OpenSubdiv/examples/mayaViewer/osdMeshData.cpp

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//
// Copyright (C) Pixar. All rights reserved.
//
// This license governs use of the accompanying software. If you
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// the license, do not use the software.
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// any additions or changes to the software.
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/* Include GLEW before Maya and OSD includes */
#include <GL/glew.h>
#include <maya/MFnMesh.h>
#include <maya/MItMeshPolygon.h>
#include <maya/MFloatArray.h>
#include <maya/MGlobal.h>
#include "osdMeshData.h"
#include <osd/cpuDispatcher.h>
#include <osd/cpuComputeController.h>
#ifdef OPENSUBDIV_HAS_OPENMP
#include <osd/ompDispatcher.h>
#include <osd/ompComputeController.h>
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
#include <osd/clDispatcher.h>
#include <osd/clComputeController.h>
extern cl_context g_clContext;
extern cl_command_queue g_clQueue;
#endif
#ifdef OPENSUBDIV_HAS_CUDA
#include <osd/cudaDispatcher.h>
#include <osd/cudaComputeController.h>
#endif
#include <vector>
#include "../common/maya_util.h"
#include "hbrUtil.h"
#include "OpenSubdivShader.h"
// #### Constructor
//
// Initialize all context and buffers to NULL
//
OsdMeshData::OsdMeshData(const MDagPath& meshDagPath)
: MUserData(false),
_meshDagPath(meshDagPath),
_meshTopoDirty(true),
_hbrmesh(NULL),
_mesh(NULL),
_level(0),
_kernel(kCPU),
_adaptive(true),
_fvarDesc(NULL),
_needsUpdate(false),
_needsInitializeMesh(false)
{
}
// #### Destructor
//
// Delete meshes, clear contexts and buffers
//
OsdMeshData::~OsdMeshData()
{
delete _hbrmesh;
delete _mesh;
delete _fvarDesc;
}
bool
uvSetNameIsValid( MFnMesh& meshFn, const MString& uvSet )
{
// list should be short, just do linear search through existing names
MStringArray setNames;
meshFn.getUVSetNames(setNames);
for (int i = 0; i < (int)setNames.length(); ++i) {
if (setNames[i] == uvSet)
return true;
}
return false;
}
// #### buildUVList
//
// Face-varying data expects a list of per-face per-vertex
// floats. This method reads the UVs from the mesh and
// concatenates them into such a list.
//
MStatus
OsdMeshData::buildUVList( MFnMesh& meshFn, std::vector<float>& uvList )
{
MStatus status = MS::kSuccess;
MItMeshPolygon polyIt( _meshDagPath );
MFloatArray uArray;
MFloatArray vArray;
// If user hasn't given us a UV set, use the current one
MString *uvSetPtr=NULL;
if ( _uvSet.numChars() > 0 ) {
if (uvSetNameIsValid(meshFn, _uvSet)) {
uvSetPtr = &_uvSet;
}
else {
MGlobal::displayWarning(MString("OpenSubdivShader: uvSet \""+_uvSet+"\" does not exist."));
}
} else {
uvSetPtr = NULL;
}
// pull UVs from Maya mesh
status = meshFn.getUVs( uArray, vArray, uvSetPtr );
MCHECK_RETURN(status, "OpenSubdivShader: Error reading UVs");
if ( uArray.length() == 0 || vArray.length() == 0 )
{
MGlobal::displayWarning("OpenSubdivShader: Mesh has no UVs");
return MS::kFailure;
}
// list of UV values
uvList.clear();
uvList.resize( meshFn.numFaceVertices()*2 );
int uvListIdx = 0;
// for each face-vertex copy UVs into list, adjusting for renderman orientation
for ( polyIt.reset(); !polyIt.isDone(); polyIt.next() )
{
int faceIdx = polyIt.index();
unsigned int numPolyVerts = polyIt.polygonVertexCount();
for ( unsigned int faceVertIdx = 0;
faceVertIdx < numPolyVerts;
faceVertIdx++ )
{
int uvIdx;
polyIt.getUVIndex( faceVertIdx, uvIdx, uvSetPtr );
// convert maya UV orientation to renderman orientation
uvList[ uvListIdx++ ] = uArray[ uvIdx ];
uvList[ uvListIdx++ ] = 1.0f - vArray[ uvIdx ];
}
}
return status;
}
// #### rebuildHbrMeshIfNeeded
//
// If the topology of the mesh changes, or any attributes that affect
// how the mesh is computed the original HBR needs to be rebuilt
// which will trigger a rebuild of the FAR mesh and subsequent buffers.
//
void
OsdMeshData::rebuildHbrMeshIfNeeded(OpenSubdivShader *shader)
{
MStatus status = MS::kSuccess;
if (!_meshTopoDirty && !shader->getHbrMeshDirty())
return;
MFnMesh meshFn(_meshDagPath);
// Cache attribute values
_level = shader->getLevel();
_kernel = shader->getKernel();
_adaptive = shader->isAdaptive();
_uvSet = shader->getUVSet();
int level = (_level < 1) ? 1 : _level;
// Get Maya vertex topology and crease data
MIntArray vertexCount;
MIntArray vertexList;
meshFn.getVertices(vertexCount, vertexList);
MUintArray edgeIds;
MDoubleArray edgeCreaseData;
meshFn.getCreaseEdges(edgeIds, edgeCreaseData);
MUintArray vtxIds;
MDoubleArray vtxCreaseData;
meshFn.getCreaseVertices(vtxIds, vtxCreaseData);
if (vertexCount.length() == 0) return;
// Copy Maya vectors into std::vectors
std::vector<int> numIndices(&vertexCount[0], &vertexCount[vertexCount.length()]);
std::vector<int> faceIndices(&vertexList[0], &vertexList[vertexList.length()]);
std::vector<int> vtxCreaseIndices(&vtxIds[0], &vtxIds[vtxIds.length()]);
std::vector<double> vtxCreases(&vtxCreaseData[0], &vtxCreaseData[vtxCreaseData.length()]);
std::vector<double> edgeCreases(&edgeCreaseData[0], &edgeCreaseData[edgeCreaseData.length()]);
// Edge crease index is stored as pairs of vertex ids
int nEdgeIds = edgeIds.length();
std::vector<int> edgeCreaseIndices;
edgeCreaseIndices.resize(nEdgeIds*2);
for (int i = 0; i < nEdgeIds; ++i) {
int2 vertices;
status = meshFn.getEdgeVertices(edgeIds[i], vertices);
if (status.error()) {
MERROR(status, "OpenSubdivShader: Can't get edge vertices");
continue;
}
edgeCreaseIndices[i*2] = vertices[0];
edgeCreaseIndices[i*2+1] = vertices[1];
}
// Convert attribute enums to HBR enums (this is why the enums need to match)
HbrMeshUtil::SchemeType hbrScheme = (HbrMeshUtil::SchemeType) shader->getScheme();
OsdHbrMesh::InterpolateBoundaryMethod hbrInterpBoundary =
(OsdHbrMesh::InterpolateBoundaryMethod) shader->getInterpolateBoundary();
OsdHbrMesh::InterpolateBoundaryMethod hbrInterpUVBoundary =
(OsdHbrMesh::InterpolateBoundaryMethod) shader->getInterpolateUVBoundary();
// clear any existing face-varying descriptor
if (_fvarDesc) {
delete _fvarDesc;
_fvarDesc = NULL;
}
// read UV data from maya and build per-face per-vert list of UVs for HBR face-varying data
std::vector< float > uvList;
status = buildUVList( meshFn, uvList );
if (! status.error()) {
// Create face-varying data descriptor. The memory required for indices
// and widths needs to stay alive as the HBR library only takes in the
// pointers and assumes the client will maintain the memory so keep _fvarDesc
// around as long as _hbrmesh is around.
int fvarIndices[] = { 0, 1 };
int fvarWidths[] = { 1, 1 };
_fvarDesc = new FVarDataDesc( 2, fvarIndices, fvarWidths, 2, hbrInterpUVBoundary );
}
if (_fvarDesc && hbrScheme != HbrMeshUtil::kCatmark) {
MGlobal::displayWarning("Face-varying not yet supported for Loop/Bilinear, using Catmull-Clark");
hbrScheme = HbrMeshUtil::kCatmark;
}
// Convert Maya mesh to internal HBR representation
_hbrmesh = ConvertToHBR(meshFn.numVertices(), numIndices, faceIndices,
vtxCreaseIndices, vtxCreases,
std::vector<int>(), std::vector<float>(),
edgeCreaseIndices, edgeCreases,
hbrInterpBoundary,
hbrScheme,
false, // no ptex
_fvarDesc,
_fvarDesc?&uvList:NULL); // yes fvar (if have UVs)
// note: GL function can't be used in prepareForDraw API.
_needsInitializeMesh = true;
// Mesh topology data is up to date
_meshTopoDirty = false;
shader->setHbrMeshDirty(false);
}
void
OsdMeshData::initializeMesh()
{
if (!_hbrmesh)
return;
OpenSubdiv::OsdMeshBitset bits;
bits.set(OpenSubdiv::MeshAdaptive, _adaptive!=0);
bits.set(OpenSubdiv::MeshFVarData, true);
if (_kernel == kCPU) {
_mesh = new OpenSubdiv::OsdMesh<OpenSubdiv::OsdCpuGLVertexBuffer,
OpenSubdiv::OsdCpuComputeController,
OpenSubdiv::OsdGLDrawContext>(_hbrmesh, 3, _level, bits);
#ifdef OPENSUBDIV_HAS_OPENMP
} else if (_kernel == kOPENMP) {
_mesh = new OpenSubdiv::OsdMesh<OpenSubdiv::OsdCpuGLVertexBuffer,
OpenSubdiv::OsdOmpComputeController,
OpenSubdiv::OsdGLDrawContext>(_hbrmesh, 3, _level, bits);
#endif
#ifdef OPENSUBDIV_HAS_CUDA
} else if(_kernel == kCUDA) {
_mesh = new OpenSubdiv::OsdMesh<OpenSubdiv::OsdCudaGLVertexBuffer,
OpenSubdiv::OsdCudaComputeController,
OpenSubdiv::OsdGLDrawContext>(_hbrmesh, 3, _level, bits);
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
} else if(_kernel == kCL) {
_mesh = new OpenSubdiv::OsdMesh<OpenSubdiv::OsdCLGLVertexBuffer,
OpenSubdiv::OsdCLComputeController,
OpenSubdiv::OsdGLDrawContext>(_hbrmesh, 3, _level, bits, g_clContext, g_clQueue);
#endif
}
delete _hbrmesh;
_hbrmesh = NULL;
_needsInitializeMesh = false;
// get geometry from maya mesh
MFnMesh meshFn(_meshDagPath);
meshFn.getPoints(_pointArray);
_needsUpdate = true;
}
void
OsdMeshData::prepare()
{
if (_needsInitializeMesh) {
initializeMesh();
}
}
void
OsdMeshData::updateGeometry(const MHWRender::MVertexBuffer *points)
{
// Update coarse vertex
int nCoarsePoints = _pointArray.length();
GLuint mayaPositionVBO = *static_cast<GLuint*>(points->resourceHandle());
int size = nCoarsePoints * 3 * sizeof(float);
glBindBuffer(GL_COPY_READ_BUFFER, mayaPositionVBO);
glBindBuffer(GL_COPY_WRITE_BUFFER, _mesh->BindVertexBuffer());
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, size);
_mesh->Refine();
glBindBuffer(GL_COPY_READ_BUFFER, 0);
glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
_needsUpdate = false;
}