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https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-22 03:30:09 +00:00
Minor fixes in the code, mostly spacing
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2fc7bd1660
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@ -256,16 +256,14 @@ int main(int argc, char ** argv) {
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// Parsing command line parameters to see if the user wants to use a
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// specific method to calculate normals.
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for (int i = 1; i < argc; ++i) {
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if (strstr(argv[i], "-limit")) {
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normalMethod = Limit;
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}
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else if (!strcmp(argv[i], "-crossquad")) {
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} else if (!strcmp(argv[i], "-crossquad")) {
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normalMethod = CrossQuad;
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}
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else if (!strcmp(argv[i], "-crosstriangle")) {
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} else if (!strcmp(argv[i], "-crosstriangle")) {
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normalMethod = CrossTriangle;
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}
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else {
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} else {
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printf("Parameters : \n");
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printf(" -crosstriangle : use the cross product of vectors\n");
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printf(" generated from 3 verts (default).\n");
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@ -290,8 +288,8 @@ int main(int argc, char ** argv) {
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desc.vertIndicesPerFace = g_vertIndices;
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// Create a face-varying channel descriptor
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const int numChannels = 2;
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const int channelUV = 0;
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const int numChannels = 2;
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const int channelUV = 0;
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const int channelColor = 1;
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Descriptor::FVarChannel channels[numChannels];
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channels[channelUV].numValues = g_nuvs;
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@ -344,9 +342,8 @@ int main(int argc, char ** argv) {
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// Interpolate both vertex and face-varying primvar data
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Far::PrimvarRefiner primvarRefiner(*refiner);
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Vertex * srcVert = verts;
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FVarVertexUV * srcFVarUV = fvVertsUV;
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Vertex * srcVert = verts;
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FVarVertexUV * srcFVarUV = fvVertsUV;
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FVarVertexColor * srcFVarColor = fvVertsColor;
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for (int level = 1; level <= maxlevel; ++level) {
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@ -374,8 +371,7 @@ int main(int argc, char ** argv) {
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std::vector<Vertex> normals(nverts);
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if(normalMethod == Limit) {
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if (normalMethod == Limit) {
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// Limit position, derivatives and normals
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std::vector<Vertex> fineLimitPos(nverts);
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std::vector<Vertex> fineDu(nverts);
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@ -393,7 +389,6 @@ int main(int argc, char ** argv) {
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}
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} else if (normalMethod == CrossQuad) {
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// Accumulate normals calculated using the cross product of the two
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// vectors generated by the 4 verts that form a quad.
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for (int f = 0; f < nfaces; f++) {
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@ -424,7 +419,6 @@ int main(int argc, char ** argv) {
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}
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} else if (normalMethod == CrossTriangle) {
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// Accumulate normals calculated using the cross product of the
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// two vectors generated by 3 verts.
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for (int f = 0; f < nfaces; f++) {
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@ -456,12 +450,11 @@ int main(int argc, char ** argv) {
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// Finally we just need to normalize the accumulated normals
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for (int vert = 0; vert < nverts; ++vert) {
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normalize(&normals[vert].position[0]);
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}
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{ // Output OBJ of the highest level refined -----------
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// Print vertex positions
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for (int vert = 0; vert < nverts; ++vert) {
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float const * pos = verts[firstOfLastVerts + vert].GetPosition();
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