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
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// 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.
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// 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
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// 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),
patchLevelTextureBuffer(0)
{
}
OsdGLDrawContext::~OsdGLDrawContext()
{
glDeleteBuffers(1, &patchIndexBuffer);
glDeleteTextures(1, &vertexTextureBuffer);
glDeleteTextures(1, &vertexValenceTextureBuffer);
glDeleteTextures(1, &quadOffsetTextureBuffer);
glDeleteTextures(1, &patchLevelTextureBuffer);
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 requirePtexCoordinates,
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 requested (for non-adaptive)
if (requirePtexCoordinates) {
#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;
size_t totalPatchIndices = patchTables->GetNumControlVertices();
size_t totalPatchLevels = patchTables->GetNumPatches();
// Allocate and fill index buffer.
glGenBuffers(1, &patchIndexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, patchIndexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
totalPatchIndices * sizeof(unsigned int), NULL, GL_STATIC_DRAW);
#if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1)
GLuint patchLevelBuffer = 0;
glGenBuffers(1, &patchLevelBuffer);
glBindBuffer(GL_TEXTURE_BUFFER, patchLevelBuffer);
glBufferData(GL_TEXTURE_BUFFER,
totalPatchLevels * sizeof(unsigned char), NULL, GL_STATIC_DRAW);
#endif
// Allocate ptex coordinate buffer if requested
GLuint ptexCoordinateBuffer = 0;
if (requirePtexCoordinates) {
#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,
totalPatchLevels * sizeof(FarPtexCoord), NULL, 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)
glGenTextures(1, &fvarDataTextureBuffer);
glGenBuffers(1, &fvarDataBuffer);
glBindBuffer(GL_UNIFORM_BUFFER, fvarDataBuffer);
glBufferData(GL_UNIFORM_BUFFER,
totalPatchLevels * sizeof(float) * farMesh->GetTotalFVarWidth()*4, NULL, GL_STATIC_DRAW);
#endif
}
int indexBase = 0;
int levelBase = 0;
int maxValence = patchTables->GetMaxValence();
_AppendPatchArray(&indexBase, &levelBase,
patchTables->GetFullRegularPatches(),
patchTables->GetFullRegularPtexCoordinates(),
patchTables->GetFullRegularFVarData(),
farMesh->GetTotalFVarWidth(),
OsdPatchDescriptor(kRegular, 0, 0, 0, 0), 0);
_AppendPatchArray(&indexBase, &levelBase,
patchTables->GetFullBoundaryPatches(),
patchTables->GetFullBoundaryPtexCoordinates(),
patchTables->GetFullBoundaryFVarData(),
farMesh->GetTotalFVarWidth(),
OsdPatchDescriptor(kBoundary, 0, 0, 0, 0), 0);
_AppendPatchArray(&indexBase, &levelBase,
patchTables->GetFullCornerPatches(),
patchTables->GetFullCornerPtexCoordinates(),
patchTables->GetFullCornerFVarData(),
farMesh->GetTotalFVarWidth(),
OsdPatchDescriptor(kCorner, 0, 0, 0, 0), 0);
_AppendPatchArray(&indexBase, &levelBase,
patchTables->GetFullGregoryPatches(),
patchTables->GetFullGregoryPtexCoordinates(),
patchTables->GetFullGregoryFVarData(),
farMesh->GetTotalFVarWidth(),
OsdPatchDescriptor(kGregory, 0, 0,
static_cast<unsigned char>(maxValence), static_cast<unsigned char>(numElements)),
0);
_AppendPatchArray(&indexBase, &levelBase,
patchTables->GetFullBoundaryGregoryPatches(),
patchTables->GetFullBoundaryGregoryPtexCoordinates(),
patchTables->GetFullBoundaryGregoryFVarData(),
farMesh->GetTotalFVarWidth(),
OsdPatchDescriptor(kBoundaryGregory, 0, 0,
static_cast<unsigned char>(maxValence), static_cast<unsigned char>(numElements)),
(int)patchTables->GetFullGregoryPatches().first.size());
for (unsigned char p=0; p<5; ++p) {
_AppendPatchArray(&indexBase, &levelBase,
patchTables->GetTransitionRegularPatches(p),
patchTables->GetTransitionRegularPtexCoordinates(p),
patchTables->GetTransitionRegularFVarData(p),
farMesh->GetTotalFVarWidth(),
OsdPatchDescriptor(kTransitionRegular, p, 0, 0, 0), 0);
for (unsigned char r=0; r<4; ++r) {
_AppendPatchArray(&indexBase, &levelBase,
patchTables->GetTransitionBoundaryPatches(p, r),
patchTables->GetTransitionBoundaryPtexCoordinates(p, r),
patchTables->GetTransitionBoundaryFVarData(p, r),
farMesh->GetTotalFVarWidth(),
OsdPatchDescriptor(kTransitionBoundary, p, r, 0, 0), 0);
_AppendPatchArray(&indexBase, &levelBase,
patchTables->GetTransitionCornerPatches(p, r),
patchTables->GetTransitionCornerPtexCoordinates(p, r),
patchTables->GetTransitionCornerFVarData(p, r),
farMesh->GetTotalFVarWidth(),
OsdPatchDescriptor(kTransitionCorner, p, r, 0, 0), 0);
}
}
#if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1)
// finalize level texture buffer
glGenTextures(1, &patchLevelTextureBuffer);
glBindTexture(GL_TEXTURE_BUFFER, patchLevelTextureBuffer);
glTexBuffer(GL_TEXTURE_BUFFER, GL_R8I, patchLevelBuffer);
glDeleteBuffers(1, &patchLevelBuffer);
// finalize ptex coordinate texture buffer
glBindBuffer(GL_ARRAY_BUFFER, 0);
if (requirePtexCoordinates) {
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;
}
void
OsdGLDrawContext::_AppendPatchArray(
int *indexBase, int *levelBase,
FarPatchTables::PTable const & ptable,
FarPatchTables::PtexCoordinateTable const & ptexTable,
FarPatchTables::FVarDataTable const & fvarTable, int fvarDataWidth,
OsdPatchDescriptor const & desc, int gregoryQuadOffsetBase)
{
if (ptable.first.empty()) {
return;
}
OsdPatchArray array;
array.desc = desc;
array.firstIndex = *indexBase;
array.numIndices = (int)ptable.first.size();
array.levelBase = *levelBase;
array.gregoryQuadOffsetBase = gregoryQuadOffsetBase;
int numSubPatches = 1;
if (desc.type == OpenSubdiv::kTransitionRegular or
desc.type == OpenSubdiv::kTransitionBoundary or
desc.type == OpenSubdiv::kTransitionCorner) {
static int subPatchCounts[] = { 3, 4, 4, 4, 2 };
numSubPatches = subPatchCounts[desc.pattern];
}
for (int subpatch = 0; subpatch < numSubPatches; ++subpatch) {
array.desc.subpatch = subpatch;
patchArrays.push_back(array);
}
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER,
array.firstIndex * sizeof(unsigned int),
array.numIndices * sizeof(unsigned int),
&ptable.first[0]);
*indexBase += array.numIndices;
#if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1)
int numElements = array.numIndices/array.desc.GetPatchSize();
assert(numElements == (int)ptable.second.size());
glBufferSubData(GL_TEXTURE_BUFFER,
array.levelBase * sizeof(unsigned char),
numElements * sizeof(unsigned char),
&ptable.second[0]);
*levelBase += numElements;
#endif
if (ptexCoordinateTextureBuffer) {
#if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1)
assert((int)ptexTable.size() == numElements);
// populate ptex coordinates
glBufferSubData(GL_ARRAY_BUFFER,
array.levelBase * sizeof(FarPtexCoord),
(int)ptexTable.size() * sizeof(FarPtexCoord),
&ptexTable[0]);
#endif
}
if (fvarDataTextureBuffer) {
#if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1)
assert((int)fvarTable.size()/(fvarDataWidth*4) == numElements);
// populate fvar data
glBufferSubData(GL_UNIFORM_BUFFER,
array.levelBase * sizeof(float) * fvarDataWidth*4,
(int)fvarTable.size() * sizeof(float),
&fvarTable[0]);
#endif
}
}
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv