OpenSubdiv/opensubdiv/far/stencilTableFactory.cpp
Takahito Tejima 4e807a776d Add Far::PatchTable::ComputeLocalPointValues() to compute endcap patch points.
To encapsulate endcap functions from public API, add methods to
tell the number of patch points needed (GetNumLocalPoints()) and
to compute those patch points as a result of change of basis from
the refined vertices (ComputeLocalPointValues()).

ComputeLocalPointValues takes contiguous source data of all levels
including level0 control vertices.
2015-05-29 12:41:22 -07:00

475 lines
17 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/stencilTableFactory.h"
#include "../far/stencilBuilder.h"
#include "../far/endCapGregoryBasisPatchFactory.h"
#include "../far/patchTable.h"
#include "../far/patchTableFactory.h"
#include "../far/patchMap.h"
#include "../far/topologyRefiner.h"
#include "../far/primvarRefiner.h"
#include <cassert>
#include <algorithm>
#include <iostream>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
namespace Far {
//------------------------------------------------------------------------------
void
StencilTableFactory::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();
}
}
//
// StencilTable factory
//
StencilTable const *
StencilTableFactory::Create(TopologyRefiner const & refiner,
Options options) {
int maxlevel = std::min(int(options.maxLevel), refiner.GetMaxLevel());
if (maxlevel==0 and (not options.generateControlVerts)) {
StencilTable * result = new StencilTable;
result->_numControlVertices = refiner.GetLevel(0).GetNumVertices();
return result;
}
bool interpolateVarying = options.interpolationMode==INTERPOLATE_VARYING;
internal::StencilBuilder builder(refiner.GetLevel(0).GetNumVertices(),
/*genControlVerts*/ true,
/*compactWeights*/ true);
//
// Interpolate stencils for each refinement level using
// PrimvarRefiner::InterpolateLevel<>() for vertex or varying
//
PrimvarRefiner primvarRefiner(refiner);
internal::StencilBuilder::Index srcIndex(&builder, 0);
internal::StencilBuilder::Index dstIndex(&builder,
refiner.GetLevel(0).GetNumVertices());
for (int level=1; level<=maxlevel; ++level) {
if (not interpolateVarying) {
primvarRefiner.Interpolate(level, srcIndex, dstIndex);
} else {
primvarRefiner.InterpolateVarying(level, srcIndex, dstIndex);
}
srcIndex = dstIndex;
dstIndex = dstIndex[refiner.GetLevel(level).GetNumVertices()];
}
size_t firstOffset = refiner.GetLevel(0).GetNumVertices();
if (not options.generateIntermediateLevels)
firstOffset = srcIndex.GetOffset();
// Copy stencils from the pool allocator into the tables
// always initialize numControlVertices (useful for torus case)
StencilTable * result =
new StencilTable(refiner.GetLevel(0).GetNumVertices(),
builder.GetStencilOffsets(),
builder.GetStencilSizes(),
builder.GetStencilSources(),
builder.GetStencilWeights(),
options.generateControlVerts,
firstOffset);
return result;
}
//------------------------------------------------------------------------------
StencilTable const *
StencilTableFactory::Create(int numTables, StencilTable const ** tables) {
// XXXtakahito:
// This function returns NULL for empty inputs or erroneous condition.
// It's convenient for skipping varying stencils etc, however,
// other Create() API returns an empty stencil instead of NULL.
// They need to be consistent.
if ( (numTables<=0) or (not tables)) {
return NULL;
}
int ncvs = -1,
nstencils = 0,
nelems = 0;
for (int i=0; i<numTables; ++i) {
StencilTable const * st = tables[i];
// allow the tables could have a null entry.
if (!st) continue;
if (ncvs >= 0 and st->GetNumControlVertices() != ncvs) {
return NULL;
}
ncvs = st->GetNumControlVertices();
nstencils += st->GetNumStencils();
nelems += (int)st->GetControlIndices().size();
}
if (ncvs == -1) {
return NULL;
}
StencilTable * result = new StencilTable;
result->resize(nstencils, nelems);
int * sizes = &result->_sizes[0];
Index * indices = &result->_indices[0];
float * weights = &result->_weights[0];
for (int i=0; i<numTables; ++i) {
StencilTable const * st = tables[i];
if (!st) continue;
int st_nstencils = st->GetNumStencils(),
st_nelems = (int)st->_indices.size();
memcpy(sizes, &st->_sizes[0], st_nstencils*sizeof(int));
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;
}
//------------------------------------------------------------------------------
StencilTable const *
StencilTableFactory::AppendLocalPointStencilTable(
TopologyRefiner const &refiner,
StencilTable const * baseStencilTable,
StencilTable const * localPointStencilTable,
bool factorize) {
// factorize and append.
if (baseStencilTable == NULL or
localPointStencilTable == NULL) return NULL;
// baseStencilTable can be built with or without singular stencils
// (single weight of 1.0f) as place-holders for coarse mesh vertices.
int controlVertsIndexOffset = 0;
int nBaseStencils = baseStencilTable->GetNumStencils();
int nBaseStencilsElements = (int)baseStencilTable->_indices.size();
{
int nverts = refiner.GetNumVerticesTotal();
if (nBaseStencils == nverts) {
// the table contain stencils for the control vertices
//
// <----------------- nverts ------------------>
//
// +---------------+----------------------------+-----------------+
// | control verts | refined verts : (max lv) | local points |
// +---------------+----------------------------+-----------------+
// | base stencil table | LP stencils |
// +--------------------------------------------+-----------------+
// ^ /
// \_________________________/
//
//
controlVertsIndexOffset = 0;
} else if (nBaseStencils == (nverts -refiner.GetLevel(0).GetNumVertices())) {
// the table does not contain stencils for the control vertices
//
// <----------------- nverts ------------------>
// <------ nBaseStencils ------->
// +---------------+----------------------------+-----------------+
// | control verts | refined verts : (max lv) | local points |
// +---------------+----------------------------+-----------------+
// | base stencil table | LP stencils |
// +----------------------------+-----------------+
// ^ /
// \_________________/
// <-------------->
// controlVertsIndexOffset
//
controlVertsIndexOffset = refiner.GetLevel(0).GetNumVertices();
} else {
// these are not the stencils you are looking for.
assert(0);
return NULL;
}
}
// copy all local points stencils to proto stencils, and factoriz if needed.
int nLocalPointStencils = localPointStencilTable->GetNumStencils();
int nLocalPointStencilsElements = 0;
internal::StencilBuilder builder(refiner.GetLevel(0).GetNumVertices(),
/*genControlVerts*/ false,
/*compactWeights*/ factorize);
internal::StencilBuilder::Index origin(&builder, 0);
internal::StencilBuilder::Index dst = origin;
internal::StencilBuilder::Index srcIdx = origin;
for (int i = 0 ; i < nLocalPointStencils; ++i) {
Stencil src = localPointStencilTable->GetStencil(i);
dst = origin[i];
for (int j = 0; j < src.GetSize(); ++j) {
Index index = src.GetVertexIndices()[j];
float weight = src.GetWeights()[j];
if (weight == 0.0) continue;
if (factorize) {
dst.AddWithWeight(
// subtracting controlVertsIndex if the baseStencil doesn't
// include control vertices (see above diagram)
// since currently local point stencils are created with
// absolute indices including control (level=0) vertices.
baseStencilTable->GetStencil(index - controlVertsIndexOffset),
weight);
} else {
srcIdx = origin[index + controlVertsIndexOffset];
dst.AddWithWeight(srcIdx, weight);
}
}
nLocalPointStencilsElements += builder.GetNumVertsInStencil(i);
}
// create new stencil table
StencilTable * result = new StencilTable;
result->_numControlVertices = refiner.GetLevel(0).GetNumVertices();
result->resize(nBaseStencils + nLocalPointStencils,
nBaseStencilsElements + nLocalPointStencilsElements);
int* sizes = &result->_sizes[0];
Index * indices = &result->_indices[0];
float * weights = &result->_weights[0];
// put base stencils first
memcpy(sizes, &baseStencilTable->_sizes[0],
nBaseStencils*sizeof(int));
memcpy(indices, &baseStencilTable->_indices[0],
nBaseStencilsElements*sizeof(Index));
memcpy(weights, &baseStencilTable->_weights[0],
nBaseStencilsElements*sizeof(float));
sizes += nBaseStencils;
indices += nBaseStencilsElements;
weights += nBaseStencilsElements;
// endcap stencils second
for (int i = 0 ; i < nLocalPointStencils; ++i) {
int size = builder.GetNumVertsInStencil(i);
int idx = builder.GetStencilOffsets()[i];
for (int j = 0; j < size; ++j) {
*indices++ = builder.GetStencilSources()[idx+j];
*weights++ = builder.GetStencilWeights()[idx+j];
}
*sizes++ = size;
}
// have to re-generate offsets from scratch
result->generateOffsets();
return result;
}
//------------------------------------------------------------------------------
LimitStencilTable const *
LimitStencilTableFactory::Create(TopologyRefiner const & refiner,
LocationArrayVec const & locationArrays, StencilTable const * cvStencilsIn,
PatchTable const * patchTableIn) {
// 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();
StencilTable const * cvstencils = cvStencilsIn;
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
StencilTableFactory::Options options;
options.generateIntermediateLevels = uniform ? false :true;
options.generateControlVerts = true;
options.generateOffsets = true;
// PERFORMANCE: We could potentially save some mem-copies by not
// instanciating the stencil tables and work directly off the source
// data.
