mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-30 23:30:07 +00:00
4e0a96f964
- identify the subrange of originating patch faces while assigning handles - limit queries and memory allocation to the identified subrange of faces - separate quadtree construction for quad and triangular patches
208 lines
6.4 KiB
C++
208 lines
6.4 KiB
C++
//
|
|
// 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.
|
|
//
|
|
|
|
#include "../far/patchMap.h"
|
|
|
|
#include <algorithm>
|
|
|
|
namespace OpenSubdiv {
|
|
namespace OPENSUBDIV_VERSION {
|
|
|
|
namespace Far {
|
|
|
|
//
|
|
// Inline quadtree assembly methods used by the constructor:
|
|
//
|
|
|
|
// sets all the children to point to the patch of given index
|
|
inline void
|
|
PatchMap::QuadNode::SetChildren(int index) {
|
|
|
|
for (int i=0; i<4; ++i) {
|
|
children[i].isSet = true;
|
|
children[i].isLeaf = true;
|
|
children[i].index = index;
|
|
}
|
|
}
|
|
|
|
// sets the child in "quadrant" to point to the node or patch of the given index
|
|
inline void
|
|
PatchMap::QuadNode::SetChild(int quadrant, int index, bool isLeaf) {
|
|
|
|
assert(!children[quadrant].isSet);
|
|
children[quadrant].isSet = true;
|
|
children[quadrant].isLeaf = isLeaf;
|
|
children[quadrant].index = index;
|
|
}
|
|
|
|
inline void
|
|
PatchMap::assignRootNode(QuadNode * node, int index) {
|
|
|
|
// Assign the given index to all children of the node (all leaves)
|
|
node->SetChildren(index);
|
|
}
|
|
|
|
inline PatchMap::QuadNode *
|
|
PatchMap::assignLeafOrChildNode(QuadNode * node, bool isLeaf, int quadrant, int index) {
|
|
|
|
// Assign the node given if it is a leaf node, otherwise traverse
|
|
// the node -- creating/assigning a new child node if needed
|
|
|
|
if (isLeaf) {
|
|
node->SetChild(quadrant, index, true);
|
|
return node;
|
|
}
|
|
if (node->children[quadrant].isSet) {
|
|
return &_quadtree[node->children[quadrant].index];
|
|
} else {
|
|
int newChildNodeIndex = (int)_quadtree.size();
|
|
_quadtree.push_back(QuadNode());
|
|
node->SetChild(quadrant, newChildNodeIndex, false);
|
|
return &_quadtree[newChildNodeIndex];
|
|
}
|
|
}
|
|
|
|
//
|
|
// Constructor and initialization methods for the handles and quadtree:
|
|
//
|
|
PatchMap::PatchMap(PatchTable const & patchTable) :
|
|
_minPatchFace(-1), _maxPatchFace(-1), _maxDepth(0) {
|
|
|
|
_patchesAreTriangular =
|
|
patchTable.GetVaryingPatchDescriptor().GetNumControlVertices() == 3;
|
|
|
|
if (patchTable.GetNumPatchesTotal() > 0) {
|
|
initializeHandles(patchTable);
|
|
initializeQuadtree(patchTable);
|
|
}
|
|
}
|
|
|
|
void
|
|
PatchMap::initializeHandles(PatchTable const & patchTable) {
|
|
|
|
//
|
|
// Populate the vector of patch Handles. Keep track of the min and max
|
|
// face indices to allocate resources accordingly and limit queries:
|
|
//
|
|
_minPatchFace = (int) patchTable.GetPatchParamTable()[0].GetFaceId();
|
|
_maxPatchFace = _minPatchFace;
|
|
|
|
int numArrays = (int) patchTable.GetNumPatchArrays();
|
|
int numPatches = (int) patchTable.GetNumPatchesTotal();
|
|
|
|
_handles.resize(numPatches);
|
|
|
|
for (int pArray = 0, handleIndex = 0; pArray < numArrays; ++pArray) {
|
|
|
|
ConstPatchParamArray params = patchTable.GetPatchParams(pArray);
|
|
|
|
int patchSize = patchTable.GetPatchArrayDescriptor(pArray).GetNumControlVertices();
|
|
|
|
for (Index j=0; j < patchTable.GetNumPatches(pArray); ++j, ++handleIndex) {
|
|
|
|
Handle & h = _handles[handleIndex];
|
|
|
|
h.arrayIndex = pArray;
|
|
h.patchIndex = handleIndex;
|
|
h.vertIndex = j * patchSize;
|
|
|
|
int patchFaceId = params[j].GetFaceId();
|
|
_minPatchFace = std::min(_minPatchFace, patchFaceId);
|
|
_maxPatchFace = std::max(_maxPatchFace, patchFaceId);
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
PatchMap::initializeQuadtree(PatchTable const & patchTable) {
|
|
|
|
//
|
|
// Reserve quadtree nodes for the worst case and prune later. Set the
|
|
// initial size to accomodate the root node of each patch face:
|
|
//
|
|
int nPatchFaces = (_maxPatchFace - _minPatchFace) + 1;
|
|
|
|
int nHandles = (int)_handles.size();
|
|
|
|
_quadtree.reserve(nPatchFaces + nHandles);
|
|
_quadtree.resize(nPatchFaces);
|
|
|
|
PatchParamTable const & params = patchTable.GetPatchParamTable();
|
|
|
|
for (int handle = 0; handle < nHandles; ++handle) {
|
|
|
|
PatchParam const & param = params[handle];
|
|
|
|
int depth = param.GetDepth();
|
|
int rootDepth = param.NonQuadRoot();
|
|
|
|
_maxDepth = std::max(_maxDepth, depth);
|
|
|
|
QuadNode * node = &_quadtree[param.GetFaceId() - _minPatchFace];
|
|
|
|
if (depth == rootDepth) {
|
|
assignRootNode(node, handle);
|
|
continue;
|
|
}
|
|
|
|
if (!_patchesAreTriangular) {
|
|
// Use the UV bits of the PatchParam directly for quad patches:
|
|
int u = param.GetU();
|
|
int v = param.GetV();
|
|
|
|
for (int j = rootDepth + 1; j <= depth; ++j) {
|
|
int uBit = (u >> (depth - j)) & 1;
|
|
int vBit = (v >> (depth - j)) & 1;
|
|
|
|
int quadrant = (vBit << 1) | uBit;
|
|
|
|
node = assignLeafOrChildNode(node, (j == depth), quadrant, handle);
|
|
}
|
|
} else {
|
|
// Use an interior UV point of triangles to identify quadrants:
|
|
double u = 0.25;
|
|
double v = 0.25;
|
|
param.UnnormalizeTriangle(u, v);
|
|
|
|
double median = 0.5;
|
|
bool triRotated = false;
|
|
|
|
for (int j = rootDepth + 1; j <= depth; ++j, median *= 0.5) {
|
|
int quadrant = transformUVToTriQuadrant(median, u, v, triRotated);
|
|
|
|
node = assignLeafOrChildNode(node, (j == depth), quadrant, handle);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Swap the Node vector with a copy to reduce worst case memory allocation:
|
|
QuadTree tmpTree = _quadtree;
|
|
_quadtree.swap(tmpTree);
|
|
}
|
|
|
|
} // end namespace Far
|
|
|
|
} // end namespace OPENSUBDIV_VERSION
|
|
} // end namespace OpenSubdiv
|