mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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ce55f56d50
- VVarBoundaryInterpolation is now VtxBoundaryInterpolation - enum prefix change from VVAR to VTX - generel cleanup / doxyfication - update of beta / release notes
240 lines
11 KiB
C++
240 lines
11 KiB
C++
//
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// Copyright 2014 DreamWorks Animation LLC.
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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#ifndef SDC_CREASE_H
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#define SDC_CREASE_H
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#include "../version.h"
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#include "../sdc/options.h"
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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namespace Sdc {
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//
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// Types, constants and utilities related to semi-sharp creasing -- whose implementation is
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// independent of the subdivision scheme.
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//
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// Crease is intended to be a light-weight, trivially constructed class that computes
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// crease-related properties. An instance of an Crease is defined with a set of options
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// that include current and future variations that will impact computations involving
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// sharpness values.
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//
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// We do not to use Neighborhoods here as input. Since their sharpness values are potentially
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// not specified (and gathered on demand), and the methods here rely more on the sharpness
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// values and less on the topology, we choose to work directly with the sharpness values for
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// more flexibility. We also follow the trend of using primitive arrays in the interface.
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//
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// Note on the need for and use of sharpness values:
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// In general, mask queries rely on the sharpness values. The common case of a smooth
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// vertex, when known, avoids the need to inspect them, but unless the rules are well understood,
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// users will be expected to provided them -- particularly when they expect the mask queries
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// to do all of the work (just determining if a vertex is smooth will require inspection of
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// incident edge sharpness).
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// Mask queries will occassionally require the subdivided sharpness values around the
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// child vertex. So users will be expected to either provide them up front when known, or to be
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// gathered on demand. Any implementation of subdivision with creasing cannot avoid subdividing
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// the sharpness values first, so keeping them available for re-use is a worthwhile consideration.
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//
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class Crease {
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public:
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//
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// Constants and related queries of sharpness values:
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//
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static float const SHARPNESS_SMOOTH; // = 0.0f, do we really need this?
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static float const SHARPNESS_INFINITE; // = 10.0f;
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static bool IsSmooth(float sharpness) { return sharpness <= SHARPNESS_SMOOTH; }
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static bool IsSharp(float sharpness) { return sharpness > SHARPNESS_SMOOTH; }
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static bool IsInfinite(float sharpness) { return sharpness >= SHARPNESS_INFINITE; }
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static bool IsSemiSharp(float sharpness) { return (SHARPNESS_SMOOTH < sharpness) && (sharpness < SHARPNESS_INFINITE); }
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//
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// Enum for the types of subdivision rules applied based on sharpness values (note these
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// correspond to Hbr's vertex "mask"). The values are assigned to bit positions as it is
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// useful to OR the corners of faces to quickly inspect its applicable rules.
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//
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enum Rule {
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RULE_UNKNOWN = 0,
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RULE_SMOOTH = (1 << 0),
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RULE_DART = (1 << 1),
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RULE_CREASE = (1 << 2),
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RULE_CORNER = (1 << 3)
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};
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public:
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Crease() : _options() { }
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Crease(Options const& options) : _options(options) { }
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~Crease() { }
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//
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// Considering labeling the current/default/normal creasing method as "simple" in contrast
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// to all others that are "complex". The idea is that code can make certain assumptions
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// and take some "simple" action in some cases to avoid the higher costs of dealing with
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// more complex implementations.
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//
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bool IsUniform() const { return _options.GetCreasingMethod() == Options::CREASE_UNIFORM; }
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//
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// Optional sharp features:
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// Since options treat certain topological features as infinitely sharp -- boundaries
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// or nonmanifold features -- sharpness values should be adjust before use. The following
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// methods will adjust specific according to the options applied.
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//
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float SharpenBoundaryEdge(float edgeSharpness) const;
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float SharpenBoundaryVertex(float edgeSharpness) const;
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float SharpenNonManifoldEdge(float edgeSharpness) const;
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float SharpenNonManifoldVertex(float edgeSharpness) const;
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//
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// Sharpness subdivision:
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// The simple case for computing a subdivided sharpness value is as follows:
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// - Smooth edges or verts stay Smooth
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// - Sharp edges or verts stay Sharp
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// - semi-sharp edges or verts are decremented by 1.0
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// but for Chaikin (and potentially future creasing schemes that improve upon it) the
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// computation is more involved. In the case of edges in particular, the sharpness of a
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// child edge is determined by the sharpness in the neighborhood of the end vertex
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// corresponding to the child. For this reason, an alternative to subdividing sharpness
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// that computes all child edges around a vertex is given.
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//
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float SubdivideUniformSharpness(float vertexOrEdgeSharpness) const;
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float SubdivideVertexSharpness(float vertexSharpness) const;
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float SubdivideEdgeSharpnessAtVertex(float edgeSharpness,
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int incidentEdgeCountAtEndVertex,
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float const* edgeSharpnessAroundEndVertex) const;
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void SubdivideEdgeSharpnessesAroundVertex(int incidentEdgeCountAtVertex,
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float const* incidentEdgeSharpnessAroundVertex,
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float* childEdgesSharpnessAroundVertex) const;
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//
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// Rule determination:
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// Mask queries do not require the Rule to be known, it can be determined from
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// the information provided, but it is generally more efficient when the Rule is known
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// and provided. In particular, the Smooth case dominates and is known to be applicable
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// based on the origin of the vertex without inspection of sharpness.
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//
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Rule DetermineVertexVertexRule(float vertexSharpness,
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int incidentEdgeCount,
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float const* incidentEdgeSharpness) const;
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Rule DetermineVertexVertexRule(float vertexSharpness,
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int sharpEdgeCount) const;
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//
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// Transitional weighting:
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// When the rules applicable to a parent vertex and its child differ, one or more
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// sharpness values has "decayed" to zero. Both rules are then applicable and blended
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// by a weight between 0 and 1 that reflects the transition. Most often this will be
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// a single sharpness value that decays from within the interval [0,1] to zero -- and
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// the weight to apply is exactly that sharpness value -- but more than one may decay,
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// and values > 1 may also decay to 0 in a single step while others within [0,1] may
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// remain > 0.
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// So to properly determine a transitional weight, sharpness values for both the
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// parent and child must be inspected, combined and clamped accordingly.
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//
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// Open questions:
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// - does this method need to be public, or can it reside within the mask
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// query classes? (though it would be the same for anything non-linear, so
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// may be worth making a protected method somewhere)
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// - does this need further consideration at an edge-vertex?
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// - no, the edge-vertex case is far more trivial: one non-zero sharpness
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// for the edge that decays to zero for one or both child edges -- the
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// transitional weight is simply the edge sharpness (clamped to 1)
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// ? why pass only the parent vertex sharpness...
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// - because it is so trivial to compute the child vertex sharpness?
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// - may be better off passing both parent and child for both vertex and edge
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// just to be clear here.
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//
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float ComputeFractionalWeightAtVertex(float vertexSharpness,
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float childVertexSharpness,
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int incidentEdgeCount,
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float const* incidentEdgeSharpness,
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float const* childEdgesSharpness) const;
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// Would these really help? Maybe only need Rules for the vertex-vertex case...
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//
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// Rule DetermineEdgeVertexRule(float parentEdgeSharpness) const;
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// Rule DetermineEdgeVertexRule(float childEdge1Sharpness, float childEdge2Sharpness) const;
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protected:
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float decrementSharpness(float sharpness) const;
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private:
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Options _options;
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};
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// XXXX manuelk non-manifold is not implemented yet - return infintely sharp as default for now
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//
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// Non-trivial inline declarations:
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//
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inline float
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Crease::SharpenBoundaryEdge(float edgeSharpness) const {
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return (_options.GetVtxBoundaryInterpolation() != Options::VTX_BOUNDARY_NONE) ?
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SHARPNESS_INFINITE : edgeSharpness;
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}
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inline float
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Crease::SharpenBoundaryVertex(float vertexSharpness) const {
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return (_options.GetVtxBoundaryInterpolation() == Options::VTX_BOUNDARY_EDGE_AND_CORNER) ?
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SHARPNESS_INFINITE : vertexSharpness;
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}
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inline float
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Crease::decrementSharpness(float sharpness) const {
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if (IsSmooth(sharpness)) return Crease::SHARPNESS_SMOOTH; // redundant but most common
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if (IsInfinite(sharpness)) return Crease::SHARPNESS_INFINITE;
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if (sharpness > 1.0f) return (sharpness - 1.0f);
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return Crease::SHARPNESS_SMOOTH;
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}
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inline float
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Crease::SubdivideUniformSharpness(float vertexOrEdgeSharpness) const {
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return decrementSharpness(vertexOrEdgeSharpness);
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}
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inline float
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Crease::SubdivideVertexSharpness(float vertexSharpness) const {
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return decrementSharpness(vertexSharpness);
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}
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} // end namespace sdc
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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 /* SDC_CREASE_H */
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