OpenSubdiv/opensubdiv/osd/glDrawContext.cpp

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//
// Copyright (C) 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. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free copyright license to reproduce its contribution,
// prepare derivative works of its contribution, and distribute
// its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free license under its licensed patents to make, have
// made, use, sell, offer for sale, import, and/or otherwise
// dispose of its contribution in the software or derivative works
// of the contribution in the software.
//
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you
// rights to use any contributor's name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over
// patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends
// automatically.
// (C) If you distribute any portion of the software, you must
// retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source
// code form, you may do so only under this license by including a
// complete copy of this license with your distribution. If you
// distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies
// with this license.
// (E) The software is licensed "as-is." You bear the risk of
// using it. The contributors give no express warranties,
#if defined(__APPLE__)
#include "TargetConditionals.h"
#if TARGET_OS_IPHONE or TARGET_IPHONE_SIMULATOR
#include <OpenGLES/ES2/gl.h>
#else
#include <OpenGL/gl3.h>
#endif
#elif defined(ANDROID)
#include <GLES2/gl2.h>
#else
#if defined(_WIN32)
#include <windows.h>
#endif
#include <GL/glew.h>
#endif
#include "../far/dispatcher.h"
#include "../far/loopSubdivisionTables.h"
#include "../osd/glDrawRegistry.h"
#include "../osd/glDrawContext.h"
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
OsdGLDrawContext::OsdGLDrawContext() :
patchIndexBuffer(0), ptexCoordinateTextureBuffer(0), fvarDataTextureBuffer(0),
vertexTextureBuffer(0), vertexValenceTextureBuffer(0), quadOffsetTextureBuffer(0)
{
}
OsdGLDrawContext::~OsdGLDrawContext()
{
glDeleteBuffers(1, &patchIndexBuffer);
glDeleteTextures(1, &vertexTextureBuffer);
glDeleteTextures(1, &vertexValenceTextureBuffer);
glDeleteTextures(1, &quadOffsetTextureBuffer);
glDeleteTextures(1, &ptexCoordinateTextureBuffer);
glDeleteTextures(1, &fvarDataTextureBuffer);
}
bool
OsdGLDrawContext::SupportsAdaptiveTessellation()
{
// Compile-time check of GL version
#if (defined(GL_ARB_tessellation_shader) or defined(GL_VERSION_4_0)) and defined(GLEW_VERSION_4_0)
// Run-time check of GL version with GLEW
if (GLEW_VERSION_4_0) {
return true;
}
#endif
return false;
}
bool
OsdGLDrawContext::allocate(FarMesh<OsdVertex> *farMesh,
GLuint vbo,
int numElements,
bool requireFVarData)
{
FarPatchTables const * patchTables = farMesh->GetPatchTables();
if (not patchTables) {
// uniform patches
_isAdaptive = false;
// XXX: farmesh should have FarDensePatchTable for dense mesh indices.
// instead of GetFaceVertices().
const FarSubdivisionTables<OsdVertex> *tables = farMesh->GetSubdivisionTables();
int level = tables->GetMaxLevel();
const std::vector<int> &indices = farMesh->GetFaceVertices(level-1);
int numIndices = (int)indices.size();
// Allocate and fill index buffer.
glGenBuffers(1, &patchIndexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, patchIndexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
numIndices * sizeof(unsigned int), &(indices[0]), GL_STATIC_DRAW);
#if defined(GL_ES_VERSION_2_0)
// OpenGLES 2 supports only triangle topologies for filled
// primitives i.e. not QUADS or PATCHES or LINES_ADJACENCY
// For the convenience of clients build build a triangles
// index buffer by splitting quads.
int numQuads = indices.size() / 4;
int numTrisIndices = numQuads * 6;
std::vector<short> trisIndices;
trisIndices.reserve(numTrisIndices);
for (int i=0; i<numQuads; ++i) {
const int * quad = &indices[i*4];
trisIndices.push_back(short(quad[0]));
trisIndices.push_back(short(quad[1]));
trisIndices.push_back(short(quad[2]));
trisIndices.push_back(short(quad[2]));
trisIndices.push_back(short(quad[3]));
trisIndices.push_back(short(quad[0]));
}
// Allocate and fill triangles index buffer.
glGenBuffers(1, &patchTrianglesIndexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, patchTrianglesIndexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
numTrisIndices * sizeof(short), &(trisIndices[0]), GL_STATIC_DRAW);
#endif
/*
OsdPatchArray array;
array.desc.type = kNonPatch;
array.desc.loop = dynamic_cast<const FarLoopSubdivisionTables<OsdVertex>*>(tables) != NULL;
array.firstIndex = 0;
array.numIndices = numIndices;
patchArrays.push_back(array);
*/
// Allocate ptex coordinate buffer
#if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1)
GLuint ptexCoordinateBuffer = 0;
glGenTextures(1, &ptexCoordinateTextureBuffer);
glGenBuffers(1, &ptexCoordinateBuffer);
glBindBuffer(GL_TEXTURE_BUFFER, ptexCoordinateBuffer);
const std::vector<FarPtexCoord> &ptexCoordinates =
farMesh->GetPtexCoordinates(level-1);
int size = (int)ptexCoordinates.size() * sizeof(FarPtexCoord);
glBufferData(GL_TEXTURE_BUFFER, size, &(ptexCoordinates[0]), GL_STATIC_DRAW);
glBindTexture(GL_TEXTURE_BUFFER, ptexCoordinateTextureBuffer);
glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32I, ptexCoordinateBuffer);
glBindTexture(GL_TEXTURE_BUFFER, 0);
glDeleteBuffers(1, &ptexCoordinateBuffer);
#endif
// Allocate fvar data buffer if requested (for non-adaptive)
if (requireFVarData) {
#if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1)
GLuint fvarDataBuffer = 0;
glGenTextures(1, &fvarDataTextureBuffer);
glGenBuffers(1, &fvarDataBuffer);
glBindBuffer(GL_TEXTURE_BUFFER, fvarDataBuffer);
const std::vector<float> &fvarData = farMesh->GetFVarData(level-1);
int size = (int)fvarData.size() * sizeof(float);
glBufferData(GL_TEXTURE_BUFFER, size, &(fvarData[0]), GL_STATIC_DRAW);
glBindTexture(GL_TEXTURE_BUFFER, fvarDataTextureBuffer);
glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, fvarDataBuffer);
glDeleteBuffers(1, &fvarDataBuffer);
glBindTexture(GL_TEXTURE_BUFFER, 0);
#endif
}
return true;
}
// adaptive patches
_isAdaptive = true;
int maxValence = patchTables->GetMaxValence();
// create patch arrays for drawing (while duplicating subpatches for transition patch arrays)
{
static int subPatchCounts[] = { 1, 3, 4, 4, 4, 2 }; // number of subpatches for patterns
FarPatchTables::PatchArrayVector const & srcPatchArrays = patchTables->GetAllPatchArrays();
int numTotalPatchArrays = 0;
for (int i = 0; i < (int)srcPatchArrays.size(); ++i) {
FarPatchTables::TransitionPattern pattern = srcPatchArrays[i].GetDescriptor().GetPattern();
numTotalPatchArrays += subPatchCounts[(int)pattern];
}
// allocate drawing patch arrays
patchArrays.reserve(numTotalPatchArrays);
for (int i = 0; i < (int)srcPatchArrays.size(); ++i) {
FarPatchTables::TransitionPattern pattern = srcPatchArrays[i].GetDescriptor().GetPattern();
int numSubPatches = subPatchCounts[(int)pattern];
FarPatchTables::PatchArray const &parray = srcPatchArrays[i];
FarPatchTables::Descriptor srcDesc = parray.GetDescriptor();
for (int j = 0; j < numSubPatches; ++j) {
FarPatchTables::Descriptor desc(srcDesc.GetType(),
srcDesc.GetPattern(),
srcDesc.GetRotation(),
maxValence,
j,
numElements);
patchArrays.push_back(FarPatchTables::PatchArray(desc, parray.GetVertIndex(),
parray.GetPatchIndex(),
parray.GetNumPatches(),
parray.GetQuadOffsetIndex()));
}
}
}
FarPatchTables::PTable const & ptables = patchTables->GetPatchTable();
// Allocate and fill index buffer.
glGenBuffers(1, &patchIndexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, patchIndexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
ptables.size() * sizeof(unsigned int), &ptables[0], GL_STATIC_DRAW);
FarPatchTables::PtexCoordinateTable const & ptexCoordTables = patchTables->GetPtexCoordinatesTable();
// Allocate ptex coordinate buffer if requested
GLuint ptexCoordinateBuffer = 0;
#if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1)
glGenTextures(1, &ptexCoordinateTextureBuffer);
glGenBuffers(1, &ptexCoordinateBuffer);
glBindBuffer(GL_ARRAY_BUFFER, ptexCoordinateBuffer);
glBufferData(GL_ARRAY_BUFFER,
ptexCoordTables.size() * sizeof(FarPtexCoord), &ptexCoordTables[0], GL_STATIC_DRAW);
#endif
// Allocate fvar data buffer if requested
GLuint fvarDataBuffer = 0;
if (requireFVarData) {
#if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1)
FarPatchTables::FVarDataTable const & fvarTables = patchTables->GetFVarDataTable();
glGenTextures(1, &fvarDataTextureBuffer);
glGenBuffers(1, &fvarDataBuffer);
glBindBuffer(GL_UNIFORM_BUFFER, fvarDataBuffer);
glBufferData(GL_UNIFORM_BUFFER,
fvarTables.size() * sizeof(float), &fvarTables[0], GL_STATIC_DRAW);
#endif
}
#if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1)
// finalize ptex coordinate texture buffer
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindTexture(GL_TEXTURE_BUFFER, ptexCoordinateTextureBuffer);
glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32I, ptexCoordinateBuffer);
glDeleteBuffers(1, &ptexCoordinateBuffer);
// finalize fvar data texture buffer
glBindBuffer(GL_UNIFORM_BUFFER, 0);
if (requireFVarData) {
glBindTexture(GL_TEXTURE_BUFFER, fvarDataTextureBuffer);
glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, fvarDataBuffer);
glDeleteBuffers(1, &fvarDataBuffer);
}
#endif
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
#if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1)
glBindBuffer(GL_TEXTURE_BUFFER, 0);
#endif
// allocate and initialize additional buffer data
FarPatchTables::VertexValenceTable const &
valenceTable = patchTables->GetVertexValenceTable();
if (not valenceTable.empty()) {
#if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1)
GLuint buffer = 0;
glGenBuffers(1, &buffer);
glBindBuffer(GL_TEXTURE_BUFFER, buffer);
glBufferData(GL_TEXTURE_BUFFER,
valenceTable.size() * sizeof(unsigned int),
&valenceTable[0], GL_STATIC_DRAW);
glGenTextures(1, &vertexValenceTextureBuffer);
glBindTexture(GL_TEXTURE_BUFFER, vertexValenceTextureBuffer);
glTexBuffer(GL_TEXTURE_BUFFER, GL_R32I, buffer);
glDeleteBuffers(1, &buffer);
glGenTextures(1, &vertexTextureBuffer);
glBindTexture(GL_TEXTURE_BUFFER, vertexTextureBuffer);
glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, vbo);
glBindBuffer(GL_TEXTURE_BUFFER, 0);
#endif
}
FarPatchTables::QuadOffsetTable const &
quadOffsetTable = patchTables->GetQuadOffsetTable();
if (not quadOffsetTable.empty()) {
#if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1)
GLuint buffer = 0;
glGenBuffers(1, &buffer);
glBindBuffer(GL_TEXTURE_BUFFER, buffer);
glBufferData(GL_TEXTURE_BUFFER,
quadOffsetTable.size() * sizeof(unsigned int),
&quadOffsetTable[0], GL_STATIC_DRAW);
glGenTextures(1, &quadOffsetTextureBuffer);
glBindTexture(GL_TEXTURE_BUFFER, quadOffsetTextureBuffer);
glTexBuffer(GL_TEXTURE_BUFFER, GL_R32I, buffer);
glDeleteBuffers(1, &buffer);
glBindBuffer(GL_TEXTURE_BUFFER, 0);
#endif
}
return true;
}
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv