bfr_tutorial_1_4.cpp

bfr_tutorial_1_4.cpp


https://github.com/PixarAnimationStudios/OpenSubdiv/blob/release/tutorials/bfr/tutorial_1_4/bfr_tutorial_1_4.cpp


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.. code:: c++

    //------------------------------------------------------------------------------
    //  Tutorial description:
    //
    //      This tutorial builds on the previous tutorial that makes use of the
    //      SurfaceFactory, Surface and Tessellation classes for evaluating and
    //      tessellating the limit surface of faces of a mesh by illustrating
    //      how the presence of additional data in the mesh arrays is handled.
    //
    //      As in the previous tutorial, vertex positions and face-varying UVs
    //      are provided with the mesh to be evaluated. But here an additional
    //      color is interleaved with the position in the vertex data of the
    //      mesh and a third component is added to face-varying UV data (making
    //      it (u,v,w)).
    //
    //      To evaluate the position and 2D UVs while avoiding the color and
    //      unused third UV coordinate, the Surface::PointDescriptor class is
    //      used to describe the size and stride of the desired data to be
    //      evaluated in the arrays of mesh data.
    //

    #include <opensubdiv/far/topologyRefiner.h>
    #include <opensubdiv/bfr/refinerSurfaceFactory.h>
    #include <opensubdiv/bfr/surface.h>
    #include <opensubdiv/bfr/tessellation.h>

    #include <vector>
    #include <string>
    #include <cstring>
    #include <cstdio>

    //  Local headers with support for this tutorial in "namespace tutorial"
    #include "./meshLoader.h"
    #include "./objWriter.h"

    using namespace OpenSubdiv;

    //
    //  Simple command line arguments to provide input and run-time options:
    //
    class Args {
    public:
        std::string     inputObjFile;
        std::string     outputObjFile;
        Sdc::SchemeType schemeType;
        int             tessUniformRate;
        bool            tessQuadsFlag;
        bool            uv2xyzFlag;

    public:
        Args(int argc, char * argv[]) :
            inputObjFile(),
            outputObjFile(),
            schemeType(Sdc::SCHEME_CATMARK),
            tessUniformRate(5),
            tessQuadsFlag(false),
            uv2xyzFlag(false) {

            for (int i = 1; i < argc; ++i) {
                if (strstr(argv[i], ".obj")) {
                    if (inputObjFile.empty()) {
                        inputObjFile = std::string(argv[i]);
                    } else {
                        fprintf(stderr,
                            "Warning: Extra Obj file '%s' ignored\n", argv[i]);
                    }
                } else if (!strcmp(argv[i], "-o")) {
                    if (++i < argc) outputObjFile = std::string(argv[i]);
                } else if (!strcmp(argv[i], "-bilinear")) {
                    schemeType = Sdc::SCHEME_BILINEAR;
                } else if (!strcmp(argv[i], "-catmark")) {
                    schemeType = Sdc::SCHEME_CATMARK;
                } else if (!strcmp(argv[i], "-loop")) {
                    schemeType = Sdc::SCHEME_LOOP;
                } else if (!strcmp(argv[i], "-res")) {
                    if (++i < argc) tessUniformRate = atoi(argv[i]);
                } else if (!strcmp(argv[i], "-quads")) {
                    tessQuadsFlag = true;
                } else if (!strcmp(argv[i], "-uv2xyz")) {
                    uv2xyzFlag = true;
                } else {
                    fprintf(stderr,
                        "Warning: Unrecognized argument '%s' ignored\n", argv[i]);
                }
            }
        }

    private:
        Args() { }
    };

    //
    //  The main tessellation function:  given a mesh and vertex positions,
    //  tessellate each face -- writing results in Obj format.
    //
    void
    tessellateToObj(Far::TopologyRefiner const & meshTopology,
                    std::vector<float>   const & meshVtxData,  int vtxDataSize,
                    std::vector<float>   const & meshFVarData, int fvarDataSize,
                    Args                 const & options) {

        //
        //  Use simpler local type names for the Surface and its factory:
        //
        typedef Bfr::RefinerSurfaceFactory<> SurfaceFactory;
        typedef Bfr::Surface<float>          Surface;
        typedef Surface::PointDescriptor     SurfacePoint;

        //
        //  Identify the source positions and UVs within more general data
        //  arrays for the mesh. If position and/or UV are not at the start
        //  of the vtx and/or fvar data, simply offset the head of the array
        //  here accordingly:
        //
        bool meshHasUVs = (meshTopology.GetNumFVarChannels() > 0);

        float const * meshPosData = meshVtxData.data();
        SurfacePoint  meshPosPoint(3, vtxDataSize);

        float const * meshUVData = meshHasUVs ? meshFVarData.data() : 0;
        SurfacePoint  meshUVPoint(2, fvarDataSize);

        //
        //  Initialize the SurfaceFactory for the given base mesh (very low
        //  cost in terms of both time and space) and tessellate each face
        //  independently (i.e. no shared vertices):
        //
        //  Note that the SurfaceFactory is not thread-safe by default due to
        //  use of an internal cache.  Creating a separate instance of the
        //  SurfaceFactory for each thread is one way to safely parallelize
        //  this loop.  Another (preferred) is to assign a thread-safe cache
        //  to the single instance.
        //
        //  First declare any evaluation options when initializing:
        //
        //  When dealing with face-varying data, an identifier is necessary
        //  when constructing Surfaces in order to distinguish the different
        //  face-varying data channels. To avoid repeatedly specifying that
        //  identifier when only one is present (or of interest), it can be
        //  specified via the Options.
        //
        SurfaceFactory::Options surfaceOptions;
        if (meshHasUVs) {
            surfaceOptions.SetDefaultFVarID(0);
        }

        SurfaceFactory surfaceFactory(meshTopology, surfaceOptions);

        //
        //  The Surface to be constructed and evaluated for each face -- as
        //  well as the intermediate and output data associated with it -- can
        //  be declared in the scope local to each face. But since dynamic
        //  memory is involved with these variables, it is preferred to declare
        //  them outside that loop to preserve and reuse that dynamic memory.
        //
        Surface posSurface;
        Surface uvSurface;

        std::vector<float> facePatchPoints;

        std::vector<float> outCoords;
        std::vector<float> outPos, outDu, outDv;
        std::vector<float> outUV;
        std::vector<int>   outFacets;

        //
        //  Assign Tessellation Options applied for all faces.  Tessellations
        //  allow the creating of either 3- or 4-sided faces -- both of which
        //  are supported here via a command line option:
        //
        int const tessFacetSize = 3 + options.tessQuadsFlag;

        Bfr::Tessellation::Options tessOptions;
        tessOptions.SetFacetSize(tessFacetSize);
        tessOptions.PreserveQuads(options.tessQuadsFlag);

        //
        //  Process each face, writing the output of each in Obj format:
        //
        tutorial::ObjWriter objWriter(options.outputObjFile);

        int numFaces = surfaceFactory.GetNumFaces();
        for (int faceIndex = 0; faceIndex < numFaces; ++faceIndex) {
            //
            //  Initialize the Surfaces for position and UVs of this face.
            //  There are two ways to do this -- both illustrated here:
            //
            //  Creating Surfaces for the different data interpolation types
            //  independently is clear and convenient, but considerable work
            //  may be duplicated in the construction process in the case of
            //  non-linear face-varying Surfaces. So unless it is known that
            //  face-varying interpolation is linear, use of InitSurfaces()
            //  is generally preferred.
            //
            //  Remember also that the face-varying identifier is omitted from
            //  the initialization methods here as it was previously assigned
            //  to the SurfaceFactory::Options. In the absence of an assignment
            //  of the default FVarID to the Options, a failure to specify the
            //  FVarID here will result in failure.
            //
            //  The cases below are expanded for illustration purposes, and
            //  validity of the resulting Surface is tested here, rather than
            //  the return value of initialization methods.
            //
            bool createSurfacesTogether = true;
            if (!meshHasUVs) {
                surfaceFactory.InitVertexSurface(faceIndex, &posSurface);
            } else if (createSurfacesTogether) {
                surfaceFactory.InitSurfaces(faceIndex, &posSurface, &uvSurface);
            } else {
                if (surfaceFactory.InitVertexSurface(faceIndex, &posSurface)) {
                    surfaceFactory.InitFaceVaryingSurface(faceIndex, &uvSurface);
                }
            }
            if (!posSurface.IsValid()) continue;

            //
            //  Declare a simple uniform Tessellation for the Parameterization
            //  of this face and identify coordinates of the points to evaluate:
            //
            Bfr::Tessellation tessPattern(posSurface.GetParameterization(),
                                          options.tessUniformRate, tessOptions);

            int numOutCoords = tessPattern.GetNumCoords();

            outCoords.resize(numOutCoords * 2);

            tessPattern.GetCoords(outCoords.data());

            //
            //  Prepare the patch points for the Surface, then use them to
            //  evaluate output points for all identified coordinates:
            //
            //  Evaluate vertex positions:
            {
                //  Resize patch point and output arrays:
                int pointSize = meshPosPoint.size;

                facePatchPoints.resize(posSurface.GetNumPatchPoints() * pointSize);

                outPos.resize(numOutCoords * pointSize);
                outDu.resize(numOutCoords * pointSize);
                outDv.resize(numOutCoords * pointSize);

