// // 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, #ifndef OSD_GL_DRAW_CONTEXT_H #define OSD_GL_DRAW_CONTEXT_H #if defined(__APPLE__) #include "TargetConditionals.h" #if TARGET_OS_IPHONE or TARGET_IPHONE_SIMULATOR #include #else #include #endif #elif defined(ANDROID) #include #else #if defined(_WIN32) #include #endif #include #endif #include "../version.h" #include "../far/mesh.h" #include "../osd/drawContext.h" #include "../osd/drawRegistry.h" #include "../osd/vertex.h" #include namespace OpenSubdiv { namespace OPENSUBDIV_VERSION { class OsdGLDrawContext : public OsdDrawContext { public: typedef GLuint VertexBufferBinding; virtual ~OsdGLDrawContext(); /// Create a OsdGLDraContext from FarMesh /// static OsdGLDrawContext *Create(FarMesh const *farMesh, bool requireFVarData=false); /// Create a OsdGLDraContext from FarPatchTables /// static OsdGLDrawContext *Create(FarPatchTables const *patchTables, bool requireFVarData=false); /// Set vbo as a vertex texture (for gregory patch drawing) template void UpdateVertexTexture(VERTEX_BUFFER *vbo) { updateVertexTexture(vbo->BindVBO(), vbo->GetNumElements()); } GLuint patchIndexBuffer; #if defined(GL_ES_VERSION_2_0) GLuint patchTrianglesIndexBuffer; #endif GLuint ptexCoordinateTextureBuffer; GLuint fvarDataTextureBuffer; GLuint vertexTextureBuffer; GLuint vertexValenceTextureBuffer; GLuint quadOffsetTextureBuffer; /// true if the GL version detected supports shader tessellation static bool SupportsAdaptiveTessellation(); protected: OsdGLDrawContext(); // allocate buffers from patchTables bool allocate(FarPatchTables const *patchTables, bool requireFVarData); // XXX: will retire soon bool allocateUniform(FarMesh const *farMesh, bool requireFVarData); void updateVertexTexture(GLuint vbo, int numElements); }; } // end namespace OPENSUBDIV_VERSION using namespace OPENSUBDIV_VERSION; } // end namespace OpenSubdiv #endif /* OSD_DRAW_CONTEXT_H */