OpenSubdiv/opensubdiv/far/patchTablesFactory.cpp

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//
// Copyright 2013 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the trade
// names, trademarks, service marks, or product names of the Licensor
// and its affiliates, except as required to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
#include "../far/patchTables.h"
#include "../far/patchTablesFactory.h"
#include "../far/topologyRefiner.h"
#include "../vtr/level.h"
#include "../vtr/refinement.h"
#include <cassert>
#include <cstring>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
namespace Far {
//
// A convenience container for the different types of feature adaptive patches
//
template<class TYPE>
struct PatchTypes {
static const int NUM_TRANSITIONS=6,
NUM_ROTATIONS=4;
TYPE R[NUM_TRANSITIONS], // regular patch
B[NUM_TRANSITIONS][NUM_ROTATIONS], // boundary patch (4 rotations)
C[NUM_TRANSITIONS][NUM_ROTATIONS], // corner patch (4 rotations)
G, // gregory patch
GB; // gregory boundary patch
PatchTypes() { std::memset(this, 0, sizeof(PatchTypes<TYPE>)); }
// Returns the number of patches based on the patch type in the descriptor
TYPE & getValue( PatchTables::Descriptor desc ) {
switch (desc.GetType()) {
case PatchTables::REGULAR : return R[desc.GetPattern()];
case PatchTables::BOUNDARY : return B[desc.GetPattern()][desc.GetRotation()];
case PatchTables::CORNER : return C[desc.GetPattern()][desc.GetRotation()];
case PatchTables::GREGORY : return G;
case PatchTables::GREGORY_BOUNDARY : return GB;
default : assert(0);
}
// can't be reached (suppress compiler warning)
return R[0];
}
// Counts the number of arrays required to store each type of patch used
// in the primitive
int getNumPatchArrays() const {
int result=0;
for (int i=0; i<6; ++i) {
if (R[i]) ++result;
for (int j=0; j<4; ++j) {
if (B[i][j]) ++result;
if (C[i][j]) ++result;
}
}
if (G) ++result;
if (GB) ++result;
return result;
}
};
typedef PatchTypes<unsigned int*> PatchCVPointers;
typedef PatchTypes<PatchParam *> PatchParamPointers;
typedef PatchTypes<int> PatchCounters;
typedef PatchTypes<unsigned int **> PatchFVarPointers;
//
// A simple struct containing all information gathered about a face that is relevant
// to constructing a patch for it (some of these enums should probably be defined more
// as part of PatchTables)
//
// Like the HbrFace<T>::AdaptiveFlags, this struct aggregates all of the face tags
// supporting feature adaptive refinement. For now it is not used elsewhere and can
// remain local to this implementation, but we may want to move it into a header of
// its own if it has greater use later.
//
// Note that several properties being assigned here attempt to do so given a 4-bit
// mask of properties at the edges or vertices of the quad. Still not sure exactly
// what will be done this way, but the goal is to create lookup tables (of size 16
// for the 4 bits) to quickly determine was is needed, rather than iteration and
// branching on the edges or vertices.
//
struct PatchFaceTag {
public:
// The HBR_ADAPTIVE TransitionType from <hbr/face.h> -- now named to more clearly
// reflect the number and orientation of transitional edges. Note that the values
// assigned here need to match the intended purpose to remain consistent with Hbr:
enum TransitionType {
NONE = 0,
TRANS_ONE = 1,
TRANS_TWO_ADJ = 2,
TRANS_THREE = 3,
TRANS_ALL = 4,
TRANS_TWO_OPP = 5
};
public:
unsigned int _hasPatch : 1;
unsigned int _isRegular : 1;
unsigned int _isTransitional : 1;
unsigned int _transitionType : 3;
unsigned int _transitionRot : 2;
unsigned int _boundaryIndex : 2;
unsigned int _boundaryCount : 3;
unsigned int _hasBoundaryEdge : 3;
void clear() { std::memset(this, 0, sizeof(*this)); }
void assignBoundaryPropertiesFromEdgeMask(int boundaryEdgeMask) {
//
// The number of rotations to apply for boundary or corner patches varies on both
// where the boundary/corner occurs and whether boundary or corner -- so using a
// 4-bit mask should be sufficient to quickly determine all cases:
//
// Note that we currently expect patches with multiple boundaries to have already
// been isolated, so asserts are applied for such unexpected cases.
//
// Is the compiler going to build the 16-entry lookup table here, or should we do
// it ourselves?
//
_hasBoundaryEdge = true;
switch (boundaryEdgeMask) {
case 0x0: _boundaryCount = 0, _boundaryIndex = 0, _hasBoundaryEdge = false; break; // no boundaries
case 0x1: _boundaryCount = 1, _boundaryIndex = 0; break; // boundary edge 0
case 0x2: _boundaryCount = 1, _boundaryIndex = 1; break; // boundary edge 1
case 0x3: _boundaryCount = 2, _boundaryIndex = 1; break; // corner/crease vertex 1
case 0x4: _boundaryCount = 1, _boundaryIndex = 2; break; // boundary edge 2
case 0x5: assert(false); break; // N/A - opposite boundary edges
case 0x6: _boundaryCount = 2, _boundaryIndex = 2; break; // corner/crease vertex 2
case 0x7: assert(false); break; // N/A - three boundary edges
case 0x8: _boundaryCount = 1, _boundaryIndex = 3; break; // boundary edge 3
case 0x9: _boundaryCount = 2, _boundaryIndex = 0; break; // corner/crease vertex 0
case 0xa: assert(false); break; // N/A - opposite boundary edges
case 0xb: assert(false); break; // N/A - three boundary edges
case 0xc: _boundaryCount = 2, _boundaryIndex = 3; break; // corner/crease vertex 3
case 0xd: assert(false); break; // N/A - three boundary edges
case 0xe: assert(false); break; // N/A - three boundary edges
case 0xf: assert(false); break; // N/A - all boundaries
default: assert(false); break;
}
}
void assignBoundaryPropertiesFromVertexMask(int boundaryVertexMask) {
//
// This is strictly needed for the irregular case when a vertex is a boundary in
// the presence of no boundary edges -- an extra-ordinary face with only one corner
// on the boundary.
//
// Its unclear at this point if patches with more than one such vertex are supported
// (if so, how do we deal with rotations) so for now we only allow one such vertex
// and assert for all other cases.
//
assert(_hasBoundaryEdge == false);
switch (boundaryVertexMask) {
case 0x0: _boundaryCount = 0; break; // no boundaries
case 0x1: _boundaryCount = 1, _boundaryIndex = 0; break; // boundary vertex 0
case 0x2: _boundaryCount = 1, _boundaryIndex = 1; break; // boundary vertex 1
case 0x3: assert(false); break;
case 0x4: _boundaryCount = 1, _boundaryIndex = 2; break; // boundary vertex 2
case 0x5: assert(false); break;
case 0x6: assert(false); break;
case 0x7: assert(false); break;
case 0x8: _boundaryCount = 1, _boundaryIndex = 3; break; // boundary vertex 3
case 0x9: assert(false); break;
case 0xa: assert(false); break;
case 0xb: assert(false); break;
case 0xc: assert(false); break;
case 0xd: assert(false); break;
case 0xe: assert(false); break;
case 0xf: assert(false); break;
default: assert(false); break;
}
}
void assignTransitionRotationForCorner(int transitionEdgeMask) {
//
// Corner transition patches have only two interior edges that may be transitional.
//
// Either both are transitional (TRANS_TWO_ADJ) with only a single possible orientation,
// or only one is transitional (TRANS_ONE) with two possibilities. The former case is
// trivial. For the latter, use the known corner index to identify one of the two
// possible transition masks and test to determine between the two cases.
//
if (_transitionType == TRANS_ONE) {
int const edgeMaskPerCorner[] = { 4, 8, 1, 2 };
_transitionRot = 1 + (edgeMaskPerCorner[_boundaryIndex] != transitionEdgeMask);
} else {
_transitionRot = 1;
}
}
void assignTransitionRotationForBoundary(int transitionEdgeMask) {
//
// Boundary transition patches have three interior edges that may be transitional.
//
// The case of all three transitional (TRANS_THREE) has only one orientation, while the
// case of two opposite transitional edges (TRANS_TWO_OPP) also has only one orientation.
// So both of these are trivially handled.
//
// The case of a single transitional edge (TRANS_ONE) or one transitional edge (TRANS_TWO_ADJ)
// both have multiple orientations -- three for TRANS_ONE and two for TRANS_TWO_ADJ. Each is
// handled separately:
//
if (_transitionType == TRANS_ONE) {
if (transitionEdgeMask == (1 << ((_boundaryIndex + 2) % 4))) {
_transitionRot = 2;
} else if (transitionEdgeMask == (1 << ((_boundaryIndex + 1) % 4))) {
_transitionRot = 1;
} else {
_transitionRot = 3;
}
// XXXX manuelk mirror this rotation to match shader idiosyncracies
_transitionRot = (4-_transitionRot)%4;
} else if (_transitionType == TRANS_TWO_ADJ) {
int const edgeMaskPerBoundary[] = { 6, 12, 9, 3 };
_transitionRot = 1 + (edgeMaskPerBoundary[_boundaryIndex] == transitionEdgeMask);
} else {
_transitionRot = 1;
}
}
void assignTransitionPropertiesFromEdgeMask(int transitionEdgeMask) {
//
// Note the transition rotations will be a function of the boundary rotations, and
// so boundary rotations/index should have been previously assigned:
//
// As with the boundary rotation case, consider retrieving values from static 16-
// entry lookup tables if possible (depending on the function involving boundary
// rotations)...
//
_isTransitional = (transitionEdgeMask != 0);
switch (transitionEdgeMask) {
case 0x0: _transitionType = NONE; break; // no transitions
case 0x1: _transitionType = TRANS_ONE; break; // single edge 0
case 0x2: _transitionType = TRANS_ONE; break; // single edge 1
case 0x3: _transitionType = TRANS_TWO_ADJ; break; // two adjacent edges, 0 and 1
case 0x4: _transitionType = TRANS_ONE; break; // single edge 2
case 0x5: _transitionType = TRANS_TWO_OPP; break; // two opposite edges, 0 and 2
case 0x6: _transitionType = TRANS_TWO_ADJ; break; // two adjacent edges, 1 and 2
case 0x7: _transitionType = TRANS_THREE; break; // three edges, all but 3
case 0x8: _transitionType = TRANS_ONE; break; // single edge 3
case 0x9: _transitionType = TRANS_TWO_ADJ; break; // two adjacent edges, 3 and 0
case 0xa: _transitionType = TRANS_TWO_OPP; break; // two opposite edges, 1 and 3
case 0xb: _transitionType = TRANS_THREE; break; // three edges, all but 2
case 0xc: _transitionType = TRANS_TWO_ADJ; break; // two adjacent edges, 2 and 3
case 0xd: _transitionType = TRANS_THREE; break; // three edges, all but 1
case 0xe: _transitionType = TRANS_THREE; break; // three edges, all but 0
case 0xf: _transitionType = TRANS_ALL; break; // all edges
default: assert(false); break;
}
// May need another switch/lookup table here or combine it with the above -- the
// results below are a function of both transition and boundary properties...
if (transitionEdgeMask == 0) {
_transitionRot = 0;
} else if (_boundaryCount == 0) {
// XXXX manuelk Rotations are mostly a direct map of the transitionEdgeMask
// Except for:
// - TRANS_TWO_ADJ that has rotation { 1, 2, 0, 3 }
// - TRANS_THREE that has rotation { 3, 2, 1, 0 }
// (matching shader idiosyncracies)
static unsigned char transitionRots[16] = {0, 0, 1, 1, 2, 0, 2, 3, 3, 0, 1, 2, 3, 1, 0, 0};
_transitionRot = transitionRots[transitionEdgeMask];
} else if (_boundaryCount == 1) {
assignTransitionRotationForBoundary(transitionEdgeMask);
} else if (_boundaryCount == 2) {
assignTransitionRotationForCorner(transitionEdgeMask);
}
}
};
typedef std::vector<PatchFaceTag> PatchTagVector;
//
// Trivial anonymous helper functions:
//
namespace {
inline void
offsetAndPermuteIndices(unsigned int const indices[], unsigned int count,
unsigned int offset, unsigned int const permutation[],
unsigned int result[]) {
if (permutation) {
for (unsigned int i = 0; i < count; ++i) {
result[i] = offset + indices[permutation[i]];
}
} else if (offset) {
for (unsigned int i = 0; i < count; ++i) {
result[i] = offset + indices[i];
}
} else {
std::memcpy(result, indices, count * sizeof(unsigned int));
}
}
} // namespace anon
//
// Reserves tables based on the contents of the PatchArrayVector in the PatchTables:
//
void
PatchTablesFactory::allocateTables(PatchTables * tables, int /* nlevels */) {
PatchTables::PatchArrayVector const & parrays = tables->GetPatchArrayVector();
int nverts = tables->GetNumControlVertices();
int npatches = 0;
for (int i=0; i<(int)parrays.size(); ++i) {
npatches += parrays[i].GetNumPatches();
}
if (nverts==0 or npatches==0)
return;
tables->_patches.resize( nverts );
tables->_paramTable.resize( npatches );
}
PatchTables::FVarPatchTables *
PatchTablesFactory::allocateFVarTables( TopologyRefiner const & refiner,
PatchTables const & tables, Options options ) {
assert( refiner.GetNumFVarChannels()>0 );
PatchTables::PatchArrayVector const & parrays = tables.GetPatchArrayVector();
FVarPatchTables * fvarTables = new FVarPatchTables;
fvarTables->_channels.resize( refiner.GetNumFVarChannels() );
if (refiner.IsUniform()) {
assert( not tables.IsFeatureAdaptive() );
int maxlevel = refiner.GetMaxLevel();
for (int channel=0; channel<refiner.GetNumFVarChannels(); ++channel) {
int nverts = options.generateAllLevels ?
refiner.GetNumFacesTotal() :
refiner.GetNumFaces(maxlevel);
assert(not parrays.empty());
nverts *= parrays[0].GetDescriptor().GetNumFVarControlVertices();
assert(nverts>0);
fvarTables->_channels[channel].patchVertIndices.resize(nverts);
}
} else {
assert( tables.IsFeatureAdaptive() );
int nverts=0;
for (int i=0; i<(int)parrays.size(); ++i) {
nverts += parrays[i].GetNumPatches() *
parrays[i].GetDescriptor().GetNumFVarControlVertices();
}
assert(nverts>0);
for (int channel=0; channel<refiner.GetNumFVarChannels(); ++channel) {
fvarTables->_channels[channel].patchVertIndices.resize(nverts);
}
}
return fvarTables;
}
//
// Creates a PatchArray and appends it to a vector and keeps track of both
// vertex and patch offsets
//
void
PatchTablesFactory::pushPatchArray( PatchTables::Descriptor desc,
PatchTables::PatchArrayVector & parray,
int npatches, int * voffset, int * poffset, int * qoffset ) {
if (npatches>0) {
parray.push_back( PatchTables::PatchArray(desc, *voffset, *poffset, npatches, *qoffset) );
*voffset += npatches * desc.GetNumControlVertices();
*poffset += npatches;
*qoffset += (desc.GetType() == PatchTables::GREGORY) ? npatches * desc.GetNumControlVertices() : 0;
}
}
//
// Populates the face-varying data buffer 'coord' for the given face, returning
// a pointer to the next descriptor
//
PatchParam *
PatchTablesFactory::computePatchParam(TopologyRefiner const & refiner,
int depth, Vtr::Index faceIndex, int rotation,
PatchParam *coord) {
if (coord == NULL) return NULL;
// Move up the hierarchy accumulating u,v indices to the coarse level:
int childIndexInParent = 0,
u = 0,
v = 0,
ofs = 1;
bool nonquad = (refiner.GetFaceVertices(depth, faceIndex).size() != 4);
for (int i = depth; i > 0; --i) {
Vtr::Refinement const& refinement = refiner.getRefinement(i-1);
Vtr::Level const& parentLevel = refiner.getLevel(i-1);
Vtr::Index parentFaceIndex = refinement.getChildFaceParentFace(faceIndex);
childIndexInParent = refinement.getChildFaceInParentFace(faceIndex);
if (parentLevel.getFaceVertices(parentFaceIndex).size() == 4) {
switch ( childIndexInParent ) {
case 0 : break;
case 1 : { u+=ofs; } break;
case 2 : { u+=ofs; v+=ofs; } break;
case 3 : { v+=ofs; } break;
}
ofs = (unsigned short)(ofs << 1);
} else {
nonquad = true;
// If the root face is not a quad, we need to offset the ptex index
// CCW to match the correct child face
Vtr::IndexArray children = refinement.getFaceChildFaces(parentFaceIndex);
for (int j=0; j<children.size(); ++j) {
if (children[j]==faceIndex) {
childIndexInParent = j;
break;
}
}
}
faceIndex = parentFaceIndex;
}
Vtr::Index ptexIndex = refiner.GetPtexIndex(faceIndex);
assert(ptexIndex!=-1);
if (nonquad) {
ptexIndex+=childIndexInParent;
--depth;
}
coord->Set(ptexIndex, (short)u, (short)v, (unsigned char) rotation, (unsigned char) depth, nonquad);
return ++coord;
}
//
// Populate the quad-offsets table used by Gregory patches
//
void
PatchTablesFactory::getQuadOffsets(Vtr::Level const& level, Vtr::Index fIndex, unsigned int offsets[]) {
Vtr::IndexArray fVerts = level.getFaceVertices(fIndex);
for (int i = 0; i < 4; ++i) {
Vtr::Index vIndex = fVerts[i];
Vtr::IndexArray vFaces = level.getVertexFaces(vIndex),
vEdges = level.getVertexEdges(vIndex);
int thisFaceInVFaces = -1;
for (int j = 0; j < vFaces.size(); ++j) {
if (fIndex == vFaces[j]) {
thisFaceInVFaces = j;
break;
}
}
assert(thisFaceInVFaces != -1);
unsigned int vOffsets[2];
vOffsets[0] = thisFaceInVFaces;
vOffsets[1] = (thisFaceInVFaces + 1)%vEdges.size();
// we have to use the number of incident edges to modulo the local index
// because there could be 2 consecutive edges in the face belonging to
// the Gregory patch.
