mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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172 lines
6.0 KiB
C++
172 lines
6.0 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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#ifndef OPENSUBDIV3_FAR_PATCH_PARAM_H
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#define OPENSUBDIV3_FAR_PATCH_PARAM_H
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#include "../version.h"
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#include "../far/types.h"
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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namespace Far {
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/// \brief Local patch parameterization descriptor
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///
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/// Coarse mesh faces are split into sets of patches in both uniform and feature
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/// adaptive modes. In order to maintain local patch parameterization, it is
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/// necessary to retain some information, such as level of subdivision, face-
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/// winding status... This parameterization is directly applicable to ptex textures,
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/// but has to be remapped to a specific layout for uv textures.
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///
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/// Bitfield layout :
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///
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/// Field0 | Bits | Content
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/// -----------|:----:|------------------------------------------------------
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/// faceId | 28 | the faceId of the patch
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/// transition | 4 | transition edge mask encoding
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///
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/// Field1 | Bits | Content
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/// -----------|:----:|------------------------------------------------------
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/// level | 4 | the subdivision level of the patch
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/// nonquad | 1 | whether the patch is the child of a non-quad face
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/// unused | 3 | unused
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/// boundary | 4 | boundary edge mask encoding
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/// v | 10 | log2 value of u parameter at first patch corner
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/// u | 10 | log2 value of v parameter at first patch corner
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///
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/// Note : the bitfield is not expanded in the struct due to differences in how
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/// GPU & CPU compilers pack bit-fields and endian-ness.
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///
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struct PatchParam {
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/// \brief Sets the values of the bit fields
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///
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/// @param faceid face index
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///
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/// @param u value of the u parameter for the first corner of the face
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/// @param v value of the v parameter for the first corner of the face
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///
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/// @param depth subdivision level of the patch
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/// @param nonquad true if the root face is not a quad
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//
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/// @param boundary 4-bits identifying boundary edges
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/// @param transition 4-bits identifying transition edges
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///
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void Set( Index faceid, short u, short v,
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unsigned short depth, bool nonquad ,
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unsigned short boundary, unsigned short transition );
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/// \brief Resets everything to 0
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void Clear() { field0 = field1 = 0; }
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/// \brief Retuns the faceid
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Index GetFaceId() const { return Index(field0 & 0xfffffff); }
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/// \brief Returns the log2 value of the u parameter at the top left corner of
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/// the patch
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unsigned short GetU() const { return (unsigned short)((field1 >> 22) & 0x3ff); }
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/// \brief Returns the log2 value of the v parameter at the top left corner of
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/// the patch
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unsigned short GetV() const { return (unsigned short)((field1 >> 12) & 0x3ff); }
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/// \brief Returns the transition edge encoding for the patch.
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unsigned short GetTransition() const { return (unsigned short)((field0 >> 28) & 0xf); }
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/// \brief Returns the boundary edge encoding for the patch.
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unsigned short GetBoundary() const { return (unsigned short)((field1 >> 8) & 0xf); }
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/// \brief True if the parent coarse face is a non-quad
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bool NonQuadRoot() const { return (field1 >> 4) & 0x1; }
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/// \brief Returns the fraction of normalized parametric space covered by the
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/// sub-patch.
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float GetParamFraction() const;
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/// \brief Returns the level of subdivision of the patch
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unsigned short GetDepth() const { return (unsigned short)(field1 & 0xf); }
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/// The (u,v) pair is normalized to this sub-parametric space.
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///
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/// @param u u parameter
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/// @param v v parameter
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///
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void Normalize( float & u, float & v ) const;
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unsigned int field0:32;
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unsigned int field1:32;
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};
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typedef std::vector<PatchParam> PatchParamTable;
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typedef Vtr::Array<PatchParam> PatchParamArray;
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typedef Vtr::ConstArray<PatchParam> ConstPatchParamArray;
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inline void
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PatchParam::Set( Index faceid, short u, short v,
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unsigned short depth, bool nonquad,
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unsigned short boundary, unsigned short transition ) {
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field0 = (((unsigned int)faceid) & 0xfffffff) |
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((transition & 0xf) << 28);
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field1 = ((u & 0x3ff) << 22) |
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((v & 0x3ff) << 12) |
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((boundary & 0xf) << 8) |
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((nonquad ? 1:0) << 4) |
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(nonquad ? depth+1 : depth);
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}
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inline float
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PatchParam::GetParamFraction( ) const {
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if (NonQuadRoot()) {
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return 1.0f / float( 1 << (GetDepth()-1) );
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} else {
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return 1.0f / float( 1 << GetDepth() );
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}
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}
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inline void
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PatchParam::Normalize( float & u, float & v ) const {
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float frac = GetParamFraction();
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// top left corner
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float pu = (float)GetU()*frac;
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float pv = (float)GetV()*frac;
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// normalize u,v coordinates
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u = (u - pu) / frac,
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v = (v - pv) / frac;
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}
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} // end namespace Far
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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 /* OPENSUBDIV3_FAR_PATCH_PARAM */
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