mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-04 08:50:06 +00:00
2d33a6ebf4
- added definition and gathering method to Vtr::Level - extended Far::EndCap...PatchFactories with VSpan[4] for patch corners - extended Far::EndCapGregoryPatchFactory to avoid last level assumption - adapted Far::PatchTableFactory to use above extensions - extended Far::GregoryBasis to recognize VSpan corners - simplified Far::GregoryBasis treatement of boundaries - fixed bug in Far::GregoryBasis related to smooth corners
429 lines
16 KiB
C++
429 lines
16 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/gregoryBasis.h"
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#include "../far/error.h"
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#include "../far/stencilTableFactory.h"
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#include "../far/topologyRefiner.h"
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#include "../vtr/stackBuffer.h"
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#include <cassert>
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#include <cmath>
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#include <cstring>
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#include <cstdio>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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namespace Far {
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int
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GregoryBasis::ProtoBasis::GetNumElements() const {
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int nelems=0;
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for (int vid=0; vid<4; ++vid) {
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nelems += P[vid].GetSize();
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nelems += Ep[vid].GetSize();
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nelems += Em[vid].GetSize();
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nelems += Fp[vid].GetSize();
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nelems += Fm[vid].GetSize();
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}
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return nelems;
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}
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void
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GregoryBasis::ProtoBasis::Copy(int * sizes, Index * indices, float * weights) const {
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for (int vid=0; vid<4; ++vid) {
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P[vid].Copy(&sizes, &indices, &weights);
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Ep[vid].Copy(&sizes, &indices, &weights);
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Em[vid].Copy(&sizes, &indices, &weights);
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Fp[vid].Copy(&sizes, &indices, &weights);
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Fm[vid].Copy(&sizes, &indices, &weights);
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}
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}
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void
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GregoryBasis::ProtoBasis::Copy(GregoryBasis * dest) const {
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int nelems = GetNumElements();
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dest->_indices.resize(nelems);
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dest->_weights.resize(nelems);
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Copy(dest->_sizes, &dest->_indices[0], &dest->_weights[0]);
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}
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inline float csf(Index n, Index j) {
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if (j%2 == 0) {
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return cosf((2.0f * float(M_PI) * float(float(j-0)/2.0f))/(float(n)+3.0f));
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} else {
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return sinf((2.0f * float(M_PI) * float(float(j-1)/2.0f))/(float(n)+3.0f));
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}
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}
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inline float computeCoefficient(int valence) {
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// precomputed coefficient table up to valence 29
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static float efTable[] = {
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0, 0, 0,
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0.812816f, 0.500000f, 0.363644f, 0.287514f,
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0.238688f, 0.204544f, 0.179229f, 0.159657f,
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0.144042f, 0.131276f, 0.120632f, 0.111614f,
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0.103872f, 0.09715f, 0.0912559f, 0.0860444f,
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0.0814022f, 0.0772401f, 0.0734867f, 0.0700842f,
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0.0669851f, 0.0641504f, 0.0615475f, 0.0591488f,
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0.0569311f, 0.0548745f, 0.0529621f
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};
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assert(valence > 0);
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if (valence < 30) return efTable[valence];
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float t = 2.0f * float(M_PI) / float(valence);
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return 1.0f / (valence * (cosf(t) + 5.0f +
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sqrtf((cosf(t) + 9) * (cosf(t) + 1)))/16.0f);
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}
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GregoryBasis::ProtoBasis::ProtoBasis(
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Vtr::internal::Level const & level, Index faceIndex,
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Vtr::internal::Level::VSpan const cornerSpans[],
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int levelVertOffset, int fvarChannel) {
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// XXX: This function is subject to refactor in 3.1
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Vtr::ConstIndexArray facePoints = (fvarChannel<0) ?
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level.getFaceVertices(faceIndex) :
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level.getFaceFVarValues(faceIndex, fvarChannel);
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assert(facePoints.size()==4);
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int maxvalence = level.getMaxValence(),
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valences[4];
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// XXX: a temporary hack for the performance issue
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// ensure Point has a capacity for the neighborhood of
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// 2 extraordinary verts + 2 regular verts
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// worse case: n-valence verts at a corner of n-gon.
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int stencilCapacity =
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4/*0-ring*/ + 2*(2*(maxvalence-2)/*1-ring around extraordinaries*/
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+ 2/*1-ring around regulars, excluding shared ones*/);
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Point e0[4], e1[4];
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for (int i = 0; i < 4; ++i) {
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P[i].Clear(stencilCapacity);
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e0[i].Clear(stencilCapacity);
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e1[i].Clear(stencilCapacity);
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}
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Vtr::internal::StackBuffer<Index, 40> manifoldRings[4];
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manifoldRings[0].SetSize(maxvalence*2);
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manifoldRings[1].SetSize(maxvalence*2);
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manifoldRings[2].SetSize(maxvalence*2);
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manifoldRings[3].SetSize(maxvalence*2);
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Vtr::internal::StackBuffer<Point, 10> f(maxvalence);
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Vtr::internal::StackBuffer<Point, 40> r(maxvalence*4);
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// the first phase
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for (int vid=0; vid<4; ++vid) {
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// save for varying stencils
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varyingIndex[vid] = facePoints[vid] + levelVertOffset;
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int ringSize = 0;
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if (cornerSpans[vid]._numFaces == 0) {
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ringSize = level.gatherQuadRegularRingAroundVertex( facePoints[vid],
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manifoldRings[vid], fvarChannel);
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} else {
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ringSize = level.gatherQuadRegularPartialRingAroundVertex( facePoints[vid],
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cornerSpans[vid],
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manifoldRings[vid], fvarChannel);
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}
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// when the corner vertex is on a boundary (ring-size is odd), valence is
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// negated and the ring is padded to replicate the last entry
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if (ringSize & 1) {
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manifoldRings[vid][ringSize] = manifoldRings[vid][ringSize-1];
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++ringSize;
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valences[vid] = -ringSize/2;
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} else {
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valences[vid] = ringSize/2;
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}
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int valence = valences[vid];
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int ivalence = abs(valence);
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for (int i=0; i<ivalence; ++i) {
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Index im = (i+ivalence-1)%ivalence,
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ip = (i+1)%ivalence;
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Index idx_neighbor = (manifoldRings[vid][2*i + 0]),
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idx_diagonal = (manifoldRings[vid][2*i + 1]),
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idx_neighbor_p = (manifoldRings[vid][2*ip + 0]),
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idx_neighbor_m = (manifoldRings[vid][2*im + 0]),
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idx_diagonal_m = (manifoldRings[vid][2*im + 1]);
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float d = float(ivalence)+5.0f;
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f[i].Clear(4);
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f[i].AddWithWeight(facePoints[vid], float(ivalence)/d);
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f[i].AddWithWeight(idx_neighbor_p, 2.0f/d);
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f[i].AddWithWeight(idx_neighbor, 2.0f/d);
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f[i].AddWithWeight(idx_diagonal, 1.0f/d);
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P[vid].AddWithWeight(f[i], 1.0f/float(ivalence));
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int rid = vid * maxvalence + i;
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r[rid].Clear(4);
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r[rid].AddWithWeight(idx_neighbor_p, 1.0f/3.0f);
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r[rid].AddWithWeight(idx_neighbor_m, -1.0f/3.0f);
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r[rid].AddWithWeight(idx_diagonal, 1.0f/6.0f);
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r[rid].AddWithWeight(idx_diagonal_m, -1.0f/6.0f);
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}
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for (int i=0; i<ivalence; ++i) {
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int im = (i+ivalence-1)%ivalence;
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float c0 = 0.5f * csf(ivalence-3, 2*i);
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float c1 = 0.5f * csf(ivalence-3, 2*i+1);
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e0[vid].AddWithWeight(f[i ], c0);
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e0[vid].AddWithWeight(f[im], c0);
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e1[vid].AddWithWeight(f[i ], c1);
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e1[vid].AddWithWeight(f[im], c1);
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}
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float ef = computeCoefficient(ivalence);
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e0[vid] *= ef;
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e1[vid] *= ef;
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// Boundary gregory case:
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if (valence < 0) {
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Index boundaryEdgeNeighbors[2] = { manifoldRings[vid][0],
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manifoldRings[vid][ringSize-1] };
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P[vid].Clear(stencilCapacity);
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P[vid].AddWithWeight(boundaryEdgeNeighbors[0], 1.0f/6.0f);
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P[vid].AddWithWeight(boundaryEdgeNeighbors[1], 1.0f/6.0f);
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P[vid].AddWithWeight(facePoints[vid], 4.0f/6.0f);
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float k = float(float(ivalence) - 1.0f); //k is the number of faces
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float c = cosf(float(M_PI)/k);
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float s = sinf(float(M_PI)/k);
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float gamma = -(4.0f*s)/(3.0f*k+c);
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float alpha_0k = -((1.0f+2.0f*c)*sqrtf(1.0f+c))/((3.0f*k+c)*sqrtf(1.0f-c));
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float beta_0 = s/(3.0f*k + c);
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int idx_diagonal = manifoldRings[vid][1];
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e0[vid].Clear(stencilCapacity);
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e0[vid].AddWithWeight(boundaryEdgeNeighbors[0], 1.0f/6.0f);
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e0[vid].AddWithWeight(boundaryEdgeNeighbors[1], -1.0f/6.0f);
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e1[vid].Clear(stencilCapacity);
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e1[vid].AddWithWeight(facePoints[vid], gamma);
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e1[vid].AddWithWeight(idx_diagonal, beta_0);
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e1[vid].AddWithWeight(boundaryEdgeNeighbors[0], alpha_0k);
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e1[vid].AddWithWeight(boundaryEdgeNeighbors[1], alpha_0k);
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for (int x=1; x<ivalence-1; ++x) {
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float alpha = (4.0f*sinf((float(M_PI) * float(x))/k))/(3.0f*k+c),
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beta = (sinf((float(M_PI) * float(x))/k) + sinf((float(M_PI) * float(x+1))/k))/(3.0f*k+c);
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Index idx_neighbor = manifoldRings[vid][2*x + 0],
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idx_diagonal = manifoldRings[vid][2*x + 1];
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e1[vid].AddWithWeight(idx_neighbor, alpha);
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e1[vid].AddWithWeight(idx_diagonal, beta);
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}
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e1[vid] *= 1.0f/3.0f;
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}
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}
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// the second phase
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for (int vid=0; vid<4; ++vid) {
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int n = abs(valences[vid]);
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int ivalence = n;
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int ip = (vid+1)%4,
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im = (vid+3)%4,
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np = abs(valences[ip]),
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nm = abs(valences[im]);
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Index start = -1, prev = -1, start_m = -1, prev_p = -1;
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for (int i = 0; i < n; ++i) {
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if (manifoldRings[vid][i*2] == facePoints[ip])
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start = i;
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if (manifoldRings[vid][i*2] == facePoints[im])
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prev = i;
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}
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for (int i = 0; i < np; ++i) {
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if (manifoldRings[ip][i*2] == facePoints[vid]) {
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prev_p = i;
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break;
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}
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}
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for (int i = 0; i < nm; ++i) {
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if (manifoldRings[im][i*2] == facePoints[vid]) {
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start_m = i;
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break;
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}
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}
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assert(start != -1 && prev != -1 && start_m != -1 && prev_p != -1);
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Point Em_ip = P[ip];
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Point Ep_im = P[im];
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if (valences[ip]<-2) {
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Index j = (np + prev_p) % np;
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Em_ip.AddWithWeight(e0[ip], cosf((float(M_PI)*j)/float(np-1)));
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Em_ip.AddWithWeight(e1[ip], sinf((float(M_PI)*j)/float(np-1)));
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} else {
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Em_ip.AddWithWeight(e0[ip], csf(np-3, 2*prev_p));
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Em_ip.AddWithWeight(e1[ip], csf(np-3, 2*prev_p+1));
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}
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if (valences[im]<-2) {
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Index j = (nm + start_m) % nm;
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Ep_im.AddWithWeight(e0[im], cosf((float(M_PI)*j)/float(nm-1)));
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Ep_im.AddWithWeight(e1[im], sinf((float(M_PI)*j)/float(nm-1)));
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} else {
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Ep_im.AddWithWeight(e0[im], csf(nm-3, 2*start_m));
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Ep_im.AddWithWeight(e1[im], csf(nm-3, 2*start_m+1));
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}
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if (valences[vid] < 0) {
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n = (n-1)*2;
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}
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if (valences[im] < 0) {
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nm = (nm-1)*2;
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}
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if (valences[ip] < 0) {
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np = (np-1)*2;
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}
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Point const * rp = &r[vid*maxvalence];
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if (valences[vid] >= 2) {
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float s1 = 3.0f - 2.0f*csf(n-3,2)-csf(np-3,2),
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s2 = 2.0f*csf(n-3,2),
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s3 = 3.0f -2.0f*cosf(2.0f*float(M_PI)/float(n)) - cosf(2.0f*float(M_PI)/float(nm));
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Ep[vid] = P[vid];
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Ep[vid].AddWithWeight(e0[vid], csf(n-3, 2*start));
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Ep[vid].AddWithWeight(e1[vid], csf(n-3, 2*start +1));
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Em[vid] = P[vid];
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Em[vid].AddWithWeight(e0[vid], csf(n-3, 2*prev ));
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Em[vid].AddWithWeight(e1[vid], csf(n-3, 2*prev + 1));
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Fp[vid].Clear(stencilCapacity);
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Fp[vid].AddWithWeight(P[vid], csf(np-3, 2)/3.0f);
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Fp[vid].AddWithWeight(Ep[vid], s1/3.0f);
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Fp[vid].AddWithWeight(Em_ip, s2/3.0f);
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Fp[vid].AddWithWeight(rp[start], 1.0f/3.0f);
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Fm[vid].Clear(stencilCapacity);
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Fm[vid].AddWithWeight(P[vid], csf(nm-3, 2)/3.0f);
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Fm[vid].AddWithWeight(Em[vid], s3/3.0f);
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Fm[vid].AddWithWeight(Ep_im, s2/3.0f);
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Fm[vid].AddWithWeight(rp[prev], -1.0f/3.0f);
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} else if (valences[vid] < -2) {
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Index jp = (ivalence + start) % ivalence,
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jm = (ivalence + prev) % ivalence;
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float s1 = 3-2*csf(n-3,2)-csf(np-3,2),
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s2 = 2*csf(n-3,2),
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s3 = 3.0f-2.0f*cosf(2.0f*float(M_PI)/n)-cosf(2.0f*float(M_PI)/nm);
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Ep[vid] = P[vid];
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Ep[vid].AddWithWeight(e0[vid], cosf((float(M_PI)*jp)/float(ivalence-1)));
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Ep[vid].AddWithWeight(e1[vid], sinf((float(M_PI)*jp)/float(ivalence-1)));
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Em[vid] = P[vid];
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Em[vid].AddWithWeight(e0[vid], cosf((float(M_PI)*jm)/float(ivalence-1)));
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Em[vid].AddWithWeight(e1[vid], sinf((float(M_PI)*jm)/float(ivalence-1)));
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Fp[vid].Clear(stencilCapacity);
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Fp[vid].AddWithWeight(P[vid], csf(np-3,2)/3.0f);
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Fp[vid].AddWithWeight(Ep[vid], s1/3.0f);
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Fp[vid].AddWithWeight(Em_ip, s2/3.0f);
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Fp[vid].AddWithWeight(rp[start], 1.0f/3.0f);
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Fm[vid].Clear(stencilCapacity);
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Fm[vid].AddWithWeight(P[vid], csf(nm-3,2)/3.0f);
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Fm[vid].AddWithWeight(Em[vid], s3/3.0f);
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Fm[vid].AddWithWeight(Ep_im, s2/3.0f);
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Fm[vid].AddWithWeight(rp[prev], -1.0f/3.0f);
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if (valences[im]<0) {
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s1=3-2*csf(n-3,2)-csf(np-3,2);
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Fp[vid].Clear(stencilCapacity);
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Fp[vid].AddWithWeight(P[vid], csf(np-3,2)/3.0f);
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Fp[vid].AddWithWeight(Ep[vid], s1/3.0f);
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Fp[vid].AddWithWeight(Em_ip, s2/3.0f);
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Fp[vid].AddWithWeight(rp[start], 1.0f/3.0f);
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Fm[vid] = Fp[vid];
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} else if (valences[ip]<0) {
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s1 = 3.0f-2.0f*cosf(2.0f*float(M_PI)/n)-cosf(2.0f*float(M_PI)/nm);
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Fm[vid].Clear(stencilCapacity);
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Fm[vid].AddWithWeight(P[vid], csf(nm-3,2)/3.0f);
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Fm[vid].AddWithWeight(Em[vid], s1/3.0f);
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Fm[vid].AddWithWeight(Ep_im, s2/3.0f);
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Fm[vid].AddWithWeight(rp[prev], -1.0f/3.0f);
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Fp[vid] = Fm[vid];
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}
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} else if (valences[vid]==-2) {
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Ep[vid].Clear(stencilCapacity);
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Ep[vid].AddWithWeight(facePoints[vid], 2.0f/3.0f);
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Ep[vid].AddWithWeight(facePoints[ip], 1.0f/3.0f);
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Em[vid].Clear(stencilCapacity);
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Em[vid].AddWithWeight(facePoints[vid], 2.0f/3.0f);
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Em[vid].AddWithWeight(facePoints[im], 1.0f/3.0f);
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Fp[vid].Clear(stencilCapacity);
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Fp[vid].AddWithWeight(facePoints[vid], 4.0f/9.0f);
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Fp[vid].AddWithWeight(facePoints[((vid+2)%n)], 1.0f/9.0f);
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Fp[vid].AddWithWeight(facePoints[ip], 2.0f/9.0f);
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Fp[vid].AddWithWeight(facePoints[im], 2.0f/9.0f);
|
|
Fm[vid] = Fp[vid];
|
|
}
|
|
}
|
|
|
|
// offset stencil indices.
|
|
// These stencils are created relative to the level. Adding levelVertOffset,
|
|
// we get stencils with absolute indices
|
|
// (starts from the coarse level if the leveVertOffset includes level 0)
|
|
for (int i = 0; i < 4; ++i) {
|
|
P[i].OffsetIndices(levelVertOffset);
|
|
Ep[i].OffsetIndices(levelVertOffset);
|
|
Em[i].OffsetIndices(levelVertOffset);
|
|
Fp[i].OffsetIndices(levelVertOffset);
|
|
Fm[i].OffsetIndices(levelVertOffset);
|
|
}
|
|
}
|
|
|
|
} // end namespace Far
|
|
|
|
} // end namespace OPENSUBDIV_VERSION
|
|
} // end namespace OpenSubdiv
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