//-***************************************************************************** // Copyright (c) 2012, Pixar. All rights reserved. * // * // This license governs use of the accompanying software. If you * // use the software, you accept this license. If you do not accept * // the license, do not use the software. * // * // 1. Definitions * // The terms "reproduce," "reproduction," "derivative works," and * // "distribution" have the same meaning here as under U.S. * // copyright law. A "contribution" is the original software, or * // any additions or changes to the software. * // A "contributor" is any person or entity that distributes its * // contribution under this license. * // "Licensed patents" are a contributor's patent claims that read * // directly on its contribution. * // * // 2. 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The contributors give no express warranties, * // guarantees or conditions. You may have additional consumer * // rights under your local laws which this license cannot change. * // To the extent permitted under your local laws, the contributors * // exclude the implied warranties of merchantability, fitness for * // a particular purpose and non-infringement. * //-***************************************************************************** //-***************************************************************************** // Written by Pixar, 2011-2012. //-***************************************************************************** #ifndef _PxOneChanDeepOpacity_h_ #define _PxOneChanDeepOpacity_h_ #include "PxDeepUtils.h" #include "PxBaseDeepHelper.h" namespace PxDeep { //-***************************************************************************** // ONE CHANNEL DEEP OPACITY CONTINUOUS //-***************************************************************************** template class OneChanDeepOpacityContinuous : public BaseDeepHelper,SpanOpac> { public: typedef BaseDeepHelper,SpanOpac> super_type; typedef OneChanDeepOpacityContinuous this_type; typedef typename super_type::span_type span_type; OneChanDeepOpacityContinuous( DtexFile* i_dtexFile, int i_numDtexChans, const Parameters& i_params ) : BaseDeepHelper,SpanOpac> ( i_dtexFile, i_numDtexChans, i_params ) {} void processDeepPixel( int i_numPts ); }; //-***************************************************************************** // ONE CHANNEL DEEP OPACITY DISCRETE //-***************************************************************************** template class OneChanDeepOpacityDiscrete : public BaseDeepHelper,SpanOpac> { public: typedef BaseDeepHelper,SpanOpac> super_type; typedef OneChanDeepOpacityDiscrete this_type; typedef typename super_type::span_type span_type; OneChanDeepOpacityDiscrete( DtexFile* i_dtexFile, int i_numDtexChans, const Parameters& i_params ) : BaseDeepHelper,SpanOpac> ( i_dtexFile, i_numDtexChans, i_params ) {} void processDeepPixel( int i_numPts ); }; //-***************************************************************************** template void OneChanDeepOpacityContinuous::processDeepPixel( int i_numPts ) { assert( i_numPts > 0 ); // Loop over all the dtex points and get their deepOpacities and // depths. (this->m_spans).resize( ( size_t )i_numPts ); for ( int j = 0; j < i_numPts; ++j ) { float z; float pts[4]; DtexPixelGetPoint( (this->m_pixel), j, &z, ( float * )pts ); z = ClampDepth( z ); span_type& spanJ = (this->m_spans)[j]; spanJ.clear(); spanJ.in = z; spanJ.out = z; // Data stored in dtex files for "deepopacity" is actually // "deeptransmission", monotonically decreasing from an initial // value of 1.0. We just convert it to viz directly. // (viz == transmissivity) spanJ.deepViz = ClampViz( pts[0] ); spanJ.index = j; } // Sort the spans by depth (and then index) std::sort( (this->m_spans).begin(), (this->m_spans).end() ); // Combine identical depths, accumulating maximum density // along the way. Because we have deep opacity, // coincident samples use the maximum deepOpacity value. double maxDensity = PXDU_MIN_NON_ZERO_DENSITY; { int prevSpanIndex = 0; int activeBegin = 0; int activeEnd = 0; float interestingDepth = 0.0f; int numRemoved = 0; while ( activeBegin < i_numPts ) { span_type& spanActiveBegin = (this->m_spans)[activeBegin]; float nextInterestingDepth = spanActiveBegin.in; assert( nextInterestingDepth > interestingDepth ); // This loop combines all the coincident samples // into a single sample, invalidates the other coincident // samples, and sets activeEnd to point to the next // sample with a larger depth. activeEnd = i_numPts; for ( int a = activeBegin + 1; a < i_numPts; ++a ) { span_type& spanNext = (this->m_spans)[a]; assert( spanNext.in > interestingDepth ); assert( spanNext.in >= nextInterestingDepth ); if ( spanNext.in > nextInterestingDepth ) { // This span is not active in this round, // set activeEnd and get out. activeEnd = a; break; } else { // This span has an identical depth to // the previous one, so we use whichever one has the // largest deep opacity, which equates to the // smallest deep viz. spanActiveBegin.deepViz = std::min( spanActiveBegin.deepViz, spanNext.deepViz ); spanNext.in = FLT_MAX; spanNext.out = FLT_MAX; ++numRemoved; } } // Okay, the deep vizibility at our in point // is equal to the total vizibility before us, // which is the deep vizibility at the previous point, // times the vizibility of this point. // deepViz = deepVizPrev * viz // viz = deepViz / deepVizPrev; if ( activeBegin == 0 ) { spanActiveBegin.viz = spanActiveBegin.deepViz; } else { span_type& spanPrev = (this->m_spans)[prevSpanIndex]; // Make sure the deep visibilities are // monotonically decreasing with depth. spanActiveBegin.deepViz = std::min( spanActiveBegin.deepViz, spanPrev.deepViz ); if ( spanPrev.deepViz > 0.0 ) { // If we have non-zero accumulated visibility, // we can compute the span visibility. spanActiveBegin.viz = spanActiveBegin.deepViz / spanPrev.deepViz; } else { // If we have zero accumulated visibility, // then the span visibility is also zero. spanActiveBegin.viz = 0.0; } // Use the viz of this span to update the // max density. spanActiveBegin.viz = ClampViz( spanActiveBegin.viz ); spanActiveBegin.in = spanPrev.out; double dz = spanActiveBegin.out - spanActiveBegin.in; assert( dz > 0.0 ); assert( spanActiveBegin.out > spanActiveBegin.in ); double density = DensityFromVizDz( spanActiveBegin.viz, dz ); maxDensity = std::max( maxDensity, density ); } prevSpanIndex = activeBegin; activeBegin = activeEnd; interestingDepth = nextInterestingDepth; } // If any removed, re-sort the list and remove the end // points. if ( numRemoved > 0 ) { assert( numRemoved < i_numPts ); std::sort( (this->m_spans).begin(), (this->m_spans).end() ); i_numPts -= numRemoved; (this->m_spans).resize( i_numPts ); } } // Handle the single point case. if ( i_numPts == 1 ) { span_type& span0 = (this->m_spans)[0]; if ( (this->m_params).discardZeroAlphaSamples && span0.viz >= 1.0 ) { // Nothing! return; } span0.in = ClampDepth( DecrementPositiveFloat( span0.out ) ); float alphaF = ClampAlpha( 1.0 - span0.viz ); (this->m_deepOutPixel).push_back( span0.in, span0.out, alphaF ); return; } // Put the spans back out. // If the first point has a non-zero alpha, extrapolate the // maximum density to create a begin point. for ( int j = 0; j < i_numPts; ++j ) { span_type& spanJ = (this->m_spans)[j]; if ( (this->m_params.discardZeroAlphaSamples) && spanJ.viz >= 1.0 ) { // This span is transparent, ignore it. continue; } if ( j == 0 ) { // This is first point. // If it has non-zero alpha, it needs depth, // which we use the max density for. if ( spanJ.viz >= 1.0 ) { // Don't need to worry about this last span! // It is at the end of the continuous span, and // is completely transparent. continue; } double dz = DzFromVizDensity( spanJ.viz, maxDensity ); spanJ.in = ClampDepth( spanJ.out - dz ); if ( spanJ.out <= spanJ.in ) { spanJ.in = ClampDepth( DecrementPositiveFloat( spanJ.out ) ); } } float alphaF = ClampAlpha( 1.0 - spanJ.viz ); // Set the channels! (this->m_deepOutPixel).push_back( spanJ.in, spanJ.out, alphaF ); } } //-***************************************************************************** template void OneChanDeepOpacityDiscrete::processDeepPixel( int i_numPts ) { assert( i_numPts > 0 ); // Loop over all the dtex points and get their deepOpacities and // depths. (this->m_spans).resize( ( size_t )i_numPts ); for ( int j = 0; j < i_numPts; ++j ) { float z; float pts[4]; DtexPixelGetPoint( (this->m_pixel), j, &z, ( float * )pts ); z = ClampDepth( z ); span_type& spanJ = (this->m_spans)[j]; spanJ.clear(); spanJ.in = z; spanJ.out = z; // Data stored in dtex files for "deepopacity" is actually // "deeptransmission", monotonically decreasing from an initial // value of 1.0. We just convert it to viz directly. // (viz == transmissivity) spanJ.deepViz = ClampViz( pts[0] ); spanJ.index = j; } // Sort the spans. std::sort( (this->m_spans).begin(), (this->m_spans).end() ); // Combine identical depths. Because we have deep opacity, // coincident samples use the maximum deepOpacity value. { int prevSpanIndex = 0; int activeBegin = 0; int activeEnd = 0; float interestingDepth = 0.0f; int numRemoved = 0; while ( activeBegin < i_numPts ) { span_type& spanActiveBegin = (this->m_spans)[activeBegin]; float nextInterestingDepth = spanActiveBegin.in; assert( nextInterestingDepth > interestingDepth ); // This loop combines all the coincident samples // into a single sample, invalidates the other coincident // samples, and sets activeEnd to point to the next // sample with a larger depth. activeEnd = i_numPts; for ( int a = activeBegin + 1; a < i_numPts; ++a ) { span_type& spanNext = (this->m_spans)[a]; assert( spanNext.in > interestingDepth ); assert( spanNext.in >= nextInterestingDepth ); if ( spanNext.in > nextInterestingDepth ) { // This span is not active in this round, // set activeEnd and get out. activeEnd = a; break; } else { // This span has an identical depth to // the previous one, so we use whichever one has the // largest deep opacity, which equates to the // smallest deep viz. spanActiveBegin.deepViz = std::min( spanActiveBegin.deepViz, spanNext.deepViz ); spanNext.in = FLT_MAX; spanNext.out = FLT_MAX; ++numRemoved; } } // Okay, the deep vizibility at our in point // is equal to the total vizibility before us, // which is the deep vizibility at the previous point, // times the vizibility of this point. // deepViz = deepVizPrev * viz // viz = deepViz / deepVizPrev; if ( activeBegin == 0 ) { spanActiveBegin.viz = spanActiveBegin.deepViz; } else { span_type& spanPrev = (this->m_spans)[prevSpanIndex]; // Make sure the deep visibilities are // monotonically decreasing with depth. spanActiveBegin.deepViz = std::min( spanActiveBegin.deepViz, spanPrev.deepViz ); if ( spanPrev.deepViz > 0.0 ) { // If we have non-zero accumulated visibility, // we can compute the span visibility. spanActiveBegin.viz = spanActiveBegin.deepViz / spanPrev.deepViz; } else { // If we have zero accumulated visibility, // then the span visibility is also zero. spanActiveBegin.viz = 0.0; } // Clean up the viz! spanActiveBegin.viz = ClampViz( spanActiveBegin.viz ); } prevSpanIndex = activeBegin; activeBegin = activeEnd; interestingDepth = nextInterestingDepth; } // If any removed, re-sort the list and remove the end // points. if ( numRemoved > 0 ) { assert( numRemoved < i_numPts ); std::sort( (this->m_spans).begin(), (this->m_spans).end() ); i_numPts -= numRemoved; (this->m_spans).resize( i_numPts ); } } // Put the spans back out. for ( int j = 0; j < i_numPts; ++j ) { span_type& spanJ = (this->m_spans)[j]; if ( (this->m_params).discardZeroAlphaSamples && spanJ.viz >= 1.0 ) { // This span is transparent, ignore it. continue; } float alphaF = ClampAlpha( 1.0 - spanJ.viz ); (this->m_deepOutPixel).push_back( spanJ.in, alphaF ); } } } // End namespace PxDeep #endif