 *P, float3 *dPdu, float3 *dPdv, float3 *N, float u, float v);
-       bool is_triangle() { return false; }
-       BoundBox bound();
-};
-
-/* Linear Triangle Patch */
-
-class LinearTrianglePatch : public Patch {
-public:
-       float3 hull[3];
-       float3 normals[3];
-
-       void eval(float3 *P, float3 *dPdu, float3 *dPdv, float3 *N, float u, float v);
-       bool is_triangle() { return true; }
        BoundBox bound();
 };
 
@@ -62,7 +51,6 @@ public:
        float3 hull[16];
 
        void eval(float3 *P, float3 *dPdu, float3 *dPdv, float3 *N, float u, float v);
-       bool is_triangle() { return false; }
        BoundBox bound();
 };
 
index c4af8cc..3c91ad8 100644 (file)
@@ -40,12 +40,6 @@ void DiagSplit::dispatch(QuadDice::SubPatch& sub, QuadDice::EdgeFactors& ef)
        edgefactors_quad.push_back(ef);
 }
 
-void DiagSplit::dispatch(TriangleDice::SubPatch& sub, TriangleDice::EdgeFactors& ef)
-{
-       subpatches_triangle.push_back(sub);
-       edgefactors_triangle.push_back(ef);
-}
-
 float3 DiagSplit::to_world(Patch *patch, float2 uv)
 {
        float3 P;
@@ -112,34 +106,6 @@ void DiagSplit::partition_edge(Patch *patch, float2 *P, int *t0, int *t1, float2
        }
 }
 
-static float2 right_to_equilateral(float2 P)
-{
-       static const float2 A = make_float2(1.0f, 0.5f);
-       static const float2 B = make_float2(0.0f, sinf(M_PI_F/3.0f));
-       return make_float2(dot(P, A), dot(P, B));
-}
-
-static void limit_edge_factors(const TriangleDice::SubPatch& sub, TriangleDice::EdgeFactors& ef, int max_t)
-{
-       float2 Pu = sub.Pu;
-       float2 Pv = sub.Pv;
-       float2 Pw = sub.Pw;
-
-       if(sub.patch->is_triangle()) {
-               Pu = right_to_equilateral(Pu);
-               Pv = right_to_equilateral(Pv);
-               Pw = right_to_equilateral(Pw);
-       }
-
-       int tu = int(max_t * len(Pw - Pv));
-       int tv = int(max_t * len(Pw - Pu));
-       int tw = int(max_t * len(Pv - Pu));
-
-       ef.tu = tu <= 1 ? 1 : min(ef.tu, tu);
-       ef.tv = tv <= 1 ? 1 : min(ef.tv, tv);
-       ef.tw = tw <= 1 ? 1 : min(ef.tw, tw);
-}
-
 static void limit_edge_factors(const QuadDice::SubPatch& sub, QuadDice::EdgeFactors& ef, int max_t)
 {
        float2 P00 = sub.P00;
@@ -147,13 +113,6 @@ static void limit_edge_factors(const QuadDice::SubPatch& sub, QuadDice::EdgeFact
        float2 P10 = sub.P10;
        float2 P11 = sub.P11;
 
-       if(sub.patch->is_triangle()) {
-               P00 = right_to_equilateral(P00);
-               P01 = right_to_equilateral(P01);
-               P10 = right_to_equilateral(P10);
-               P11 = right_to_equilateral(P11);
-       }
-
        int tu0 = int(max_t * len(P10 - P00));
        int tu1 = int(max_t * len(P11 - P01));
        int tv0 = int(max_t * len(P01 - P00));
@@ -165,84 +124,6 @@ static void limit_edge_factors(const QuadDice::SubPatch& sub, QuadDice::EdgeFact
        ef.tv1 = tv1 <= 1 ? 1 : min(ef.tv1, tv1);
 }
 
-void DiagSplit::split(TriangleDice::SubPatch& sub, TriangleDice::EdgeFactors& ef, int depth)
-{
-       if(depth > 32) {
-               /* We should never get here, but just in case end recursion safely. */
-               ef.tu = 1;
-               ef.tv = 1;
-               ef.tw = 1;
-
-               dispatch(sub, ef);
-               return;
-       }
-
-       assert(ef.tu == T(sub.patch, sub.Pv, sub.Pw));
-       assert(ef.tv == T(sub.patch, sub.Pw, sub.Pu));
-       assert(ef.tw == T(sub.patch, sub.Pu, sub.Pv));
-
-       int non_uniform_count = int(ef.tu == DSPLIT_NON_UNIFORM) +
-                               int(ef.tv == DSPLIT_NON_UNIFORM) +
-                            int(ef.tw == DSPLIT_NON_UNIFORM);
-
-       switch(non_uniform_count) {
-               case 1: {
-                       /* TODO(mai): one edge is non-uniform, split into two triangles */
-                       // fallthru
-               }
-               case 2: {
-                       /* TODO(mai): two edges are non-uniform, split into triangle and quad */
-                       // fallthru
-               }
-               case 3: {
-                       /* all three edges are non-uniform, split into three quads */
-
-                       /* partition edges */
-                       QuadDice::EdgeFactors ef0, ef1, ef2;
-                       float2 Pu, Pv, Pw, Pcenter;
-
-                       partition_edge(sub.patch, &Pu, &ef1.tv0, &ef2.tu0, sub.Pw, sub.Pv, ef.tu);
-                       partition_edge(sub.patch, &Pv, &ef0.tv0, &ef1.tu0, sub.Pu, sub.Pw, ef.tv);
-                       partition_edge(sub.patch, &Pw, &ef2.tv0, &ef0.tu0, sub.Pv, sub.Pu, ef.tw);
-                       Pcenter = (Pu + Pv + Pw) * (1.0f / 3.0f);
-
-                       /* split */
-                       int tsplit01 = T(sub.patch, Pv, Pcenter);
-                       int tsplit12 = T(sub.patch, Pu, Pcenter);
-                       int tsplit20 = T(sub.patch, Pw, Pcenter);
-
-                       ef0.tu1 = tsplit01;
-                       ef0.tv1 = tsplit20;
-
-                       ef1.tu1 = tsplit12;
-                       ef1.tv1 = tsplit01;
-
-                       ef2.tu1 = tsplit20;
-                       ef2.tv1 = tsplit12;
-
-                       /* create subpatches */
-                       QuadDice::SubPatch sub0 = {sub.patch, sub.Pu, Pw, Pv, Pcenter};
-                       QuadDice::SubPatch sub1 = {sub.patch, sub.Pw, Pv, Pu, Pcenter};
-                       QuadDice::SubPatch sub2 = {sub.patch, sub.Pv, Pu, Pw, Pcenter};
-
-                       limit_edge_factors(sub0, ef0, 1 << params.max_level);
-                       limit_edge_factors(sub1, ef1, 1 << params.max_level);
-                       limit_edge_factors(sub2, ef2, 1 << params.max_level);
-
-                       split(sub0, ef0, depth+1);
-                       split(sub1, ef1, depth+1);
-                       split(sub2, ef2, depth+1);
-
-                       break;
-               }
-               default: {
-                       /* all edges uniform, no splitting needed */
-                       dispatch(sub, ef);
-                       break;
-               }
-       }
-}
-
 void DiagSplit::split(QuadDice::SubPatch& sub, QuadDice::EdgeFactors& ef, int depth)
 {
        if(depth > 32) {
@@ -259,6 +140,16 @@ void DiagSplit::split(QuadDice::SubPatch& sub, QuadDice::EdgeFactors& ef, int de
        bool split_u = (ef.tu0 == DSPLIT_NON_UNIFORM || ef.tu1 == DSPLIT_NON_UNIFORM);
        bool split_v = (ef.tv0 == DSPLIT_NON_UNIFORM || ef.tv1 == DSPLIT_NON_UNIFORM);
 
+       /* Split subpatches such that the ratio of T for opposite edges doesn't
+     * exceed 1.5, this reduces over tessellation for some patches
+        */
+       bool tmp_split_v = split_v;
+       if(!split_u && min(ef.tu0, ef.tu1) > 8 && min(ef.tu0, ef.tu1)*1.5f < max(ef.tu0, ef.tu1))
+               split_v = true;
+       if(!tmp_split_v && min(ef.tu0, ef.tu1) > 8 && min(ef.tv0, ef.tv1)*1.5f < max(ef.tv0, ef.tv1))
+               split_u = true;
+
+       /* alternate axis */
        if(split_u && split_v) {
                split_u = depth % 2;
        }
@@ -324,69 +215,21 @@ void DiagSplit::split(QuadDice::SubPatch& sub, QuadDice::EdgeFactors& ef, int de
        }
 }
 
