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https://github.com/PixarAnimationStudios/OpenSubdiv
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909757ca9b
This is a new implementation of the stencil table construction algorithm found in protoStencil.h. In local tests with production assets, the new algorithm is ~25% faster and significantly more stable, in terms of average performance In one asset test, generating stencils for level 10 adaptive refinement of BuzzLightyear was reduced from 18s to 13s.
261 lines
7.7 KiB
C++
261 lines
7.7 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_GREGORY_BASIS_H
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#define OPENSUBDIV3_FAR_GREGORY_BASIS_H
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#include "../vtr/level.h"
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#include "../far/types.h"
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#include "../far/stencilTable.h"
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#include <cstring>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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namespace Far {
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class TopologyRefiner;
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/// \brief Container for gregory basis stencils
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///
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/// XXXtakahito: Currently these classes are being used by EndPatch factories.
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/// These classes will likely go away once we get limit masks
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/// from SchemeWorker.
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///
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class GregoryBasis {
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public:
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/// \brief Updates point values based on the control values
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///
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/// \note The destination buffers are assumed to have allocated at least
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/// \c GetNumStencils() elements.
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///
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/// @param controlValues Buffer with primvar data for the control vertices
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///
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/// @param values Destination buffer for the interpolated primvar
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/// data
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///
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template <class T, class U>
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void Evaluate(T const & controlValues, U values[20]) const {
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Vtr::Index const * indices = &_indices.at(0);
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float const * weights = &_weights.at(0);
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for (int i=0; i<20; ++i) {
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values[i].Clear();
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for (int j=0; j<_sizes[i]; ++j, ++indices, ++weights) {
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values[i].AddWithWeight(controlValues[*indices], *weights);
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}
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}
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}
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//
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// Basis point
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//
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// Implements arithmetic operators to manipulate the influence of the
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// 1-ring control vertices supporting the patch basis
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//
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class Point {
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public:
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static const int RESERVED_ENTRY_SIZE = 64;
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Point() : _size(0) {
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_indices.reserve(RESERVED_ENTRY_SIZE);
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_weights.reserve(RESERVED_ENTRY_SIZE);
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}
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Point(Vtr::Index idx, float weight = 1.0f) {
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_indices.reserve(RESERVED_ENTRY_SIZE);
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_weights.reserve(RESERVED_ENTRY_SIZE);
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_size = 1;
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_indices.push_back(idx);
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_weights.push_back(weight);
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}
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Point(Point const & other) {
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*this = other;
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}
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int GetSize() const {
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return _size;
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}
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Vtr::Index const * GetIndices() const {
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return &_indices[0];
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}
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float const * GetWeights() const {
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return &_weights[0];
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}
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Point & operator = (Point const & other) {
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_size = other._size;
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_indices = other._indices;
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_weights = other._weights;
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return *this;
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}
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Point & operator += (Point const & other) {
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for (int i=0; i<other._size; ++i) {
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Vtr::Index idx = findIndex(other._indices[i]);
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_weights[idx] += other._weights[i];
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}
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return *this;
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}
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Point & operator -= (Point const & other) {
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for (int i=0; i<other._size; ++i) {
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Vtr::Index idx = findIndex(other._indices[i]);
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_weights[idx] -= other._weights[i];
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}
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return *this;
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}
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Point & operator *= (float f) {
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for (int i=0; i<_size; ++i) {
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_weights[i] *= f;
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}
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return *this;
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}
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Point & operator /= (float f) {
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return (*this)*=(1.0f/f);
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}
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friend Point operator * (Point const & src, float f) {
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Point p( src ); return p*=f;
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}
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friend Point operator / (Point const & src, float f) {
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Point p( src ); return p*= (1.0f/f);
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}
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Point operator + (Point const & other) {
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Point p(*this); return p+=other;
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}
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Point operator - (Point const & other) {
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Point p(*this); return p-=other;
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}
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void OffsetIndices(Vtr::Index offset) {
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for (int i=0; i<_size; ++i) {
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_indices[i] += offset;
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}
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}
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void Copy(int ** size, Vtr::Index ** indices, float ** weights) const {
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memcpy(*indices, &_indices[0], _size*sizeof(Vtr::Index));
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memcpy(*weights, &_weights[0], _size*sizeof(float));
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**size = _size;
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*indices += _size;
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*weights += _size;
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++(*size);
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}
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private:
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int findIndex(Vtr::Index idx) {
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for (int i=0; i<_size; ++i) {
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if (_indices[i]==idx) {
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return i;
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}
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}
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_indices.push_back(idx);
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_weights.push_back(0.0f);
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++_size;
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return _size-1;
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}
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int _size;
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std::vector<Vtr::Index> _indices;
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std::vector<float> _weights;
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};
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//
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// ProtoBasis
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//
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// Given a Vtr::Level and a face index, gathers all the influences of the
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// 1-ring that supports the 20 CVs of a Gregory patch basis.
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//
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struct ProtoBasis {
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ProtoBasis(Vtr::Level const & level, Vtr::Index faceIndex, int fvarChannel=-1);
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int GetNumElements() const;
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void Copy(int * sizes, Vtr::Index * indices, float * weights) const;
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void Copy(GregoryBasis* dest) const;
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// Control Vertices based on :
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// "Approximating Subdivision Surfaces with Gregory Patches for Hardware
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// Tessellation" Loop, Schaefer, Ni, Castano (ACM ToG Siggraph Asia
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// 2009)
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//
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// P3 e3- e2+ P2
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// O--------O--------O--------O
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// | | | |
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// | | | |
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// | | f3- | f2+ |
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// | O O |
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// e3+ O------O O------O e2-
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// | f3+ f2- |
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// | |
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// | |
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// | f0- f1+ |
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// e0- O------O O------O e1+
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// | O O |
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// | | f0+ | f1- |
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// | | | |
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// | | | |
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// O--------O--------O--------O
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// P0 e0+ e1- P1
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//
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Point P[4], Ep[4], Em[4], Fp[4], Fm[4];
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// for varying interpolation
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Point V[4];
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};
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typedef std::vector<GregoryBasis::Point> PointsVector;
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static StencilTable *CreateStencilTable(PointsVector const &stencils);
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private:
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int _sizes[20];
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std::vector<Vtr::Index> _indices;
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std::vector<float> _weights;
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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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#endif /* OPENSUBDIV3_FAR_GREGORY_BASIS_H */
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