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https://github.com/PixarAnimationStudios/OpenSubdiv
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102
opensubdiv/osd/elementArrayBuffer.cpp
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102
opensubdiv/osd/elementArrayBuffer.cpp
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//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
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// the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and
|
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// "distribution" have the same meaning here as under U.S.
|
||||
// copyright law. A "contribution" is the original software, or
|
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// any additions or changes to the software.
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||||
// A "contributor" is any person or entity that distributes its
|
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// contribution under this license.
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||||
// "Licensed patents" are a contributor's patent claims that read
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// directly on its contribution.
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||||
//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free copyright license to reproduce its contribution,
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// prepare derivative works of its contribution, and distribute
|
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// its contribution or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free license under its licensed patents to make, have
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// made, use, sell, offer for sale, import, and/or otherwise
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// dispose of its contribution in the software or derivative works
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// of the contribution in the software.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you
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// rights to use any contributor's name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over
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// patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends
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// automatically.
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// (C) If you distribute any portion of the software, you must
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// retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source
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// code form, you may do so only under this license by including a
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// complete copy of this license with your distribution. If you
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// distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies
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// with this license.
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// (E) The software is licensed "as-is." You bear the risk of
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// using it. The contributors give no express warranties,
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// guarantees or conditions. You may have additional consumer
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// rights under your local laws which this license cannot change.
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// To the extent permitted under your local laws, the contributors
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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//
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#include "../version.h"
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#if not defined(__APPLE__)
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#include <GL/glew.h>
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#else
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#include <OpenGL/gl3.h>
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#endif
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#include "../far/mesh.h"
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#include "../osd/elementArrayBuffer.h"
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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OsdElementArrayBuffer::OsdElementArrayBuffer(FarMesh<OsdVertex> *farMesh, int level) {
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const std::vector<int> &indices = farMesh->GetFaceVertices(level);
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_numIndices = (int)indices.size();
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glGenBuffers(1, &_buffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _buffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(unsigned int)*_numIndices, &(indices[0]), GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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OsdElementArrayBuffer::~OsdElementArrayBuffer() {
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glDeleteBuffers(1, &_buffer);
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}
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int
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OsdElementArrayBuffer::GetNumIndices() const {
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return _numIndices;
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}
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GLuint
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OsdElementArrayBuffer::GetGlBuffer() const {
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return _buffer;
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}
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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105
opensubdiv/osd/elementArrayBuffer.h
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opensubdiv/osd/elementArrayBuffer.h
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//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
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// the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and
|
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// "distribution" have the same meaning here as under U.S.
|
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// copyright law. A "contribution" is the original software, or
|
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// any additions or changes to the software.
|
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// A "contributor" is any person or entity that distributes its
|
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// contribution under this license.
|
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// "Licensed patents" are a contributor's patent claims that read
|
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// directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
|
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// royalty-free copyright license to reproduce its contribution,
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// prepare derivative works of its contribution, and distribute
|
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// its contribution or any derivative works that you create.
|
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// (B) Patent Grant- Subject to the terms of this license,
|
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// including the license conditions and limitations in section 3,
|
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// each contributor grants you a non-exclusive, worldwide,
|
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// royalty-free license under its licensed patents to make, have
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// made, use, sell, offer for sale, import, and/or otherwise
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// dispose of its contribution in the software or derivative works
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// of the contribution in the software.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you
|
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// rights to use any contributor's name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over
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// patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends
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// automatically.
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// (C) If you distribute any portion of the software, you must
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// retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source
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// code form, you may do so only under this license by including a
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// complete copy of this license with your distribution. If you
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// distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies
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// with this license.
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// (E) The software is licensed "as-is." You bear the risk of
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// using it. The contributors give no express warranties,
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// guarantees or conditions. You may have additional consumer
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// rights under your local laws which this license cannot change.
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// To the extent permitted under your local laws, the contributors
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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//
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#ifndef OSD_ELEMENT_ARRAY_BUFFER_H
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#define OSD_ELEMENT_ARRAY_BUFFER_H
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#include "../version.h"
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#include "../far/mesh.h"
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#include "../osd/vertex.h"
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#if not defined(__APPLE__)
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#if defined(_WIN32)
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#include <windows.h>
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#endif
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#include <GL/gl.h>
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#else
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#include <OpenGL/gl3.h>
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#endif
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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class OsdElementArrayBuffer {
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// note: This class is transitional.
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// Currently this class is tailored for OpenGL drawing with uniform dense quads.
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// will be extended to accommodate other API like DirectX etc.
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// Also adaptive patch configurations will be included in this class later.
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public:
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OsdElementArrayBuffer(FarMesh<OsdVertex> *mesh, int level);
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virtual ~OsdElementArrayBuffer();
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int GetNumIndices() const;
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GLuint GetGlBuffer() const;
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protected:
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int _numIndices;
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GLuint _buffer;
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};
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} // end namespace OPENSUBDIV_VERSION
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using namespace OPENSUBDIV_VERSION;
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} // end namespace OpenSubdiv
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#endif // OSD_ELEMENT_ARRAY_BUFFER_H
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102
opensubdiv/osd/ptexCoordinatesTextureBuffer.cpp
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102
opensubdiv/osd/ptexCoordinatesTextureBuffer.cpp
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//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
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// the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and
|
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// "distribution" have the same meaning here as under U.S.
|
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// copyright law. A "contribution" is the original software, or
|
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// any additions or changes to the software.
|
||||
// A "contributor" is any person or entity that distributes its
|
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// contribution under this license.
|
||||
// "Licensed patents" are a contributor's patent claims that read
|
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// directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license,
|
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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.
|
||||
// (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,
|
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// royalty-free license under its licensed patents to make, have
|
||||
// made, use, sell, offer for sale, import, and/or otherwise
|
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// dispose of its contribution in the software or derivative works
|
||||
// of the contribution in the software.
|
||||
//
|
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you
|
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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
|
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// patents that you claim are infringed by the software, your
|
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// patent license from such contributor to the software ends
|
||||
// automatically.
|
||||
// (C) If you distribute any portion of the software, you must
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// 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
|
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// code form, you may do so only under this license by including a
|
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// complete copy of this license with your distribution. If you
|
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// distribute any portion of the software in compiled or object
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||||
// code form, you may only do so under a license that complies
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// with this license.
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||||
// (E) The software is licensed "as-is." You bear the risk of
|
||||
// using it. 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
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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//
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#include "../version.h"
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#if not defined(__APPLE__)
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#include <GL/glew.h>
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#else
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#include <OpenGL/gl3.h>
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#endif
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#include "../far/mesh.h"
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#include "../osd/ptexCoordinatesTextureBuffer.h"
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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OsdPtexCoordinatesTextureBuffer::OsdPtexCoordinatesTextureBuffer(FarMesh<OsdVertex> *farMesh, int level) {
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const std::vector<int> &ptexCoordinates = farMesh->GetPtexCoordinates(level);
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// creates buffer even if the ptexCoordinates is empty.
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int size = (int)ptexCoordinates.size() * sizeof(GLint);
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GLuint buffer;
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_TEXTURE_BUFFER, buffer);
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glBufferData(GL_TEXTURE_BUFFER, size, &(ptexCoordinates[0]), GL_STATIC_DRAW);
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glGenTextures(1, &_texture);
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glBindTexture(GL_TEXTURE_BUFFER, _texture);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32I, buffer);
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glDeleteBuffers(1, &buffer);
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glBindTexture(GL_TEXTURE_BUFFER, 0);
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}
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OsdPtexCoordinatesTextureBuffer::~OsdPtexCoordinatesTextureBuffer() {
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glDeleteTextures(1, &_texture);
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}
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GLuint
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OsdPtexCoordinatesTextureBuffer::GetGlTexture() const {
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return _texture;
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}
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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102
opensubdiv/osd/ptexCoordinatesTextureBuffer.h
Normal file
102
opensubdiv/osd/ptexCoordinatesTextureBuffer.h
Normal file
@ -0,0 +1,102 @@
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//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
|
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// 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
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||||
// (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,
|
||||
// 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.
|
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//
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#ifndef OSD_PTEX_COORDINATES_TEXTURE_BUFFER_H
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#define OSD_PTEX_COORDINATES_TEXTURE_BUFFER_H
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#include "../version.h"
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#include "../far/mesh.h"
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#include "../osd/vertex.h"
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#if not defined(__APPLE__)
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#if defined(_WIN32)
|
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#include <windows.h>
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#endif
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#include <GL/gl.h>
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#else
|
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#include <OpenGL/gl3.h>
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#endif
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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class OsdPtexCoordinatesTextureBuffer {
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|
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// note: This class is transitional.
|
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// Currently this class is tailored for OpenGL drawing with uniform dense quads.
|
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// will be extended to accommodate other API like DirectX etc.
|
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|
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// This class provides texture buffer for ptex index remapping.
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public:
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OsdPtexCoordinatesTextureBuffer(FarMesh<OsdVertex> *mesh, int level);
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virtual ~OsdPtexCoordinatesTextureBuffer();
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GLuint GetGlTexture() const;
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protected:
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GLuint _texture;
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};
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} // end namespace OPENSUBDIV_VERSION
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using namespace OPENSUBDIV_VERSION;
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} // end namespace OpenSubdiv
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#endif // OSD_PTEX_COORDINATES_TEXTURE_BUFFER_H
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|
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