// // Copyright (C) Pixar. All rights reserved. // // This license governs use of the accompanying software. If you // use the software, you accept this license. If you do not accept // the license, do not use the software. // // 1. Definitions // The terms "reproduce," "reproduction," "derivative works," and // "distribution" have the same meaning here as under U.S. // copyright law. A "contribution" is the original software, or // any additions or changes to the software. // A "contributor" is any person or entity that distributes its // contribution under this license. // "Licensed patents" are a contributor's patent claims that read // directly on its contribution. // // 2. Grant of Rights // (A) Copyright Grant- Subject to the terms of this license, // including the license conditions and limitations in section 3, // each contributor grants you a non-exclusive, worldwide, // royalty-free copyright license to reproduce its contribution, // prepare derivative works of its contribution, and distribute // its contribution or any derivative works that you create. // (B) Patent Grant- Subject to the terms of this license, // including the license conditions and limitations in section 3, // each contributor grants you a non-exclusive, worldwide, // royalty-free license under its licensed patents to make, have // made, use, sell, offer for sale, import, and/or otherwise // dispose of its contribution in the software or derivative works // of the contribution in the software. // // 3. Conditions and Limitations // (A) No Trademark License- This license does not grant you // rights to use any contributor's name, logo, or trademarks. // (B) If you bring a patent claim against any contributor over // patents that you claim are infringed by the software, your // patent license from such contributor to the software ends // automatically. // (C) If you distribute any portion of the software, you must // retain all copyright, patent, trademark, and attribution // notices that are present in the software. // (D) If you distribute any portion of the software in source // code form, you may do so only under this license by including a // complete copy of this license with your distribution. If you // distribute any portion of the software in compiled or object // code form, you may only do so under a license that complies // with this license. // (E) The software is licensed "as-is." You bear the risk of // using it. The contributors give no express warranties, // guarantees or conditions. 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 { OsdVertexDescriptor(int numVertexElem, int numVaryingElem) : numVertexElements(numVertexElem), numVaryingElements(numVaryingElem) { } 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; } } 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; } 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; } 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]; } } 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; }; struct OsdVertexBufferDescriptor { OsdVertexBufferDescriptor() : vertexOffset(0), stride(0), elementOffset(0) { } OsdVertexBufferDescriptor(int vertexOffset_, int stride_, int elementOffset_) : vertexOffset(vertexOffset_), stride(stride_), elementOffset(elementOffset_) { } int vertexOffset; int stride; int elementOffset; }; } // end namespace OPENSUBDIV_VERSION using namespace OPENSUBDIV_VERSION; } // end namespace OpenSubdiv #endif /* OSD_CPU_VERTEX_DESCRIPTRO_H */