-void DiagSplit::split_triangle(Patch *patch)
-{
-       TriangleDice::SubPatch sub_split;
-       TriangleDice::EdgeFactors ef_split;
-
-       sub_split.patch = patch;
-       sub_split.Pu = make_float2(1.0f, 0.0f);
-       sub_split.Pv = make_float2(0.0f, 1.0f);
-       sub_split.Pw = make_float2(0.0f, 0.0f);
-
-       ef_split.tu = T(patch, sub_split.Pv, sub_split.Pw);
-       ef_split.tv = T(patch, sub_split.Pw, sub_split.Pu);
-       ef_split.tw = T(patch, sub_split.Pu, sub_split.Pv);
-
-       limit_edge_factors(sub_split, ef_split, 1 << params.max_level);
-
-       split(sub_split, ef_split);
-
-       TriangleDice dice(params);
-
-       for(size_t i = 0; i < subpatches_triangle.size(); i++) {
-               TriangleDice::SubPatch& sub = subpatches_triangle[i];
-               TriangleDice::EdgeFactors& ef = edgefactors_triangle[i];
-
-               ef.tu = max(ef.tu, 1);
-               ef.tv = max(ef.tv, 1);
-               ef.tw = max(ef.tw, 1);
-
-               dice.dice(sub, ef);
-       }
-
-       subpatches_triangle.clear();
-       edgefactors_triangle.clear();
-
-       /* triangle might be split into quads so dice quad subpatches as well */
-       QuadDice qdice(params);
-
-       for(size_t i = 0; i < subpatches_quad.size(); i++) {
-               QuadDice::SubPatch& sub = subpatches_quad[i];
-               QuadDice::EdgeFactors& ef = edgefactors_quad[i];
-
-               ef.tu0 = max(ef.tu0, 1);
-               ef.tu1 = max(ef.tu1, 1);
-               ef.tv0 = max(ef.tv0, 1);
-               ef.tv1 = max(ef.tv1, 1);
-
-               qdice.dice(sub, ef);
-       }
-
-       subpatches_quad.clear();
-       edgefactors_quad.clear();
-}
-
-void DiagSplit::split_quad(Patch *patch)
+void DiagSplit::split_quad(Patch *patch, QuadDice::SubPatch *subpatch)
 {
        QuadDice::SubPatch sub_split;
        QuadDice::EdgeFactors ef_split;
 
-       sub_split.patch = patch;
-       sub_split.P00 = make_float2(0.0f, 0.0f);
-       sub_split.P10 = make_float2(1.0f, 0.0f);
-       sub_split.P01 = make_float2(0.0f, 1.0f);
-       sub_split.P11 = make_float2(1.0f, 1.0f);
+       if(subpatch) {
+               sub_split = *subpatch;
+       }
+       else {
+               sub_split.patch = patch;
+               sub_split.P00 = make_float2(0.0f, 0.0f);
+               sub_split.P10 = make_float2(1.0f, 0.0f);
+               sub_split.P01 = make_float2(0.0f, 1.0f);
+               sub_split.P11 = make_float2(1.0f, 1.0f);
+       }
 
        ef_split.tu0 = T(patch, sub_split.P00, sub_split.P10);
        ef_split.tu1 = T(patch, sub_split.P01, sub_split.P11);
index bbe921f..a2f76dd 100644 (file)
@@ -38,8 +38,6 @@ class DiagSplit {
 public:
        vector<QuadDice::SubPatch> subpatches_quad;
        vector<QuadDice::EdgeFactors> edgefactors_quad;
-       vector<TriangleDice::SubPatch> subpatches_triangle;
-       vector<TriangleDice::EdgeFactors> edgefactors_triangle;
 
        SubdParams params;
 
@@ -53,11 +51,7 @@ public:
        void dispatch(QuadDice::SubPatch& sub, QuadDice::EdgeFactors& ef);
        void split(QuadDice::SubPatch& sub, QuadDice::EdgeFactors& ef, int depth=0);
 
-       void dispatch(TriangleDice::SubPatch& sub, TriangleDice::EdgeFactors& ef);
-       void split(TriangleDice::SubPatch& sub, TriangleDice::EdgeFactors& ef, int depth=0);
-
-       void split_triangle(Patch *patch);
-       void split_quad(Patch *patch);
+       void split_quad(Patch *patch, QuadDice::SubPatch *subpatch=NULL);
 };
 
 CCL_NAMESPACE_END
index cfe6fa6..e070b51 100644 (file)
@@ -174,6 +174,11 @@ ccl_device_inline float clamp(float a, float mn, float mx)
        return min(max(a, mn), mx);
 }
 
+ccl_device_inline float mix(float a, float b, float t)
+{
+    return a + t*(b - a);
+}
+
 #endif
 
 #ifndef __KERNEL_CUDA__
@@ -219,6 +224,11 @@ ccl_device_inline float smoothstepf(float f)
        return (3.0f*ff - 2.0f*ff*f);
 }
 
+ccl_device_inline int mod(int x, int m)
+{
+       return (x % m + m) % m;
+}
+
 /* Float2 Vector */
 
 #ifndef __KERNEL_OPENCL__
@@ -652,6 +662,15 @@ ccl_device_inline float3 interp(float3 a, float3 b, float t)
        return a + t*(b - a);
 }
 
+#ifndef __KERNEL_OPENCL__
+
+ccl_device_inline float3 mix(float3 a, float3 b, float t)
+{
+       return a + t*(b - a);
+}
+
+#endif
+
 ccl_device_inline bool is_zero(const float3 a)
 {
 #ifdef __KERNEL_SSE__