Unlabel the rotation of single crease patch.

use boundaryMask to identify the crease edge from 4 edges.
with this change, single-crease patch no longer needs to be rotated on
its population.

In shader, experimentally use same infinite sharp matrix for both
boundary and single-crease patch.
This commit is contained in:
Takahito Tejima 2015-06-01 21:18:35 -07:00
parent 4536d44c31
commit fe92265db9
3 changed files with 167 additions and 111 deletions

View File

@ -452,7 +452,17 @@ getAdaptivePatchColor(ivec3 patchParam)
);
int patchType = 0;
int edgeCount = bitCount(OsdGetPatchBoundaryMask(patchParam));
if (edgeCount == 1) {
patchType = 2; // BOUNDARY
}
if (edgeCount == 2) {
patchType = 3; // CORNER
}
#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
// check this after boundary/corner since single crease patch also has edgeCount.
if (inpt.vSegments.y > 0) {
patchType = 1;
}
@ -464,14 +474,6 @@ getAdaptivePatchColor(ivec3 patchParam)
patchType = 6;
#endif
int edgeCount = bitCount(OsdGetPatchBoundaryMask(patchParam));
if (edgeCount == 1) {
patchType = 2; // BOUNDARY
}
if (edgeCount == 2) {
patchType = 3; // CORNER
}
int pattern = bitCount(OsdGetPatchTransitionMask(patchParam));
return patchColors[6*patchType + pattern];

View File

@ -1098,7 +1098,7 @@ PatchTableFactory::identifyAdaptivePatches(AdaptiveContext & context) {
std::min(sharpness, (float)(context.options.maxIsolationLevel - levelIndex));
if (cappedSharpness > 0) {
patchTag._isSingleCrease = true;
patchTag._boundaryIndex = (rotation + 2) % 4;
patchTag._boundaryIndex = rotation;
}
}
}
@ -1344,63 +1344,52 @@ PatchTableFactory::populateAdaptivePatches(
int boundaryMask = patchTag._boundaryMask;
int transitionMask = patchTag._transitionMask;
if (!patchTag._isSingleCrease) {
int const * permutation = 0;
int const * permutation = 0;
// only single-crease patch has a sharpness.
float sharpness = 0;
if (patchTag._boundaryCount == 0) {
static int const permuteRegular[16] = { 5, 6, 7, 8, 4, 0, 1, 9, 15, 3, 2, 10, 14, 13, 12, 11 };
permutation = permuteRegular;
level->gatherQuadRegularInteriorPatchPoints(faceIndex, patchVerts, bIndex);
} else if (patchTag._boundaryCount == 1) {
// Expand boundary patch vertices and rotate to restore correct orientation.
static int const permuteBoundary[4][16] = {
{ -1, -1, -1, -1, 11, 3, 0, 4, 10, 2, 1, 5, 9, 8, 7, 6 },
{ 9, 10, 11, -1, 8, 2, 3, -1, 7, 1, 0, -1, 6, 5, 4, -1 },
{ 6, 7, 8, 9, 5, 1, 2, 10, 4, 0, 3, 11, -1, -1, -1, -1 },
{ -1, 4, 5, 6, -1, 0, 1, 7, -1, 3, 2, 8, -1, 11, 10, 9 } };
permutation = permuteBoundary[bIndex];
level->gatherQuadRegularBoundaryPatchPoints(faceIndex, patchVerts, bIndex);
} else if (patchTag._boundaryCount == 2) {
// Expand corner patch vertices and rotate to restore correct orientation.
static int const permuteCorner[4][16] = {
{ -1, -1, -1, -1, -1, 0, 1, 4, -1, 3, 2, 5, -1, 8, 7, 6 },
{ -1, -1, -1, -1, 8, 3, 0, -1, 7, 2, 1, -1, 6, 5, 4, -1 },
{ 6, 7, 8, -1, 5, 2, 3, -1, 4, 1, 0, -1, -1, -1, -1, -1 },
{ -1, 4, 5, 6, -1, 1, 2, 7, -1, 0, 3, 8, -1, -1, -1, -1 } };
permutation = permuteCorner[bIndex];
level->gatherQuadRegularCornerPatchPoints(faceIndex, patchVerts, bIndex);
} else {
assert(patchTag._boundaryCount >=0 && patchTag._boundaryCount <= 2);
if (patchTag._boundaryCount == 0) {
static int const permuteRegular[16] = { 5, 6, 7, 8, 4, 0, 1, 9, 15, 3, 2, 10, 14, 13, 12, 11 };
permutation = permuteRegular;
if (patchTag._isSingleCrease) {
boundaryMask = (1<<bIndex);
sharpness = level->getEdgeSharpness((level->getFaceEdges(faceIndex)[bIndex]));
sharpness = std::min(sharpness, (float)(context.options.maxIsolationLevel-i));
}
offsetAndPermuteIndices(patchVerts, 16, levelVertOffset, permutation, iptrs.R);
iptrs.R += 16;
pptrs.R = computePatchParam(refiner, ptexIndices, i, faceIndex, boundaryMask, transitionMask, pptrs.R);
// XXX: sharpness will be integrated into patch param soon.
if (sptrs.R) *sptrs.R++ = assignSharpnessIndex(0, table->_sharpnessValues);
fofss.R += gatherFVarData(context,
i, faceIndex, levelFaceOffset, /*rotation*/0, levelFVarVertOffsets, fofss.R, fptrs.R);
level->gatherQuadRegularInteriorPatchPoints(faceIndex, patchVerts, 0 /* no rotation*/);
} else if (patchTag._boundaryCount == 1) {
// Expand boundary patch vertices and rotate to restore correct orientation.
static int const permuteBoundary[4][16] = {
{ -1, -1, -1, -1, 11, 3, 0, 4, 10, 2, 1, 5, 9, 8, 7, 6 },
{ 9, 10, 11, -1, 8, 2, 3, -1, 7, 1, 0, -1, 6, 5, 4, -1 },
{ 6, 7, 8, 9, 5, 1, 2, 10, 4, 0, 3, 11, -1, -1, -1, -1 },
{ -1, 4, 5, 6, -1, 0, 1, 7, -1, 3, 2, 8, -1, 11, 10, 9 } };
permutation = permuteBoundary[bIndex];
level->gatherQuadRegularBoundaryPatchPoints(faceIndex, patchVerts, bIndex);
} else if (patchTag._boundaryCount == 2) {
// Expand corner patch vertices and rotate to restore correct orientation.
static int const permuteCorner[4][16] = {
{ -1, -1, -1, -1, -1, 0, 1, 4, -1, 3, 2, 5, -1, 8, 7, 6 },
{ -1, -1, -1, -1, 8, 3, 0, -1, 7, 2, 1, -1, 6, 5, 4, -1 },
{ 6, 7, 8, -1, 5, 2, 3, -1, 4, 1, 0, -1, -1, -1, -1, -1 },
{ -1, 4, 5, 6, -1, 1, 2, 7, -1, 0, 3, 8, -1, -1, -1, -1 } };
permutation = permuteCorner[bIndex];
level->gatherQuadRegularCornerPatchPoints(faceIndex, patchVerts, bIndex);
} else {
int const permuteInterior[16] = { 5, 6, 7, 8, 4, 0, 1, 9, 15, 3, 2, 10, 14, 13, 12, 11 };
level->gatherQuadRegularInteriorPatchPoints(faceIndex, patchVerts, bIndex);
offsetAndPermuteIndices(patchVerts, 16, levelVertOffset, permuteInterior, iptrs.R);
int creaseEdge = (bIndex+2)%4;
float sharpness = level->getEdgeSharpness((level->getFaceEdges(faceIndex)[creaseEdge]));
sharpness = std::min(sharpness, (float)(context.options.maxIsolationLevel-i));
// rotate transition mask to align with crease edge
transitionMask = ((((transitionMask << 4) | transitionMask) >> bIndex)) & 0xf;
iptrs.R += 16;
pptrs.R = computePatchParam(refiner, ptexIndices, i, faceIndex, /*boundary*/0, transitionMask, pptrs.R);
if (sptrs.R) *sptrs.R++ = assignSharpnessIndex(sharpness, table->_sharpnessValues);
fofss.R += gatherFVarData(context,
i, faceIndex, levelFaceOffset, bIndex, levelFVarVertOffsets, fofss.R, fptrs.R);
assert(patchTag._boundaryCount >=0 && patchTag._boundaryCount <= 2);
}
offsetAndPermuteIndices(patchVerts, 16, levelVertOffset, permutation, iptrs.R);
iptrs.R += 16;
pptrs.R = computePatchParam(refiner, ptexIndices, i, faceIndex, boundaryMask, transitionMask, pptrs.R);
// XXX: sharpness will be integrated into patch param soon.
if (sptrs.R) *sptrs.R++ = assignSharpnessIndex(sharpness, table->_sharpnessValues);
fofss.R += gatherFVarData(context,
i, faceIndex, levelFaceOffset, /*rotation*/0, levelFVarVertOffsets, fofss.R, fptrs.R);
} else {
// emit end patch. end patch should be in the max level (until we implement DFAS)
assert(i==refiner.GetMaxLevel());

View File

@ -190,6 +190,22 @@ float OsdGetPatchSharpness(ivec3 patchParam)
return intBitsToFloat(patchParam.z);
}
float OsdGetSingleCreaseSegmentParameter(ivec3 patchParam, vec2 uv)
{
int boundaryMask = OsdGetPatchBoundaryMask(patchParam);
float s = 0;
if ((boundaryMask & 1) != 0) {
s = 1 - uv.y;
} else if ((boundaryMask & 2) != 0) {
s = uv.x;
} else if ((boundaryMask & 4) != 0) {
s = uv.y;
} else if ((boundaryMask & 8) != 0) {
s = 1 - uv.x;
}
return s;
}
ivec4 OsdGetPatchCoord(ivec3 patchParam)
{
int faceId = OsdGetPatchFaceId(patchParam);
@ -450,23 +466,24 @@ OsdEvalBezier(vec3 cp[16], vec2 uv)
// +------------------+-------------------+------------------+
//
vec3
OsdEvalBezier(OsdPerPatchVertexBezier cp[16], vec2 uv)
OsdEvalBezier(OsdPerPatchVertexBezier cp[16], ivec3 patchParam, vec2 uv)
{
vec3 BUCP[4] = vec3[4](vec3(0), vec3(0), vec3(0), vec3(0));
float B[4], D[4];
float s = OsdGetSingleCreaseSegmentParameter(patchParam, uv);
OsdUnivar4x4(uv.x, B, D);
#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
vec2 vSegments = cp[0].vSegments;
if (uv.y < vSegments.x) {
if (s <= vSegments.x) {
for (int i=0; i<4; ++i) {
for (int j=0; j<4; ++j) {
vec3 A = cp[4*i + j].P;
BUCP[i] += A * B[j];
}
}
} else if (uv.y < vSegments.y) {
} else if (s <= vSegments.y) {
for (int i=0; i<4; ++i) {
for (int j=0; j<4; ++j) {
vec3 A = cp[4*i + j].P1;
@ -695,58 +712,63 @@ OsdGetTessLevelsLimitPoints(OsdPerPatchVertexBezier cpBezier[16],
int transitionMask = OsdGetPatchTransitionMask(patchParam);
#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
// PERFOMANCE: we just need to pick the correct corner points from P, P1, P2
vec3 p0 = OsdEvalBezier(cpBezier, patchParam, vec2(0.0, 0.0));
vec3 p3 = OsdEvalBezier(cpBezier, patchParam, vec2(1.0, 0.0));
vec3 p12 = OsdEvalBezier(cpBezier, patchParam, vec2(0.0, 1.0));
vec3 p15 = OsdEvalBezier(cpBezier, patchParam, vec2(1.0, 1.0));
if ((transitionMask & 8) != 0) {
vec3 ev03 = OsdEvalBezier(cpBezier, vec2(0.0, 0.5));
tessOuterLo[0] = OsdComputeTessLevel(cpBezier[0].P, ev03);
tessOuterHi[0] = OsdComputeTessLevel(cpBezier[12].P2, ev03);
vec3 ev03 = OsdEvalBezier(cpBezier, patchParam, vec2(0.0, 0.5));
tessOuterLo[0] = OsdComputeTessLevel(p0, ev03);
tessOuterHi[0] = OsdComputeTessLevel(p12, ev03);
} else {
tessOuterLo[0] = OsdComputeTessLevel(cpBezier[0].P, cpBezier[12].P2);
tessOuterLo[0] = OsdComputeTessLevel(p0, p12);
}
if ((transitionMask & 1) != 0) {
vec3 ev01 = OsdEvalBezier(cpBezier, vec2(0.5, 0.0));
tessOuterLo[1] = OsdComputeTessLevel(cpBezier[0].P, ev01);
tessOuterHi[1] = OsdComputeTessLevel(cpBezier[3].P, ev01);
vec3 ev01 = OsdEvalBezier(cpBezier, patchParam, vec2(0.5, 0.0));
tessOuterLo[1] = OsdComputeTessLevel(p0, ev01);
tessOuterHi[1] = OsdComputeTessLevel(p3, ev01);
} else {
tessOuterLo[1] = OsdComputeTessLevel(cpBezier[0].P, cpBezier[3].P);
tessOuterLo[1] = OsdComputeTessLevel(p0, p3);
}
if ((transitionMask & 2) != 0) {
vec3 ev12 = OsdEvalBezier(cpBezier, vec2(1.0, 0.5));
tessOuterLo[2] = OsdComputeTessLevel(cpBezier[3].P, ev12);
tessOuterHi[2] = OsdComputeTessLevel(cpBezier[15].P2, ev12);
vec3 ev12 = OsdEvalBezier(cpBezier, patchParam, vec2(1.0, 0.5));
tessOuterLo[2] = OsdComputeTessLevel(p3, ev12);
tessOuterHi[2] = OsdComputeTessLevel(p15, ev12);
} else {
tessOuterLo[2] = OsdComputeTessLevel(cpBezier[3].P, cpBezier[15].P2);
tessOuterLo[2] = OsdComputeTessLevel(p3, p15);
}
if ((transitionMask & 4) != 0) {
vec3 ev23 = OsdEvalBezier(cpBezier, vec2(0.5, 1.0));
tessOuterLo[3] = OsdComputeTessLevel(cpBezier[12].P2, ev23);
tessOuterHi[3] = OsdComputeTessLevel(cpBezier[15].P2, ev23);
vec3 ev23 = OsdEvalBezier(cpBezier, patchParam, vec2(0.5, 1.0));
tessOuterLo[3] = OsdComputeTessLevel(p12, ev23);
tessOuterHi[3] = OsdComputeTessLevel(p15, ev23);
} else {
tessOuterLo[3] = OsdComputeTessLevel(cpBezier[12].P2, cpBezier[15].P2);
tessOuterLo[3] = OsdComputeTessLevel(p12, p15);
}
#else
if ((transitionMask & 8) != 0) {
vec3 ev03 = OsdEvalBezier(cpBezier, vec2(0.0, 0.5));
vec3 ev03 = OsdEvalBezier(cpBezier, patchParam, vec2(0.0, 0.5));
tessOuterLo[0] = OsdComputeTessLevel(cpBezier[0].P, ev03);
tessOuterHi[0] = OsdComputeTessLevel(cpBezier[12].P, ev03);
} else {
tessOuterLo[0] = OsdComputeTessLevel(cpBezier[0].P, cpBezier[12].P);
}
if ((transitionMask & 1) != 0) {
vec3 ev01 = OsdEvalBezier(cpBezier, vec2(0.5, 0.0));
vec3 ev01 = OsdEvalBezier(cpBezier, patchParam, vec2(0.5, 0.0));
tessOuterLo[1] = OsdComputeTessLevel(cpBezier[0].P, ev01);
tessOuterHi[1] = OsdComputeTessLevel(cpBezier[3].P, ev01);
} else {
tessOuterLo[1] = OsdComputeTessLevel(cpBezier[0].P, cpBezier[3].P);
}
if ((transitionMask & 2) != 0) {
vec3 ev12 = OsdEvalBezier(cpBezier, vec2(1.0, 0.5));
vec3 ev12 = OsdEvalBezier(cpBezier, patchParam, vec2(1.0, 0.5));
tessOuterLo[2] = OsdComputeTessLevel(cpBezier[3].P, ev12);
tessOuterHi[2] = OsdComputeTessLevel(cpBezier[15].P, ev12);
} else {
tessOuterLo[2] = OsdComputeTessLevel(cpBezier[3].P, cpBezier[15].P);
}
if ((transitionMask & 4) != 0) {
vec3 ev23 = OsdEvalBezier(cpBezier, vec2(0.5, 1.0));
vec3 ev23 = OsdEvalBezier(cpBezier, patchParam, vec2(0.5, 1.0));
tessOuterLo[3] = OsdComputeTessLevel(cpBezier[12].P, ev23);
tessOuterHi[3] = OsdComputeTessLevel(cpBezier[15].P, ev23);
} else {
@ -887,6 +909,15 @@ OsdComputeMs(float sharpness)
return m;
}
mat4
OsdFlipMatrix(mat4 m)
{
return mat4(m[3][3], m[3][2], m[3][1], m[3][0],
m[2][3], m[2][2], m[2][1], m[2][0],
m[1][3], m[1][2], m[1][1], m[1][0],
m[0][3], m[0][2], m[0][1], m[0][0]);
}
// convert BSpline cv to Bezier cv
void
OsdComputePerPatchVertexBSpline(ivec3 patchParam, int ID, vec3 cv[16],
@ -902,20 +933,11 @@ OsdComputePerPatchVertexBSpline(ivec3 patchParam, int ID, vec3 cv[16],
result.patchParam = patchParam;
OsdComputeBSplineBoundaryPoints(cv, patchParam);
int i = ID%4;
int j = ID/4;
vec3 H[4];
for (int l=0; l<4; ++l) {
H[l] = vec3(0);
for (int k=0; k<4; ++k) {
H[l] += Q[i][k] * cv[l*4 + k];
}
}
#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
// Infinitely Sharp (boundary)
mat4 Mi = mat4(
1.f/6.f, 4.f/6.f, 1.f/6.f, 0.f,
@ -924,6 +946,7 @@ OsdComputePerPatchVertexBSpline(ivec3 patchParam, int ID, vec3 cv[16],
0.f, 0.f, 1.f, 0.f
);
mat4 Mj, Ms;
float sharpness = OsdGetPatchSharpness(patchParam);
if (sharpness > 0) {
float Sf = floor(sharpness);
@ -931,29 +954,70 @@ OsdComputePerPatchVertexBSpline(ivec3 patchParam, int ID, vec3 cv[16],
float Sr = fract(sharpness);
mat4 Mf = OsdComputeMs(Sf);
mat4 Mc = OsdComputeMs(Sc);
mat4 Mj = (1-Sr) * Mf + Sr * Mi;
mat4 Ms = (1-Sr) * Mf + Sr * Mc;
Mj = (1-Sr) * Mf + Sr * Mi;
Ms = (1-Sr) * Mf + Sr * Mc;
float s0 = 1 - pow(2, -floor(sharpness));
float s1 = 1 - pow(2, -ceil(sharpness));
result.P = vec3(0);
result.P1 = vec3(0);
result.P2 = vec3(0);
result.P = vec3(0); // 0 to 1-2^(-Sf)
result.P1 = vec3(0); // 1-2^(-Sf) to 1-2^(-Sc)
result.P2 = vec3(0); // 1-2^(-Sc) to 1
result.vSegments = vec2(s0, s1);
for (int k=0; k<4; ++k) {
result.P += Mi[j][k]*H[k]; // 0 to 1-2^(-Sf)
result.P1 += Mj[j][k]*H[k]; // 1-2^(-Sf) to 1-2^(-Sc)
result.P2 += Ms[j][k]*H[k]; // 1-2^(-Sc) to 1
}
} else {
result.P = vec3(0);
for (int k=0; k<4; ++k) {
result.P += Q[j][k]*H[k];
}
result.P1 = result.P;
result.P2 = result.P;
result.vSegments = vec2(0);
Mj = Ms = Mi;
}
mat4 MUi, MUj, MUs;
mat4 MVi, MVj, MVs;
MUi = MUj = MUs = Q;
MVi = MVj = MVs = Q;
int boundaryMask = OsdGetPatchBoundaryMask(patchParam);
if ((boundaryMask & 1) != 0) {
MVi = OsdFlipMatrix(Mi);
MVj = OsdFlipMatrix(Mj);
MVs = OsdFlipMatrix(Ms);
}
if ((boundaryMask & 2) != 0) {
MUi = Mi;
MUj = Mj;
MUs = Ms;
}
if ((boundaryMask & 4) != 0) {
MVi = Mi;
MVj = Mj;
MVs = Ms;
}
if ((boundaryMask & 8) != 0) {
MUi = OsdFlipMatrix(Mi);
MUj = OsdFlipMatrix(Mj);
MUs = OsdFlipMatrix(Ms);
}
vec3 Hi[4], Hj[4], Hs[4];
for (int l=0; l<4; ++l) {
Hi[l] = Hj[l] = Hs[l] = vec3(0);
for (int k=0; k<4; ++k) {
Hi[l] += MUi[i][k] * cv[l*4 + k];
Hj[l] += MUj[i][k] * cv[l*4 + k];
Hs[l] += MUs[i][k] * cv[l*4 + k];
}
}
for (int k=0; k<4; ++k) {
result.P += MVi[j][k]*Hi[k];
result.P1 += MVj[j][k]*Hj[k];
result.P2 += MVs[j][k]*Hs[k];
}
#else
OsdComputeBSplineBoundaryPoints(cv, patchParam);
vec3 H[4];
for (int l=0; l<4; ++l) {
H[l] = vec3(0);
for (int k=0; k<4; ++k) {
H[l] += Q[i][k] * cv[l*4 + k];
}
}
{
result.P = vec3(0);
for (int k=0; k<4; ++k) {
@ -985,10 +1049,11 @@ OsdEvalPatchBezier(ivec3 patchParam, vec2 UV,
// ----------------------------------------------------------------
#if defined OSD_PATCH_ENABLE_SINGLE_CREASE
vec2 vSegments = cv[0].vSegments;
float s = OsdGetSingleCreaseSegmentParameter(patchParam, UV);
for (int i=0; i<4; ++i) {
for (int j=0; j<4; ++j) {
int k = 4*i + j;
float s = UV.y;
vec3 A = (s <= vSegments.x) ? cv[k].P
: ((s <= vSegments.y) ? cv[k].P1