OpenSubdiv/opensubdiv/osd/vertexDescriptor.h
manuelk 043369485c - adding varying data interpolation to the EvalLimit module
- minor refactoring of the LimitEvalContext to accomodate all the data buffers

- pushing some minor sub-patch functionality back to FarPatchParams

- extend example code with randomly generated varying vertex colors
2013-06-05 11:44:30 -07:00

244 lines
9.0 KiB
C++

//
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#ifndef OSD_CPU_VERTEX_DESCRIPTOR_H
#define OSD_CPU_VERTEX_DESCRIPTOR_H
#include "../version.h"
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
struct OsdVertexDescriptor {
/// Constructor
OsdVertexDescriptor() : numVertexElements(0), numVaryingElements(0) {}
/// Constructor
///
/// @param numVertexElem number of vertex-interpolated data elements (floats)
///
/// @param numVaryingElem number of varying-interpolated data elements (floats)
///
OsdVertexDescriptor(int numVertexElem, int numVaryingElem)
: numVertexElements(numVertexElem),
numVaryingElements(numVaryingElem) { }
/// Sets descriptor
///
/// @param numVertexElem number of vertex-interpolated data elements (floats)
///
/// @param numVaryingElem number of varying-interpolated data elements (floats)
///
void Set(int numVertexElem, int numVaryingElem) {
numVertexElements = numVertexElem;
numVaryingElements = numVaryingElem;
}
/// Resets the descriptor
void Reset() {
numVertexElements = numVaryingElements = 0;
}
/// Returns the total number of elements (vertex + varying)
int GetNumElements() const {
return numVertexElements + numVaryingElements;
}
bool operator == (OsdVertexDescriptor const & other) {
return (numVertexElements == other.numVertexElements and
numVaryingElements == other.numVaryingElements);
}
/// Resets the contents of vertex & varying primvar data buffers for a given
/// vertex.
///
/// @param vertex The float array containing the vertex-interpolated primvar
/// data that needs to be reset.
///
/// @param varying The float array containing the varying-interpolated primvar
/// data that needs to be reset.
///
/// @param index Vertex index in the buffer.
///
void Clear(float *vertex, float *varying, int index) const {
if (vertex) {
for (int i = 0; i < numVertexElements; ++i)
vertex[index*numVertexElements+i] = 0.0f;
}
if (varying) {
for (int i = 0; i < numVaryingElements; ++i)
varying[index*numVaryingElements+i] = 0.0f;
}
}
/// Applies "dst += src*weight" to "vertex" primvar data in a vertex buffer.
///
/// @param vertex The VertexData buffer
///
/// @param dstIndex Index of the destination vertex.
///
/// @param srcIndex Index of the origin vertex.
///
/// @param weight Weight applied to the primvar data.
///
void AddWithWeight(float *vertex, int dstIndex, int srcIndex, float weight) const {
int d = dstIndex * numVertexElements;
int s = srcIndex * numVertexElements;
for (int i = 0; i < numVertexElements; ++i)
vertex[d++] += vertex[s++] * weight;
}
/// Applies "dst += src*weight" to "varying" primvar data in a vertex buffer.
///
/// @param varying The VaryingData buffer
///
/// @param dstIndex Index of the destination vertex.
///
/// @param srcIndex Index of the source vertex.
///
/// @param weight Weight applied to the primvar data.
///
void AddVaryingWithWeight(float *varying, int dstIndex, int srcIndex, float weight) const {
int d = dstIndex * numVaryingElements;
int s = srcIndex * numVaryingElements;
for (int i = 0; i < numVaryingElements; ++i)
varying[d++] += varying[s++] * weight;
}
/// Applies an "add" vertex edit
///
/// @param vertex The primvar data buffer.
///
/// @param primVarOffset Offset to the primvar datum.
///
/// @param primVarWidth Length of the primvar datum.
///
/// @param editIndex The location of the vertex in the buffer.
///
/// @param editValues The values to add to the primvar datum.
///
void ApplyVertexEditAdd(float *vertex, int primVarOffset, int primVarWidth, int editIndex, const float *editValues) const {
int d = editIndex * numVertexElements + primVarOffset;
for (int i = 0; i < primVarWidth; ++i) {
vertex[d++] += editValues[i];
}
}
/// Applies a "set" vertex edit
///
/// @param vertex The primvar data buffer.
///
/// @param primVarOffset Offset to the primvar datum.
///
/// @param primVarWidth Length of the primvar datum.
///
/// @param editIndex The location of the vertex in the buffer.
///
/// @param editValues The values to add to the primvar datum.
///
void ApplyVertexEditSet(float *vertex, int primVarOffset, int primVarWidth, int editIndex, const float *editValues) const {
int d = editIndex * numVertexElements + primVarOffset;
for (int i = 0; i < primVarWidth; ++i) {
vertex[d++] = editValues[i];
}
}
int numVertexElements;
int numVaryingElements;
};
/// \brief Describes vertex elements in interleaved data buffers
struct OsdVertexBufferDescriptor {
/// Default Constructor
OsdVertexBufferDescriptor() : offset(0), length(0), stride(0) { }
/// Constructor
OsdVertexBufferDescriptor(int o, int l, int s) : offset(o), length(l), stride(s) { }
/// True if the descriptor values are internally consistent
bool IsValid() const {
return (length>0) and (offset<length) and (stride>=length);
}
/// True if the 'other' descriptor can be used as a destination for
/// data evaluations.
bool CanEval( OsdVertexBufferDescriptor const & other ) const {
return IsValid() and
other.IsValid() and
(length==other.length) and
(other.length <= (stride-offset));
}
/// Resets the descriptor to default
void Reset() {
offset = length = stride = 0;
}
int offset; // offset to desired element data
int length; // number or length of the data
int stride; // stride to the next element
};
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif /* OSD_CPU_VERTEX_DESCRIPTRO_H */