// // 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, // 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. // #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 "delegate.h" MyDrawContext::MyDrawContext() { glGenVertexArrays(1, &vao); } MyDrawContext::~MyDrawContext() { glDeleteVertexArrays(1, &vao); } MyDrawContext* MyDrawContext::Create(OpenSubdiv::FarMesh const *farMesh, bool requireFVarData) { MyDrawContext *instance = new MyDrawContext(); OpenSubdiv::FarPatchTables const * patchTables = farMesh->GetPatchTables(); if (patchTables) { return Create(patchTables, requireFVarData); } delete instance; return NULL; } MyDrawContext* MyDrawContext::Create(OpenSubdiv::FarPatchTables const *patchTables, bool requireFVarData) { MyDrawContext * result = new MyDrawContext(); if (patchTables) { if (result->create(patchTables, requireFVarData)) { return result; } else { delete result; } } return NULL; } // ---------------------------------------------------------------------------- void MyDrawDelegate::BindBatch(OpenSubdiv::OsdUtilMeshBatchBase *batch) { MyDrawContext *drawContext = batch->GetDrawContext(); // bind vao glBindVertexArray(drawContext->vao); // bind vbo state // glBindVertexArray(batch->vao); glBindBuffer(GL_ARRAY_BUFFER, batch->BindVertexBuffer()); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, drawContext->patchIndexBuffer); // vertex attrib glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 3, 0); // bind other builtin texture buffers glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_BUFFER, drawContext->vertexTextureBuffer); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_BUFFER, drawContext->vertexValenceTextureBuffer); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_BUFFER, drawContext->quadOffsetTextureBuffer); glActiveTexture(GL_TEXTURE3); glBindTexture(GL_TEXTURE_BUFFER, drawContext->ptexCoordinateTextureBuffer); } void MyDrawDelegate::UnbindBatch(OpenSubdiv::OsdUtilMeshBatchBase *batch) { glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } void MyDrawDelegate::BindEffect(MyEffect &effect) { // cross-patch state // bind ptex etc } void MyDrawDelegate::UnbindEffect(MyEffect &effect) { } void MyDrawDelegate::DrawElements(MyEffect &effect, OpenSubdiv::OsdDrawContext::PatchArray const &patchArray) { // bind patchType-wise effect state // can be skipped (if config is not changed) MyDrawConfig *config = GetDrawConfig(effect, patchArray.GetDescriptor()); GLuint program = config->program; if (true /* if config is different from previous call */) { glUseProgram(program); glPatchParameteri(GL_PATCH_VERTICES, patchArray.GetDescriptor().GetNumControlVertices()); // bind patchArray state and draw } // apply patch color effect.BindDrawConfig(config, patchArray.GetDescriptor()); glUniform1i(config->levelBaseUniform, patchArray.GetPatchIndex()); if (patchArray.GetDescriptor().GetType() == OpenSubdiv::FarPatchTables::GREGORY || patchArray.GetDescriptor().GetType() == OpenSubdiv::FarPatchTables::GREGORY_BOUNDARY){ glUniform1i(config->gregoryQuadOffsetBaseUniform, patchArray.GetQuadOffsetIndex()); } if (patchArray.GetDescriptor().GetType() == OpenSubdiv::FarPatchTables::QUADS) { glDrawElements(GL_LINES_ADJACENCY, patchArray.GetNumIndices(), GL_UNSIGNED_INT, (void*)(patchArray.GetVertIndex()*sizeof(GLuint))); } else { glDrawElements(GL_PATCHES, patchArray.GetNumIndices(), GL_UNSIGNED_INT, (void*)(patchArray.GetVertIndex()*sizeof(GLuint))); } _numDrawCalls++; } MyDrawConfig * MyDrawDelegate::GetDrawConfig(MyEffect &effect, OpenSubdiv::OsdDrawContext::PatchDescriptor desc) { return _effectRegistry.GetDrawConfig(effect.GetEffectDescriptor(), desc); }