cvstencils = StencilTableFactory::Create(refiner, options);
} else {
// Sanity checks
if (cvstencils->GetNumStencils() != (uniform ?
refiner.GetLevel(maxlevel).GetNumVertices() :
refiner.GetNumVerticesTotal())) {
return 0;
}
}
// If a stencil table was given, use it, otherwise, create a new one
PatchTable const * patchtable = patchTableIn;
if (not patchtable) {
// XXXX (manuelk) If no patch-table 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 table.
PatchTableFactory::Options options;
options.SetEndCapType(
Far::PatchTableFactory::Options::ENDCAP_GREGORY_BASIS);
patchtable = PatchTableFactory::Create(refiner, options);
if (not cvStencilsIn) {
// if cvstencils is just created above, append endcap stencils
if (StencilTable const *localPointStencilTable =
patchtable->GetLocalPointStencilTable()) {
StencilTable const *table =
StencilTableFactory::AppendLocalPointStencilTable(
refiner, cvstencils, localPointStencilTable);
delete cvstencils;
cvstencils = table;
}
}
} else {
// Sanity checks
if (patchtable->IsFeatureAdaptive()==uniform) {
if (not cvStencilsIn) {
assert(cvstencils and cvstencils!=cvStencilsIn);
delete cvstencils;
}
return 0;
}
}
assert(patchtable and cvstencils);
// Create a patch-map to locate sub-patches faster
PatchMap patchmap( *patchtable );
//
// Generate limit stencils for locations
//
internal::StencilBuilder builder(refiner.GetLevel(0).GetNumVertices(),
/*genControlVerts*/ false,
/*compactWeights*/ true);
internal::StencilBuilder::Index origin(&builder, 0);
internal::StencilBuilder::Index dst = origin;
float wP[20], wDs[20], wDt[20];
for (size_t i=0; i<locationArrays.size(); ++i) {
LocationArray const & array = locationArrays[i];
assert(array.ptexIdx>=0);
for (int j=0; j<array.numLocations; ++j) {
float s = array.s[j],
t = array.t[j];
PatchMap::Handle const * handle =
patchmap.FindPatch(array.ptexIdx, s, t);
if (handle) {
ConstIndexArray cvs = patchtable->GetPatchVertices(*handle);
patchtable->EvaluateBasis(*handle, s, t, wP, wDs, wDt);
StencilTable const & src = *cvstencils;
dst = origin[numLimitStencils];
dst.Clear();
for (int k = 0; k < cvs.size(); ++k) {
dst.AddWithWeight(src[cvs[k]], wP[k], wDs[k], wDt[k]);
}
++numLimitStencils;
}
}
}
if (not cvStencilsIn) {
delete cvstencils;
}
if (not patchTableIn) {
delete patchtable;
}
//
// Copy the proto-stencils into the limit stencil table
//
size_t firstOffset = refiner.GetLevel(0).GetNumVertices();
LimitStencilTable * result = new LimitStencilTable(
refiner.GetLevel(0).GetNumVertices(),
builder.GetStencilOffsets(),
builder.GetStencilSizes(),
builder.GetStencilSources(),
builder.GetStencilWeights(),
builder.GetStencilDuWeights(),
builder.GetStencilDvWeights(),
/*ctrlVerts*/false,
firstOffset);
return result;
}
} // end namespace Far
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv