OpenSubdiv/opensubdiv/far/stencilTablesFactory.cpp
manuelk d0a624f373 Add "smooth UVs" to Far
- extend Far::PatchTables data structures & interfaces to store requisite
  information for channels of face-varying bi-cubic patches
- implement gather function in Far::PatchTablesFactory to populate face-varying
  channels with adaptive patches
- extend accessor interface in Vtr::Level
- propagate code fall-out throughout OpenSubdiv code base, examples & tutorials
- extend vtrViewer code to visualize tessellated bi-cubic face-varying patches
2015-02-26 13:57:47 -08:00

398 lines
13 KiB
C++

//
// Copyright 2013 Pixar
//
// 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/stencilTablesFactory.h"
#include "../far/patchTablesFactory.h"
#include "../far/patchMap.h"
#include "../far/protoStencil.h"
#include "../far/topologyRefiner.h"
#include <cassert>
#include <algorithm>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
namespace Far {
//------------------------------------------------------------------------------
void
StencilTablesFactory::generateControlVertStencils(
int numControlVerts, Stencil & dst) {
// Control vertices contribute a single index with a weight of 1.0
for (int i=0; i<numControlVerts; ++i) {
*dst._size = 1;
*dst._indices = i;
*dst._weights = 1.0f;
dst.Next();
}
}
//
// StencilTables factory
//
StencilTables const *
StencilTablesFactory::Create(TopologyRefiner const & refiner,
Options options) {
StencilTables * result = new StencilTables;
int maxlevel = std::min(int(options.maxLevel), refiner.GetMaxLevel());
if (maxlevel==0 and (not options.generateControlVerts)) {
return result;
}
// 'maxsize' reflects the size of the default supporting basis factorized
// in the stencils, with a little bit of head-room. Each subdivision scheme
// has a set valence for 'regular' vertices, which drives the size of the
// supporting basis of control-vertices. The goal is to reduce the number
// of incidences where the pool allocator has to switch to dynamically
// allocated heap memory when encountering extraordinary vertices that
// require a larger supporting basis.
//
// The maxsize settings we use follow the assumption that the vast
// majority of the vertices in a mesh are regular, and that the valence
// of the extraordinary vertices is only higher by 1 edge.
int maxsize = 0;
bool interpolateVarying = false;
switch (options.interpolationMode) {
case INTERPOLATE_VERTEX: {
Sdc::SchemeType type = refiner.GetSchemeType();
switch (type) {
case Sdc::SCHEME_BILINEAR : maxsize = 5; break;
case Sdc::SCHEME_CATMARK : maxsize = 17; break;
case Sdc::SCHEME_LOOP : maxsize = 10; break;
default:
assert(0);
}
} break;
case INTERPOLATE_VARYING: maxsize = 5; interpolateVarying=true; break;
default:
assert(0);
}
std::vector<StencilAllocator> allocators(
options.generateIntermediateLevels ? maxlevel+1 : 2,
StencilAllocator(maxsize, interpolateVarying));
StencilAllocator * srcAlloc = &allocators[0],
* dstAlloc = &allocators[1];
//
// Interpolate stencils for each refinement level using
// TopologyRefiner::InterpolateLevel<>()
//
for (int level=1;level<=maxlevel; ++level) {
dstAlloc->Resize(refiner.GetNumVertices(level));
if (options.interpolationMode==INTERPOLATE_VERTEX) {
refiner.Interpolate(level, *srcAlloc, *dstAlloc);
} else {
refiner.InterpolateVarying(level, *srcAlloc, *dstAlloc);
}
if (options.generateIntermediateLevels) {
if (level<maxlevel) {
if (options.factorizeIntermediateLevels) {
srcAlloc = &allocators[level];
} else {
// if the stencils are dependent on the previous level of
// subdivision, pass an empty allocator to treat all parent
// vertices as control vertices
assert(allocators[0].GetNumStencils()==0);
}
dstAlloc = &allocators[level+1];
}
} else {
std::swap(srcAlloc, dstAlloc);
}
}
// Copy stencils from the pool allocator into the tables
{
// Add total number of stencils, weights & indices
int nelems = 0, nstencils=0;
if (options.generateIntermediateLevels) {
for (int level=0; level<=maxlevel; ++level) {
nstencils += allocators[level].GetNumStencils();
nelems += allocators[level].GetNumVerticesTotal();
}
} else {
nstencils = (int)srcAlloc->GetNumStencils();
nelems = srcAlloc->GetNumVerticesTotal();
}
// Allocate
result->_numControlVertices = refiner.GetNumVertices(0);
if (options.generateControlVerts) {
nstencils += result->_numControlVertices;
nelems += result->_numControlVertices;
}
result->resize(nstencils, nelems);
// Copy stencils
Stencil dst(&result->_sizes.at(0),
&result->_indices.at(0), &result->_weights.at(0));
if (options.generateControlVerts) {
generateControlVertStencils(result->_numControlVertices, dst);
}
if (options.generateIntermediateLevels) {
for (int level=1; level<=maxlevel; ++level) {
for (int i=0; i<allocators[level].GetNumStencils(); ++i) {
*dst._size = allocators[level].CopyStencil(i, dst._indices, dst._weights);
dst.Next();
}
}
} else {
for (int i=0; i<srcAlloc->GetNumStencils(); ++i) {
*dst._size = srcAlloc->CopyStencil(i, dst._indices, dst._weights);
dst.Next();
}
}
if (options.generateOffsets) {
result->generateOffsets();
}
}
return result;
}
//------------------------------------------------------------------------------
StencilTables const *
StencilTablesFactory::Create(int numTables, StencilTables const ** tables) {
StencilTables * result = new StencilTables;
if ( (numTables<=0) or (not tables)) {
return result;
}
int ncvs = tables[0]->GetNumControlVertices(),
nstencils = 0,
nelems = 0;
for (int i=0; i<numTables; ++i) {
StencilTables const & st = *tables[i];
if (st.GetNumControlVertices()!=ncvs) {
return result;
}
nstencils += st.GetNumStencils();
nelems += (int)st.GetControlIndices().size();
}
result->resize(nstencils, nelems);
unsigned char * sizes = &result->_sizes[0];
Index * indices = &result->_indices[0];
float * weights = &result->_weights[0];
for (int i=0; i<numTables; ++i) {
StencilTables const & st = *tables[i];
int st_nstencils = st.GetNumStencils(),
st_nelems = (int)st._indices.size();
memcpy(sizes, &st._sizes[0], st_nstencils*sizeof(unsigned char));
memcpy(indices, &st._indices[0], st_nelems*sizeof(Index));
memcpy(weights, &st._weights[0], st_nelems*sizeof(float));
sizes += st_nstencils;
indices += st_nelems;
weights += st_nelems;
}
result->_numControlVertices = ncvs;
// have to re-generate offsets from scratch
result->generateOffsets();
return result;
}
//------------------------------------------------------------------------------
LimitStencilTables const *
LimitStencilTablesFactory::Create(TopologyRefiner const & refiner,
LocationArrayVec const & locationArrays, StencilTables const * cvStencils,
PatchTables const * patchTables) {
// Compute the total number of stencils to generate
int numStencils=0, numLimitStencils=0;
for (int i=0; i<(int)locationArrays.size(); ++i) {
assert(locationArrays[i].numLocations>=0);
numStencils += locationArrays[i].numLocations;
}
if (numStencils<=0) {
return 0;
}
bool uniform = refiner.IsUniform();
int maxlevel = refiner.GetMaxLevel(), maxsize=17;
StencilTables const * cvstencils = cvStencils;
if (not cvstencils) {
// Generate stencils for the control vertices - this is necessary to
// properly factorize patches with control vertices at level 0 (natural
// regular patches, such as in a torus)
// note: the control vertices of the mesh are added as single-index
// stencils of weight 1.0f
StencilTablesFactory::Options options;
options.generateIntermediateLevels = uniform ? false :true;
options.generateControlVerts = true;
options.generateOffsets = true;
// XXXX (manuelk) We could potentially save some mem-copies by not
// instanciating the stencil tables and work directly off the pool
// allocators.
cvstencils = StencilTablesFactory::Create(refiner, options);
} else {
// Sanity checks
if (cvstencils->GetNumStencils() != (uniform ?
refiner.GetNumVertices(maxlevel) :
refiner.GetNumVerticesTotal())) {
return 0;
}
}
// If a stencil table was given, use it, otherwise, create a new one
PatchTables const * patchtables = patchTables;
if (not patchTables) {
// XXXX (manuelk) If no patch-tables was passed, we should be able to
// infer the patches fairly easily from the refiner. Once more tags
// have been added to the refiner, maybe we can remove the need for the
// patch tables.
OpenSubdiv::Far::PatchTablesFactory::Options options;
options.adaptiveStencilTables = cvstencils;
patchtables = PatchTablesFactory::Create(refiner, options);
} else {
// Sanity checks
if (patchTables->IsFeatureAdaptive()==uniform) {
if (not cvStencils) {
assert(cvstencils and cvstencils!=cvStencils);
delete cvstencils;
}
return 0;
}
}
assert(patchtables and cvstencils);
// Create a patch-map to locate sub-patches faster
PatchMap patchmap( *patchtables );
//
// Generate limit stencils for locations
//
// Create a pool allocator to accumulate ProtoLimitStencils
LimitStencilAllocator alloc(maxsize);
alloc.Resize(numStencils);
// XXXX (manuelk) we can make uniform (bilinear) stencils faster with a
// dedicated code path that does not use PatchTables or the PatchMap
for (int i=0, currentStencil=0; i<(int)locationArrays.size(); ++i) {
LocationArray const & array = locationArrays[i];
assert(array.ptexIdx>=0);
for (int j=0; j<array.numLocations; ++j, ++currentStencil) {
float s = array.s[j],
t = array.t[j];
PatchMap::Handle const * handle =
patchmap.FindPatch(array.ptexIdx, s, t);
if (handle) {
ProtoLimitStencil dst = alloc[currentStencil];
if (uniform) {
patchtables->EvaluateBilinear(*handle, s, t, *cvstencils, dst);
} else {
patchtables->Evaluate(*handle, s, t, *cvstencils, dst);
}
++numLimitStencils;
}
}
}
if (not cvStencils) {
delete cvstencils;
}
//
// Copy the proto-stencils into the limit stencil tables
//
LimitStencilTables * result = new LimitStencilTables;
int nelems = alloc.GetNumVerticesTotal();
if (nelems>0) {
// Allocate
result->resize(numLimitStencils, nelems);
// Copy stencils
LimitStencil dst(&result->_sizes.at(0), &result->_indices.at(0),
&result->_weights.at(0), &result->_duWeights.at(0),
&result->_dvWeights.at(0));
for (int i=0; i<alloc.GetNumStencils(); ++i) {
*dst._size = alloc.CopyLimitStencil(i, dst._indices, dst._weights,
dst._duWeights, dst._dvWeights);
dst.Next();
}
// XXXX manuelk should offset creation be optional ?
result->generateOffsets();
}
result->_numControlVertices = refiner.GetNumVertices(0);
return result;
}
//------------------------------------------------------------------------------
KernelBatch
StencilTablesFactory::Create(StencilTables const &stencilTables) {
return KernelBatch( KernelBatch::KERNEL_STENCIL_TABLE,
-1, 0, stencilTables.GetNumStencils());
}
} // end namespace Far
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv