blender/intern/cycles/subd/subd_build.cpp

667 lines
18 KiB
C++

/*
* Copyright 2006, NVIDIA Corporation Ignacio Castano <icastano@nvidia.com>
*
* Modifications copyright (c) 2011, Blender Foundation. All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include "subd_build.h"
#include "subd_edge.h"
#include "subd_face.h"
#include "subd_ring.h"
#include "subd_mesh.h"
#include "subd_patch.h"
#include "subd_stencil.h"
#include "subd_vert.h"
#include "util_algorithm.h"
#include "util_debug.h"
#include "util_math.h"
#include "util_string.h"
CCL_NAMESPACE_BEGIN
/* Subd Builder */
SubdBuilder *SubdBuilder::create(bool linear)
{
if(linear)
return new SubdLinearBuilder();
else
return new SubdAccBuilder();
}
/* Gregory ACC Stencil */
class GregoryAccStencil {
public:
SubdFaceRing *ring;
StencilMask stencil[20];
GregoryAccStencil(SubdFaceRing *ring_)
{
ring = ring_;
for(int i = 0; i < 20; i++)
stencil[i].resize(ring->num_verts());
}
StencilMask& get(int i)
{
assert(i < 20);
return stencil[i];
}
float& get(int i, SubdVert *vert)
{
assert(i < 20);
return stencil[i][ring->vert_index(vert)];
}
};
static float pseudoValence(SubdVert *vert)
{
float valence = (float)vert->valence();
if(vert->is_boundary()) {
/* we treat boundary verts as being half a closed mesh. corners are
special case. n = 4 for corners and n = 2*(n-1) for boundaries. */
if(valence == 2) return 4;
return (valence - 1)*2;
}
return valence;
}
/* Subd ACC Builder */
SubdAccBuilder::SubdAccBuilder()
{
}
SubdAccBuilder::~SubdAccBuilder()
{
}
Patch *SubdAccBuilder::run(SubdFace *face)
{
SubdFaceRing ring(face, face->edge);
GregoryAccStencil stencil(&ring);
float3 position[20];
computeCornerStencil(&ring, &stencil);
computeEdgeStencil(&ring, &stencil);
computeInteriorStencil(&ring, &stencil);
ring.evaluate_stencils(position, stencil.stencil, 20);
if(face->num_edges() == 3) {
GregoryTrianglePatch *patch = new GregoryTrianglePatch();
memcpy(patch->hull, position, sizeof(float3)*20);
return patch;
}
else if(face->num_edges() == 4) {
GregoryQuadPatch *patch = new GregoryQuadPatch();
memcpy(patch->hull, position, sizeof(float3)*20);
return patch;
}
assert(0); /* n-gons should have been split already */
return NULL;
}
/* Gregory Patch */
void SubdAccBuilder::computeCornerStencil(SubdFaceRing *ring, GregoryAccStencil *stencil)
{
const int cornerIndices[7] = {8, 11, 19, 16, 6, 9, 12};
int primitiveOffset = ring->is_quad()? 0: 4;
SubdEdge *firstEdge = ring->firstEdge();
/* compute corner control points */
int v = 0;
for(SubdFace::EdgeIterator it(firstEdge); !it.isDone(); it.advance(), v++) {
SubdVert *vert = it.current()->from();
int valence = vert->valence();
int cid = cornerIndices[primitiveOffset+v];
if(vert->is_boundary()) {
/* compute vertex limit position */
SubdEdge *edge0 = vert->edge;
SubdEdge *edge1 = vert->edge->prev;
assert(edge0->face == NULL);
assert(edge0->to() != vert);
assert(edge1->face == NULL);
assert(edge1->from() != vert);
stencil->get(cid, vert) = 2.0f/3.0f;
stencil->get(cid, edge0->to()) = 1.0f/6.0f;
stencil->get(cid, edge1->from()) = 1.0f/6.0f;
assert(stencil->get(cid).is_normalized());
}
else {
stencil->get(cid, vert) = 3.0f*valence*valence;