                //  Populate patch point and output arrays:
                float       * patchPosData = facePatchPoints.data();
                SurfacePoint  patchPosPoint(pointSize);

                posSurface.PreparePatchPoints(meshPosData,  meshPosPoint,
                                              patchPosData, patchPosPoint);

                for (int i = 0, j = 0; i < numOutCoords; ++i, j += pointSize) {
                    posSurface.Evaluate(&outCoords[i*2],
                                        patchPosData, patchPosPoint,
                                        &outPos[j], &outDu[j], &outDv[j]);
                }
            }

            //  Evaluate face-varying UVs (when present):
            if (meshHasUVs) {
                //  Resize patch point and output arrays:
                //      - note reuse of the same patch point array as position
                int pointSize = meshUVPoint.size;

                facePatchPoints.resize(uvSurface.GetNumPatchPoints() * pointSize);

                outUV.resize(numOutCoords * pointSize);

                //  Populate patch point and output arrays:
                float      * patchUVData = facePatchPoints.data();
                SurfacePoint patchUVPoint(pointSize);

                uvSurface.PreparePatchPoints(meshUVData,  meshUVPoint,
                                             patchUVData, patchUVPoint);

                for (int i = 0, j = 0; i < numOutCoords; ++i, j += pointSize) {
                    uvSurface.Evaluate(&outCoords[i*2],
                                       patchUVData, patchUVPoint,
                                       &outUV[j]);
                }
            }

            //
            //  Identify the faces of the Tessellation:
            //
            //  Note the need to offset vertex indices for the output faces --
            //  using the number of vertices generated prior to this face. One
            //  of several Tessellation methods to transform the facet indices
            //  simply translates all indices by the desired offset.
            //
            int objVertexIndexOffset = objWriter.GetNumVertices();

            int numFacets = tessPattern.GetNumFacets();
            outFacets.resize(numFacets * tessFacetSize);
            tessPattern.GetFacets(outFacets.data());

            tessPattern.TransformFacetCoordIndices(outFacets.data(),
                                                   objVertexIndexOffset);

            //
            //  Write the evaluated points and faces connecting them as Obj:
            //
            objWriter.WriteGroupName("baseFace_", faceIndex);

            if (meshHasUVs && options.uv2xyzFlag) {
                objWriter.WriteVertexPositions(outUV, 2);
                objWriter.WriteFaces(outFacets, tessFacetSize, false, false);
            } else {
                objWriter.WriteVertexPositions(outPos);
                objWriter.WriteVertexNormals(outDu, outDv);
                if (meshHasUVs) {
                    objWriter.WriteVertexUVs(outUV);
                }
                objWriter.WriteFaces(outFacets, tessFacetSize, true, meshHasUVs);
            }
        }
    }

    //
    //  Load command line arguments, specified or default geometry and process:
    //
    int
    main(int argc, char * argv[]) {

        Args args(argc, argv);

        Far::TopologyRefiner * meshTopology = 0;
        std::vector<float>     meshVtxPositions;
        std::vector<float>     meshFVarUVs;

        meshTopology = tutorial::createTopologyRefiner(
                args.inputObjFile, args.schemeType, meshVtxPositions, meshFVarUVs);
        if (meshTopology == 0) {
            return EXIT_FAILURE;
        }

        //
        //  Expand the loaded position and UV arrays to include additional
        //  data (initialized with -1 for distinction), e.g. add a 4-tuple
        //  for RGBA color to the vertex data and add a third field ("w")
        //  to the face-varying data:
        //
        int numPos = (int) meshVtxPositions.size() / 3;
        int vtxSize  = 7;
        std::vector<float> vtxData(numPos * vtxSize, -1.0f);
        for (int i = 0; i < numPos; ++i) {
            vtxData[i*vtxSize]     = meshVtxPositions[i*3];
            vtxData[i*vtxSize + 1] = meshVtxPositions[i*3 + 1];
            vtxData[i*vtxSize + 2] = meshVtxPositions[i*3 + 2];
        }

        int numUVs = (int) meshFVarUVs.size() / 2;
        int fvarSize = 3;
        std::vector<float> fvarData(numUVs * fvarSize, -1.0f);
        for (int i = 0; i < numUVs; ++i) {
            fvarData[i*fvarSize]     = meshFVarUVs[i*2];
            fvarData[i*fvarSize + 1] = meshFVarUVs[i*2 + 1];
        }

        //
        //  Pass the expanded data arrays along with their respective strides:
        //
        tessellateToObj(*meshTopology, vtxData, vtxSize, fvarData, fvarSize, args);

        delete meshTopology;
        return EXIT_SUCCESS;
    }

    //------------------------------------------------------------------------------