OpenSubdiv/opensubdiv/far/patchMap.cpp
David G. Yu f0128a5f5e Fixed Far::PatchParam encoding of refinement level
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.
2015-06-11 15:10:30 -07:00

170 lines
5.4 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.
//
#include "../far/patchMap.h"
#include <algorithm>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
namespace Far {
// Constructor
PatchMap::PatchMap( PatchTable const & patchTable ) {
initialize( patchTable );
}
// sets all the children to point to the patch of index patchIdx
void
PatchMap::QuadNode::SetChild(int patchIdx) {
for (int i=0; i<4; ++i) {
children[i].isSet=true;
children[i].isLeaf=true;
children[i].idx=patchIdx;
}
}
// sets the child in "quadrant" to point to the node or patch of the given index
void
PatchMap::QuadNode::SetChild(unsigned char quadrant, int idx, bool isLeaf) {
assert(quadrant<4);
children[quadrant].isSet = true;
children[quadrant].isLeaf = isLeaf;
children[quadrant].idx = idx;
}
// adds a child to a parent node and pushes it back on the tree
PatchMap::QuadNode *
PatchMap::addChild( QuadTree & quadtree, QuadNode * parent, int quadrant ) {
quadtree.push_back(QuadNode());
int idx = (int)quadtree.size()-1;
parent->SetChild(quadrant, idx, false);
return &(quadtree[idx]);
}
void
PatchMap::initialize( PatchTable const & patchTable ) {
int nfaces = 0,
narrays = (int)patchTable.GetNumPatchArrays(),
npatches = (int)patchTable.GetNumPatchesTotal();
if (not narrays or not npatches)
return;
// populate subpatch handles vector
_handles.resize(npatches);
for (int parray=0, current=0; parray<narrays; ++parray) {
ConstPatchParamArray params = patchTable.GetPatchParams(parray);
int ringsize = patchTable.GetPatchArrayDescriptor(parray).GetNumControlVertices();
for (Index j=0; j < patchTable.GetNumPatches(parray); ++j) {
Handle & h = _handles[current];
h.arrayIndex = parray;
h.patchIndex = current;
h.vertIndex = j * ringsize;
nfaces = std::max(nfaces, (int)params[j].GetFaceId());
++current;
}
}
++nfaces;
// temporary vector to hold the quadtree while under construction
std::vector<QuadNode> quadtree;
// reserve memory for the octree nodes (size is a worse-case approximation)
quadtree.reserve( nfaces + npatches );
// each coarse face has a root node associated to it that we need to initialize
quadtree.resize(nfaces);
// populate the quadtree from the FarPatchArrays sub-patches
for (Index parray=0, handleIndex=0; parray<narrays; ++parray) {
ConstPatchParamArray params = patchTable.GetPatchParams(parray);
for (int i=0; i < patchTable.GetNumPatches(parray); ++i, ++handleIndex) {
PatchParam const & param = params[i];
unsigned short depth = param.GetDepth();
QuadNode * node = &quadtree[ params[i].GetFaceId() ];
if (depth==(param.NonQuadRoot() ? 1 : 0)) {
// special case : regular BSpline face w/ no sub-patches
node->SetChild( handleIndex );
continue;
}
int u = param.GetU(),
v = param.GetV(),
pdepth = param.NonQuadRoot() ? depth-2 : depth-1,
half = 1 << pdepth;
for (unsigned char j=0; j<depth; ++j) {
int delta = half >> 1;
int quadrant = resolveQuadrant(half, u, v);
assert(quadrant>=0);
half = delta;
if (j==pdepth) {
// we have reached the depth of the sub-patch : add a leaf
assert( not node->children[quadrant].isSet );
node->SetChild(quadrant, handleIndex, true);
break;
} else {
// travel down the child node of the corresponding quadrant
if (not node->children[quadrant].isSet) {
// create a new branch in the quadrant
node = addChild(quadtree, node, quadrant);
} else {
// travel down an existing branch
node = &(quadtree[ node->children[quadrant].idx ]);
}
}
}
}
}
// copy the resulting quadtree to eliminate un-unused vector capacity
_quadtree = quadtree;
}
} // end namespace Far
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv