mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-25 04:50:06 +00:00
42245f4b20
- removed AddVaryingWithWeight from Far::PrimvarRefiner interpolation - removed Far::StencilBuilder dependencies on varying - updated Far::StencilTableFactory use of StencilBuilder constructor - updated far/tutorial_2 to use vertex colors vs varying (for now)
432 lines
14 KiB
C++
432 lines
14 KiB
C++
//
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// Copyright 2015 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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#include "../far/stencilBuilder.h"
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#include "../far/topologyRefiner.h"
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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namespace Far {
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namespace internal {
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struct PointDerivWeight {
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float p;
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float du;
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float dv;
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PointDerivWeight()
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: p(0.0f), du(0.0f), dv(0.0f)
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{ }
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PointDerivWeight(float w)
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: p(w), du(w), dv(w)
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{ }
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PointDerivWeight(float w, float wDu, float wDv)
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: p(w), du(wDu), dv(wDv)
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{ }
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friend PointDerivWeight operator*(PointDerivWeight lhs,
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PointDerivWeight const& rhs) {
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lhs.p *= rhs.p;
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lhs.du *= rhs.du;
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lhs.dv *= rhs.dv;
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return lhs;
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}
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PointDerivWeight& operator+=(PointDerivWeight const& rhs) {
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p += rhs.p;
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du += rhs.du;
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dv += rhs.dv;
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return *this;
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}
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};
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/// Stencil table constructor set.
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///
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class WeightTable {
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public:
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WeightTable(int coarseVerts,
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bool genCtrlVertStencils,
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bool compactWeights)
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: _size(0)
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, _lastOffset(0)
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, _coarseVertCount(coarseVerts)
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, _compactWeights(compactWeights)
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{
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// These numbers were chosen by profiling production assets at uniform
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// level 3.
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size_t n = std::max(coarseVerts,
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std::min(int(5*1024*1024),
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coarseVerts*2));
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_dests.reserve(n);
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_sources.reserve(n);
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_weights.reserve(n);
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if (!genCtrlVertStencils)
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return;
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// Generate trivial control vert stencils
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_sources.resize(coarseVerts);
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_weights.resize(coarseVerts);
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_dests.resize(coarseVerts);
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_indices.resize(coarseVerts);
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_sizes.resize(coarseVerts);
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for (int i = 0; i < coarseVerts; i++) {
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_indices[i] = i;
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_sizes[i] = 1;
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_dests[i] = i;
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_sources[i] = i;
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_weights[i] = 1.0;
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}
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_size = static_cast<int>(_sources.size());
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_lastOffset = _size - 1;
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}
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template <class W, class WACCUM>
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void AddWithWeight(int src, int dest, W weight, WACCUM weights)
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{
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// Factorized stencils are expressed purely in terms of the control
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// mesh verts. Without this flattening, level_i's weights would point
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// to level_i-1, which would point to level_i-2, until the final level
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// points to the control verts.
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//
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// So here, we check if the incoming vert (src) is in the control mesh,
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// if it is, we can simply merge it without attempting to resolve it
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// first.
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if (src < _coarseVertCount) {
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merge(src, dest, weight, W(1.0), _lastOffset, _size, weights);
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return;
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}
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// src is not in the control mesh, so resolve all contributing coarse
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// verts (src itself is made up of many control vert weights).
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//
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// Find the src stencil and number of contributing CVs.
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int len = _sizes[src];
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int start = _indices[src];
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for (int i = start; i < start+len; i++) {
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// Invariant: by processing each level in order and each vertex in
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// dependent order, any src stencil vertex reference is guaranteed
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// to consist only of coarse verts: therefore resolving src verts
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// must yield verts in the coarse mesh.
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assert(_sources[i] < _coarseVertCount);
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// Merge each of src's contributing verts into this stencil.
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merge(_sources[i], dest, weights.Get(i), weight,
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_lastOffset, _size, weights);
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}
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}
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class PointDerivAccumulator {
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WeightTable* _tbl;
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public:
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PointDerivAccumulator(WeightTable* tbl) : _tbl(tbl)
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{ }
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void PushBack(PointDerivWeight weight) {
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_tbl->_weights.push_back(weight.p);
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_tbl->_duWeights.push_back(weight.du);
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_tbl->_dvWeights.push_back(weight.dv);
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}
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void Add(size_t i, PointDerivWeight weight) {
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_tbl->_weights[i] += weight.p;
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_tbl->_duWeights[i] += weight.du;
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_tbl->_dvWeights[i] += weight.dv;
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}
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PointDerivWeight Get(size_t index) {
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return PointDerivWeight(_tbl->_weights[index],
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_tbl->_duWeights[index],
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_tbl->_dvWeights[index]);
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}
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};
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PointDerivAccumulator GetPointDerivAccumulator() {
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return PointDerivAccumulator(this);
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};
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class ScalarAccumulator {
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WeightTable* _tbl;
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public:
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ScalarAccumulator(WeightTable* tbl) : _tbl(tbl)
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{ }
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void PushBack(PointDerivWeight weight) {
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_tbl->_weights.push_back(weight.p);
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}
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void Add(size_t i, float w) {
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_tbl->_weights[i] += w;
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}
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float Get(size_t index) {
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return _tbl->_weights[index];
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}
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};
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ScalarAccumulator GetScalarAccumulator() {
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return ScalarAccumulator(this);
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};
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std::vector<int> const&
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GetOffsets() const { return _indices; }
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std::vector<int> const&
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GetSizes() const { return _sizes; }
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std::vector<int> const&
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GetSources() const { return _sources; }
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std::vector<float> const&
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GetWeights() const { return _weights; }
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std::vector<float> const&
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GetDuWeights() const { return _duWeights; }
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std::vector<float> const&
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GetDvWeights() const { return _dvWeights; }
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private:
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// Merge a vertex weight into the stencil table, if there is an existing
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// weight for a given source vertex it will be combined.
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//
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// PERFORMANCE: caution, this function is super hot.
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template <class W, class WACCUM>
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void merge(int src, int dst, W weight,
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// Delaying weight*factor multiplication hides memory latency of
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// accessing weight[i], yielding more stable performance.
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W weightFactor,
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// Similarly, passing offset & tableSize as params yields higher
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// performance than accessing the class members directly.
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int lastOffset, int tableSize, WACCUM weights)
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{
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// The lastOffset is the vertex we're currently processing, by
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// leveraging this we need not lookup the dest stencil size or offset.
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//
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// Additionally, if the client does not want the resulting verts
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// compacted, do not attempt to combine weights.
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if (_compactWeights and !_dests.empty() and _dests[lastOffset] == dst) {
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// tableSize is exactly _sources.size(), but using tableSize is
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// significantly faster.
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for (int i = lastOffset; i < tableSize; i++) {
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// If we find an existing vertex that matches src, we need to
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// combine the weights to avoid duplicate entries for src.
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if (_sources[i] == src) {
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weights.Add(i, weight*weightFactor);
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return;
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}
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}
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}
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// We haven't seen src yet, insert it as a new vertex weight.
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add(src, dst, weight*weightFactor, weights);
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}
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// Add a new vertex weight to the stencil table.
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template <class W, class WACCUM>
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void add(int src, int dst, W weight, WACCUM weights)
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{
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// The _dests array has num(weights) elements mapping each individual
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// element back to a specific stencil. The array is constructed in such
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// a way that the current stencil being built is always at the end of
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// the array, so if the dests array is empty or back() doesn't match
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// dst, then we just started building a new stencil.
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if (_dests.empty() or dst != _dests.back()) {
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// _indices and _sizes always have num(stencils) elements so that
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// stencils can be directly looked up by their index in these
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// arrays. So here, ensure that they are large enough to hold the
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// new stencil about to be built.
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if (dst+1 > (int)_indices.size()) {
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_indices.resize(dst+1);
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_sizes.resize(dst+1);
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}
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// Initialize the new stencil's meta-data (offset, size).
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_indices[dst] = static_cast<int>(_sources.size());
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_sizes[dst] = 0;
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// Keep track of where the current stencil begins, which lets us
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// avoid having to look it up later.
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_lastOffset = static_cast<int>(_sources.size());
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}
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// Cache the number of elements as an optimization, it's faster than
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// calling size() on any of the vectors.
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_size++;
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// Increment the current stencil element size.
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_sizes[dst]++;
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// Track this element as belonging to the stencil "dst".
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_dests.push_back(dst);
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// Store the actual stencil data.
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_sources.push_back(src);
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weights.PushBack(weight);
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}
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// The following vectors are explicitly stored as non-interleaved elements
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// to reduce cache misses.
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// Stencil to destination vertex map.
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std::vector<int> _dests;
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// The actual stencil data.
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std::vector<int> _sources;
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std::vector<float> _weights;
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std::vector<float> _duWeights;
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std::vector<float> _dvWeights;
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// Index data used to recover stencil-to-vertex mapping.
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std::vector<int> _indices;
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std::vector<int> _sizes;
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// Acceleration members to avoid pointer chasing and reverse loops.
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int _size;
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int _lastOffset;
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int _coarseVertCount;
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bool _compactWeights;
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};
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StencilBuilder::StencilBuilder(int coarseVertCount,
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bool genCtrlVertStencils,
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bool compactWeights)
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: _weightTable(new WeightTable(coarseVertCount,
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genCtrlVertStencils,
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compactWeights))
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{
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}
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StencilBuilder::~StencilBuilder()
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{
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delete _weightTable;
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}
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size_t
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StencilBuilder::GetNumVerticesTotal() const
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{
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return _weightTable->GetWeights().size();
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}
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int
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StencilBuilder::GetNumVertsInStencil(size_t stencilIndex) const
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{
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if (stencilIndex > _weightTable->GetSizes().size() - 1)
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return 0;
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return (int)_weightTable->GetSizes()[stencilIndex];
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}
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std::vector<int> const&
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StencilBuilder::GetStencilOffsets() const {
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return _weightTable->GetOffsets();
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}
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std::vector<int> const&
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StencilBuilder::GetStencilSizes() const {
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return _weightTable->GetSizes();
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}
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std::vector<int> const&
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StencilBuilder::GetStencilSources() const {
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return _weightTable->GetSources();
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}
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std::vector<float> const&
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StencilBuilder::GetStencilWeights() const {
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return _weightTable->GetWeights();
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}
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std::vector<float> const&
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StencilBuilder::GetStencilDuWeights() const {
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return _weightTable->GetDuWeights();
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}
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std::vector<float> const&
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StencilBuilder::GetStencilDvWeights() const {
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return _weightTable->GetDvWeights();
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}
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void
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StencilBuilder::Index::AddWithWeight(Index const & src, float weight)
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{
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// Ignore no-op weights.
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if (weight == 0)
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return;
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_owner->_weightTable->AddWithWeight(src._index, _index, weight,
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_owner->_weightTable->GetScalarAccumulator());
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}
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void
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StencilBuilder::Index::AddWithWeight(Stencil const& src, float weight)
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{
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if(weight == 0.0f) {
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return;
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}
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int srcSize = *src.GetSizePtr();
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Vtr::Index const * srcIndices = src.GetVertexIndices();
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float const * srcWeights = src.GetWeights();
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for (int i = 0; i < srcSize; ++i) {
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float w = srcWeights[i];
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if (w == 0.0f) {
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continue;
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}
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Vtr::Index srcIndex = srcIndices[i];
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float wgt = weight * w;
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_owner->_weightTable->AddWithWeight(srcIndex, _index, wgt,
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_owner->_weightTable->GetScalarAccumulator());
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}
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}
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void
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StencilBuilder::Index::AddWithWeight(Stencil const& src,
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float weight, float du, float dv)
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{
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if(weight == 0.0f and du == 0.0f and dv == 0.0f) {
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return;
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}
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int srcSize = *src.GetSizePtr();
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Vtr::Index const * srcIndices = src.GetVertexIndices();
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float const * srcWeights = src.GetWeights();
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for (int i = 0; i < srcSize; ++i) {
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float w = srcWeights[i];
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if (w == 0.0f) {
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continue;
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}
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Vtr::Index srcIndex = srcIndices[i];
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PointDerivWeight wgt = PointDerivWeight(weight, du, dv) * w;
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_owner->_weightTable->AddWithWeight(srcIndex, _index, wgt,
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_owner->_weightTable->GetPointDerivAccumulator());
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}
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}
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} // end namespace internal
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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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