mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-27 22:10:06 +00:00
f0128a5f5e
This change restores the use of 4-bits in Far::PatchParam to encode the refinement level of a patch. This restores one bit that was stolen to allow for more general encoding of boundary edge and transition edge masks. In order to accommodate all of the bits that are required, the transition edge mask bits are now stored along with the faceId bits. Also, accessors are now exposed directly as members of Far::PatchParam and the internal bitfield class is no longer directly exposed.
170 lines
5.4 KiB
C++
170 lines
5.4 KiB
C++
//
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// Copyright 2014 DreamWorks Animation LLC.
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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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#include "../far/patchMap.h"
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#include <algorithm>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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namespace Far {
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// Constructor
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PatchMap::PatchMap( PatchTable const & patchTable ) {
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initialize( patchTable );
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}
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// sets all the children to point to the patch of index patchIdx
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void
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PatchMap::QuadNode::SetChild(int patchIdx) {
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for (int i=0; i<4; ++i) {
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children[i].isSet=true;
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children[i].isLeaf=true;
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children[i].idx=patchIdx;
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}
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}
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// sets the child in "quadrant" to point to the node or patch of the given index
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void
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PatchMap::QuadNode::SetChild(unsigned char quadrant, int idx, bool isLeaf) {
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assert(quadrant<4);
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children[quadrant].isSet = true;
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children[quadrant].isLeaf = isLeaf;
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children[quadrant].idx = idx;
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}
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// adds a child to a parent node and pushes it back on the tree
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PatchMap::QuadNode *
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PatchMap::addChild( QuadTree & quadtree, QuadNode * parent, int quadrant ) {
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quadtree.push_back(QuadNode());
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int idx = (int)quadtree.size()-1;
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parent->SetChild(quadrant, idx, false);
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return &(quadtree[idx]);
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}
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void
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PatchMap::initialize( PatchTable const & patchTable ) {
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int nfaces = 0,
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narrays = (int)patchTable.GetNumPatchArrays(),
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npatches = (int)patchTable.GetNumPatchesTotal();
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if (not narrays or not npatches)
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return;
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// populate subpatch handles vector
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_handles.resize(npatches);
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for (int parray=0, current=0; parray<narrays; ++parray) {
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ConstPatchParamArray params = patchTable.GetPatchParams(parray);
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int ringsize = patchTable.GetPatchArrayDescriptor(parray).GetNumControlVertices();
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for (Index j=0; j < patchTable.GetNumPatches(parray); ++j) {
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Handle & h = _handles[current];
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h.arrayIndex = parray;
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h.patchIndex = current;
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h.vertIndex = j * ringsize;
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nfaces = std::max(nfaces, (int)params[j].GetFaceId());
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++current;
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}
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}
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++nfaces;
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// temporary vector to hold the quadtree while under construction
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std::vector<QuadNode> quadtree;
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// reserve memory for the octree nodes (size is a worse-case approximation)
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quadtree.reserve( nfaces + npatches );
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// each coarse face has a root node associated to it that we need to initialize
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quadtree.resize(nfaces);
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// populate the quadtree from the FarPatchArrays sub-patches
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for (Index parray=0, handleIndex=0; parray<narrays; ++parray) {
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ConstPatchParamArray params = patchTable.GetPatchParams(parray);
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for (int i=0; i < patchTable.GetNumPatches(parray); ++i, ++handleIndex) {
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PatchParam const & param = params[i];
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unsigned short depth = param.GetDepth();
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QuadNode * node = &quadtree[ params[i].GetFaceId() ];
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if (depth==(param.NonQuadRoot() ? 1 : 0)) {
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// special case : regular BSpline face w/ no sub-patches
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node->SetChild( handleIndex );
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continue;
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}
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int u = param.GetU(),
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v = param.GetV(),
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pdepth = param.NonQuadRoot() ? depth-2 : depth-1,
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half = 1 << pdepth;
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for (unsigned char j=0; j<depth; ++j) {
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int delta = half >> 1;
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int quadrant = resolveQuadrant(half, u, v);
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assert(quadrant>=0);
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half = delta;
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if (j==pdepth) {
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// we have reached the depth of the sub-patch : add a leaf
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assert( not node->children[quadrant].isSet );
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node->SetChild(quadrant, handleIndex, true);
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break;
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} else {
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// travel down the child node of the corresponding quadrant
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if (not node->children[quadrant].isSet) {
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// create a new branch in the quadrant
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node = addChild(quadtree, node, quadrant);
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} else {
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// travel down an existing branch
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node = &(quadtree[ node->children[quadrant].idx ]);
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}
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}
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}
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}
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}
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// copy the resulting quadtree to eliminate un-unused vector capacity
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_quadtree = quadtree;
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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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