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UnrealEngine/Engine/Source/ThirdParty/Intel/Embree/embree-4.3.3/kernels/subdiv/subdivpatch1base.cpp
2025-05-18 13:04:45 +08:00

114 lines
4.1 KiB
C++

// Copyright 2009-2021 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
#include "subdivpatch1base.h"
namespace embree
{
SubdivPatch1Base::SubdivPatch1Base (const unsigned int gID,
const unsigned int pID,
const unsigned int subPatch,
const SubdivMesh *const mesh,
const size_t time,
const Vec2f uv[4],
const float edge_level[4],
const int subdiv[4],
const int simd_width)
: flags(0), type(INVALID_PATCH), geom(gID), prim(pID), time_(unsigned(time))
{
static_assert(sizeof(SubdivPatch1Base) == 5 * 64, "SubdivPatch1Base has wrong size");
const HalfEdge* edge = mesh->getHalfEdge(0,pID);
if (edge->patch_type == HalfEdge::BILINEAR_PATCH)
{
type = BILINEAR_PATCH;
new (patch_v) BilinearPatch3fa(edge,mesh->getVertexBuffer(time));
}
else if (edge->patch_type == HalfEdge::REGULAR_QUAD_PATCH)
{
#if PATCH_USE_BEZIER_PATCH
type = BEZIER_PATCH;
new (patch_v) BezierPatch3fa(BSplinePatch3fa(CatmullClarkPatch3fa(edge,mesh->getVertexBuffer(time))));
#else
type = BSPLINE_PATCH;
new (patch_v) BSplinePatch3fa(CatmullClarkPatch3fa(edge,mesh->getVertexBuffer(time))); // FIXME: init BSpline directly from half edge structure
#endif
}
#if PATCH_USE_GREGORY == 2
else if (edge->patch_type == HalfEdge::IRREGULAR_QUAD_PATCH)
{
type = GREGORY_PATCH;
new (patch_v) DenseGregoryPatch3fa(GregoryPatch3fa(CatmullClarkPatch3fa(edge,mesh->getVertexBuffer(time))));
}
#endif
else
{
type = EVAL_PATCH;
set_edge(mesh->getHalfEdge(0,pID));
set_subPatch(subPatch);
}
for (size_t i=0; i<4; i++) {
u[i] = (unsigned short)clamp(uv[i].x * (0x10000/8.0f), 0.0f, float(0xFFFF));
v[i] = (unsigned short)clamp(uv[i].y * (0x10000/8.0f), 0.0f, float(0xFFFF));
}
updateEdgeLevels(edge_level,subdiv,mesh,simd_width);
}
void SubdivPatch1Base::computeEdgeLevels(const float edge_level[4], const int subdiv[4], float level[4])
{
/* init discrete edge tessellation levels and grid resolution */
assert( edge_level[0] >= 0.0f );
assert( edge_level[1] >= 0.0f );
assert( edge_level[2] >= 0.0f );
assert( edge_level[3] >= 0.0f );
level[0] = max(ceilf(adjustTessellationLevel(edge_level[0],subdiv[0])),1.0f);
level[1] = max(ceilf(adjustTessellationLevel(edge_level[1],subdiv[1])),1.0f);
level[2] = max(ceilf(adjustTessellationLevel(edge_level[2],subdiv[2])),1.0f);
level[3] = max(ceilf(adjustTessellationLevel(edge_level[3],subdiv[3])),1.0f);
}
Vec2i SubdivPatch1Base::computeGridSize(const float level[4])
{
return Vec2i((int)max(level[0],level[2])+1,
(int)max(level[1],level[3])+1);
}
bool SubdivPatch1Base::updateEdgeLevels(const float edge_level[4], const int subdiv[4], const SubdivMesh *const mesh, const int simd_width)
{
/* calculate edge levels */
float new_level[4];
computeEdgeLevels(edge_level,subdiv,new_level);
/* calculate if tessellation pattern changed */
bool grid_changed = false;
for (size_t i=0; i<4; i++) {
grid_changed |= (int)new_level[i] != (int)level[i];
level[i] = new_level[i];
}
/* compute grid resolution */
Vec2i res = computeGridSize(level);
grid_u_res = res.x; grid_v_res = res.y;
grid_size_simd_blocks = ((grid_u_res*grid_v_res+simd_width-1)&(-simd_width)) / simd_width;
/* need stiching? */
flags &= ~TRANSITION_PATCH;
const int int_edge_points0 = (int)level[0] + 1;
const int int_edge_points1 = (int)level[1] + 1;
const int int_edge_points2 = (int)level[2] + 1;
const int int_edge_points3 = (int)level[3] + 1;
if (int_edge_points0 < (int)grid_u_res ||
int_edge_points2 < (int)grid_u_res ||
int_edge_points1 < (int)grid_v_res ||
int_edge_points3 < (int)grid_v_res) {
flags |= TRANSITION_PATCH;
}
return grid_changed;
}
}