OpenSubdiv/opensubdiv/far/patchParam.h

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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
2013-07-18 21:19:50 +00:00
//
// 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.
//
#ifndef OPENSUBDIV3_FAR_PATCH_PARAM_H
#define OPENSUBDIV3_FAR_PATCH_PARAM_H
#include "../version.h"
#include "../far/types.h"
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
namespace Far {
/// \brief Local patch parameterization descriptor
///
/// Coarse mesh faces are split into sets of patches in both uniform and feature
/// adaptive modes. In order to maintain local patch parameterization, it is
/// necessary to retain some information, such as level of subdivision, face-
/// winding status... This parameterization is directly applicable to ptex textures,
/// but has to be remapped to a specific layout for uv textures.
///
/// Bitfield layout :
///
/// Field0 | Bits | Content
/// -----------|:----:|------------------------------------------------------
/// faceId | 28 | the faceId of the patch
/// transition | 4 | transition edge mask encoding
///
/// Field1 | Bits | Content
/// -----------|:----:|------------------------------------------------------
/// level | 4 | the subdivision level of the patch
/// nonquad | 1 | whether the patch is the child of a non-quad face
/// unused | 3 | transition edge mask encoding
/// boundary | 4 | boundary edge mask encoding
/// v | 10 | log2 value of u parameter at first patch corner
/// u | 10 | log2 value of v parameter at first patch corner
///
/// Note : the bitfield is not expanded in the struct due to differences in how
/// GPU & CPU compilers pack bit-fields and endian-ness.
///
struct PatchParam {
/// \brief Sets the values of the bit fields
///
/// @param faceid face index
///
/// @param u value of the u parameter for the first corner of the face
/// @param v value of the v parameter for the first corner of the face
///
/// @param rots rotations required to reproduce CCW face-winding
/// @param depth subdivision level of the patch
/// @param nonquad true if the root face is not a quad
///
void Set( Index faceid, short u, short v,
unsigned short depth, bool nonquad ,
unsigned short boundary, unsigned short transition );
/// \brief Resets everything to 0
void Clear() { field0 = field1 = 0; }
/// \brief Retuns the faceid
Index GetFaceId() const { return Index(field0 & 0xfffffff); }
/// \brief Returns the log2 value of the u parameter at the top left corner of
/// the patch
unsigned short GetU() const { return (unsigned short)((field1 >> 22) & 0x3ff); }
/// \brief Returns the log2 value of the v parameter at the top left corner of
/// the patch
unsigned short GetV() const { return (unsigned short)((field1 >> 12) & 0x3ff); }
/// \brief Returns the transition edge encoding for the patch.
unsigned short GetTransition() const { return (unsigned short)((field0 >> 28) & 0xf); }
/// \brief Returns the boundary edge encoding for the patch.
unsigned short GetBoundary() const { return (unsigned short)((field1 >> 8) & 0xf); }
/// \brief True if the parent coarse face is a non-quad
bool NonQuadRoot() const { return (field1 >> 4) & 0x1; }
/// \brief Returns the fraction of normalized parametric space covered by the
/// sub-patch.
float GetParamFraction() const;
/// \brief Returns the level of subdivision of the patch
unsigned short GetDepth() const { return (unsigned short)(field1 & 0xf); }
/// The (u,v) pair is normalized to this sub-parametric space.
///
/// @param u u parameter
/// @param v v parameter
///
void Normalize( float & u, float & v ) const;
unsigned int field0:32;
unsigned int field1:32;
};
typedef std::vector<PatchParam> PatchParamTable;
typedef Vtr::Array<PatchParam> PatchParamArray;
typedef Vtr::ConstArray<PatchParam> ConstPatchParamArray;
inline void
PatchParam::Set( Index faceid, short u, short v,
unsigned short depth, bool nonquad,
unsigned short boundary, unsigned short transition ) {
field0 = (((unsigned int)faceid) & 0xfffffff) |
((transition & 0xf) << 28);
field1 = ((u & 0x3ff) << 22) |
((v & 0x3ff) << 12) |
((boundary & 0xf) << 8) |
((nonquad ? 1:0) << 4) |
(nonquad ? depth+1 : depth);
}
inline float
PatchParam::GetParamFraction( ) const {
if (NonQuadRoot()) {
return 1.0f / float( 1 << (GetDepth()-1) );
} else {
return 1.0f / float( 1 << GetDepth() );
}
}
inline void
PatchParam::Normalize( float & u, float & v ) const {
float frac = GetParamFraction();
// top left corner
float pu = (float)GetU()*frac;
float pv = (float)GetV()*frac;
// normalize u,v coordinates
u = (u - pu) / frac,
v = (v - pv) / frac;
}
} // end namespace Far
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif /* OPENSUBDIV3_FAR_PATCH_PARAM */