OpenSubdiv/opensubdiv/sdc/catmarkScheme.h

312 lines
9.6 KiB
C++

//
// Copyright 2014 DreamWorks Animation LLC.
//
// 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.
//
#ifndef SDC_CATMARK_SCHEME_H
#define SDC_CATMARK_SCHEME_H
#include "../version.h"
#include "../sdc/scheme.h"
#include <cassert>
#include <cmath>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
namespace Sdc {
//
// Specializations for Scheme<TYPE_CATMARK>:
//
//
// Masks for edge-vertices: the hard Crease mask does not need to be specialized
// (simply the midpoint), so all that is left is the Smooth case:
//
// The Smooth mask is complicated by the need to support the "triangle subdivision"
// option, which applies different weighting in the presence of triangles. It is
// up for debate as to whether this is useful or not -- we may be able to deprecate
// this option.
//
template <>
template <typename EDGE, typename MASK>
inline void
Scheme<TYPE_CATMARK>::assignSmoothMaskForEdge(EDGE const& edge, MASK& mask) const {
typedef typename MASK::Weight Weight;
int faceCount = edge.GetNumFaces();
mask.SetNumVertexWeights(2);
mask.SetNumEdgeWeights(0);
mask.SetNumFaceWeights(faceCount);
//
// Determine if we need to inspect incident faces and apply alternate weighting for
// triangles -- and if so, determine which of the two are triangles.
//
// (Is this really used? Would be nice if we could deprecate this option...)
//
bool face0IsTri = false;
bool face1IsTri = false;
bool useTriangleOption = (_options.GetTriangleSubdivision() != Options::TRI_SUB_NORMAL);
if (useTriangleOption) {
if (faceCount == 2) {
//
// Need to inspect/gather valence of incident faces here...
//
useTriangleOption = face0IsTri || face1IsTri;
} else {
useTriangleOption = false;
}
}
if (!useTriangleOption) {
mask.VertexWeight(0) = 0.25f;
mask.VertexWeight(1) = 0.25f;
if (faceCount == 2) {
mask.FaceWeight(0) = 0.25f;
mask.FaceWeight(1) = 0.25f;
} else {
Weight fWeight = 0.5f / (Weight)faceCount;
for (int i = 0; i < faceCount; ++i) {
mask.FaceWeight(i) = fWeight;
}
}
} else {
//
// This mimics the implementation in Hbr in terms of order of operations. If
// the triangle-subdivision option can be deprecated we can remove this block:
//
const Weight CATMARK_SMOOTH_TRI_EDGE_WEIGHT = 0.470f;
Weight f0Weight = face0IsTri ? CATMARK_SMOOTH_TRI_EDGE_WEIGHT : 0.25f;
Weight f1Weight = face1IsTri ? CATMARK_SMOOTH_TRI_EDGE_WEIGHT : 0.25f;
Weight fWeight = 0.5f * (f0Weight + f1Weight);
Weight vWeight = 0.5f * (1.0f - 2.0f * fWeight);
mask.VertexWeight(0) = vWeight;
mask.VertexWeight(1) = vWeight;
mask.FaceWeight(0) = fWeight;
mask.FaceWeight(1) = fWeight;
}
}
//
// Masks for vertex-vertices: the hard Corner mask does not need to be specialized
// (simply the vertex itself), leaving the Crease and Smooth cases (Dart is smooth):
//
template <>
template <typename VERTEX, typename MASK>
inline void
Scheme<TYPE_CATMARK>::assignCreaseMaskForVertex(VERTEX const& vertex, MASK& mask, float const edgeSharpness[]) const {
typedef typename MASK::Weight Weight;
int valence = vertex.GetNumEdges();
mask.SetNumVertexWeights(1);
mask.SetNumEdgeWeights(valence);
mask.SetNumFaceWeights(0);
Weight vWeight = 0.75f;
Weight eWeight = 0.125f;
mask.VertexWeight(0) = vWeight;
//
// NOTE -- at some point the sharpness vector was optional, and topology would be used
// to identify a boundary crease. We are currently no longer passing a null sharpness
// vector and may not support it in future, in which case this test can be removed:
//
if (edgeSharpness != 0) {
// Use the sharpness values to identify the crease edges:
for (int i = 0; i < valence; ++i) {
mask.EdgeWeight(i) = (edgeSharpness[i] > 0.0f) ? eWeight : 0.0f;
}
} else {
// Use the boundary edges (first and last) as the crease edges:
mask.EdgeWeight(0) = eWeight;
for (int i = 1; i < (valence - 1); ++i) {
mask.EdgeWeight(i) = 0.0f;
}
mask.EdgeWeight(valence-1) = eWeight;
}
}
template <>
template <typename VERTEX, typename MASK>
inline void
Scheme<TYPE_CATMARK>::assignSmoothMaskForVertex(VERTEX const& vertex, MASK& mask) const {
typedef typename MASK::Weight Weight;
//
// Remember that when the edge- and face-counts differ, we need to adjust this...
//
// Keep what's below for eCount == fCount and for the other cases -- which should
// only occur for non-manifold vertices -- use the following formula that we've
// adapted in MM:
//
// v' = (F + 2*E + (n-3)*v) / n
//
// where F is the average of the face points (fi) and E is the average of the edge
// midpoints (ei). The F term gives is the 1/(n*n) of below and we just need to
// factor the E and v terms to account for the edge endpoints rather than midpoints.
//
int valence = vertex.GetNumFaces();
mask.SetNumVertexWeights(1);
mask.SetNumEdgeWeights(valence);
mask.SetNumFaceWeights(valence);
Weight vWeight = (Weight)(valence - 2) / (Weight)valence;
Weight fWeight = 1.0f / (Weight)(valence * valence);
Weight eWeight = fWeight;
mask.VertexWeight(0) = vWeight;
for (int i = 0; i < valence; ++i) {
mask.EdgeWeight(i) = eWeight;
mask.FaceWeight(i) = fWeight;
}
}
//
// Limit masks for position:
//
template <>
template <typename VERTEX, typename MASK>
inline void
Scheme<TYPE_CATMARK>::assignBoundaryLimitMask(VERTEX const& vertex, MASK& posMask) const {
typedef typename MASK::Weight Weight;
int valence = vertex.GetNumEdges();
posMask.SetNumVertexWeights(1);
posMask.SetNumEdgeWeights(valence);
posMask.SetNumFaceWeights(0);
Weight vWeight = 2.0f / 3.0f;
Weight eWeight = 1.0f / 6.0f;
posMask.VertexWeight(0) = vWeight;
posMask.EdgeWeight(0) = eWeight;
for (int i = 1; i < valence - 1; ++i) {
posMask.EdgeWeight(i) = 0.0f;
}
posMask.EdgeWeight(valence - 1) = eWeight;
}
template <>
template <typename VERTEX, typename MASK>
inline void
Scheme<TYPE_CATMARK>::assignInteriorLimitMask(VERTEX const& vertex, MASK& posMask) const {
typedef typename MASK::Weight Weight;
int valence = vertex.GetNumFaces();
assert(valence != 2);
posMask.SetNumVertexWeights(1);
posMask.SetNumEdgeWeights(valence);
posMask.SetNumFaceWeights(valence);
// Probably a good idea to test for and assign the regular case as a special case:
Weight fWeight = 1.0f / (Weight)(valence * (valence + 5.0f));
Weight eWeight = 4.0f * fWeight;
Weight vWeight = (Weight)(1.0f - valence * (eWeight + fWeight));
posMask.VertexWeight(0) = vWeight;
for (int i = 0; i < valence; ++i) {
posMask.EdgeWeight(i) = eWeight;
posMask.FaceWeight(i) = fWeight;
}
}
//
// Limit masks for tangents -- these are stubs for now, or have a temporary
// implementation
//
template <>
template <typename VERTEX, typename MASK>
inline void
Scheme<TYPE_CATMARK>::assignBoundaryLimitTangentMasks(VERTEX const& /* vertex */,
MASK& tan1Mask, MASK& tan2Mask) const {
tan1Mask.SetNumVertexWeights(1);
tan1Mask.SetNumEdgeWeights(0);
tan1Mask.SetNumFaceWeights(0);
tan1Mask.VertexWeight(0) = 0.0f;
tan2Mask.SetNumVertexWeights(1);
tan2Mask.SetNumEdgeWeights(0);
tan2Mask.SetNumFaceWeights(0);
tan2Mask.VertexWeight(0) = 0.0f;
}
template <>
template <typename VERTEX, typename MASK>
inline void
Scheme<TYPE_CATMARK>::assignInteriorLimitTangentMasks(VERTEX const& vertex,
MASK& tan1Mask, MASK& tan2Mask) const {
typedef typename MASK::Weight Weight;
int valence = vertex.GetNumFaces();
assert(valence != 2);
// Using the Loop tangent masks for now...
tan1Mask.SetNumVertexWeights(1);
tan1Mask.SetNumEdgeWeights(valence);
tan1Mask.SetNumFaceWeights(0);
tan2Mask.SetNumVertexWeights(1);
tan2Mask.SetNumEdgeWeights(valence);
tan2Mask.SetNumFaceWeights(0);
tan1Mask.VertexWeight(0) = 0.0f;
tan2Mask.VertexWeight(0) = 0.0f;
Weight alpha = (Weight) (2.0f * M_PI / valence);
for (int i = 0; i < valence; ++i) {
double alphaI = alpha * i;
tan1Mask.EdgeWeight(i) = cos(alphaI);
tan2Mask.EdgeWeight(i) = sin(alphaI);
}
}
} // end namespace sdc
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif /* SDC_CATMARK_SCHEME_H */