// // 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. // #include "../osd/cpuEvalLimitKernel.h" #include #include #include #include #include #include #include namespace OpenSubdiv { namespace OPENSUBDIV_VERSION { inline void evalCubicBSpline(float u, float B[4], float BU[4]) { float t = u; float s = 1.0f - u; float A0 = s * (0.5f * s); float A1 = t * (s + 0.5f * t) + s * (0.5f * s + t); float A2 = t * ( 0.5f * t); B[0] = 1.f/3.f * s * A0; B[1] = (2.f/3.f * s + t) * A0 + (2.f/3.f * s + 1.f/3.f * t) * A1; B[2] = (1.f/3.f * s + 2.f/3.f * t) * A1 + ( s + 2.f/3.f * t) * A2; B[3] = 1.f/3.f * t * A2; if (BU) { BU[0] = - A0; BU[1] = A0 - A1; BU[2] = A1 - A2; BU[3] = A2; } } void evalBSpline(float u, float v, unsigned int const * vertexIndices, OsdVertexBufferDescriptor const & inDesc, float const * inQ, OsdVertexBufferDescriptor const & outDesc, float * outQ, float * outDQU, float * outDQV ) { // make sure that we have enough space to store results assert( inDesc.length <= (outDesc.stride-outDesc.offset) ); bool evalDeriv = (outDQU or outDQV); float B[4], D[4], *BU=(float*)alloca(inDesc.length*4*sizeof(float)), *DU=(float*)alloca(inDesc.length*4*sizeof(float)); memset(BU, 0, inDesc.length*4*sizeof(float)); memset(DU, 0, inDesc.length*4*sizeof(float)); evalCubicBSpline(u, B, evalDeriv ? D : 0); float const * inOffset = inQ + inDesc.offset; for (int i=0; i<4; ++i) { for (int j=0; j<4; ++j) { float const * in = inOffset + vertexIndices[i+j*4]*inDesc.stride; for (int k=0; k