for(SubdVert::EdgeIterator eit(vert->edge); !eit.isDone(); eit.advance()) {
SubdEdge *edge = eit.current();
assert(vert->co == edge->from()->co);
stencil->get(cid, edge->to()) = 12.0f;
if(SubdFaceRing::is_triangle(edge->face)) {
/* distribute weight to all verts */
stencil->get(cid, vert) += 1.0f;
stencil->get(cid, edge->to()) += 1.0f;
stencil->get(cid, edge->next->to()) += 1.0f;
}
else
stencil->get(cid, edge->next->to()) = 3.0f;
}
/* normalize stencil. */
stencil->get(cid).normalize();
}
}
}
void SubdAccBuilder::computeEdgeStencil(SubdFaceRing *ring, GregoryAccStencil *stencil)
{
const int cornerIndices[7] = {8, 11, 19, 16, 6, 9, 12};
const int edge1Indices[7] = {9, 13, 18, 14, 7, 10, 13};
const int edge2Indices[7] = {12, 10, 15, 17, 14, 8, 11};
int primitiveOffset = ring->is_quad()? 0: 4;
float tangentScales[14] = {
0.0f, 0.0f, 0.0f, 0.667791f, 1.0f,
1.11268f, 1.1284f, 1.10289f, 1.06062f,
1.01262f, 0.963949f, 0.916926f, 0.872541f, 0.831134f
};
SubdEdge *firstEdge = ring->firstEdge();
/* compute corner / edge control points */
int v = 0;
for(SubdFace::EdgeIterator it(firstEdge); !it.isDone(); it.advance(), v++) {
SubdVert *vert = it.current()->from();
int valence = vert->valence();
int cid = cornerIndices[primitiveOffset+v];
int i1 = 0, i2 = 0, j = 0;
for(SubdVert::EdgeIterator eit(vert->edge); !eit.isDone(); eit.advance(), j++) {
SubdEdge *edge = eit.current();
/* find index of "our" edge for edge control points */
if(edge == it.current())
i1 = j;
if(edge == it.current()->prev->pair)
i2 = j;
}
if(vert->is_boundary()) {
int num_verts = ring->num_verts();
StencilMask r0(num_verts);
StencilMask r1(num_verts);
computeBoundaryTangentStencils(ring, vert, r0, r1);
int k = valence - 1;
float omega = M_PI_F / k;
int eid1 = edge1Indices[primitiveOffset + v];
int eid2 = edge2Indices[primitiveOffset + v];
if(it.current()->is_boundary()) {
assert(it.current()->from() == vert);
stencil->get(eid1, vert) = 2.0f / 3.0f;
stencil->get(eid1, it.current()->to()) = 1.0f / 3.0f;
assert(stencil->get(eid1).is_normalized());
if(valence == 2) {
for(int i = 0; i < num_verts; i++)
stencil->get(eid1)[i] += r0[i] * 0.0001f;
}
}
else {
stencil->get(eid1) = stencil->get(cid);
/* compute index of it.current() around vert */
int idx = 0;
for(SubdVert::EdgeIterator eit(vert->edges()); !eit.isDone(); eit.advance(), idx++)
if(eit.current() == it.current())
break;
assert(idx != valence);
float c = cosf(idx * omega);
float s = sinf(idx * omega);
for(int i = 0; i < num_verts; i++)
stencil->get(eid1)[i] += (r0[i] * s + r1[i] * c) / 3.0f;
}
if(it.current()->prev->is_boundary()) {
assert(it.current()->prev->pair->from() == vert);
stencil->get(eid2, vert) = 2.0f / 3.0f;
stencil->get(eid2, it.current()->prev->pair->to()) = 1.0f / 3.0f;
assert(stencil->get(eid2).is_normalized());
if(valence == 2) {
for(int i = 0; i < num_verts; i++)
stencil->get(eid2)[i] += r0[i] * 0.0001f;
}
}
else {
stencil->get(eid2) = stencil->get(cid);
/* compute index of it.current() around vert */
int idx = 0;
for(SubdVert::EdgeIterator eit(vert->edges()); !eit.isDone(); eit.advance(), idx++)
if(eit.current() == it.current()->prev->pair)
break;
assert(idx != valence);
float c = cosf(idx * omega);
float s = sinf(idx * omega);
for(int i = 0; i < num_verts; i++)
stencil->get(eid2)[i] += (r0[i] * s + r1[i] * c) / 3;
}
}
else {
float costerm = cosf(M_PI_F / valence);
float sqrtterm = sqrtf(4.0f + costerm*costerm);
/* float tangentScale = 1.0f; */
float tangentScale = tangentScales[min(valence, 13U)];
float alpha = (1.0f + costerm / sqrtterm) / (3.0f * valence) * tangentScale;
float beta = 1.0f / (3.0f * valence * sqrtterm) * tangentScale;
int eid1 = edge1Indices[primitiveOffset + v];
int eid2 = edge2Indices[primitiveOffset + v];
stencil->get(eid1) = stencil->get(cid);
stencil->get(eid2) = stencil->get(cid);
int j = 0;
for(SubdVert::EdgeIterator eit(vert->edges()); !eit.isDone(); eit.advance(), j++) {
SubdEdge *edge = eit.current();
assert(vert->co == edge->from()->co);
float costerm1_a = cosf(M_PI_F * 2 * (j-i1) / valence);
float costerm1_b = cosf(M_PI_F * (2 * (j-i1)-1) / valence); /* -1 instead of +1 b/c of edge->next->to() */
float costerm2_a = cosf(M_PI_F * 2 * (j-i2) / valence);
float costerm2_b = cosf(M_PI_F * (2 * (j-i2)-1) / valence); /* -1 instead of +1 b/c of edge->next->to() */
stencil->get(eid1, edge->to()) += alpha * costerm1_a;
stencil->get(eid2, edge->to()) += alpha * costerm2_a;
if(SubdFaceRing::is_triangle(edge->face)) {
/* @@ this probably does not provide watertight results!! (1/3 + 1/3 + 1/3 != 1) */
/* distribute weight to all verts */
stencil->get(eid1, vert) += beta * costerm1_b / 3.0f;
stencil->get(eid1, edge->to()) += beta * costerm1_b / 3.0f;
stencil->get(eid1, edge->next->to()) += beta * costerm1_b / 3.0f;
stencil->get(eid2, vert) += beta * costerm2_b / 3.0f;
stencil->get(eid2, edge->to()) += beta * costerm2_b / 3.0f;
stencil->get(eid2, edge->next->to()) += beta * costerm2_b / 3.0f;
}
else {
stencil->get(eid1, edge->next->to()) += beta * costerm1_b;
stencil->get(eid2, edge->next->to()) += beta * costerm2_b;
}
}
}
}
}
void SubdAccBuilder::computeInteriorStencil(SubdFaceRing *ring, GregoryAccStencil *stencil)
{
static int corner1Indices[7] = {8, 11, 19, 16, 6, 9, 12};
static int corner2Indices[7] = {11, 19, 16, 8, 9, 12, 6};
static int edge1Indices[7] = {9, 13, 18, 14, 7, 10, 13};
static int edge2Indices[7] = {10, 15, 17, 12, 8, 11, 14};
static int interior1Indices[7] = {1, 3, 6, 4, 1, 3, 5};
static int interior2Indices[7] = {2, 7, 5, 0, 2, 4, 0};
int primitiveOffset = ring->is_quad()? 0: 4;
SubdFace * face = ring->face();
SubdEdge *firstEdge = ring->firstEdge();
/* interior control points */
int v = 0;
for(SubdFace::EdgeIterator it(firstEdge); !it.isDone(); it.advance(), v++) {
SubdEdge *edge = it.current();
if(edge->is_boundary()) {
float valence1 = pseudoValence(edge->from());
float valence2 = pseudoValence(edge->to());
float weights1[4];
float weights2[4];
if(ring->is_quad()) {
weights1[0] = 3 * valence1;
weights1[1] = 6;
weights1[2] = 3;
weights1[3] = 6;
weights2[0] = 6;
weights2[1] = 3 * valence2;
weights2[2] = 6;
weights2[3] = 3;
}
else {
assert(ring->is_triangle());
weights1[0] = 3 * valence1 + 1;
weights1[1] = 7;
weights1[2] = 7;
weights2[0] = 7;
weights2[1] = 3 * valence2 + 1;
weights2[2] = 7;
}
int idx1 = interior1Indices[primitiveOffset+v];
int idx2 = interior2Indices[primitiveOffset+v];
int i = 0;
for(SubdFace::EdgeIterator it(face->edges(edge)); !it.isDone(); it.advance(), i++) {
SubdVert *vert = it.current()->from();
stencil->get(idx1, vert) += weights1[i];
stencil->get(idx2, vert) += weights2[i];
}
stencil->get(idx1).normalize();
stencil->get(idx2).normalize();
}
else {
SubdVert *e0 = edge->from();
float costerm0 = cosf(2.0f * M_PI_F / pseudoValence(e0));
SubdVert *f0 = edge->to();
float costerm1 = cosf(2.0f * M_PI_F / pseudoValence(f0));
/* p0 +------+ q0
* | |
* f0 +======+ e0 <=== current edge
* | |
* p1 +------+ q1
*/
SubdVert *q0 = edge->next->to();
SubdVert *p0 = edge->prev->from();
SubdVert *p1 = edge->pair->next->to();
SubdVert *q1 = edge->pair->prev->from();
StencilMask x(ring->num_verts());
StencilMask y(ring->num_verts());
for(int i = 0; i < ring->num_verts(); i++) {
x[i] =
(costerm1 * stencil->get(corner1Indices[primitiveOffset+v])[i] -
(2*costerm0 + costerm1) * stencil->get(edge1Indices[primitiveOffset+v])[i] +
2*costerm0 * stencil->get(edge2Indices[primitiveOffset+v])[i]) / 3.0f;
}
/* y = (2*( midedgeA1 - midedgeB1) + 4*(centroidA - centroidB))/18.0f; */
y[ring->vert_index(p0)] = 1;
y[ring->vert_index(p1)] = -1;
/* add centroidA */
if(ring->is_triangle()) {
y[ring->vert_index(p0)] += 4.0f / 3.0f;
y[ring->vert_index(e0)] += 4.0f / 3.0f;
y[ring->vert_index(f0)] += 4.0f / 3.0f;
}
else {
y[ring->vert_index(p0)] += 1;
y[ring->vert_index(q0)] += 1;
y[ring->vert_index(e0)] += 1;
y[ring->vert_index(f0)] += 1;
}
/* sub centroidB */
if(SubdFaceRing::is_triangle(edge->pair->face)) {
y[ring->vert_index(p1)] -= 4.0f / 3.0f;
y[ring->vert_index(e0)] -= 4.0f / 3.0f;
y[ring->vert_index(f0)] -= 4.0f / 3.0f;
}
else {
y[ring->vert_index(p1)] -= 1;
y[ring->vert_index(q1)] -= 1;
y[ring->vert_index(e0)] -= 1;
y[ring->vert_index(f0)] -= 1;
}
y /= 18.0f;
if(ring->is_triangle()) {
x *= 3.0f / 4.0f;
y *= 3.0f / 4.0f;
}
/* this change makes the triangle boundaries smoother, but distorts the quads next to them */
/*if(ring->is_triangle() || SubdFaceRing::is_triangle(edge->pair->face))
{
y *= 4.0f / 3.0f;
}*/
stencil->get(interior1Indices[primitiveOffset+v]) = stencil->get(edge1Indices[primitiveOffset+v]);
stencil->get(interior1Indices[primitiveOffset+v]) += x;
stencil->get(interior1Indices[primitiveOffset+v]) += y;
for(int i = 0; i < ring->num_verts(); i++) {
x[i] =
(costerm0 * stencil->get(corner2Indices[primitiveOffset+v])[i] -
(2*costerm1 + costerm0) * stencil->get(edge2Indices[primitiveOffset+v])[i] +
2*costerm1 * stencil->get(edge1Indices[primitiveOffset+v])[i]) / 3.0f;
}
/* y = (2*( midedgeA2 - midedgeB2) + 4*(centroidA - centroidB))/18.0f; */
y = 0.0f;
/* (2*( midedgeA2 - midedgeB2) */
y[ring->vert_index(q0)] = 1;
y[ring->vert_index(q1)] = -1;
/* add centroidA */
if(ring->is_triangle()) {
y[ring->vert_index(p0)] += 4.0f / 3.0f;
y[ring->vert_index(e0)] += 4.0f / 3.0f;
y[ring->vert_index(f0)] += 4.0f / 3.0f;
}
else {
y[ring->vert_index(p0)] += 1;
y[ring->vert_index(q0)] += 1;
y[ring->vert_index(e0)] += 1;
y[ring->vert_index(f0)] += 1;
}
/* sub centroidB */
if(SubdFaceRing::is_triangle(edge->pair->face)) {
y[ring->vert_index(p1)] -= 4.0f / 3.0f;
y[ring->vert_index(e0)] -= 4.0f / 3.0f;
y[ring->vert_index(f0)] -= 4.0f / 3.0f;
}
else {
y[ring->vert_index(p1)] -= 1;
y[ring->vert_index(q1)] -= 1;
y[ring->vert_index(e0)] -= 1;
y[ring->vert_index(f0)] -= 1;
}
y /= 18.0f;
if(ring->is_triangle()) {
x *= 3.0f / 4.0f;
y *= 3.0f / 4.0f;
}
/* this change makes the triangle boundaries smoother, but distorts the quads next to them. */
/*if(ring->is_triangle() || SubdFaceRing::is_triangle(edge->pair->face))
y *= 4.0f / 3.0f;*/
stencil->get(interior2Indices[primitiveOffset+v]) = stencil->get(edge2Indices[primitiveOffset+v]);
stencil->get(interior2Indices[primitiveOffset+v]) += x;
stencil->get(interior2Indices[primitiveOffset+v]) += y;
}
}
}
void SubdAccBuilder::computeBoundaryTangentStencils(SubdFaceRing *ring, SubdVert *vert, StencilMask & r0, StencilMask & r1)
{
assert(vert->is_boundary());
assert(r0.size() == ring->num_verts());
assert(r1.size() == ring->num_verts());
SubdEdge *edge0 = vert->edge;
assert(edge0->face == NULL);
assert(edge0->to() != vert);
SubdEdge *edgek = vert->edge->prev;
assert(edgek->face == NULL);
assert(edgek->from() != vert);
int valence = vert->valence();
int k = valence - 1;
float omega = M_PI_F / k;
float s = sinf(omega);
float c = cosf(omega);
float factor = 1.0f / (3 * k + c);
float gamma = -4 * s * factor;
r0[ring->vert_index(vert)] = gamma;
/* r1[ring->vert_index(vert)] = 0; */
float salpha0 = -((1 + 2 * c) * sqrtf(1 + c)) * factor / sqrtf(1 - c);
float calpha0 = 1.0f / 2.0f;
r0[ring->vert_index(edge0->to())] = salpha0;
r1[ring->vert_index(edge0->to())] = calpha0;
float salphak = salpha0;
float calphak = -1.0f / 2.0f;
r0[ring->vert_index(edgek->from())] = salphak;
r1[ring->vert_index(edgek->from())] = calphak;
int j = 0;
for(SubdVert::EdgeIterator it(vert->edges()); !it.isDone(); it.advance(), j++) {
SubdEdge *edge = it.current();
if(j == k) break;
SubdVert *p = edge->to();
SubdVert *q = edge->pair->prev->from();
float alphaj = 4 * sinf(j * omega) * factor;
float betaj = (sinf(j * omega) + sinf((j + 1) * omega)) * factor;
if(j != 0)
r0[ring->vert_index(p)] += alphaj;
if(edge->pair->prev->prev->prev == edge->pair) {
r0[ring->vert_index(vert)] += betaj / 3.0f;
r0[ring->vert_index(edge->pair->from())] += betaj / 3.0f;
r0[ring->vert_index(q)] += betaj / 3.0f;
}
else
r0[ring->vert_index(q)] += betaj;
}
if(valence == 2) {
/* r0 perpendicular to r1 */
r0[ring->vert_index(vert)] = -4.0f / 3.0f;
r0[ring->vert_index(edgek->from())] = 1.0f / 2.0f;
r0[ring->vert_index(edge0->to())] = 1.0f / 2.0f;
r0[ring->vert_index(edge0->next->to())] = 1.0f / 3.0f;
}
}
/* Subd Linear Builder */
SubdLinearBuilder::SubdLinearBuilder()
{
}
SubdLinearBuilder::~SubdLinearBuilder()
{
}
Patch *SubdLinearBuilder::run(SubdFace *face)
{
Patch *patch;
float3 *hull;
if(face->num_edges() == 3) {
LinearTrianglePatch *lpatch = new LinearTrianglePatch();
hull = lpatch->hull;
patch = lpatch;
}
else if(face->num_edges() == 4) {
LinearQuadPatch *lpatch = new LinearQuadPatch();
hull = lpatch->hull;
patch = lpatch;
}
else {
assert(0); /* n-gons should have been split already */
return NULL;
}
int i = 0;
for(SubdFace::EdgeIterator it(face->edge); !it.isDone(); it.advance())
hull[i++] = it.current()->from()->co;
if(face->num_edges() == 4)
swap(hull[2], hull[3]);
return patch;
}
CCL_NAMESPACE_END