far_tutorial_2_1.cpp
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.. code:: c++ //------------------------------------------------------------------------------ // Tutorial description: // // Building on tutorial 0, this example shows how to instantiate a simple mesh, // refine it uniformly and then interpolate additional sets of primvar data. // #include <opensubdiv/far/topologyDescriptor.h> #include <opensubdiv/far/primvarRefiner.h> #include <cstdio> //------------------------------------------------------------------------------ // Vertex container implementation. // // We are adding a per-vertex color attribute to our primvar data. While they // are separate properties and exist in separate buffers (as when read from an // Alembic file) they are both of the form float[3] and so we can use the same // underlying type. // // While color and position may be the same, we'll make the color a "varying" // primvar, e.g. it is constrained to being linearly interpolated between // vertices, rather than smoothly like position and other vertex data. // struct Point3 { // Minimal required interface ---------------------- Point3() { } void Clear( void * =0 ) { _point[0]=_point[1]=_point[2]=0.0f; } void AddWithWeight(Point3 const & src, float weight) { _point[0]+=weight*src._point[0]; _point[1]+=weight*src._point[1]; _point[2]+=weight*src._point[2]; } // Public interface ------------------------------------ void SetPoint(float x, float y, float z) { _point[0]=x; _point[1]=y; _point[2]=z; } const float * GetPoint() const { return _point; } private: float _point[3]; }; typedef Point3 VertexPosition; typedef Point3 VertexColor; //------------------------------------------------------------------------------ // Cube geometry from catmark_cube.h static float g_verts[8][3] = {{ -0.5f, -0.5f, 0.5f }, { 0.5f, -0.5f, 0.5f }, { -0.5f, 0.5f, 0.5f }, { 0.5f, 0.5f, 0.5f }, { -0.5f, 0.5f, -0.5f }, { 0.5f, 0.5f, -0.5f }, { -0.5f, -0.5f, -0.5f }, { 0.5f, -0.5f, -0.5f }}; // Per-vertex RGB color data static float g_colors[8][3] = {{ 1.0f, 0.0f, 0.5f }, { 0.0f, 1.0f, 0.0f }, { 0.0f, 0.0f, 1.0f }, { 1.0f, 1.0f, 1.0f }, { 1.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 1.0f }, { 1.0f, 0.0f, 1.0f }, { 0.0f, 0.0f, 0.0f }}; static int g_nverts = 8, g_nfaces = 6; static int g_vertsperface[6] = { 4, 4, 4, 4, 4, 4 }; static int g_vertIndices[24] = { 0, 1, 3, 2, 2, 3, 5, 4, 4, 5, 7, 6, 6, 7, 1, 0, 1, 7, 5, 3, 6, 0, 2, 4 }; using namespace OpenSubdiv; static Far::TopologyRefiner * createFarTopologyRefiner(); //------------------------------------------------------------------------------ int main(int, char **) { int maxlevel = 5; Far::TopologyRefiner * refiner = createFarTopologyRefiner(); // Uniformly refine the topology up to 'maxlevel' refiner->RefineUniform(Far::TopologyRefiner::UniformOptions(maxlevel)); // Allocate buffers for vertex primvar data. // // We assume we received the coarse data for the mesh in separate buffers // from some other source, e.g. an Alembic file. Meanwhile, we want buffers // for the last/finest subdivision level to persist. We have no interest // in the intermediate levels. // // Determine the sizes for our needs: int nCoarseVerts = g_nverts; int nFineVerts = refiner->GetLevel(maxlevel).GetNumVertices(); int nTotalVerts = refiner->GetNumVerticesTotal(); int nTempVerts = nTotalVerts - nCoarseVerts - nFineVerts; // Allocate and initialize the primvar data for the original coarse vertices: std::vector<VertexPosition> coarsePosBuffer(nCoarseVerts); std::vector<VertexColor> coarseClrBuffer(nCoarseVerts); for (int i = 0; i < nCoarseVerts; ++i) { coarsePosBuffer[i].SetPoint(g_verts[i][0], g_verts[i][1], g_verts[i][2]); coarseClrBuffer[i].SetPoint(g_colors[i][0], g_colors[i][1], g_colors[i][2]); } // Allocate intermediate and final storage to be populated: std::vector<VertexPosition> tempPosBuffer(nTempVerts); std::vector<VertexPosition> finePosBuffer(nFineVerts); std::vector<VertexColor> tempClrBuffer(nTempVerts); std::vector<VertexColor> fineClrBuffer(nFineVerts); // Interpolate all primvar data -- separate buffers can be populated on // separate threads if desired: VertexPosition * srcPos = &coarsePosBuffer[0]; VertexPosition * dstPos = &tempPosBuffer[0]; VertexColor * srcClr = &coarseClrBuffer[0]; VertexColor * dstClr = &tempClrBuffer[0]; Far::PrimvarRefiner primvarRefiner(*refiner); for (int level = 1; level < maxlevel; ++level) { primvarRefiner.Interpolate( level, srcPos, dstPos); primvarRefiner.InterpolateVarying(level, srcClr, dstClr); srcPos = dstPos, dstPos += refiner->GetLevel(level).GetNumVertices(); srcClr = dstClr, dstClr += refiner->GetLevel(level).GetNumVertices(); } // Interpolate the last level into the separate buffers for our final data: primvarRefiner.Interpolate( maxlevel, srcPos, finePosBuffer); primvarRefiner.InterpolateVarying(maxlevel, srcClr, fineClrBuffer); { // Visualization with Maya : print a MEL script that generates colored // particles at the location of the refined vertices (don't forget to // turn shading on in the viewport to see the colors) int nverts = nFineVerts; // Output particle positions printf("particle "); for (int vert = 0; vert < nverts; ++vert) { float const * pos = finePosBuffer[vert].GetPoint(); printf("-p %f %f %f\n", pos[0], pos[1], pos[2]); } printf(";\n"); // Set particle point size (20 -- very large) printf("addAttr -is true -ln \"pointSize\" -at long -dv 20 particleShape1;\n"); // Add per-particle color attribute ('rgbPP') printf("addAttr -ln \"rgbPP\" -dt vectorArray particleShape1;\n"); // Set per-particle color values from our primvar data printf("setAttr \"particleShape1.rgbPP\" -type \"vectorArray\" %d ", nverts); for (int vert = 0; vert < nverts; ++vert) { float const * color = fineClrBuffer[vert].GetPoint(); printf("%f %f %f\n", color[0], color[1], color[2]); } printf(";\n"); } delete refiner; return EXIT_SUCCESS; } //------------------------------------------------------------------------------ // Creates Far::TopologyRefiner from raw geometry // // see tutorial_1_1 for more details // static Far::TopologyRefiner * createFarTopologyRefiner() { // Populate a topology descriptor with our raw data typedef Far::TopologyDescriptor Descriptor; Sdc::SchemeType type = OpenSubdiv::Sdc::SCHEME_CATMARK; Sdc::Options options; options.SetVtxBoundaryInterpolation(Sdc::Options::VTX_BOUNDARY_EDGE_ONLY); Descriptor desc; desc.numVertices = g_nverts; desc.numFaces = g_nfaces; desc.numVertsPerFace = g_vertsperface; desc.vertIndicesPerFace = g_vertIndices; // Instantiate a Far::TopologyRefiner from the descriptor Far::TopologyRefiner * refiner = Far::TopologyRefinerFactory<Descriptor>::Create(desc, Far::TopologyRefinerFactory<Descriptor>::Options(type, options)); return refiner; } //------------------------------------------------------------------------------
Generated on: 2023-03-23 17:35 UTC.