mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-28 22:31:07 +00:00
1063 lines
36 KiB
C++
1063 lines
36 KiB
C++
//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
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// the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and
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// "distribution" have the same meaning here as under U.S.
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// copyright law. A "contribution" is the original software, or
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// any additions or changes to the software.
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// A "contributor" is any person or entity that distributes its
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// contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read
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// directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free copyright license to reproduce its contribution,
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// prepare derivative works of its contribution, and distribute
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// its contribution or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free license under its licensed patents to make, have
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// made, use, sell, offer for sale, import, and/or otherwise
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// dispose of its contribution in the software or derivative works
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// of the contribution in the software.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you
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// rights to use any contributor's name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over
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// patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends
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// automatically.
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// (C) If you distribute any portion of the software, you must
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// retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source
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// code form, you may do so only under this license by including a
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// complete copy of this license with your distribution. If you
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// distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies
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// with this license.
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// (E) The software is licensed "as-is." You bear the risk of
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// using it. The contributors give no express warranties,
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// guarantees or conditions. You may have additional consumer
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// rights under your local laws which this license cannot change.
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// To the extent permitted under your local laws, the contributors
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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//
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#if not defined(__APPLE__)
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#include <GL/glew.h>
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#else
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#include <OpenGL/gl3.h>
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#endif
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#include <Ptexture.h>
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#include <string.h>
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#include <list>
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#include "../osd/local.h"
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#include "../osd/pTexture.h"
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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int OsdPTexture::_gutterWidth = 0;
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int OsdPTexture::_pageMargin = 0;
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int OsdPTexture::_gutterDebug = 0;
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// block : atomic texture unit, points to the texels contained in a face
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//
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// |-----------------------| |-----------------------|
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// | (u,v) | | (u,v) |
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// | | | |
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// | | | |
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// | Block 0 | | Block 1 |
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// | | | |
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// | vres | + | vres | ...
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// | | | |
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// | | | |
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// | | | |
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// | | | |
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// | ures | | ures |
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// |-----------------------| |-----------------------|
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//
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struct block {
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int idx; // PTex face index
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unsigned short u, v; // location in memory pages
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Ptex::Res current, // current resolution of the block
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native; // native resolution of the block
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// comparison operator : true when the current texel area of "b" is greater than "a"
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static bool currentAreaSort(block const * a, block const * b) {
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int darea = a->current.ulog2 * a->current.vlog2 -
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b->current.ulog2 * b->current.vlog2;
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if (darea==0)
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return a->current.ulog2 < b->current.ulog2;
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else
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return darea < 0;
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}
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// returns a "distance" metric from the native texel resolution
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int8_t distanceFromNative( ) const {
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int8_t udist = native.ulog2-current.ulog2,
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vdist = native.vlog2-current.vlog2;
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return udist * udist + vdist * vdist;
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}
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// desirability predicates for resolution scaling optimizations
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static bool downsizePredicate( block const * b0, block const * b1 ) {
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int8_t d0 = b0->distanceFromNative(),
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d1 = b1->distanceFromNative();
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if (d0==d1)
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return (b0->current.ulog2 * b0->current.vlog2) <
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(b1->current.ulog2 * b1->current.vlog2);
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else
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return d0 < d1;
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}
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static bool upsizePredicate( block const * b0, block const * b1 ) {
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int8_t d0 = b0->distanceFromNative(),
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d1 = b1->distanceFromNative();
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if (d0==d1)
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return (b0->current.ulog2 * b0->current.vlog2) <
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(b1->current.ulog2 * b1->current.vlog2);
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else
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return d0 > d1;
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}
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friend std::ostream & operator <<(std::ostream &s, block const & b);
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};
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// page : a handle on a single page of the GL texture array that contains the
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// packed PTex texels. Pages populate "empty" slots with "blocks" of
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// texels.
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// Note : pages are square, because i said so...
