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test/intern/opensubdiv/internal/evaluator/patch_map.cc
Sergey Sharybin a12a8a71bb Remove "All Rights Reserved" from Blender Foundation copyright code
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.

The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.

However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.

This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:

    <one line to give the program's name and a brief idea of what it does.>
    Copyright (C) <year>  <name of author>

    This program is free software ...

This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
2023-03-30 10:51:59 +02:00

214 lines
6.3 KiB
C++

// 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
#include "internal/evaluator/patch_map.h"
#include <algorithm>
using OpenSubdiv::Far::ConstPatchParamArray;
using OpenSubdiv::Far::Index;
using OpenSubdiv::Far::PatchParam;
using OpenSubdiv::Far::PatchParamTable;
using OpenSubdiv::Far::PatchTable;
namespace blender {
namespace opensubdiv {
//
// Inline quadtree assembly methods used by the constructor:
//
// sets all the children to point to the patch of given index
inline void PatchMap::QuadNode::SetChildren(int index)
{
for (int i = 0; i < 4; ++i) {
children[i].isSet = true;
children[i].isLeaf = true;
children[i].index = index;
}
}
// sets the child in "quadrant" to point to the node or patch of the given index
inline void PatchMap::QuadNode::SetChild(int quadrant, int index, bool isLeaf)
{
assert(!children[quadrant].isSet);
children[quadrant].isSet = true;
children[quadrant].isLeaf = isLeaf;
children[quadrant].index = index;
}
inline void PatchMap::assignRootNode(QuadNode *node, int index)
{
// Assign the given index to all children of the node (all leaves)
node->SetChildren(index);
}
inline PatchMap::QuadNode *PatchMap::assignLeafOrChildNode(QuadNode *node,
bool isLeaf,
int quadrant,
int index)
{
// Assign the node given if it is a leaf node, otherwise traverse
// the node -- creating/assigning a new child node if needed
if (isLeaf) {
node->SetChild(quadrant, index, true);
return node;
}
if (node->children[quadrant].isSet) {
return &_quadtree[node->children[quadrant].index];
}
else {
int newChildNodeIndex = (int)_quadtree.size();
_quadtree.push_back(QuadNode());
node->SetChild(quadrant, newChildNodeIndex, false);
return &_quadtree[newChildNodeIndex];
}
}
//
// Constructor and initialization methods for the handles and quadtree:
//
PatchMap::PatchMap(PatchTable const &patchTable)
: _minPatchFace(-1), _maxPatchFace(-1), _maxDepth(0)
{
_patchesAreTriangular = patchTable.GetVaryingPatchDescriptor().GetNumControlVertices() == 3;
if (patchTable.GetNumPatchesTotal() > 0) {
initializeHandles(patchTable);
initializeQuadtree(patchTable);
}
}
void PatchMap::initializeHandles(PatchTable const &patchTable)
{
//
// Populate the vector of patch Handles. Keep track of the min and max
// face indices to allocate resources accordingly and limit queries:
//
_minPatchFace = (int)patchTable.GetPatchParamTable()[0].GetFaceId();
_maxPatchFace = _minPatchFace;
int numArrays = (int)patchTable.GetNumPatchArrays();
int numPatches = (int)patchTable.GetNumPatchesTotal();
_handles.resize(numPatches);
for (int pArray = 0, handleIndex = 0; pArray < numArrays; ++pArray) {
ConstPatchParamArray params = patchTable.GetPatchParams(pArray);
int patchSize = patchTable.GetPatchArrayDescriptor(pArray).GetNumControlVertices();
for (Index j = 0; j < patchTable.GetNumPatches(pArray); ++j, ++handleIndex) {
Handle &h = _handles[handleIndex];
h.arrayIndex = pArray;
h.patchIndex = handleIndex;
h.vertIndex = j * patchSize;
int patchFaceId = params[j].GetFaceId();
_minPatchFace = std::min(_minPatchFace, patchFaceId);
_maxPatchFace = std::max(_maxPatchFace, patchFaceId);
}
}
}
void PatchMap::initializeQuadtree(PatchTable const &patchTable)
{
//
// Reserve quadtree nodes for the worst case and prune later. Set the
// initial size to accomodate the root node of each patch face:
//
int nPatchFaces = (_maxPatchFace - _minPatchFace) + 1;
int nHandles = (int)_handles.size();
_quadtree.reserve(nPatchFaces + nHandles);
_quadtree.resize(nPatchFaces);
PatchParamTable const &params = patchTable.GetPatchParamTable();
for (int handle = 0; handle < nHandles; ++handle) {
PatchParam const &param = params[handle];
int depth = param.GetDepth();
int rootDepth = param.NonQuadRoot();
_maxDepth = std::max(_maxDepth, depth);
QuadNode *node = &_quadtree[param.GetFaceId() - _minPatchFace];
if (depth == rootDepth) {
assignRootNode(node, handle);
continue;
}
if (!_patchesAreTriangular) {
// Use the UV bits of the PatchParam directly for quad patches:
int u = param.GetU();
int v = param.GetV();
for (int j = rootDepth + 1; j <= depth; ++j) {
int uBit = (u >> (depth - j)) & 1;
int vBit = (v >> (depth - j)) & 1;
int quadrant = (vBit << 1) | uBit;
node = assignLeafOrChildNode(node, (j == depth), quadrant, handle);
}
}
else {
// Use an interior UV point of triangles to identify quadrants:
double u = 0.25;
double v = 0.25;
param.UnnormalizeTriangle(u, v);
double median = 0.5;
bool triRotated = false;
for (int j = rootDepth + 1; j <= depth; ++j, median *= 0.5) {
int quadrant = transformUVToTriQuadrant(median, u, v, triRotated);
node = assignLeafOrChildNode(node, (j == depth), quadrant, handle);
}
}
}
// Swap the Node vector with a copy to reduce worst case memory allocation:
QuadTree tmpTree = _quadtree;
_quadtree.swap(tmpTree);
}
} // namespace opensubdiv
} // namespace blender