// // 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. // #include "delegate.h" #include MyDrawContext::MyDrawContext() { glGenVertexArrays(1, &_vao); } MyDrawContext::~MyDrawContext() { glDeleteVertexArrays(1, &_vao); } 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::Bind(OpenSubdiv::OsdUtilMeshBatchBase *batch, EffectHandle const &effect) { if (batch != _currentBatch) { // bind batch _currentBatch = batch; MyDrawContext *drawContext = batch->GetDrawContext(); // bind vao glBindVertexArray(drawContext->GetVertexArray()); // bind vbo state glBindBuffer(GL_ARRAY_BUFFER, batch->BindVertexBuffer()); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, drawContext->GetPatchIndexBuffer()); // vertex attrib glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 3, 0); if (effect->displayStyle == kVaryingColor) { glBindBuffer(GL_ARRAY_BUFFER, batch->BindVaryingBuffer()); glEnableVertexAttribArray(1); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 3, 0); } // bind other builtin texture buffers glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_BUFFER, drawContext->GetVertexTextureBuffer()); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_BUFFER, drawContext->GetVertexValenceTextureBuffer()); glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_BUFFER, drawContext->GetQuadOffsetsTextureBuffer()); glActiveTexture(GL_TEXTURE3); glBindTexture(GL_TEXTURE_BUFFER, drawContext->GetPatchParamTextureBuffer()); if (drawContext->GetFvarDataTextureBuffer()) { glActiveTexture(GL_TEXTURE4); glBindTexture(GL_TEXTURE_BUFFER, drawContext->GetFvarDataTextureBuffer()); } } if (effect != _currentEffect) { _currentEffect = effect; // bind effect } } void MyDrawDelegate::Unbind(OpenSubdiv::OsdUtilMeshBatchBase *batch, EffectHandle const &effect) { } void MyDrawDelegate::Begin() { _currentBatch = NULL; _currentEffect = NULL; } void MyDrawDelegate::End() { _currentBatch = NULL; _currentEffect = NULL; glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); } void MyDrawDelegate::DrawElements(OpenSubdiv::OsdDrawContext::PatchArray const &patchArray) { // bind patchType-wise effect state // can be skipped (if config is not changed) MyDrawConfig *config = GetDrawConfig(_currentEffect, patchArray.GetDescriptor()); GLuint program = config->program; if (true /* if config is different from previous call */) { glUseProgram(program); #if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0) glPatchParameteri(GL_PATCH_VERTICES, patchArray.GetDescriptor().GetNumControlVertices()); #endif // bind patchArray state and draw } // apply patch color _currentEffect->BindDrawConfig(config, patchArray.GetDescriptor()); glUniform1i(config->primitiveIdBaseUniform, 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 { #if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0) glDrawElements(GL_PATCHES, patchArray.GetNumIndices(), GL_UNSIGNED_INT, (void*)(patchArray.GetVertIndex()*sizeof(GLuint))); #endif } _numDrawCalls++; } bool MyDrawDelegate::IsCombinable(EffectHandle const &a, EffectHandle const &b) const { return a == b; } MyDrawConfig * MyDrawDelegate::GetDrawConfig(EffectHandle &effect, OpenSubdiv::OsdDrawContext::PatchDescriptor desc) { return _effectRegistry.GetDrawConfig(effect->GetEffectDescriptor(), desc); }