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//
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// |--------------------------| |------------|-------------|
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// | | |............|.............|
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// | | |............|.............|
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// | | |............|.............|
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// | | |.... B 0 ...|.... B 1 ..../
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// | | |............|.............|
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// | | |............|.............|
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// | | |............|.............|
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// | Empty Page | |------------|-------------|
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// | | packed => |..........................|
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// | | |..........................|
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// | | |..........................|
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// | | |.......... B 2 ...........|
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// | | |..........................|
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// | | |..........................|
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// | | |..........................|
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// |--------------------------| |--------------------------|
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//
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struct page {
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//----------------------------------------------------------------
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// slot : rectangular block of available texels in a page
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struct slot {
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GLushort u, v, ures, vres;
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slot( GLushort size ) : u(0), v(0), ures(size), vres(size) { }
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slot( GLushort iu, GLushort iv, GLushort iures, GLushort ivres ) :
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u(iu), v(iv), ures(iures), vres(ivres) { }
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// true if a block can fit in this slot
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bool fits( block const * b ) {
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return ( (b->current.u()+2*OsdPTexture::GetGutterWidth())<=ures ) &&
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((b->current.v()+2*OsdPTexture::GetGutterWidth())<=vres);
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}
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};
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//----------------------------------------------------------------
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typedef std::list<block *> blist;
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blist blocks;
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typedef std::list<slot> slist;
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slist slots;
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// construct a page with a single empty slot the size of the page
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page( GLushort pagesize ) {
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slots.push_back( slot( pagesize) );
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}
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// true if there is no empty texels in the page (ie. no slots left)
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bool isFull( ) const {
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return slots.size()==0;
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}
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// true when the block "b" is successfully added to this page :
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//
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// |--------------------------| |------------|-------------|
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// | | |............| |
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// | | |............| |
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// | | |.... B .....| Right Slot |
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// | | |............| |
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// | | |............| |
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// | | |------------|-------------|
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// | Original Slot | ==> | |
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// | | | |
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// | | | Bottom Slot |
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// | | | |
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// | | | |
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// |--------------------------| |--------------------------|
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//
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bool addBlock( block * b ) {
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for (slist::iterator i=slots.begin(); i!=slots.end(); ++i) {
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if (i->fits( b )) {
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blocks.push_back( b );
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int w = OsdPTexture::GetGutterWidth();
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b->u=i->u + w;
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b->v=i->v + w;
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// add new slot to the right
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if (i->ures > (b->current.u()+2*w)) {
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slots.push_front( slot( i->u+b->current.u()+2*w,
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i->v,
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i->ures-b->current.u()-2*w,
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b->current.v()+2*w));
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}
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// add new slot to the bottom
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if (i->vres > (b->current.v()+2*w)) {
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slots.push_back( slot( i->u,
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i->v+b->current.v()+2*w,
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i->ures,
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i->vres-b->current.v()-2*w ));
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}
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slots.erase( i );
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return true;
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}
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}
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return false;
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}
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friend std::ostream & operator <<(std::ostream &s, const page & p);
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};
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// Ptex reader helper - manages up/down sizing and texel packing of blocks into
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// texel pages and generate the GL texture buffers for rendering :
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//
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// Pages table : maps the face (quad) to a page based on gl_PrimitiveID
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//
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// face idx = 1
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// V
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// 0 1 2 ...
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// |----------|----------|----------|--------
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// | page idx | page idx | page idx | ...
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// |----------|----------|----------|--------
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//
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// Layout table : coordinates of the gprim in the page
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//
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// - layout coords = vec4 normalized(top left (u,v), ures, vres))
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//
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// face idx = 1
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// V
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// 0 1 2 ...
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// |--------|--------|--------|--------
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// | layout | layout | layout | ...
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// |--------|--------|--------|--------
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//
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// Texels buffer : the packed texels
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//
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// page 0 page 1
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// |------------|-------------||------------|-------------||------
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// |............|.............||............|.............||
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// |............|.............||............|.............||
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// |............|.............||............|..... ( X ) .||
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// |.... B 0 ...|.... B 1 ....||.... B 3 ...|.............||
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// |............|.............||............|.............||
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// |............|.............||............|.............||
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// |............|.............||............|.............||
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// |------------|-------------||------------|.... B 5 ....||
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// |..........................||............|.............||
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// |..........................||............|.............||
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// |..........................||............|.............||
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// |.......... B 2 ...........||.... B 4 ...|.............||
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// |..........................||............|.............||
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// |..........................||............|.............||
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// |..........................||............|.............||
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// |--------------------------||--------------------------||-------
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//
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// GLSL shader computes texel coordinates with :
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// * vec3 ( X ) = ( layout.u + X, layout.v + Y, page idx )
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//
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class loader {
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public:
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loader( PtexTexture * );
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~loader( ) {
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ClearPages();
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}
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const GLushort GetPageSize( ) const {
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return _pagesize;
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}
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const unsigned long int GetNumBlocks( ) const {
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return (unsigned long int)_blocks.size();
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}
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const unsigned long int GetNumPages( ) const {
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return (unsigned long int)_pages.size();
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}
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const GLuint * GetIndexBuffer( ) const {
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return _indexBuffer;
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}
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const GLfloat * GetLayoutBuffer( ) const {
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return _layoutBuffer;
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}
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const GLubyte * GetTexelBuffer( ) const {
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return _texelBuffer;
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}
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unsigned long int GetUncompressedSize() const {
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return _txc * _bpp;
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}
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unsigned long int GetNativeUncompressedSize() const {
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return _txn * _bpp;
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}
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void OptimizeResolution( unsigned long int memrec );
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void OptimizePacking( int maxnumpages );
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bool GenerateBuffers( );
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float EvaluateWaste( ) const;
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void ClearPages( );
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void ClearBuffers();
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void PrintBlocks() const;
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void PrintPages() const;
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protected:
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friend struct block;
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PtexTexture * _ptex;
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private:
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int _bpp; // bits per pixel
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unsigned long int _txc, // texel count for current resolution
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_txn; // texel count for native resolution
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std::vector<block> _blocks;
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std::vector<page *> _pages;
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GLushort _pagesize;
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GLuint * _indexBuffer;
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GLfloat * _layoutBuffer;
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GLubyte * _texelBuffer;
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};
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loader::loader( PtexTexture * p ) :
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_ptex(p), _indexBuffer( NULL ), _layoutBuffer( NULL ), _texelBuffer(NULL)
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{
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_bpp = p->numChannels() * Ptex::DataSize( p->dataType() );
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_txn = 0;
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int nf = p->numFaces();
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_blocks.clear();
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_blocks.resize( nf );
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for (int i=0; i<nf; ++i) {
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const Ptex::FaceInfo & f = p->getFaceInfo(i);
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_blocks[i].idx=i;
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_blocks[i].current=_blocks[i].native=f.res;
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_txn += f.res.u() * f.res.v();
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}
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_txc = _txn;
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}
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// attempt to re-size per-face resolutions to hit the uncompressed texel
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// memory use requirement
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void
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loader::OptimizeResolution( unsigned long int memrec )
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{
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unsigned long int txrec = memrec / _bpp;
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if (txrec==_txc)
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return;
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else
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{
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unsigned long int txcur = _txc;
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if (_blocks.size()==0)
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return;
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std::vector<block *> blocks( _blocks.size() );
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for (unsigned long int i=0; i<blocks.size(); ++i)
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blocks[i] = &(_blocks[i]);
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// reducing footprint ----------------------------------------
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if (txrec < _txc)
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{
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// blocks that have already been resized heavily will be considered last
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std::sort(blocks.begin(), blocks.end(), block::downsizePredicate );
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while ( (txcur>0) && (txcur>txrec) )
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{
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unsigned long int txsaved = txcur;
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// start stealing from largest to smallest down
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for (int i=(int)blocks.size()-1; i>=0; --i)
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{
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block * b = blocks[i];
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// we have already hit rock bottom resolution... skip this block
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if (b->current.ulog2==0 || b->current.vlog2==0)
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continue;
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GLushort ures = (1<<(unsigned)(b->current.ulog2-1)),
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vres = (1<<(unsigned)(b->current.vlog2-1));
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int diff = b->current.size() - ures * vres;
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// we are about to overshoot the limit with our big blocks :
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// skip until we find something smaller
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if ( ((unsigned long int)diff>txcur) || ((txcur-diff)<txrec) )
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continue;
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b->current.ulog2--;
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b->current.vlog2--;
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txcur-=diff;
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}
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// couldn't scavenge anymore even from smallest faces : time to bail out.
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if (txsaved==txcur)
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break;
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}
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_txc = txcur;
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} else {
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// increasing footprint --------------------------------------
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// blocks that have already been resized heavily will be considered first
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std::sort(blocks.begin(), blocks.end(), block::upsizePredicate );
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while ( (txcur < _txn) && (txcur < txrec) )
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{
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unsigned long int txsaved = txcur;
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// start adding back to the largest faces first
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for (int i=0; i<(int)blocks.size(); ++i)
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{
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block * b = blocks[i];
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// already at native resolution... nothing to be done
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if (b->current == b->native)
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continue;
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GLushort ures = (1<<(unsigned)(b->current.ulog2+1)),
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vres = (1<<(unsigned)(b->current.vlog2+1));
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int diff = ures * vres - b->current.size();
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// we are about to overshoot the limit with our big blocks :
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// skip until we find something smaller
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if ( (txcur + diff) > txrec )
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continue;
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b->current.ulog2++;
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b->current.vlog2++;
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txcur+=diff;
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}
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// couldn't scavenge anymore even from smallest faces : time to bail out.
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if (txsaved==txcur)
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break;
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}
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_txc = txcur;
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}
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}
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}
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// greedy packing of blocks into pages
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void
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loader::OptimizePacking( int maxnumpages )
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{
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if (_blocks.size()==0)
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return;
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// generate a vector of pointers to the blocks -------------------
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std::vector<block *> blocks( _blocks.size() );
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for (unsigned long int i=0; i<blocks.size(); ++i)
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blocks[i] = &(_blocks[i]);
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// intro-sort blocks from largest to smallest (helps minimizing waste with
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// greedy packing)
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std::sort(blocks.rbegin(), blocks.rend(), block::currentAreaSort );
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// compute page size ---------------------------------------------
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// page size is set to the largest edge of the largest block : this is the
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// smallest possible page size, which should minimize the texels wasted on
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// the "last page" when the smallest blocks are being packed.
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|
_pagesize = blocks[0]->current.ulog2 > blocks[0]->current.vlog2 ?
|
|
blocks[0]->current.u() : blocks[0]->current.v();
|
|
|
|
// at least 2*GUTTER_WIDTH of margin required for each page to fit
|
|
_pagesize += OsdPTexture::GetPageMargin();
|
|
|
|
// grow the pagesize to make sure the optimization will not exceed the maximum
|
|
// number of pages allowed
|
|
for (int npages=_txc/(_pagesize*_pagesize); npages>maxnumpages; _pagesize<<=1)
|
|
npages = _txc/(_pagesize*_pagesize );
|
|
|
|
ClearPages( );
|
|
|
|
// save some memory allocation time : guess the number of pages from the
|
|
// number of texels
|
|
_pages.reserve( _txc / (_pagesize*_pagesize) + 1 );
|
|
|
|
// pack blocks into slots ----------------------------------------
|
|
for (unsigned long int i=0, firstslot=0; i<_blocks.size(); ++i ) {
|
|
|
|
block * b = blocks[i];
|
|
|
|
// traverse existing pages for a suitable slot ---------------
|
|
bool added=false;
|
|
for( unsigned long int p=firstslot; p<_pages.size(); ++p )
|
|
if( (added=_pages[p]->addBlock( b )) ) {
|
|
break;
|
|
}
|
|
|
|
// if none was found : start new page
|
|
if( !added ) {
|
|
page * p = new page( _pagesize );
|
|
p->addBlock(b);
|
|
_pages.push_back( p );
|
|
}
|
|
|
|
// adjust the page flag to the first page with open slots
|
|
if( (_pages.size()>(firstslot+1)) &&
|
|
(_pages[firstslot+1]->isFull()) )
|
|
++firstslot;
|
|
}
|
|
}
|
|
|
|
// resample border texels for guttering
|
|
//
|
|
static void
|
|
resampleBorder(PtexTexture * ptex, int face, int edgeId, GLubyte *result, int edge,
|
|
int dstLength, int bpp, float srcStart=0.0f, float srcEnd=1.0f)
|
|
{
|
|
const Ptex::FaceInfo & pf = ptex->getFaceInfo(face);
|
|
PtexFaceData * data = ptex->getData(face);
|
|
|
|
int edgeLength = (edgeId==0||edgeId==2) ? pf.res.u() : pf.res.v();
|
|
int srcOffset = (int)(srcStart*edgeLength);
|
|
int srcLength = (int)((srcEnd-srcStart)*edgeLength);
|
|
|
|
GLubyte *border = new GLubyte[bpp*srcLength];
|
|
|
|
// order of the result will be flipped to match adjacent pixel order
|
|
for(int i=0;i<srcLength; ++i) {
|
|
int u, v;
|
|
if(edgeId==Ptex::e_bottom) {
|
|
u = edgeLength-1-(i+srcOffset);
|
|
v = 0;
|
|
} else if(edgeId==Ptex::e_right) {
|
|
u = pf.res.u()-1;
|
|
v = edgeLength-1-(i+srcOffset);
|
|
} else if(edgeId==Ptex::e_top) {
|
|
u = i+srcOffset;
|
|
v = pf.res.v()-1;
|
|
} else if(edgeId==Ptex::e_left) {
|
|
u = 0;
|
|
v = i+srcOffset;
|
|
}
|
|
data->getPixel(u, v, &border[i*bpp]);
|
|
}
|
|
// nearest resample to fit dstLength
|
|
for(int i=0;i<dstLength;++i) {
|
|
for(int j=0; j<bpp; j++) {
|
|
result[i*bpp+j] = border[(i*srcLength/dstLength)*bpp+j];
|
|
}
|
|
}
|
|
|
|
// gutter visualize debug
|
|
if (OsdPTexture::GetGutterDebug()) {
|
|
float debugColors[4][4] = { {1, 0, 0, 0}, // bottom = red
|
|
{0, 1, 0, 0}, // right = green
|
|
{0, 0, 1, 0}, // left = blue
|
|
{1, 1, 0, 0} }; // top = yellow
|
|
for(int i=0;i<dstLength;++i){
|
|
float *fb = (float*)result;
|
|
Ptex::ConvertFromFloat(result+i*bpp, debugColors[edge], ptex->dataType(), 4);
|
|
}
|
|
}
|
|
|
|
delete[] border;
|
|
}
|
|
|
|
// flip order of pixel buffer
|
|
static void
|
|
flipBuffer(GLubyte *buffer, int length, int bpp)
|
|
{
|
|
for(int i=0; i<length/2; ++i){
|
|
for(int j=0; j<bpp; j++){
|
|
std::swap(buffer[i*bpp+j], buffer[(length-1-i)*bpp+j]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// sample neighbor face's edge
|
|
static void
|
|
sampleNeighbor(PtexTexture * ptex, GLubyte *border, int face, int edge, int length, int bpp)
|
|
{
|
|
const Ptex::FaceInfo &fi = ptex->getFaceInfo(face);
|
|
|
|
// copy adjacent borders
|
|
int adjface = fi.adjface(edge);
|
|
if(adjface != -1) {
|
|
int ae = fi.adjedge(edge);
|
|
if (!fi.isSubface() && ptex->getFaceInfo(adjface).isSubface()) {
|
|
/* nonsubface -> subface (1:0.5) see http://ptex.us/adjdata.html for more detail
|
|
+------------------+
|
|
| face |
|
|
+--------edge------+
|
|
| adj face | |
|
|
+----------+-------+
|
|
*/
|
|
resampleBorder(ptex, adjface, ae, border, edge, length/2, bpp);
|
|
const Ptex::FaceInfo &sfi1 = ptex->getFaceInfo(adjface);
|
|
adjface = sfi1.adjface((ae+3)%4);
|
|
const Ptex::FaceInfo &sfi2 = ptex->getFaceInfo(adjface);
|
|
ae = (sfi1.adjedge((ae+3)%4)+3)%4;
|
|
resampleBorder(ptex, adjface, ae, border+(length/2*bpp), edge, length/2, bpp);
|
|
|
|
} else if (fi.isSubface() && !ptex->getFaceInfo(adjface).isSubface()) {
|
|
/* subface -> nonsubface (0.5:1). two possible configuration
|
|
case 1 case 2
|
|
+----------+----------+ +----------+----------+--------+
|
|
| face | B | | | face | B |
|
|
+---edge---+----------+ +----------+--edge----+--------+
|
|
|0.0 0.5 1.0| |0.0 0.5 1.0|
|
|
| adj face | | adj face |
|
|
+---------------------+ +---------------------+
|
|
*/
|
|
int Bf = fi.adjface((edge+1)%4);
|
|
int Be = fi.adjedge((edge+1)%4);
|
|
int f = ptex->getFaceInfo(Bf).adjface((Be+1)%4);
|
|
int e = ptex->getFaceInfo(Bf).adjedge((Be+1)%4);
|
|
if(f == adjface && e == ae) // case 1
|
|
resampleBorder(ptex, adjface, ae, border, edge, length, bpp, 0.0, 0.5);
|
|
else // case 2
|
|
resampleBorder(ptex, adjface, ae, border, edge, length, bpp, 0.5, 1.0);
|
|
|
|
} else {
|
|
/* ordinary case (1:1 match)
|
|
+------------------+
|
|
| face |
|
|
+--------edge------+
|
|
| adj face |
|
|
+----------+-------+
|
|
*/
|
|
resampleBorder(ptex, adjface, ae, border, edge, length, bpp);
|
|
}
|
|
} else {
|
|
/* border edge. duplicate itself
|
|
+-----------------+
|
|
| face |
|
|
+-------edge------+
|
|
*/
|
|
resampleBorder(ptex, face, edge, border, edge, length, bpp);
|
|
flipBuffer(border, length, bpp);
|
|
}
|
|
}
|
|
|
|
// average corner pixels by traversing all adjacent faces around vertex
|
|
//
|
|
static bool
|
|
averageCorner(PtexTexture *ptex, float *accumPixel, int numchannels, int face, int edge)
|
|
{
|
|
const Ptex::FaceInfo &fi = ptex->getFaceInfo(face);
|
|
|
|
int adjface = fi.adjface(edge);
|
|
|
|
// don't average T-vertex.
|
|
if (fi.isSubface() && !ptex->getFaceInfo(adjface).isSubface())
|
|
return false;
|
|
|
|
int valence = 0;
|
|
int currentFace = face;
|
|
int currentEdge = edge;
|
|
int uv[4][2] = {{0,0}, {1,0}, {1,1}, {0,1}};
|
|
float *pixel = (float*)alloca(sizeof(float)*numchannels);
|
|
|
|
// clear result buffer
|
|
memset(accumPixel, 0, sizeof(float)*numchannels);
|
|
|
|
do {
|
|
valence++;
|
|
Ptex::FaceInfo info = ptex->getFaceInfo(currentFace);
|
|
ptex->getPixel(currentFace,
|
|
uv[currentEdge][0] * (info.res.u()-1),
|
|
uv[currentEdge][1] * (info.res.v()-1),
|
|
pixel, 0, numchannels);
|
|
for(int j=0; j<numchannels; ++j) {
|
|
accumPixel[j] += pixel[j];
|
|
}
|
|
|
|
// next face
|
|
currentFace = info.adjface(currentEdge);
|
|
currentEdge = info.adjedge(currentEdge);
|
|
currentEdge = (currentEdge+1)%4;
|
|
} while(currentFace != -1 && currentFace != face);
|
|
|
|
for(int j=0; j<numchannels; ++j) {
|
|
accumPixel[j] /= valence;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// sample neighbor pixels and populate around blocks
|
|
static void
|
|
guttering(PtexTexture *_ptex, block *b, GLubyte *pptr, int _bpp, int _pagesize, int stride, int gwidth)
|
|
{
|
|
const Ptex::FaceInfo &fi = _ptex->getFaceInfo(b->idx);
|
|
GLubyte * border = new GLubyte[_pagesize * _bpp];
|
|
|
|
for(int w=0; w<gwidth; ++w) {
|
|
for(int edge=0; edge<4; edge++) {
|
|
|
|
int len = (edge==0 or edge==2) ? b->current.u() : b->current.v();
|
|
// XXX: for now, sample same edge regardless of gutter depth
|
|
sampleNeighbor(_ptex, border, b->idx, edge, len, _bpp);
|
|
|
|
GLubyte *s = border, *d;
|
|
for(int j=0;j<len;++j) {
|
|
d = pptr;
|
|
switch(edge) {
|
|
case Ptex::e_bottom:
|
|
d += stride*(b->v-1-w) + _bpp*(b->u+j);
|
|
break;
|
|
case Ptex::e_right:
|
|
d += stride*(b->v+j) + _bpp*(b->u+b->current.u()+w);
|
|
break;
|
|
case Ptex::e_top:
|
|
d += stride*(b->v+b->current.v()+w) + _bpp*(b->u+len-j-1);
|
|
break;
|
|
case Ptex::e_left:
|
|
d += stride*(b->v+len-j-1) + _bpp*(b->u-1-w);
|
|
break;
|
|
}
|
|
for(int k=0; k<_bpp; k++)
|
|
*d++ = *s++;
|
|
}
|
|
}
|
|
}
|
|
delete[] border;
|
|
|
|
// average corner pixels
|
|
int numchannels = _ptex->numChannels();
|
|
float *accumPixel = new float[numchannels];
|
|
int uv[4][2] = {{-1,-1}, {1,-1}, {1,1}, {-1,1}};
|
|
for(int edge=0; edge<4; edge++) {
|
|
|
|
if(averageCorner(_ptex, accumPixel, numchannels, b->idx, edge)) {
|
|
// set accumPixel to 4 corner
|
|
int du = (b->u+gwidth*uv[edge][0]);
|
|
int dv = (b->v+gwidth*uv[edge][1]);
|
|
if(edge==1||edge==2) du += b->current.u()-gwidth-1;
|
|
if(edge==2||edge==3) dv += b->current.v()-gwidth-1;
|
|
// .. over (gwidth+1)x(gwidth+1) pixels for each corner
|
|
for(int u=0; u<=gwidth; ++u) {
|
|
for(int v=0; v<=gwidth; ++v) {
|
|
GLubyte *d = pptr + (dv+u)*stride + (du+v)*_bpp;
|
|
Ptex::ConvertFromFloat(d, accumPixel, _ptex->dataType(), numchannels);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
delete[] accumPixel;
|
|
}
|
|
|
|
// prepares the data for the texture samplers used by the GLSL tables to render
|
|
// PTex texels
|
|
bool
|
|
loader::GenerateBuffers( )
|
|
{
|
|
if (_pages.size()==0) return false;
|
|
|
|
// populate the page index lookup texture ------------------------
|
|
_indexBuffer = new GLuint[ _blocks.size() ];
|
|
for (unsigned long int i=0; i<_pages.size(); ++i) {
|
|
page * p = _pages[i];
|
|
for (page::blist::iterator j=p->blocks.begin(); j!=p->blocks.end(); ++j)
|
|
_indexBuffer[ (*j)->idx ] = i;
|
|
}
|
|
|
|
// populate the layout lookup texture ----------------------------
|
|
GLfloat * lptr = _layoutBuffer = new GLfloat[ 4 * _blocks.size() ];
|
|
for (unsigned long int i=0; i<_blocks.size(); ++ i) {
|
|
// normalize coordinates by pagesize resolution !