offsets[i] = vOffsets[0] | (vOffsets[1] << 8);
}
}
//
// We should be able to use a single Create() method for both the adaptive and uniform
// cases. In the past, more additional arguments were passed to the uniform version,
// but that may no longer be necessary (see notes in the uniform version below)...
//
PatchTables *
PatchTablesFactory::Create( TopologyRefiner const & refiner, Options options ) {
if (refiner.IsUniform()) {
return createUniform(refiner, options);
} else {
return createAdaptive(refiner, options);
}
}
static void
gatherFVarPatchVertices(TopologyRefiner const & refiner,
int level, int faceIndex, int rotation, int const * levelOffsets, unsigned int ** fptrs) {
for (int channel=0; channel<refiner.GetNumFVarChannels(); ++channel) {
IndexArray const & fverts = refiner.GetFVarFaceValues(level, faceIndex, channel);
for (int vert=0; vert<fverts.size(); ++vert) {
fptrs[channel][vert] = levelOffsets[channel] + fverts[(vert+rotation)%4];
}
fptrs[channel]+=fverts.size();
}
}
PatchTables *
PatchTablesFactory::createUniform( TopologyRefiner const & refiner, Options options ) {
assert(refiner.IsUniform());
bool triangulateQuads = (options.triangulateQuads and
refiner.GetSchemeType()==Sdc::TYPE_LOOP);
int maxvalence = refiner.getLevel(0).getMaxValence(),
maxlevel = refiner.GetMaxLevel(),
firstlevel = options.generateAllLevels ? 0 : maxlevel,
nlevels = maxlevel-firstlevel+1,
nCVs = 0;
PatchTables::Type ptype = PatchTables::NON_PATCH;
switch (refiner.GetSchemeType()) {
case Sdc::TYPE_BILINEAR :
case Sdc::TYPE_CATMARK : ptype = PatchTables::QUADS; break;
case Sdc::TYPE_LOOP : ptype = PatchTables::TRIANGLES; break;
}
assert(ptype!=PatchTables::NON_PATCH);
switch (ptype) {
case PatchTables::TRIANGLES: nCVs=3; break;
case PatchTables::QUADS: nCVs=4; break;
default:
assert(0);
}
//
// Create the instance of the tables and allocate and initialize its members.
//
PatchTables * tables = new PatchTables(maxvalence);
tables->_numPtexFaces = refiner.GetNumPtexFaces();
PatchTables::PatchArrayVector & parrays = tables->_patchArrays;
parrays.reserve( nlevels );
Descriptor desc( ptype, PatchTables::NON_TRANSITION, 0 );
// generate patch arrays
for (int level=firstlevel, poffset=0, voffset=0; level<=maxlevel; ++level) {
int npatches = refiner.GetNumFaces(level);
if (triangulateQuads) {
assert(ptype==PatchTables::QUADS);
npatches *= 2;
}
if (level>=firstlevel) {
parrays.push_back(PatchTables::PatchArray(desc, voffset, poffset, npatches, 0));
voffset += npatches * nCVs;
poffset += npatches;
}
}
// Allocate various tables
allocateTables( tables, 0 );
if (options.generateFVarTables) {
tables->_fvarPatchTables = allocateFVarTables( refiner, *tables, options );
}
//
// Now populate the patches:
//
unsigned int * iptr = &tables->_patches[0];
PatchParam * pptr = &tables->_paramTable[0];
unsigned int ** fptr=0;
if (tables->_fvarPatchTables) {
int nchannels = refiner.GetNumFVarChannels();
fptr = (unsigned int **)alloca(nchannels*sizeof(unsigned int *));
for (int channel=0; channel<nchannels; ++channel) {
fptr[channel] = const_cast<unsigned int *>(
&tables->_fvarPatchTables->_channels[channel].patchVertIndices[0]);
}
}
int levelVertOffset = options.generateAllLevels ? 0 : refiner.GetNumVertices(0);
int * levelFVarVertOffsets = 0;
if (tables->_fvarPatchTables) {
levelFVarVertOffsets = (int *)alloca(refiner.GetNumFVarChannels());
memset(levelFVarVertOffsets, 0, refiner.GetNumFVarChannels()*sizeof(int));
}
for (int level=1; level<=maxlevel; ++level) {
int nfaces = refiner.GetNumFaces(level);
if (level>=firstlevel) {
for (int face=0; face<nfaces; ++face) {
IndexArray const & fverts = refiner.GetFaceVertices(level, face);
for (int vert=0; vert<fverts.size(); ++vert) {
*iptr++ = levelVertOffset + fverts[vert];
}
pptr = computePatchParam(refiner, level, face, /*rot*/0, pptr);
if (tables->_fvarPatchTables) {
gatherFVarPatchVertices(refiner, level, face, 0, levelFVarVertOffsets, fptr);
}
if (triangulateQuads) {
// Triangulate the quadrilateral: {v0,v1,v2,v3} -> {v0,v1,v2},{v3,v0,v2}.
*iptr = *(iptr - 4); // copy v0 index
++iptr;
*iptr = *(iptr - 3); // copy v2 index
++iptr;
*pptr = *(pptr - 1); // copy first patch param
++pptr;
if (tables->_fvarPatchTables) {
for (int channel=0; channel<refiner.GetNumFVarChannels(); ++channel) {
*fptr[channel] = *(fptr[channel]-4); // copy fv0 index
*fptr[channel] = *(fptr[channel]-3); // copy fv2 index
}
}
}
}
}
if (options.generateAllLevels) {
levelVertOffset += refiner.GetNumVertices(level);
if (tables->_fvarPatchTables) {
int nchannels = refiner.GetNumFVarChannels();
for (int channel=0; channel<nchannels; ++channel) {
levelFVarVertOffsets[channel] += refiner.GetNumFVarValues(level, channel);
}
}
}
}
return tables;
}
PatchTables *
PatchTablesFactory::createAdaptive( TopologyRefiner const & refiner, Options options ) {
assert(not refiner.IsUniform());
//
// First identify the patches -- accumulating the inventory patches for all of the
// different types and information about the patch for each face:
//
PatchCounters patchInventory;
std::vector<PatchFaceTag> patchTags;
identifyAdaptivePatches(refiner, patchInventory, patchTags);
//
// Create the instance of the tables and allocate and initialize its members based on
// the inventory of patches determined above:
//
int maxValence = refiner.getLevel(0).getMaxValence();
PatchTables * tables = new PatchTables(maxValence);
// Populate the patch array descriptors
PatchTables::PatchArrayVector & parray = tables->_patchArrays;
parray.reserve( patchInventory.getNumPatchArrays() );
int voffset=0, poffset=0, qoffset=0;
for (Descriptor::iterator it=Descriptor::begin(Descriptor::FEATURE_ADAPTIVE_CATMARK);
it!=Descriptor::end(); ++it) {
pushPatchArray( *it, parray, patchInventory.getValue(*it), &voffset, &poffset, &qoffset );
}
tables->_numPtexFaces = refiner.GetNumPtexFaces();
// Allocate various tables
allocateTables( tables, 0 );
if (options.generateFVarTables) {
tables->_fvarPatchTables = allocateFVarTables( refiner, *tables, options );
}
// Specifics for Gregory patches
if ((patchInventory.G > 0) or (patchInventory.GB > 0)) {
tables->_quadOffsetTable.resize( patchInventory.G*4 + patchInventory.GB*4 );
}
//
// Now populate the patches:
//
populateAdaptivePatches(refiner, patchInventory, patchTags, tables);
return tables;
}
//
// Identify all patches required for faces at all levels -- accumulating the number of patches
// for each type, and retaining enough information for the patch for each face to populate it
// later with no additional analysis.
//
void
PatchTablesFactory::identifyAdaptivePatches( TopologyRefiner const & refiner,
PatchCounters & patchInventory,
PatchTagVector & patchTags ) {
//
// Iterate through the levels of refinement to inspect and tag components with information
// relative to patch generation. We allocate all of the tags locally and use them to
// populate the patches once a complete inventory has been taken and all tables appropriately
// allocated and initialized:
//
// The first Level may have no Refinement if it is the only level -- similarly the last Level
// has no Refinement, so a single level is effectively the last, but with less information
// available in some cases, as it was not generated by refinement.
//
patchTags.resize(refiner.GetNumFacesTotal());
PatchFaceTag * levelPatchTags = &patchTags[0];
for (int i = 0; i < (int)refiner.getNumLevels(); ++i) {
Vtr::Level const * level = &refiner.getLevel(i);
//
// Given components at Level[i], we need to be looking at Refinement[i] -- and not
// [i-1] -- because the Refinement has transitional information for its parent edges
// and faces. But we also need to be looking at Refinement[i-1] to know about the
// ancestry of the components, i.e. are they "complete" wrt their ancestors (if not,
// they are supporting components
//
// For components in this level, we want to determine:
// - what Edges are "transitional" (already done in Refinement for parent)
// - what Faces are "transitional" (already done in Refinement for parent)
// - what Faces are "complete" (done for child vertices in Refinement)
//
bool isLevelFirst = (i == 0);
bool isLevelLast = (i == ((int)refiner.getNumLevels() - 1));
Vtr::Refinement const * refinePrev = isLevelFirst ? 0 : &refiner.getRefinement(i-1);
Vtr::Refinement const * refineNext = isLevelLast ? 0 : &refiner.getRefinement(i);
Vtr::Refinement::SparseTag const * vtrFaceTags = refineNext ? &refineNext->_parentFaceTag[0] : 0;
for (int faceIndex = 0; faceIndex < level->getNumFaces(); ++faceIndex) {
Vtr::Refinement::SparseTag vtrFaceTag = vtrFaceTags ? vtrFaceTags[faceIndex] : Vtr::Refinement::SparseTag();
PatchFaceTag& patchTag = levelPatchTags[faceIndex];
patchTag.clear();
patchTag._hasPatch = false;
//
// This face does not warrant a patch under the following conditions:
//
// - the face was fully refined into child faces
// - the face is not a quad (should have been refined, so assert)
// - the face is not "complete"
//
// The first is trivially determined, and the second is really redundant. The
// last -- "incompleteness" -- indicates a face that exists to support the limit
// of some neighboring component, and which does not have its own neighborhood
// fully defined for its limit. If any child vertex of a vertex of this face is
// "incomplete", the face must be "incomplete" (note all faces in level 0 are
// complete and do not warrant closer inspection).
//
if (vtrFaceTag._selected) {
continue;
}
Vtr::IndexArray const& fVerts = level->getFaceVertices(faceIndex);
assert(fVerts.size() == 4);
if (!isLevelFirst and (refinePrev->_childVertexTag[fVerts[0]]._incomplete or
refinePrev->_childVertexTag[fVerts[1]]._incomplete or
refinePrev->_childVertexTag[fVerts[2]]._incomplete or
refinePrev->_childVertexTag[fVerts[3]]._incomplete)) {
continue;
}
//
// We have a quad that will be represented as a B-spline or Gregory patch. Use
// the "composite" tag for the face that combines tags for all face-verts -- we
// can use it to quickly determine if any vertex is irregular or on a boundary.
//
// Inspect the edges for boundaries and transitional edges and pack results into
// 4-bit masks. We detect boundary edges rather than vertices as we hope to
// replace the mask in future with one for infinitely sharp edges -- allowing
// us to detect regular patches and avoid isolation. We still need to account
// for the irregular/xordinary case when a corner vertex is a boundary but there
// are no boundary edges.
//
// As for transition detection, assign the transition properties (even if 0) as
// their rotations override boundary rotations (when no transition)
//
// NOTE on non-manifold support:
// Patches from non-manifold verts are not yet supported -- the extraction
// of patch points at corners currently assumes manifold. Supporting interior
// hard edges (below) will allow non-manifold patches with inf sharp boundaries.
//
// NOTE on infinitely sharp (hard) edges:
// We should be able to adapt this later to detect hard (inf-sharp) edges
// rather than just boundary edges -- there is a similar tag per edge. That
// should allow us to generate regular patches for interior hard features.
//
Vtr::Level::VTag compFaceVertTag = level->getFaceCompositeVTag(fVerts);
// Patches for non-manifold faces not yet supported (see above note)
assert(!compFaceVertTag._nonManifold);
patchTag._hasPatch = true;
patchTag._isRegular = !compFaceVertTag._xordinary;
int boundaryEdgeMask = 0;
bool hasBoundaryVertex = compFaceVertTag._boundary;
if (hasBoundaryVertex) {
Vtr::IndexArray const& fEdges = level->getFaceEdges(faceIndex);
boundaryEdgeMask = ((level->_edgeTags[fEdges[0]]._boundary) << 0) |
((level->_edgeTags[fEdges[1]]._boundary) << 1) |
((level->_edgeTags[fEdges[2]]._boundary) << 2) |
((level->_edgeTags[fEdges[3]]._boundary) << 3);
if (boundaryEdgeMask) {
patchTag.assignBoundaryPropertiesFromEdgeMask(boundaryEdgeMask);
} else {
int boundaryVertMask = ((level->_vertTags[fVerts[0]]._boundary) << 0) |
((level->_vertTags[fVerts[1]]._boundary) << 1) |
((level->_vertTags[fVerts[2]]._boundary) << 2) |
((level->_vertTags[fVerts[3]]._boundary) << 3);
patchTag.assignBoundaryPropertiesFromVertexMask(boundaryVertMask);
}
}
patchTag.assignTransitionPropertiesFromEdgeMask(vtrFaceTag._transitional);
//
// This treatment may become optional in future -- consider approximating smooth
// corners with regular B-spline patches instead of Gregory. The smooth corner
// must be properly isolated from any other irregular vertices, otherwise the
// Gregory patch is necessary.
//
bool approxSmoothCornerWithRegularPatch = true;
if (approxSmoothCornerWithRegularPatch) {
if (!patchTag._isRegular && (patchTag._boundaryCount == 2)) {
// We may have a sharp corner opposite/adjacent an xordinary vertex --
// need to make sure there is only one xordinary vertex and that it
// is the corner vertex.
int xordCorner = 0;
int xordCount = 0;
if (level->_vertTags[fVerts[0]]._xordinary) { xordCount++; xordCorner = 0; }
if (level->_vertTags[fVerts[1]]._xordinary) { xordCount++; xordCorner = 1; }
if (level->_vertTags[fVerts[2]]._xordinary) { xordCount++; xordCorner = 2; }
if (level->_vertTags[fVerts[3]]._xordinary) { xordCount++; xordCorner = 3; }
if (xordCount == 1) {
// The two boundary edges must be either side of the corner vertex:
int const expectedCornerEdgeMask[4] = { 8+1, 1+2, 2+4, 4+8 };
if (boundaryEdgeMask == expectedCornerEdgeMask[xordCorner]) {
patchTag._isRegular = true;
}
}
}
}
//
// Identify and increment counts for regular patches (both non-transitional and
// transitional) and extra-ordinary patches (always non-transitional):
//
if (patchTag._isRegular) {
int transIndex = patchTag._transitionType;
int transRot = patchTag._transitionRot;
if (patchTag._boundaryCount == 0) {
patchInventory.R[transIndex]++;
} else if (patchTag._boundaryCount == 1) {
patchInventory.B[transIndex][transRot]++;
} else {
patchInventory.C[transIndex][transRot]++;
}
} else {
if (patchTag._boundaryCount == 0) {
patchInventory.G++;
} else {
patchInventory.GB++;
}
}
}
levelPatchTags += level->getNumFaces();
}
}
//
// Populate all adaptive patches now that the tables to hold data for them have been allocated.
// We need the inventory (counts per patch type) and the patch tags per face that were previously
// idenified.
//
void
PatchTablesFactory::populateAdaptivePatches( TopologyRefiner const & refiner,
PatchCounters const & patchInventory,
PatchTagVector const & patchTags,
PatchTables * tables ) {
//
// Setup convenience pointers at the beginning of each patch array for each
// table (patches, ptex)
//
PatchCVPointers iptrs;
PatchParamPointers pptrs;
PatchFVarPointers fptrs;
for (Descriptor::iterator it=Descriptor::begin(Descriptor::FEATURE_ADAPTIVE_CATMARK); it!=Descriptor::end(); ++it) {
PatchTables::PatchArray * pa = tables->findPatchArray(*it);
if (not pa) continue;
iptrs.getValue( *it ) = &tables->_patches[pa->GetVertIndex()];
pptrs.getValue( *it ) = &tables->_paramTable[pa->GetPatchIndex()];
if (tables->_fvarPatchTables) {
int nchannels = refiner.GetNumFVarChannels(),
ncvs = pa->GetDescriptor().GetNumFVarControlVertices(); // XXXX manuelk this will break with bi-cubic fvar interp !!!
unsigned int ** fptr = (unsigned int **)alloca(nchannels*sizeof(unsigned int *));
for (int channel=0; channel<nchannels; ++channel) {
fptr[channel] = (unsigned int *)&tables->_fvarPatchTables->
_channels[channel].patchVertIndices[pa->GetPatchIndex()*ncvs];
}
fptrs.getValue( *it ) = fptr;
}
}
PatchTables::QuadOffsetTable::value_type *quad_G_C0_P = patchInventory.G>0 ? &tables->_quadOffsetTable[0] : 0;
PatchTables::QuadOffsetTable::value_type *quad_G_C1_P = patchInventory.GB>0 ? &tables->_quadOffsetTable[patchInventory.G*4] : 0;
std::vector<unsigned char> gregoryVertexFlags;
//
// To avoid gathering vertex neighborhoods for all vertices, identify vertices involved in
// gregory patches as the faces are traversed, to be gathered later:
//
bool hasGregoryPatches = (patchInventory.G > 0) or (patchInventory.GB > 0);
if (hasGregoryPatches) {
gregoryVertexFlags.resize(refiner.GetNumVerticesTotal(), false);
}
//
// Now iterate through the faces for all levels and populate the patches:
//
int levelFaceOffset = 0;
int levelVertOffset = 0;
int * levelFVarVertOffsets = 0;
if (tables->_fvarPatchTables) {
levelFVarVertOffsets = (int *)alloca(refiner.GetNumFVarChannels());
memset(levelFVarVertOffsets, 0, refiner.GetNumFVarChannels()*sizeof(int));
}
for (int i = 0; i < (int)refiner.getNumLevels(); ++i) {
Vtr::Level const * level = &refiner.getLevel(i);
const PatchFaceTag * levelPatchTags = &patchTags[levelFaceOffset];
for (int faceIndex = 0; faceIndex < level->getNumFaces(); ++faceIndex) {
const PatchFaceTag& patchTag = levelPatchTags[faceIndex];
if (!patchTag._hasPatch) continue;
if (patchTag._isRegular) {
unsigned int patchVerts[16];
int tIndex = patchTag._transitionType;
int rIndex = patchTag._transitionRot;
int bIndex = patchTag._boundaryIndex;
if (patchTag._boundaryCount == 0) {
unsigned int const permuteInterior[16] = { 5, 6, 7, 8, 4, 0, 1, 9, 15, 3, 2, 10, 14, 13, 12, 11 };
level->gatherQuadRegularInteriorPatchVertices(faceIndex, patchVerts, rIndex);
offsetAndPermuteIndices(patchVerts, 16, levelVertOffset, permuteInterior, iptrs.R[tIndex]);
iptrs.R[tIndex] += 16;
pptrs.R[tIndex] = computePatchParam(refiner, i, faceIndex, rIndex, pptrs.R[tIndex]);
if (tables->_fvarPatchTables) {
gatherFVarPatchVertices(refiner, i, faceIndex, rIndex, levelFVarVertOffsets, fptrs.R[tIndex]);
}
} else {
// For the boundary and corner cases, the Hbr code makes some adjustments to the
// rotations here from the way they were defined earlier. That raises questions
// as to the purpose of the earlier assignments and their naming. I'd prefer to
// label the sets of rotations for their intended purpose, and to compute and
// assign them earlier for use here with no adjustment.
//
// Non-transition case:
// rot = 0; // outside switch
// f->_adaptiveFlags.brots = (f->_adaptiveFlags.rots + 1) % 4;
// Transition case:
// rot = f->_adaptiveFlags.brots; // is this now same as transition rots?
//
// Both cases of "rot" above are now handled with the "transition rotation" -- still
// not clear what the purpose of the other is. Need to look into usage of these
// adaptive-flag rotations in:
// getOneRing, computePatchParam, computeFVarData
// It may be that a separate "face rotation" flag is warranted if we need something
// else dependent on the boundary orientation.
//
if (patchTag._boundaryCount == 1) {
unsigned int const permuteBoundary[12] = { 11, 3, 0, 4, 10, 2, 1, 5, 9, 8, 7, 6 };
level->gatherQuadRegularBoundaryPatchVertices(faceIndex, patchVerts, bIndex);
offsetAndPermuteIndices(patchVerts, 12, levelVertOffset, permuteBoundary, iptrs.B[tIndex][rIndex]);
iptrs.B[tIndex][rIndex] += 12;
pptrs.B[tIndex][rIndex] = computePatchParam(refiner, i, faceIndex, bIndex, pptrs.B[tIndex][rIndex]);
if (tables->_fvarPatchTables) {
gatherFVarPatchVertices(refiner, i, faceIndex, bIndex, levelFVarVertOffsets, fptrs.B[tIndex][rIndex]);
}
} else {
unsigned int const permuteCorner[9] = { 8, 3, 0, 7, 2, 1, 6, 5, 4 };
level->gatherQuadRegularCornerPatchVertices(faceIndex, patchVerts, bIndex);
offsetAndPermuteIndices(patchVerts, 9, levelVertOffset, permuteCorner, iptrs.C[tIndex][rIndex]);
bIndex = (bIndex+3)%4;
iptrs.C[tIndex][rIndex] += 9;
pptrs.C[tIndex][rIndex] = computePatchParam(refiner, i, faceIndex, bIndex, pptrs.C[tIndex][rIndex]);
if (tables->_fvarPatchTables) {
gatherFVarPatchVertices(refiner, i, faceIndex, bIndex, levelFVarVertOffsets, fptrs.C[tIndex][rIndex]);
}
}
}
} else {
if (patchTag._boundaryCount == 0) {
// Gregory Regular Patch (4 CVs + quad-offsets / valence tables)
Vtr::IndexArray const faceVerts = level->getFaceVertices(faceIndex);
for (int j = 0; j < 4; ++j) {
iptrs.G[j] = faceVerts[j] + levelVertOffset;
gregoryVertexFlags[iptrs.G[j]] = true;
}
iptrs.G += 4;
getQuadOffsets(*level, faceIndex, quad_G_C0_P);
quad_G_C0_P += 4;
pptrs.G = computePatchParam(refiner, i, faceIndex, 0, pptrs.G);
if (tables->_fvarPatchTables) {
gatherFVarPatchVertices(refiner, i, faceIndex, 0, levelFVarVertOffsets, fptrs.G);
}
} else {
// Gregory Boundary Patch (4 CVs + quad-offsets / valence tables)
Vtr::IndexArray const faceVerts = level->getFaceVertices(faceIndex);
for (int j = 0; j < 4; ++j) {
iptrs.GB[j] = faceVerts[j] + levelVertOffset;
gregoryVertexFlags[iptrs.GB[j]] = true;
}
iptrs.GB += 4;
getQuadOffsets(*level, faceIndex, quad_G_C1_P);
quad_G_C1_P += 4;
int bIndex = (patchTag._boundaryIndex+1)%4;
pptrs.GB = computePatchParam(refiner, i, faceIndex, bIndex, pptrs.GB);
if (tables->_fvarPatchTables) {
gatherFVarPatchVertices(refiner, i, faceIndex, 0, levelFVarVertOffsets, fptrs.GB);
}
}
}
}
levelFaceOffset += level->getNumFaces();
levelVertOffset += level->getNumVertices();
if (tables->_fvarPatchTables) {
int nchannels = refiner.GetNumFVarChannels();
for (int channel=0; channel<nchannels; ++channel) {
levelFVarVertOffsets[channel] += refiner.GetNumFVarValues(i, channel);
}
}
}
//
// Now deal with the "vertex valence" table for Gregory patches -- this table contains the one-ring
// of vertices around each vertex. Currently it is extremely wasteful for the following reasons:
// - it allocates 2*maxvalence+1 for ALL vertices
// - it initializes the one-ring for ALL vertices
// We use the full size expected (not sure what else relies on that) but we avoiding initializing
// the vast majority of vertices that are not associated with gregory patches -- by having previously
// marked those that are associated above and skipping all others.
//
if (hasGregoryPatches) {
const int SizePerVertex = 2*tables->_maxValence + 1;
PatchTables::VertexValenceTable & vTable = tables->_vertexValenceTable;
vTable.resize(refiner.GetNumVerticesTotal() * SizePerVertex);
int vOffset = 0;
int levelLast = (int)refiner.getNumLevels() - 1;
for (int i = 0; i <= levelLast; ++i) {
Vtr::Level const * level = &refiner.getLevel(i);
if (i == levelLast) {
int vTableOffset = vOffset * SizePerVertex;
for (int vIndex = 0; vIndex < level->getNumVertices(); ++vIndex) {
int* vTableEntry = &vTable[vTableOffset];
//
// If not marked as a vertex of a gregory patch, just set to 0 to ignore. Otherwise
// gather the one-ring around the vertex and set its resulting size (note the negative
// size used to distinguish between boundary/interior):
//
//if (!gregoryVertexFlags[vIndex + vOffset]) {
vTableEntry[0] = 0;
//} else {
int * ringDest = vTableEntry + 1,
ringSize = level->gatherManifoldVertexRingFromIncidentQuads(vIndex, vOffset, ringDest);
if (ringSize & 1) {
// boundary vertex : duplicate boundary vertex index
// and store negative valence.
ringSize++;
vTableEntry[ringSize]=vTableEntry[ringSize-1];
vTableEntry[0] = -ringSize/2;
} else {
vTableEntry[0] = ringSize/2;
}
//}
vTableOffset += SizePerVertex;
}
}
vOffset += level->getNumVertices();
}
}
}
} // end namespace Far
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv