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You may have additional consumer // rights under your local laws which this license cannot change. // To the extent permitted under your local laws, the contributors // exclude the implied warranties of merchantability, fitness for // a particular purpose and non-infringement. // #ifndef OSD_CPU_VERTEX_DESCRIPTOR_H #define OSD_CPU_VERTEX_DESCRIPTOR_H #include "../version.h" namespace OpenSubdiv { namespace OPENSUBDIV_VERSION { struct OsdVertexDescriptor { /// Constructor OsdVertexDescriptor() : numVertexElements(0), numVaryingElements(0) {} /// Constructor /// /// @param numVertexElem number of vertex-interpolated data elements (floats) /// /// @param numVaryingElem number of varying-interpolated data elements (floats) /// OsdVertexDescriptor(int numVertexElem, int numVaryingElem) : numVertexElements(numVertexElem), numVaryingElements(numVaryingElem) { } /// Sets descriptor /// /// @param numVertexElem number of vertex-interpolated data elements (floats) /// /// @param numVaryingElem number of varying-interpolated data elements (floats) /// void Set(int numVertexElem, int numVaryingElem) { numVertexElements = numVertexElem; numVaryingElements = numVaryingElem; } /// Resets the descriptor void Reset() { numVertexElements = numVaryingElements = 0; } /// Returns the total number of elements (vertex + varying) int GetNumElements() const { return numVertexElements + numVaryingElements; } bool operator == (OsdVertexDescriptor const & other) { return (numVertexElements == other.numVertexElements and numVaryingElements == other.numVaryingElements); } /// Resets the contents of vertex & varying primvar data buffers for a given /// vertex. /// /// @param vertex The float array containing the vertex-interpolated primvar /// data that needs to be reset. /// /// @param varying The float array containing the varying-interpolated primvar /// data that needs to be reset. /// /// @param index Vertex index in the buffer. /// void Clear(float *vertex, float *varying, int index) const { if (vertex) { for (int i = 0; i < numVertexElements; ++i) vertex[index*numVertexElements+i] = 0.0f; } if (varying) { for (int i = 0; i < numVaryingElements; ++i) varying[index*numVaryingElements+i] = 0.0f; } } /// Applies "dst += src*weight" to "vertex" primvar data in a vertex buffer. /// /// @param vertex The VertexData buffer /// /// @param dstIndex Index of the destination vertex. /// /// @param srcIndex Index of the origin vertex. /// /// @param weight Weight applied to the primvar data. /// void AddWithWeight(float *vertex, int dstIndex, int srcIndex, float weight) const { int d = dstIndex * numVertexElements; int s = srcIndex * numVertexElements; for (int i = 0; i < numVertexElements; ++i) vertex[d++] += vertex[s++] * weight; } /// Applies "dst += src*weight" to "varying" primvar data in a vertex buffer. /// /// @param varying The VaryingData buffer /// /// @param dstIndex Index of the destination vertex. /// /// @param srcIndex Index of the source vertex. /// /// @param weight Weight applied to the primvar data. /// void AddVaryingWithWeight(float *varying, int dstIndex, int srcIndex, float weight) const { int d = dstIndex * numVaryingElements; int s = srcIndex * numVaryingElements; for (int i = 0; i < numVaryingElements; ++i) varying[d++] += varying[s++] * weight; } /// Applies an "add" vertex edit /// /// @param vertex The primvar data buffer. /// /// @param primVarOffset Offset to the primvar datum. /// /// @param primVarWidth Length of the primvar datum. /// /// @param editIndex The location of the vertex in the buffer. /// /// @param editValues The values to add to the primvar datum. /// void ApplyVertexEditAdd(float *vertex, int primVarOffset, int primVarWidth, int editIndex, const float *editValues) const { int d = editIndex * numVertexElements + primVarOffset; for (int i = 0; i < primVarWidth; ++i) { vertex[d++] += editValues[i]; } } /// Applies a "set" vertex edit /// /// @param vertex The primvar data buffer. /// /// @param primVarOffset Offset to the primvar datum. /// /// @param primVarWidth Length of the primvar datum. /// /// @param editIndex The location of the vertex in the buffer. /// /// @param editValues The values to add to the primvar datum. /// void ApplyVertexEditSet(float *vertex, int primVarOffset, int primVarWidth, int editIndex, const float *editValues) const { int d = editIndex * numVertexElements + primVarOffset; for (int i = 0; i < primVarWidth; ++i) { vertex[d++] = editValues[i]; } } int numVertexElements; int numVaryingElements; }; /// \brief Describes vertex elements in interleaved data buffers struct OsdVertexBufferDescriptor { /// Default Constructor OsdVertexBufferDescriptor() : offset(0), length(0), stride(0) { } /// Constructor OsdVertexBufferDescriptor(int o, int l, int s) : offset(o), length(l), stride(s) { } /// True if the descriptor values are internally consistent bool IsValid() const { return (length>0) and (offset=length); } /// True if the 'other' descriptor can be used as a destination for /// data evaluations. bool CanEval( OsdVertexBufferDescriptor const & other ) const { return IsValid() and other.IsValid() and (length==other.length) and (other.length <= (stride-offset)); } /// Resets the descriptor to default void Reset() { offset = length = stride = 0; } int offset; // offset to desired element data int length; // number or length of the data int stride; // stride to the next element }; } // end namespace OPENSUBDIV_VERSION using namespace OPENSUBDIV_VERSION; } // end namespace OpenSubdiv #endif /* OSD_CPU_VERTEX_DESCRIPTRO_H */