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//
// Copyright 2021 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.
//
#include "bfrSurfaceEvaluator.h"
template <typename REAL>
BfrSurfaceEvaluator<REAL>::BfrSurfaceEvaluator(
Far::TopologyRefiner const & baseMesh,
Vec3Vector const & basePos,
Vec3Vector const & baseUVs,
FactoryOptions const & factoryOptions) :
_baseMesh(baseMesh),
_baseMeshPos(basePos),
_baseMeshUVs(baseUVs),
_factory(baseMesh, factoryOptions) {
}
template <typename REAL>
bool
BfrSurfaceEvaluator<REAL>::FaceHasLimit(IndexType baseFace) const {
return _factory.FaceHasLimitSurface(baseFace);
}
template <typename REAL>
void
BfrSurfaceEvaluator<REAL>::Evaluate(IndexType baseFace,
TessCoordVector const & tessCoords,
EvalResults<REAL> & results) const {
// Allocate vectors for the properties to be evaluated:
int numCoords = (int) tessCoords.size() / 2;
results.Resize(numCoords);
// Create the Surfaces for position and UV (optional) and assert if
// not valid, since a limit surface is expected here. (Note we may
// create the position surface but not actually evaluate it.)
SurfaceType pSurface;
SurfaceType uvSurface;
// Figure out how to get a command line arg here to run both
bool initSeparate = false;
if (initSeparate || !results.evalUV) {
_factory.InitVertexSurface(baseFace, &pSurface);
if (results.evalUV) {
_factory.InitFaceVaryingSurface(baseFace, &uvSurface);
}
} else {
_factory.InitSurfaces(baseFace, &pSurface, &uvSurface);
}
assert(pSurface.IsValid());
assert(uvSurface.IsValid() == results.evalUV);
// Evaluate directly or using stencils:
if (results.useStencils) {
evaluateByStencils(pSurface, uvSurface, tessCoords, results);
} else {
evaluateDirectly(pSurface, uvSurface, tessCoords, results);
}
}
template <typename REAL>
void
BfrSurfaceEvaluator<REAL>::evaluateDirectly(
SurfaceType const & pSurface, SurfaceType const & uvSurface,
TessCoordVector const & tessCoords, EvalResults<REAL> & results) const {
int numCoords = (int) tessCoords.size() / 2;
if (results.evalPosition) {
Vec3Vector baseFacePos(pSurface.GetNumPatchPoints());
REAL const * meshPoints = &_baseMeshPos[0][0];
REAL * patchPoints = &baseFacePos[0][0];
pSurface.PreparePatchPoints(meshPoints, 3, patchPoints, 3);
REAL const * st = &tessCoords[0];
for (int i = 0; i < numCoords; ++i, st += 2) {
if (!results.eval1stDeriv) {
pSurface.Evaluate(st, patchPoints, 3, &results.p[i][0]);
} else if (!results.eval2ndDeriv) {
pSurface.Evaluate(st, patchPoints, 3,
&results.p[i][0], &results.du[i][0], &results.dv[i][0]);
} else {
pSurface.Evaluate(st, patchPoints, 3,
&results.p[i][0], &results.du[i][0], &results.dv[i][0],
&results.duu[i][0], &results.duv[i][0], &results.dvv[i][0]);
}
}
}
if (results.evalUV) {
Vec3Vector baseFaceUVs(uvSurface.GetNumPatchPoints());
REAL const * meshPoints = &_baseMeshUVs[0][0];
REAL * patchPoints = &baseFaceUVs[0][0];
uvSurface.PreparePatchPoints(meshPoints, 3, patchPoints, 3);
REAL const * st = &tessCoords[0];
for (int i = 0; i < numCoords; ++i, st += 2) {
uvSurface.Evaluate(st, patchPoints, 3, &results.uv[i][0]);
}
}
}
template <typename REAL>
void
BfrSurfaceEvaluator<REAL>::evaluateByStencils(
SurfaceType const & pSurface, SurfaceType const & uvSurface,
TessCoordVector const & tessCoords, EvalResults<REAL> & results) const {
std::vector<REAL> stencilWeights;
int numCoords = (int) tessCoords.size() / 2;
if (results.evalPosition) {
stencilWeights.resize(6 * pSurface.GetNumControlPoints());
REAL * sP = &stencilWeights[0];
REAL * sDu = sP + pSurface.GetNumControlPoints();
REAL * sDv = sDu + pSurface.GetNumControlPoints();
REAL * sDuu = sDv + pSurface.GetNumControlPoints();
REAL * sDuv = sDuu + pSurface.GetNumControlPoints();
REAL * sDvv = sDuv + pSurface.GetNumControlPoints();
REAL const * st = &tessCoords[0];
for (int i = 0; i < numCoords; ++i, st += 2) {
REAL const * meshPos = &_baseMeshPos[0][0];
if (!results.eval1stDeriv) {
pSurface.EvaluateStencil(st, &sP[0]);
} else if (!results.eval2ndDeriv) {
pSurface.EvaluateStencil(st, &sP[0], &sDu[0], &sDv[0]);
} else {
pSurface.EvaluateStencil(st, &sP[0], &sDu[0], &sDv[0],
&sDuu[0], &sDuv[0], &sDvv[0]);
}
if (results.evalPosition) {
pSurface.ApplyStencilFromMesh(&sP[0], meshPos, 3,
&results.p[i][0]);
}
if (results.eval1stDeriv) {
pSurface.ApplyStencilFromMesh(&sDu[0], meshPos, 3,
&results.du[i][0]);
pSurface.ApplyStencilFromMesh(&sDv[0], meshPos, 3,
&results.dv[i][0]);
}
if (results.eval2ndDeriv) {
pSurface.ApplyStencilFromMesh(&sDuu[0], meshPos, 3,
&results.duu[i][0]);
pSurface.ApplyStencilFromMesh(&sDuv[0], meshPos, 3,
&results.duv[i][0]);
pSurface.ApplyStencilFromMesh(&sDvv[0], meshPos, 3,
&results.dvv[i][0]);
}
}
}
if (results.evalUV) {
REAL const * meshUVs = &_baseMeshUVs[0][0];
stencilWeights.resize(uvSurface.GetNumControlPoints());
REAL * sUV = &stencilWeights[0];
REAL const * st = &tessCoords[0];
for (int i = 0; i < numCoords; ++i, st += 2) {
uvSurface.EvaluateStencil(st, &sUV[0]);
uvSurface.ApplyStencilFromMesh(&sUV[0], meshUVs, 3,
&results.uv[i][0]);
}
}
}
//
// Explicit instantiation for float and double:
//
template class BfrSurfaceEvaluator<float>;
template class BfrSurfaceEvaluator<double>;
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