mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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10c687ecd5
- [Feature Adaptive GPU Rendering of Catmull-Clark Surfaces](http://research.microsoft.com/en-us/um/people/cloop/tog2012.pdf). - New API architecture : we are planning to lock on to this new framework as the basis for backward compatibility, which we will enforce from Release 1.0 onward. Subsequent releases of OpenSubdiv should not break client code. - DirectX 11 support - and much more...
216 lines
7.8 KiB
C++
216 lines
7.8 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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#ifndef FAR_MESH_H
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#define FAR_MESH_H
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#include "../version.h"
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#include "../far/subdivisionTables.h"
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#include "../far/patchTables.h"
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#include "../far/vertexEditTables.h"
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#include <cassert>
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#include <vector>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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template <class U> class FarDispatcher;
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/// \brief Feature Adaptive Mesh class.
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///
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/// FarMesh is a serialized instantiation of an HbrMesh. The HbrMesh contains
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/// all the topological data in a highly interconnected data structure for
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/// ease of access and modification. When instantiating a FarMesh, the factory
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/// analyzes this data structure and serializes the topology into a linear
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/// buffers that are ready for efficient parallel processing.
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template <class U> class FarMesh {
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public:
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~FarMesh();
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/// Returns the subdivision method
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FarSubdivisionTables<U> const * GetSubdivisionTables() const { return _subdivisionTables; }
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/// Returns the list of vertices in the mesh (from subdiv level 0 to N)
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std::vector<U> & GetVertices() { return _vertices; }
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U & GetVertex(int index) { return _vertices[index]; }
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/// Returns the list of indices of the vertices of the faces in the mesh
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std::vector<int> const & GetFaceVertices(int level) const;
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/// Returns the ptex coordinates for each face at a given level. The coordinates
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/// are stored as : (int) faceindex / (ushort) u_index / (ushort) v_index
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std::vector<int> const & GetPtexCoordinates(int level) const;
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/// Returns the fvar data for each face at a given level. The data
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/// is stored as a run of totalFVarWidth floats per-vertex per-face
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/// e.g.: for UV data it has the structure of float[p][4][2] where
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/// p=primitiveID and totalFVarWidth=2:
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/// [ [ uv uv uv uv ] [ uv uv uv uv ] [ ... ] ]
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/// prim 0 prim 1
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std::vector<float> const & GetFVarData(int level) const;
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int GetTotalFVarWidth() const { return _totalFVarWidth; }
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/// Returns patch tables
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FarPatchTables const * GetPatchTables() const { return _patchTables; }
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/// Returns vertex edit tables
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FarVertexEditTables<U> const * GetVertexEdit() const { return _vertexEditTables; }
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/// Returns the total number of vertices in the mesh across across all depths
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int GetNumVertices() const { return (int)(_vertices.size()); }
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/// Apply the subdivision tables to compute the positions of the vertices up
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/// to 'level'
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void Subdivide(int level=-1);
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private:
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// Note : the vertex classes are renamed <X,Y> so as not to shadow the
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// declaration of the templated vertex class U.
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template <class X, class Y> friend class FarMeshFactory;
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FarMesh() : _subdivisionTables(0), _patchTables(0), _vertexEditTables(0) { }
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// non-copyable, so these are not implemented:
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FarMesh(FarMesh<U> const &);
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FarMesh<U> & operator = (FarMesh<U> const &);
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// subdivision method used in this mesh
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FarSubdivisionTables<U> * _subdivisionTables;
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// tables of vertex indices for feature adaptive patches
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FarPatchTables * _patchTables;
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// hierarchical vertex edit tables
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FarVertexEditTables<U> * _vertexEditTables;
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// list of vertices (up to N levels of subdivision)
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std::vector<U> _vertices;
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// list of vertex indices for each face
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std::vector< std::vector<int> > _faceverts;
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// ptex coordinates for each face
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std::vector< std::vector<int> > _ptexcoordinates;
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// fvar data for each face
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std::vector< std::vector<float> > _fvarData;
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int _totalFVarWidth; // from hbrMesh
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};
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template <class U>
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FarMesh<U>::~FarMesh()
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{
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delete _subdivisionTables;
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delete _patchTables;
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delete _vertexEditTables;
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}
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template <class U> std::vector<int> const &
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FarMesh<U>::GetFaceVertices(int level) const {
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if ( (level>=0) and (level<(int)_faceverts.size()) )
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return _faceverts[level];
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return _faceverts[0];
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}
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template <class U> std::vector<int> const &
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FarMesh<U>::GetPtexCoordinates(int level) const {
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if ( (level>=0) and (level<(int)_faceverts.size()) )
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return _ptexcoordinates[level];
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return _ptexcoordinates[0];
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}
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template <class U> std::vector<float> const &
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FarMesh<U>::GetFVarData(int level) const {
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if ( (level>=0) and (level<(int)_faceverts.size()) )
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return _fvarData[level];
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return _fvarData[0];
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}
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template <class U> void
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FarMesh<U>::Subdivide(int maxlevel) {
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assert(_subdivisionTables);
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if ( (maxlevel < 0) )
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maxlevel=_subdivisionTables->GetMaxLevel();
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else
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maxlevel = std::min(maxlevel, _subdivisionTables->GetMaxLevel());
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FarDispatcher<U> * dispatch = &FarDispatcher<U>::_DefaultDispatcher;
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for (int i=1; i<maxlevel; ++i) {
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_subdivisionTables->Apply(i, dispatch);
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if (_vertexEditTables)
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_vertexEditTables->Apply(i, dispatch);
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}
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}
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} // end namespace OPENSUBDIV_VERSION
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using namespace OPENSUBDIV_VERSION;
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} // end namespace OpenSubdiv
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#endif /* FAR_MESH_H */
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