|
|
*lptr++ = (GLfloat) _blocks[i].u / (GLfloat) _pagesize;
|
|
*lptr++ = (GLfloat) _blocks[i].v / (GLfloat) _pagesize;
|
|
*lptr++ = (GLfloat) _blocks[i].current.u() / (GLfloat) _pagesize;
|
|
*lptr++ = (GLfloat) _blocks[i].current.v() / (GLfloat) _pagesize;
|
|
}
|
|
|
|
// populate the texels -------------------------------------------
|
|
int stride = _bpp * _pagesize,
|
|
pagestride = stride * _pagesize;
|
|
|
|
GLubyte * pptr = _texelBuffer = new GLubyte[ pagestride * _pages.size() ];
|
|
|
|
for (unsigned long int i=0; i<_pages.size(); i++) {
|
|
|
|
page * p = _pages[i];
|
|
|
|
for (page::blist::iterator b=p->blocks.begin(); b!=p->blocks.end(); ++b) {
|
|
_ptex->getData( (*b)->idx, pptr + stride*(*b)->v + _bpp*(*b)->u, stride, (*b)->current );
|
|
|
|
if(OsdPTexture::GetGutterWidth() > 0)
|
|
guttering(_ptex, *b, pptr, _bpp, _pagesize, stride, OsdPTexture::GetGutterWidth());
|
|
}
|
|
|
|
pptr += pagestride;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void
|
|
loader::ClearBuffers( )
|
|
{ delete [] _indexBuffer;
|
|
delete [] _layoutBuffer;
|
|
delete [] _texelBuffer;
|
|
}
|
|
|
|
// returns a ratio of texels wasted in the final GPU texture : anything under 5%
|
|
// is pretty good compared to our previous solution...
|
|
float
|
|
loader::EvaluateWaste( ) const
|
|
{
|
|
unsigned long int wasted=0;
|
|
for( unsigned long int i=0; i<_pages.size(); i++ ) {
|
|
page * p = _pages[i];
|
|
for( page::slist::iterator s=p->slots.begin(); s!=p->slots.end(); ++s )
|
|
wasted += s->ures * s->vres;
|
|
}
|
|
return (float)((double)wasted/(double)_txc);
|
|
}
|
|
|
|
void
|
|
loader::ClearPages( )
|
|
{ for( unsigned long int i=0; i<_pages.size(); i++ )
|
|
delete _pages[i];
|
|
_pages.clear();
|
|
}
|
|
|
|
void
|
|
loader::PrintBlocks() const
|
|
{ for( unsigned long int i=0; i<_blocks.size(); ++i )
|
|
std::cout<<_blocks[i]<<std::endl;
|
|
}
|
|
|
|
void
|
|
loader::PrintPages() const
|
|
{ for( unsigned long int i=0; i<_pages.size(); ++i )
|
|
std::cout<<*(_pages[i])<<std::endl;
|
|
}
|
|
|
|
std::ostream & operator <<(std::ostream &s, const block & b)
|
|
{ s<<"block "<<b.idx<<" = { ";
|
|
s<<"native=("<<b.native.u()<<","<<b.native.v()<<") ";
|
|
s<<"current=("<<b.current.u()<<","<<b.current.v()<<") ";
|
|
s<<"}";
|
|
return s;
|
|
}
|
|
|
|
std::ostream & operator <<(std::ostream &s, const page & p)
|
|
{
|
|
s<<"page {\n";
|
|
s<<" slots {";
|
|
for (page::slist::const_iterator i=p.slots.begin(); i!=p.slots.end(); ++i)
|
|
s<<" { "<<i->u<<" "<<i->v<<" "<<i->ures<<" "<<i->vres<<"} ";
|
|
s<<" }\n";
|
|
|
|
s<<" blocks {";
|
|
for (page::blist::const_iterator i=p.blocks.begin(); i!=p.blocks.end(); ++i)
|
|
s<<" "<< **i;
|
|
s<<" }\n";
|
|
|
|
s<<"}";
|
|
return s;
|
|
}
|
|
|
|
OsdPTexture::~OsdPTexture()
|
|
{
|
|
// delete pages lookup ---------------------------------
|
|
if (glIsTexture(_pages))
|
|
glDeleteTextures(1,&_pages);
|
|
|
|
// delete layout lookup --------------------------------
|
|
if (glIsTexture(_layout))
|
|
glDeleteTextures(1,&_layout);
|
|
|
|
// delete textures lookup ------------------------------
|
|
if (glIsTexture(_texels))
|
|
glDeleteTextures(1,&_texels);
|
|
}
|
|
|
|
static GLuint genTextureBuffer( GLenum format, GLsizeiptr size, GLvoid const * data ) {
|
|
|
|
GLuint buffer, result;
|
|
glGenBuffers(1, & buffer );
|
|
glBindBuffer( GL_TEXTURE_BUFFER, buffer );
|
|
glBufferData( GL_TEXTURE_BUFFER, size, data, GL_STATIC_DRAW);
|
|
|
|
glGenTextures(1, & result);
|
|
glBindTexture( GL_TEXTURE_BUFFER, result);
|
|
glTexBuffer( GL_TEXTURE_BUFFER, format, buffer);
|
|
|
|
glDeleteBuffers(1,&buffer);
|
|
|
|
return result;
|
|
}
|
|
|
|
OsdPTexture::OsdPTexture()
|
|
: _width(0), _height(0), _depth(0),_pages(0), _layout(0), _texels(0)
|
|
{ }
|
|
|
|
OsdPTexture *
|
|
OsdPTexture::Create( PtexTexture * reader, unsigned long int targetMemory ) {
|
|
OsdPTexture * result=NULL;
|
|
|
|
// Read the ptexture data and pack the texels
|
|
loader ldr( reader );
|
|
|
|
unsigned long int nativeSize = ldr.GetNativeUncompressedSize(),
|
|
targetSize = targetMemory;
|
|
|
|
if (targetSize!=0 && targetSize!=nativeSize)
|
|
ldr.OptimizeResolution( targetSize );
|
|
|
|
GLint maxnumpages = 0;
|
|
glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &maxnumpages);
|
|
|
|
ldr.OptimizePacking( maxnumpages );
|
|
|
|
if (!ldr.GenerateBuffers( ))
|
|
return result;
|
|
|
|
// Setup GPU memory
|
|
unsigned long int nfaces = ldr.GetNumBlocks();
|
|
|
|
GLuint pages = genTextureBuffer( GL_R32I,
|
|
nfaces * sizeof(GLint),
|
|
ldr.GetIndexBuffer() );
|
|
|
|
GLuint layout = genTextureBuffer( GL_RGBA32F,
|
|
nfaces * 4 * sizeof(GLfloat),
|
|
ldr.GetLayoutBuffer() );
|
|
|
|
GLenum format, type;
|
|
switch(reader->dataType())
|
|
{
|
|
case Ptex::dt_uint16 : type = GL_UNSIGNED_SHORT; break;
|
|
case Ptex::dt_float : type = GL_FLOAT; break;
|
|
case Ptex::dt_half : type = GL_HALF_FLOAT; break;
|
|
default : type = GL_UNSIGNED_BYTE; break;
|
|
}
|
|
|
|
switch(reader->numChannels())
|
|
{
|
|
case 1 : format = GL_RED; break;
|
|
case 2 : format = GL_RG; break;
|
|
case 3 : format = GL_RGB; break;
|
|
case 4 : format = GL_RGBA; break;
|
|
default: format = GL_RED; break;
|
|
}
|
|
|
|
// actual texels texture array
|
|
GLuint texels;
|
|
glGenTextures(1,&texels);
|
|
glBindTexture(GL_TEXTURE_2D_ARRAY,texels);
|
|
|
|
// XXXX for the time being, filtering is off - once cross-patch filtering
|
|
// is in place, we will use glGenSamplers to dynamically access these settings.
|
|
if (GetGutterWidth() > 0) {
|
|
glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
} else {
|
|
glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
}
|
|
glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D_ARRAY,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);
|
|
|
|
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0,
|
|
(type==GL_FLOAT) ? GL_RGBA32F : GL_RGBA,
|
|
ldr.GetPageSize(),
|
|
ldr.GetPageSize(),
|
|
ldr.GetNumPages(),
|
|
0, format, type,
|
|
ldr.GetTexelBuffer());
|
|
|
|
if (GLuint err = glGetError()) {
|
|
printf("(OsdPtexture::Create) GL error %x :", err);
|
|
return result;
|
|
}
|
|
|
|
ldr.ClearBuffers( );
|
|
|
|
// Return the Osd Ptexture object
|
|
result = new OsdPTexture;
|
|
|
|
result->_width = ldr.GetPageSize();
|
|
result->_height = ldr.GetPageSize();
|
|
result->_depth = ldr.GetNumPages();
|
|
|
|
result->_format = format;
|
|
|
|
result->_pages = pages;
|
|
result->_layout = layout;
|
|
result->_texels = texels;
|
|
|
|
return result;
|
|
}
|
|
|
|
} // end namespace OPENSUBDIV_VERSION
|
|
} // end namespace OpenSubdiv
|
|
|