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The contributors give no express warranties, #include "../far/dispatcher.h" #include "../far/loopSubdivisionTables.h" #include "../osd/glDrawRegistry.h" #include "../osd/glDrawContext.h" #include "../osd/opengl.h" namespace OpenSubdiv { namespace OPENSUBDIV_VERSION { OsdGLDrawContext::OsdGLDrawContext() : _patchIndexBuffer(0), _patchParamTextureBuffer(0), _fvarDataTextureBuffer(0), _vertexTextureBuffer(0), _vertexValenceTextureBuffer(0), _quadOffsetsTextureBuffer(0) { } OsdGLDrawContext::~OsdGLDrawContext() { glDeleteBuffers(1, &_patchIndexBuffer); glDeleteTextures(1, &_vertexTextureBuffer); glDeleteTextures(1, &_vertexValenceTextureBuffer); glDeleteTextures(1, &_quadOffsetsTextureBuffer); glDeleteTextures(1, &_patchParamTextureBuffer); 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; } template static GLuint createTextureBuffer(T const &data, GLint format, int offset=0) { GLuint buffer = 0, texture = 0; #if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1) glGenTextures(1, &texture); glGenBuffers(1, &buffer); glBindBuffer(GL_ARRAY_BUFFER, buffer); glBufferData(GL_ARRAY_BUFFER, (data.size()-offset) * sizeof(typename T::value_type), &data[offset], GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindTexture(GL_TEXTURE_BUFFER, texture); glTexBuffer(GL_TEXTURE_BUFFER, format, buffer); glBindTexture(GL_TEXTURE_BUFFER, 0); glDeleteBuffers(1, &buffer); #endif return texture; } OsdGLDrawContext * OsdGLDrawContext::Create(FarPatchTables const * patchTables, bool requireFVarData) { if (patchTables) { OsdGLDrawContext * result = new OsdGLDrawContext(); if (result->create(patchTables, requireFVarData)) { return result; } else { delete result; } } return NULL; } bool OsdGLDrawContext::create(FarPatchTables const * patchTables, bool requireFVarData) { assert(patchTables); _isAdaptive = patchTables->IsFeatureAdaptive(); // Process PTable FarPatchTables::PTable const & ptables = patchTables->GetPatchTable(); glGenBuffers(1, &_patchIndexBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _patchIndexBuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, ptables.size() * sizeof(unsigned int), &ptables[0], GL_STATIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); OsdDrawContext::ConvertPatchArrays(patchTables->GetPatchArrayVector(), patchArrays, patchTables->GetMaxValence(), 0); /* #if defined(GL_ES_VERSION_2_0) // 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); 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); // 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; iGetVertexValenceTable(); if (not valenceTable.empty()) { _vertexValenceTextureBuffer = createTextureBuffer(valenceTable, GL_R32I); // also create vertex texture buffer (will be updated in UpdateVertexTexture()) glGenTextures(1, &_vertexTextureBuffer); } // create quad offset table buffer FarPatchTables::QuadOffsetTable const & quadOffsetTable = patchTables->GetQuadOffsetTable(); if (not quadOffsetTable.empty()) _quadOffsetsTextureBuffer = createTextureBuffer(quadOffsetTable, GL_R32I); // create ptex coordinate buffer FarPatchTables::PatchParamTable const & patchParamTables = patchTables->GetPatchParamTable(); if (not patchParamTables.empty()) _patchParamTextureBuffer = createTextureBuffer(patchParamTables, GL_RG32I); // create fvar data buffer if requested FarPatchTables::FVarDataTable const & fvarTables = patchTables->GetFVarDataTable(); if (requireFVarData and not fvarTables.empty()) _fvarDataTextureBuffer = createTextureBuffer(fvarTables, GL_R32F); glBindBuffer(GL_TEXTURE_BUFFER, 0); return true; } void OsdGLDrawContext::updateVertexTexture(GLuint vbo, int numVertexElements) { glBindTexture(GL_TEXTURE_BUFFER, _vertexTextureBuffer); glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, vbo); glBindTexture(GL_TEXTURE_BUFFER, 0); // XXX: consider moving this proc to base class // updating num elements in descriptor with new vbo specs for (int i = 0; i < (int)patchArrays.size(); ++i) { PatchArray &parray = patchArrays[i]; PatchDescriptor desc = parray.GetDescriptor(); desc.SetNumElements(numVertexElements); parray.SetDescriptor(desc); } } } // end namespace OPENSUBDIV_VERSION } // end namespace OpenSubdiv