// // 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 "../osd/cpuSmoothNormalController.h" #include #include namespace OpenSubdiv { namespace OPENSUBDIV_VERSION { inline void cross(float *n, const float *p0, const float *p1, const float *p2) { float a[3] = { p1[0]-p0[0], p1[1]-p0[1], p1[2]-p0[2] }; float b[3] = { p2[0]-p0[0], p2[1]-p0[1], p2[2]-p0[2] }; n[0] = a[1]*b[2]-a[2]*b[1]; n[1] = a[2]*b[0]-a[0]*b[2]; n[2] = a[0]*b[1]-a[1]*b[0]; float rn = 1.0f/sqrtf(n[0]*n[0] + n[1]*n[1] + n[2]*n[2]); n[0] *= rn; n[1] *= rn; n[2] *= rn; } void OsdCpuSmoothNormalController::_smootheNormals( OsdCpuSmoothNormalContext * context) { OsdVertexBufferDescriptor const & iDesc = context->GetInputVertexDescriptor(), & oDesc = context->GetOutputVertexDescriptor(); assert(iDesc.length==3 and oDesc.length==3); float const * iBuffer = context->GetCurrentInputVertexBuffer() + iDesc.offset; float * oBuffer = context->GetCurrentOutputVertexBuffer() + oDesc.offset; std::vector const & verts = context->GetControlVertices(); FarPatchTables::PatchArrayVector const & parrays = context->GetPatchArrayVector(); if (verts.empty() or parrays.empty() or (not iBuffer) or (not oBuffer)) { return; } for (int i=0; i<(int)parrays.size(); ++i) { FarPatchTables::PatchArray const & pa = parrays[i]; FarPatchTables::Type type = pa.GetDescriptor().GetType(); if (type==FarPatchTables::QUADS or type==FarPatchTables::TRIANGLES) { int nv = FarPatchTables::Descriptor::GetNumControlVertices(type); // if necessary, reset all normal values to 0 if (context->GetResetMemory()) { float * ptr = oBuffer; for (int j=0; jGetNumVertices(); ++j, ptr += oDesc.stride) { memset(ptr, 0, oDesc.length*sizeof(float)); } } for (int j=0, idx=pa.GetVertIndex(); j<(int)pa.GetNumPatches(); ++j, idx+=nv) { float const * p0 = iBuffer + verts[idx+0]*iDesc.stride, * p1 = iBuffer + verts[idx+1]*iDesc.stride, * p2 = iBuffer + verts[idx+2]*iDesc.stride; // compute face normal float n[3]; cross( n, p0, p1, p2 ); // add normal to all vertices of the face for (int k=0; k