// // Copyright 2014 DreamWorks Animation LLC. // // 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. // #ifndef OPENSUBDIV3_SDC_CATMARK_SCHEME_H #define OPENSUBDIV3_SDC_CATMARK_SCHEME_H #include "../version.h" #include "../sdc/scheme.h" #include #include namespace OpenSubdiv { namespace OPENSUBDIV_VERSION { namespace Sdc { // // Specializations for Scheme: // // // Catmark traits: // template <> inline Split Scheme::GetTopologicalSplitType() { return SPLIT_TO_QUADS; } template <> inline int Scheme::GetRegularFaceSize() { return 4; } template <> inline int Scheme::GetRegularVertexValence() { return 4; } template <> inline int Scheme::GetLocalNeighborhoodSize() { return 1; } // // Masks for edge-vertices: the hard Crease mask does not need to be specialized // (simply the midpoint), so all that is left is the Smooth case: // // The Smooth mask is complicated by the need to support the "triangle subdivision" // option, which applies different weighting in the presence of triangles. It is // up for debate as to whether this is useful or not -- we may be able to deprecate // this option. // template <> template inline void Scheme::assignSmoothMaskForEdge(EDGE const& edge, MASK& mask) const { typedef typename MASK::Weight Weight; int faceCount = edge.GetNumFaces(); mask.SetNumVertexWeights(2); mask.SetNumEdgeWeights(0); mask.SetNumFaceWeights(faceCount); mask.SetFaceWeightsForFaceCenters(true); // // Determine if we need to inspect incident faces and apply alternate weighting for // triangles -- and if so, determine which of the two are triangles. // bool face0IsTri = false; bool face1IsTri = false; bool useTriangleOption = (_options.GetTriangleSubdivision() == Options::TRI_SUB_SMOOTH); if (useTriangleOption) { if (faceCount == 2) { // // Ideally we want to avoid this inspection when we have already subdivided at // least once -- need something in the Edge interface to help avoid this, e.g. // an IsRegular() query, the subdivision level... // int vertsPerFace[2]; edge.GetNumVerticesPerFace(vertsPerFace); face0IsTri = (vertsPerFace[0] == 3); face1IsTri = (vertsPerFace[1] == 3); useTriangleOption = face0IsTri || face1IsTri; } else { useTriangleOption = false; } } if (! useTriangleOption) { mask.VertexWeight(0) = 0.25f; mask.VertexWeight(1) = 0.25f; if (faceCount == 2) { mask.FaceWeight(0) = 0.25f; mask.FaceWeight(1) = 0.25f; } else { Weight fWeight = 0.5f / (Weight)faceCount; for (int i = 0; i < faceCount; ++i) { mask.FaceWeight(i) = fWeight; } } } else { // // This mimics the implementation in Hbr in terms of order of operations. // const Weight CATMARK_SMOOTH_TRI_EDGE_WEIGHT = 0.470f; Weight f0Weight = face0IsTri ? CATMARK_SMOOTH_TRI_EDGE_WEIGHT : 0.25f; Weight f1Weight = face1IsTri ? CATMARK_SMOOTH_TRI_EDGE_WEIGHT : 0.25f; Weight fWeight = 0.5f * (f0Weight + f1Weight); Weight vWeight = 0.5f * (1.0f - 2.0f * fWeight); mask.VertexWeight(0) = vWeight; mask.VertexWeight(1) = vWeight; mask.FaceWeight(0) = fWeight; mask.FaceWeight(1) = fWeight; } } // // Masks for vertex-vertices: the hard Corner mask does not need to be specialized // (simply the vertex itself), leaving the Crease and Smooth cases (Dart is smooth): // template <> template inline void Scheme::assignCreaseMaskForVertex(VERTEX const& vertex, MASK& mask, int const creaseEnds[2]) const { typedef typename MASK::Weight Weight; int valence = vertex.GetNumEdges(); mask.SetNumVertexWeights(1); mask.SetNumEdgeWeights(valence); mask.SetNumFaceWeights(0); mask.SetFaceWeightsForFaceCenters(false); Weight vWeight = 0.75f; Weight eWeight = 0.125f; mask.VertexWeight(0) = vWeight; for (int i = 0; i < valence; ++i) { mask.EdgeWeight(i) = 0.0f; } mask.EdgeWeight(creaseEnds[0]) = eWeight; mask.EdgeWeight(creaseEnds[1]) = eWeight; } template <> template inline void Scheme::assignSmoothMaskForVertex(VERTEX const& vertex, MASK& mask) const { typedef typename MASK::Weight Weight; // // A Smooth vertex must be manifold and interior -- manifold boundary vertices will be // Creases and non-manifold vertices of any kind will be Corners or Creases. If smooth // rules for non-manifold vertices are ever defined, this will need adjusting: // assert(vertex.GetNumFaces() == vertex.GetNumEdges()); int valence = vertex.GetNumFaces(); mask.SetNumVertexWeights(1); mask.SetNumEdgeWeights(valence); mask.SetNumFaceWeights(valence); mask.SetFaceWeightsForFaceCenters(true); Weight vWeight = (Weight)(valence - 2) / (Weight)valence; Weight fWeight = 1.0f / (Weight)(valence * valence); Weight eWeight = fWeight; mask.VertexWeight(0) = vWeight; for (int i = 0; i < valence; ++i) { mask.EdgeWeight(i) = eWeight; mask.FaceWeight(i) = fWeight; } } // // Limit masks for position: // template <> template inline void Scheme::assignCornerLimitMask(VERTEX const& /* vertex */, MASK& posMask) const { posMask.SetNumVertexWeights(1); posMask.SetNumEdgeWeights(0); posMask.SetNumFaceWeights(0); posMask.SetFaceWeightsForFaceCenters(false); posMask.VertexWeight(0) = 1.0f; } template <> template inline void Scheme::assignCreaseLimitMask(VERTEX const& vertex, MASK& posMask, int const creaseEnds[2]) const { typedef typename MASK::Weight Weight; int valence = vertex.GetNumEdges(); posMask.SetNumVertexWeights(1); posMask.SetNumEdgeWeights(valence); posMask.SetNumFaceWeights(0); posMask.SetFaceWeightsForFaceCenters(false); Weight vWeight = 2.0f / 3.0f; Weight eWeight = 1.0f / 6.0f; posMask.VertexWeight(0) = vWeight; for (int i = 0; i < valence; ++i) { posMask.EdgeWeight(i) = 0.0f; } posMask.EdgeWeight(creaseEnds[0]) = eWeight; posMask.EdgeWeight(creaseEnds[1]) = eWeight; } template <> template inline void Scheme::assignSmoothLimitMask(VERTEX const& vertex, MASK& posMask) const { typedef typename MASK::Weight Weight; int valence = vertex.GetNumFaces(); if (valence == 2) { assignCornerLimitMask(vertex, posMask); return; } posMask.SetNumVertexWeights(1); posMask.SetNumEdgeWeights(valence); posMask.SetNumFaceWeights(valence); posMask.SetFaceWeightsForFaceCenters(false); // Specialize for the regular case: if (valence == 4) { Weight fWeight = 1.0f / 36.0f; Weight eWeight = 1.0f / 9.0f; Weight vWeight = 4.0f / 9.0f; posMask.VertexWeight(0) = vWeight; posMask.EdgeWeight(0) = eWeight; posMask.EdgeWeight(1) = eWeight; posMask.EdgeWeight(2) = eWeight; posMask.EdgeWeight(3) = eWeight; posMask.FaceWeight(0) = fWeight; posMask.FaceWeight(1) = fWeight; posMask.FaceWeight(2) = fWeight; posMask.FaceWeight(3) = fWeight; } else { Weight fWeight = 1.0f / (Weight)(valence * (valence + 5.0f)); Weight eWeight = 4.0f * fWeight; Weight vWeight = (Weight)(1.0f - valence * (eWeight + fWeight)); posMask.VertexWeight(0) = vWeight; for (int i = 0; i < valence; ++i) { posMask.EdgeWeight(i) = eWeight; posMask.FaceWeight(i) = fWeight; } } } // // Limit masks for tangents -- these are stubs for now, or have a temporary // implementation // template <> template inline void Scheme::assignCornerLimitTangentMasks(VERTEX const& vertex, MASK& tan1Mask, MASK& tan2Mask) const { int valence = vertex.GetNumEdges(); tan1Mask.SetNumVertexWeights(1); tan1Mask.SetNumEdgeWeights(valence); tan1Mask.SetNumFaceWeights(0); tan1Mask.SetFaceWeightsForFaceCenters(false); tan2Mask.SetNumVertexWeights(1); tan2Mask.SetNumEdgeWeights(valence); tan2Mask.SetNumFaceWeights(0); tan2Mask.SetFaceWeightsForFaceCenters(false); // Should be at least 2 edges -- be sure to clear weights for any more: tan1Mask.VertexWeight(0) = -1.0f; tan1Mask.EdgeWeight(0) = 1.0f; tan1Mask.EdgeWeight(1) = 0.0f; tan2Mask.VertexWeight(0) = -1.0f; tan2Mask.EdgeWeight(0) = 0.0f; tan2Mask.EdgeWeight(1) = 1.0f; for (int i = 2; i < valence; ++i) { tan1Mask.EdgeWeight(i) = 0.0f; tan2Mask.EdgeWeight(i) = 0.0f; } } template <> template inline void Scheme::assignCreaseLimitTangentMasks(VERTEX const& vertex, MASK& tan1Mask, MASK& tan2Mask, int const creaseEnds[2]) const { typedef typename MASK::Weight Weight; // // First, the tangent along the crease: // The first crease edge is considered the "leading" edge of the span // of surface for which we are evaluating tangents and the second edge the // "trailing edge". By convention, the tangent along the crease is oriented // in the direction of the leading edge. // int numEdges = vertex.GetNumEdges(); int numFaces = vertex.GetNumFaces(); tan1Mask.SetNumVertexWeights(1); tan1Mask.SetNumEdgeWeights(numEdges); tan1Mask.SetNumFaceWeights(numFaces); tan1Mask.SetFaceWeightsForFaceCenters(false); tan1Mask.VertexWeight(0) = 0.0f; for (int i = 0; i < numEdges; ++i) { tan1Mask.EdgeWeight(i) = 0.0f; } for (int i = 0; i < numFaces; ++i) { tan1Mask.FaceWeight(i) = 0.0f; } tan1Mask.EdgeWeight(creaseEnds[0]) = 0.5f; tan1Mask.EdgeWeight(creaseEnds[1]) = -0.5f; // // Second, the tangent across the interior faces: // Note this is ambigous for an interior vertex. We currently return // the tangent for the surface in the counter-clockwise span between the // leading and trailing edges that form the crease. Given the expected // computation of a surface normal as Tan1 X Tan2, this tangent should be // oriented "inward" from the crease/boundary -- across the surface rather // than outward and away from it. // tan2Mask.SetNumVertexWeights(1); tan2Mask.SetNumEdgeWeights(numEdges); tan2Mask.SetNumFaceWeights(numFaces); tan2Mask.SetFaceWeightsForFaceCenters(false); // Prepend weights of 0 preceding the crease: for (int i = 0; i < creaseEnds[0]; ++i) { tan2Mask.EdgeWeight(i) = 0.0f; tan2Mask.FaceWeight(i) = 0.0f; } // Assign weights to crease edge and interior points: int interiorEdgeCount = creaseEnds[1] - creaseEnds[0] - 1; if (interiorEdgeCount == 1) { // The regular case -- uniform B-spline cross-tangent: tan2Mask.VertexWeight(0) = -4.0f / 6.0f; tan2Mask.EdgeWeight(creaseEnds[0]) = -1.0f / 6.0f; tan2Mask.EdgeWeight(creaseEnds[0] + 1) = 4.0f / 6.0f; tan2Mask.EdgeWeight(creaseEnds[1]) = -1.0f / 6.0f; tan2Mask.FaceWeight(creaseEnds[0]) = 1.0f / 6.0f; tan2Mask.FaceWeight(creaseEnds[0] + 1) = 1.0f / 6.0f; } else if (interiorEdgeCount > 1) { // The irregular case -- formulae from Biermann et al: double k = (double) (interiorEdgeCount + 1); double theta = M_PI / k; double cosTheta = std::cos(theta); double sinTheta = std::sin(theta); // Loop/Schaefer use a different divisor here (3*k + cos(theta)): double commonDenom = 1.0f / (k * (3.0f + cosTheta)); double R = (cosTheta + 1.0f) / sinTheta; double vertexWeight = 4.0f * R * (cosTheta - 1.0f); double creaseWeight = -R * (1.0f + 2.0f * cosTheta); tan2Mask.VertexWeight(0) = (Weight) (vertexWeight * commonDenom); tan2Mask.EdgeWeight(creaseEnds[0]) = (Weight) (creaseWeight * commonDenom); tan2Mask.EdgeWeight(creaseEnds[1]) = (Weight) (creaseWeight * commonDenom); tan2Mask.FaceWeight(creaseEnds[0]) = (Weight) (sinTheta * commonDenom); double sinThetaI = 0.0f; double sinThetaIplus1 = sinTheta; for (int i = 1; i < k; ++i) { sinThetaI = sinThetaIplus1; sinThetaIplus1 = std::sin((i+1)*theta); tan2Mask.EdgeWeight(creaseEnds[0] + i) = (Weight) ((4.0f * sinThetaI) * commonDenom); tan2Mask.FaceWeight(creaseEnds[0] + i) = (Weight) ((sinThetaI + sinThetaIplus1) * commonDenom); } } else { // Special case for a single face -- simple average of boundary edges: tan2Mask.VertexWeight(0) = -6.0f; tan2Mask.EdgeWeight(creaseEnds[0]) = 3.0f; tan2Mask.EdgeWeight(creaseEnds[1]) = 3.0f; tan2Mask.FaceWeight(creaseEnds[0]) = 0.0f; } // Append weights of 0 following the crease: for (int i = creaseEnds[1]; i < numFaces; ++i) { tan2Mask.FaceWeight(i) = 0.0f; } for (int i = creaseEnds[1] + 1; i < numEdges; ++i) { tan2Mask.EdgeWeight(i) = 0.0f; } } template <> template inline void Scheme::assignSmoothLimitTangentMasks(VERTEX const& vertex, MASK& tan1Mask, MASK& tan2Mask) const { typedef typename MASK::Weight Weight; int valence = vertex.GetNumFaces(); if (valence == 2) { assignCornerLimitTangentMasks(vertex, tan1Mask, tan2Mask); return; } // Compute tan1 initially -- tan2 is simply a rotation: tan1Mask.SetNumVertexWeights(1); tan1Mask.SetNumEdgeWeights(valence); tan1Mask.SetNumFaceWeights(valence); tan1Mask.SetFaceWeightsForFaceCenters(false); tan1Mask.VertexWeight(0) = 0.0f; if (valence == 4) { tan1Mask.EdgeWeight(0) = 4.0f; tan1Mask.EdgeWeight(1) = 0.0f; tan1Mask.EdgeWeight(2) = -4.0f; tan1Mask.EdgeWeight(3) = 0.0f; tan1Mask.FaceWeight(0) = 1.0f; tan1Mask.FaceWeight(1) = -1.0f; tan1Mask.FaceWeight(2) = -1.0f; tan1Mask.FaceWeight(3) = 1.0f; } else { double theta = 2.0f * M_PI / (double)valence; double cosTheta = std::cos(theta); double cosHalfTheta = std::cos(theta * 0.5f); double lambda = (5.0f / 16.0f) + (1.0f / 16.0f) * (cosTheta + cosHalfTheta * std::sqrt(2.0f * (9.0f + cosTheta))); double edgeWeightScale = 4.0f; double faceWeightScale = 1.0f / (4.0f * lambda - 1.0f); for (int i = 0; i < valence; ++i) { double cosThetaI = std::cos( i * theta); double cosThetaIplus1 = std::cos((i+1)* theta); tan1Mask.EdgeWeight(i) = (Weight) (edgeWeightScale * cosThetaI); tan1Mask.FaceWeight(i) = (Weight) (faceWeightScale * (cosThetaI + cosThetaIplus1)); } } // Now rotate/copy tan1 weights to tan2: tan2Mask.SetNumVertexWeights(1); tan2Mask.SetNumEdgeWeights(valence); tan2Mask.SetNumFaceWeights(valence); tan2Mask.SetFaceWeightsForFaceCenters(false); tan2Mask.VertexWeight(0) = 0.0f; if (valence == 4) { tan2Mask.EdgeWeight(0) = 0.0f; tan2Mask.EdgeWeight(1) = 4.0f; tan2Mask.EdgeWeight(2) = 0.0f; tan2Mask.EdgeWeight(3) = -4.0f; tan2Mask.FaceWeight(0) = 1.0f; tan2Mask.FaceWeight(1) = 1.0f; tan2Mask.FaceWeight(2) = -1.0f; tan2Mask.FaceWeight(3) = -1.0f; } else { tan2Mask.EdgeWeight(0) = tan1Mask.EdgeWeight(valence-1); tan2Mask.FaceWeight(0) = tan1Mask.FaceWeight(valence-1); for (int i = 1; i < valence; ++i) { tan2Mask.EdgeWeight(i) = tan1Mask.EdgeWeight(i-1); tan2Mask.FaceWeight(i) = tan1Mask.FaceWeight(i-1); } } } } // end namespace sdc } // end namespace OPENSUBDIV_VERSION using namespace OPENSUBDIV_VERSION; } // end namespace OpenSubdiv #endif /* OPENSUBDIV3_SDC_CATMARK_SCHEME_H */