// // 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 #else #include #endif #elif defined(ANDROID) #include #else #if defined(_WIN32) #include #endif #include #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 *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 *tables = farMesh->GetSubdivisionTables(); int level = tables->GetMaxLevel(); const std::vector &indices = farMesh->GetFaceVertices(level-1); // XXX: farmesh or FarSubdivisionTables should have a virtual method // to determine loop or not bool loop = dynamic_cast*>(tables) != NULL; 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 trisIndices; trisIndices.reserve(numTrisIndices); for (int i=0; i &ptexCoordinates = farMesh->GetPtexCoordinates(level-1); int size = (int)ptexCoordinates.size() * sizeof(GLint); 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 &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; // Determine buffer sizes size_t totalPatchIndices = patchTables->GetFullRegularPatches().first.size() + patchTables->GetFullBoundaryPatches().first.size() + patchTables->GetFullCornerPatches().first.size() + patchTables->GetFullGregoryPatches().first.size() + patchTables->GetFullBoundaryGregoryPatches().first.size(); // XXX: use .second instead size_t totalPatchLevels = patchTables->GetFullRegularPatches().first.size()/patchTables->GetRegularPatchRingsize() + patchTables->GetFullBoundaryPatches().first.size()/patchTables->GetBoundaryPatchRingsize() + patchTables->GetFullCornerPatches().first.size()/patchTables->GetCornerPatchRingsize() + patchTables->GetFullGregoryPatches().first.size()/patchTables->GetGregoryPatchRingsize() + patchTables->GetFullBoundaryGregoryPatches().first.size()/patchTables->GetGregoryPatchRingsize(); for (unsigned char p=0; p<5; ++p) { totalPatchIndices += patchTables->GetTransitionRegularPatches(p).first.size(); totalPatchLevels += patchTables->GetTransitionRegularPatches(p).first.size()/patchTables->GetRegularPatchRingsize(); for (unsigned char r=0; r<4; ++r) { totalPatchIndices += patchTables->GetTransitionBoundaryPatches(p, r).first.size() + patchTables->GetTransitionCornerPatches(p, r).first.size(); totalPatchLevels += patchTables->GetTransitionBoundaryPatches(p, r).first.size()/patchTables->GetBoundaryPatchRingsize() + patchTables->GetTransitionCornerPatches(p, r).first.size()/patchTables->GetCornerPatchRingsize(); } } // 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(int) * 2, 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->GetRegularPatchRingsize(), patchTables->GetFullRegularPtexCoordinates(), patchTables->GetFullRegularFVarData(), farMesh->GetTotalFVarWidth(), OsdPatchDescriptor(kRegular, 0, 0, 0, 0), 0); _AppendPatchArray(&indexBase, &levelBase, patchTables->GetFullBoundaryPatches(), patchTables->GetBoundaryPatchRingsize(), patchTables->GetFullBoundaryPtexCoordinates(), patchTables->GetFullBoundaryFVarData(), farMesh->GetTotalFVarWidth(), OsdPatchDescriptor(kBoundary, 0, 0, 0, 0), 0); _AppendPatchArray(&indexBase, &levelBase, patchTables->GetFullCornerPatches(), patchTables->GetCornerPatchRingsize(), patchTables->GetFullCornerPtexCoordinates(), patchTables->GetFullCornerFVarData(), farMesh->GetTotalFVarWidth(), OsdPatchDescriptor(kCorner, 0, 0, 0, 0), 0); _AppendPatchArray(&indexBase, &levelBase, patchTables->GetFullGregoryPatches(), patchTables->GetGregoryPatchRingsize(), patchTables->GetFullGregoryPtexCoordinates(), patchTables->GetFullGregoryFVarData(), farMesh->GetTotalFVarWidth(), OsdPatchDescriptor(kGregory, 0, 0, static_cast(maxValence), static_cast(numElements)), 0); _AppendPatchArray(&indexBase, &levelBase, patchTables->GetFullBoundaryGregoryPatches(), patchTables->GetGregoryPatchRingsize(), patchTables->GetFullBoundaryGregoryPtexCoordinates(), patchTables->GetFullBoundaryGregoryFVarData(), farMesh->GetTotalFVarWidth(), OsdPatchDescriptor(kBoundaryGregory, 0, 0, static_cast(maxValence), static_cast(numElements)), (int)patchTables->GetFullGregoryPatches().first.size()); for (unsigned char p=0; p<5; ++p) { _AppendPatchArray(&indexBase, &levelBase, patchTables->GetTransitionRegularPatches(p), patchTables->GetRegularPatchRingsize(), 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->GetBoundaryPatchRingsize(), 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->GetCornerPatchRingsize(), 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, int patchSize, 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.patchSize = patchSize; 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) { 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.patchSize; 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()/2 == numElements); // populate ptex coordinates glBufferSubData(GL_ARRAY_BUFFER, array.levelBase * sizeof(int) * 2, (int)ptexTable.size() * sizeof(int), &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