Welcome to mirror list, hosted at ThFree Co, Russian Federation.

patch_map.h « evaluator « internal « opensubdiv « intern - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: af804d6ca71e27b2d7b58ffd8d439e3e9c4bf817 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
// Original code copyright 2013 Pixar.
//
// 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.
//
// Modifications copyright 2021 Blender Foundation. All rights reserved.

#ifndef OPENSUBDIV_PATCH_MAP_H_
#define OPENSUBDIV_PATCH_MAP_H_

#include <opensubdiv/far/patchTable.h>

namespace blender {
namespace opensubdiv {

/// \brief An quadtree-based map connecting coarse faces to their sub-patches
///
/// PatchTable::PatchArrays contain lists of patches that represent the limit
/// surface of a mesh, sorted by their topological type. These arrays break the
/// connection between coarse faces and their sub-patches.
///
/// The PatchMap provides a quad-tree based lookup structure that, given a singular
/// parametric location, can efficiently return a handle to the sub-patch that
/// contains this location.
///
class PatchMap {
 public:
  // Quadtree node with 4 children, tree is just a vector of nodes
  struct QuadNode {
    QuadNode()
    {
      std::memset(this, 0, sizeof(QuadNode));
    }

    struct Child {
      unsigned int isSet : 1;   // true if the child has been set
      unsigned int isLeaf : 1;  // true if the child is a QuadNode
      unsigned int index : 30;  // child index (either QuadNode or Handle)
    };

    // sets all the children to point to the patch of given index
    void SetChildren(int index);

    // sets the child in "quadrant" to point to the node or patch of the given index
    void SetChild(int quadrant, int index, bool isLeaf);

    Child children[4];
  };

  typedef OpenSubdiv::Far::PatchTable::PatchHandle Handle;

  /// \brief Constructor
  ///
  /// @param patchTable  A valid PatchTable
  ///
  PatchMap(OpenSubdiv::Far::PatchTable const &patchTable);

  /// \brief Returns a handle to the sub-patch of the face at the given (u,v).
  /// Note that the patch face ID corresponds to potentially quadrangulated
  /// face indices and not the base face indices (see Far::PtexIndices for more
  /// details).
  ///
  /// @param patchFaceId  The index of the patch (Ptex) face
  ///
  /// @param u       Local u parameter
  ///
  /// @param v       Local v parameter
  ///
  /// @return        A patch handle or 0 if the face is not supported (index
  ///                out of bounds) or is tagged as a hole
  ///
  Handle const *FindPatch(int patchFaceId, double u, double v) const;

  int getMinPatchFace() const
  {
    return _minPatchFace;
  }

  int getMaxPatchFace() const
  {
    return _maxPatchFace;
  }

  int getMaxDepth() const
  {
    return _maxDepth;
  }

  bool getPatchesAreTriangular() const
  {
    return _patchesAreTriangular;
  }

  const std::vector<Handle> &getHandles()
  {
    return _handles;
  }

  const std::vector<QuadNode> &nodes()
  {
    return _quadtree;
  }

 private:
  void initializeHandles(OpenSubdiv::Far::PatchTable const &patchTable);
  void initializeQuadtree(OpenSubdiv::Far::PatchTable const &patchTable);

  typedef std::vector<QuadNode> QuadTree;

  // Internal methods supporting quadtree construction and queries
  void assignRootNode(QuadNode *node, int index);
  QuadNode *assignLeafOrChildNode(QuadNode *node, bool isLeaf, int quad, int index);

  template<class T> static int transformUVToQuadQuadrant(T const &median, T &u, T &v);
  template<class T>
  static int transformUVToTriQuadrant(T const &median, T &u, T &v, bool &rotated);

 private:
  bool _patchesAreTriangular;  // tri and quad assembly and search requirements differ

  int _minPatchFace;  // minimum patch face index supported by the map
  int _maxPatchFace;  // maximum patch face index supported by the map
  int _maxDepth;      // maximum depth of a patch in the tree

  std::vector<Handle> _handles;     // all the patches in the PatchTable
  std::vector<QuadNode> _quadtree;  // quadtree nodes
};

//
//  Given a median value for both U and V, these methods transform a (u,v) pair
//  into the quadrant that contains them and returns the quadrant index.
//
//  Quadrant indexing for tri and quad patches -- consistent with PatchParam's
//  usage of UV bits:
//
//      (0,1) o-----o-----o (1,1)     (0,1) o     (1,0) o-----o-----o (0,0)
//            |     |     |                 |\           \  1 |\  0 |
//            |  2  |  3  |                 |  \           \  |  \  |
//            |     |     |                 | 2  \           \| 3  \|
//            o-----o-----o                 o-----o           o-----o
//            |     |     |                 |\  3 |\           \  2 |
//            |  0  |  1  |                 |  \  |  \           \  |
//            |     |     |                 | 0  \| 1  \           \|
//      (0,0) o-----o-----o (1,0)     (0,0) o-----o-----o (1,0)     o (0,1)
//
//  The triangular case also takes and returns/affects the rotation of the
//  quadrant being searched and identified (quadrant 3 imparts a rotation).
//
template<class T> inline int PatchMap::transformUVToQuadQuadrant(T const &median, T &u, T &v)
{

  int uHalf = (u >= median);
  if (uHalf)
    u -= median;

  int vHalf = (v >= median);
  if (vHalf)
    v -= median;

  return (vHalf << 1) | uHalf;
}

template<class T>
int inline PatchMap::transformUVToTriQuadrant(T const &median, T &u, T &v, bool &rotated)
{

  if (!rotated) {
    if (u >= median) {
      u -= median;
      return 1;
    }
    if (v >= median) {
      v -= median;
      return 2;
    }
    if ((u + v) >= median) {
      rotated = true;
      return 3;
    }
    return 0;
  }
  else {
    if (u < median) {
      v -= median;
      return 1;
    }
    if (v < median) {
      u -= median;
      return 2;
    }
    u -= median;
    v -= median;
    if ((u + v) < median) {
      rotated = false;
      return 3;
    }
    return 0;
  }
}

/// Returns a handle to the sub-patch of the face at the given (u,v).
inline PatchMap::Handle const *PatchMap::FindPatch(int faceid, double u, double v) const
{

  //
  //  Reject patch faces not supported by this map, or those corresponding
  //  to holes or otherwise unassigned (the root node for a patch will
  //  have all or no quadrants set):
  //
  if ((faceid < _minPatchFace) || (faceid > _maxPatchFace))
    return 0;

  QuadNode const *node = &_quadtree[faceid - _minPatchFace];

  if (!node->children[0].isSet)
    return 0;

  //
  //  Search the tree for the sub-patch containing the given (u,v)
  //
  assert((u >= 0.0) && (u <= 1.0) && (v >= 0.0) && (v <= 1.0));

  double median = 0.5;
  bool triRotated = false;

  for (int depth = 0; depth <= _maxDepth; ++depth, median *= 0.5) {

    int quadrant = _patchesAreTriangular ? transformUVToTriQuadrant(median, u, v, triRotated) :
                                           transformUVToQuadQuadrant(median, u, v);

    //  holes should have been rejected at the root node of the face
    assert(node->children[quadrant].isSet);

    if (node->children[quadrant].isLeaf) {
      return &_handles[node->children[quadrant].index];
    }
    else {
      node = &_quadtree[node->children[quadrant].index];
    }
  }
  assert(0);
  return 0;
}
}  // namespace opensubdiv
}  // namespace blender

#endif  // OPENSUBDIV_PATCH_MAP_H_