mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-04 17:00:06 +00:00
d0a624f373
- 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
398 lines
13 KiB
C++
398 lines
13 KiB
C++
//
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// Copyright 2013 Pixar
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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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#include "../far/stencilTablesFactory.h"
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#include "../far/patchTablesFactory.h"
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#include "../far/patchMap.h"
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#include "../far/protoStencil.h"
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#include "../far/topologyRefiner.h"
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#include <cassert>
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#include <algorithm>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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namespace Far {
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//------------------------------------------------------------------------------
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void
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StencilTablesFactory::generateControlVertStencils(
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int numControlVerts, Stencil & dst) {
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// Control vertices contribute a single index with a weight of 1.0
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for (int i=0; i<numControlVerts; ++i) {
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*dst._size = 1;
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*dst._indices = i;
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*dst._weights = 1.0f;
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dst.Next();
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}
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}
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//
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// StencilTables factory
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//
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StencilTables const *
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StencilTablesFactory::Create(TopologyRefiner const & refiner,
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Options options) {
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StencilTables * result = new StencilTables;
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int maxlevel = std::min(int(options.maxLevel), refiner.GetMaxLevel());
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if (maxlevel==0 and (not options.generateControlVerts)) {
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return result;
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}
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// 'maxsize' reflects the size of the default supporting basis factorized
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// in the stencils, with a little bit of head-room. Each subdivision scheme
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// has a set valence for 'regular' vertices, which drives the size of the
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// supporting basis of control-vertices. The goal is to reduce the number
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// of incidences where the pool allocator has to switch to dynamically
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// allocated heap memory when encountering extraordinary vertices that
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// require a larger supporting basis.
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//
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// The maxsize settings we use follow the assumption that the vast
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// majority of the vertices in a mesh are regular, and that the valence
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// of the extraordinary vertices is only higher by 1 edge.
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int maxsize = 0;
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bool interpolateVarying = false;
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switch (options.interpolationMode) {
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case INTERPOLATE_VERTEX: {
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Sdc::SchemeType type = refiner.GetSchemeType();
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switch (type) {
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case Sdc::SCHEME_BILINEAR : maxsize = 5; break;
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case Sdc::SCHEME_CATMARK : maxsize = 17; break;
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case Sdc::SCHEME_LOOP : maxsize = 10; break;
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default:
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assert(0);
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}
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} break;
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case INTERPOLATE_VARYING: maxsize = 5; interpolateVarying=true; break;
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default:
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assert(0);
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}
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std::vector<StencilAllocator> allocators(
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options.generateIntermediateLevels ? maxlevel+1 : 2,
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StencilAllocator(maxsize, interpolateVarying));
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StencilAllocator * srcAlloc = &allocators[0],
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* dstAlloc = &allocators[1];
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//
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// Interpolate stencils for each refinement level using
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// TopologyRefiner::InterpolateLevel<>()
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//
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for (int level=1;level<=maxlevel; ++level) {
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dstAlloc->Resize(refiner.GetNumVertices(level));
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if (options.interpolationMode==INTERPOLATE_VERTEX) {
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refiner.Interpolate(level, *srcAlloc, *dstAlloc);
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} else {
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refiner.InterpolateVarying(level, *srcAlloc, *dstAlloc);
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}
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if (options.generateIntermediateLevels) {
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if (level<maxlevel) {
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if (options.factorizeIntermediateLevels) {
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srcAlloc = &allocators[level];
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} else {
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// if the stencils are dependent on the previous level of
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// subdivision, pass an empty allocator to treat all parent
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// vertices as control vertices
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assert(allocators[0].GetNumStencils()==0);
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}
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dstAlloc = &allocators[level+1];
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}
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} else {
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std::swap(srcAlloc, dstAlloc);
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}
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}
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// Copy stencils from the pool allocator into the tables
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{
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// Add total number of stencils, weights & indices
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int nelems = 0, nstencils=0;
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if (options.generateIntermediateLevels) {
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for (int level=0; level<=maxlevel; ++level) {
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nstencils += allocators[level].GetNumStencils();
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nelems += allocators[level].GetNumVerticesTotal();
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}
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} else {
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nstencils = (int)srcAlloc->GetNumStencils();
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nelems = srcAlloc->GetNumVerticesTotal();
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}
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// Allocate
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result->_numControlVertices = refiner.GetNumVertices(0);
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if (options.generateControlVerts) {
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nstencils += result->_numControlVertices;
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nelems += result->_numControlVertices;
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}
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result->resize(nstencils, nelems);
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// Copy stencils
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Stencil dst(&result->_sizes.at(0),
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&result->_indices.at(0), &result->_weights.at(0));
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if (options.generateControlVerts) {
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generateControlVertStencils(result->_numControlVertices, dst);
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}
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if (options.generateIntermediateLevels) {
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for (int level=1; level<=maxlevel; ++level) {
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for (int i=0; i<allocators[level].GetNumStencils(); ++i) {
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*dst._size = allocators[level].CopyStencil(i, dst._indices, dst._weights);
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dst.Next();
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}
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}
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} else {
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for (int i=0; i<srcAlloc->GetNumStencils(); ++i) {
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*dst._size = srcAlloc->CopyStencil(i, dst._indices, dst._weights);
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dst.Next();
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}
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}
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if (options.generateOffsets) {
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result->generateOffsets();
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}
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}
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return result;
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}
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//------------------------------------------------------------------------------
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StencilTables const *
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StencilTablesFactory::Create(int numTables, StencilTables const ** tables) {
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StencilTables * result = new StencilTables;
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if ( (numTables<=0) or (not tables)) {
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return result;
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}
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int ncvs = tables[0]->GetNumControlVertices(),
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nstencils = 0,
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nelems = 0;
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for (int i=0; i<numTables; ++i) {
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StencilTables const & st = *tables[i];
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if (st.GetNumControlVertices()!=ncvs) {
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return result;
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}
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nstencils += st.GetNumStencils();
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nelems += (int)st.GetControlIndices().size();
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}
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result->resize(nstencils, nelems);
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unsigned char * sizes = &result->_sizes[0];
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Index * indices = &result->_indices[0];
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float * weights = &result->_weights[0];
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for (int i=0; i<numTables; ++i) {
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StencilTables const & st = *tables[i];
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int st_nstencils = st.GetNumStencils(),
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st_nelems = (int)st._indices.size();
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memcpy(sizes, &st._sizes[0], st_nstencils*sizeof(unsigned char));
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memcpy(indices, &st._indices[0], st_nelems*sizeof(Index));
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memcpy(weights, &st._weights[0], st_nelems*sizeof(float));
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sizes += st_nstencils;
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indices += st_nelems;
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weights += st_nelems;
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}
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result->_numControlVertices = ncvs;
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// have to re-generate offsets from scratch
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result->generateOffsets();
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return result;
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}
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//------------------------------------------------------------------------------
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LimitStencilTables const *
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LimitStencilTablesFactory::Create(TopologyRefiner const & refiner,
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LocationArrayVec const & locationArrays, StencilTables const * cvStencils,
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PatchTables const * patchTables) {
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// Compute the total number of stencils to generate
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int numStencils=0, numLimitStencils=0;
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for (int i=0; i<(int)locationArrays.size(); ++i) {
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assert(locationArrays[i].numLocations>=0);
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numStencils += locationArrays[i].numLocations;
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}
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if (numStencils<=0) {
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return 0;
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}
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bool uniform = refiner.IsUniform();
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int maxlevel = refiner.GetMaxLevel(), maxsize=17;
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StencilTables const * cvstencils = cvStencils;
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if (not cvstencils) {
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// Generate stencils for the control vertices - this is necessary to
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// properly factorize patches with control vertices at level 0 (natural
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// regular patches, such as in a torus)
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// note: the control vertices of the mesh are added as single-index
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// stencils of weight 1.0f
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StencilTablesFactory::Options options;
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options.generateIntermediateLevels = uniform ? false :true;
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options.generateControlVerts = true;
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options.generateOffsets = true;
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// XXXX (manuelk) We could potentially save some mem-copies by not
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// instanciating the stencil tables and work directly off the pool
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// allocators.
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cvstencils = StencilTablesFactory::Create(refiner, options);
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} else {
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// Sanity checks
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if (cvstencils->GetNumStencils() != (uniform ?
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refiner.GetNumVertices(maxlevel) :
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refiner.GetNumVerticesTotal())) {
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return 0;
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}
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}
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// If a stencil table was given, use it, otherwise, create a new one
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PatchTables const * patchtables = patchTables;
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if (not patchTables) {
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// XXXX (manuelk) If no patch-tables was passed, we should be able to
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// infer the patches fairly easily from the refiner. Once more tags
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// have been added to the refiner, maybe we can remove the need for the
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// patch tables.
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OpenSubdiv::Far::PatchTablesFactory::Options options;
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options.adaptiveStencilTables = cvstencils;
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patchtables = PatchTablesFactory::Create(refiner, options);
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} else {
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// Sanity checks
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if (patchTables->IsFeatureAdaptive()==uniform) {
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if (not cvStencils) {
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assert(cvstencils and cvstencils!=cvStencils);
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delete cvstencils;
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}
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return 0;
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}
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}
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assert(patchtables and cvstencils);
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// Create a patch-map to locate sub-patches faster
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PatchMap patchmap( *patchtables );
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//
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// Generate limit stencils for locations
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//
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// Create a pool allocator to accumulate ProtoLimitStencils
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LimitStencilAllocator alloc(maxsize);
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alloc.Resize(numStencils);
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// XXXX (manuelk) we can make uniform (bilinear) stencils faster with a
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// dedicated code path that does not use PatchTables or the PatchMap
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for (int i=0, currentStencil=0; i<(int)locationArrays.size(); ++i) {
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LocationArray const & array = locationArrays[i];
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assert(array.ptexIdx>=0);
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for (int j=0; j<array.numLocations; ++j, ++currentStencil) {
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float s = array.s[j],
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t = array.t[j];
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PatchMap::Handle const * handle =
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patchmap.FindPatch(array.ptexIdx, s, t);
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if (handle) {
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ProtoLimitStencil dst = alloc[currentStencil];
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if (uniform) {
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patchtables->EvaluateBilinear(*handle, s, t, *cvstencils, dst);
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} else {
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patchtables->Evaluate(*handle, s, t, *cvstencils, dst);
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}
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++numLimitStencils;
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}
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}
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}
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if (not cvStencils) {
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delete cvstencils;
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}
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//
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// Copy the proto-stencils into the limit stencil tables
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//
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LimitStencilTables * result = new LimitStencilTables;
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int nelems = alloc.GetNumVerticesTotal();
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if (nelems>0) {
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// Allocate
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result->resize(numLimitStencils, nelems);
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// Copy stencils
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LimitStencil dst(&result->_sizes.at(0), &result->_indices.at(0),
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&result->_weights.at(0), &result->_duWeights.at(0),
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&result->_dvWeights.at(0));
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for (int i=0; i<alloc.GetNumStencils(); ++i) {
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*dst._size = alloc.CopyLimitStencil(i, dst._indices, dst._weights,
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dst._duWeights, dst._dvWeights);
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dst.Next();
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}
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// XXXX manuelk should offset creation be optional ?
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result->generateOffsets();
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}
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result->_numControlVertices = refiner.GetNumVertices(0);
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return result;
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}
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//------------------------------------------------------------------------------
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KernelBatch
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StencilTablesFactory::Create(StencilTables const &stencilTables) {
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return KernelBatch( KernelBatch::KERNEL_STENCIL_TABLE,
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-1, 0, stencilTables.GetNumStencils());
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}
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} // end namespace Far
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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