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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) { } OsdGLDrawContext::~OsdGLDrawContext() { glDeleteBuffers(1, &patchIndexBuffer); glDeleteTextures(1, &vertexTextureBuffer); glDeleteTextures(1, &vertexValenceTextureBuffer); glDeleteTextures(1, &quadOffsetTextureBuffer); 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::allocateUniform(FarMesh *farMesh, GLuint vbo, int numElements, bool requireFVarData) { // 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); #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*>(tables) != NULL; array.firstIndex = 0; array.numIndices = numIndices; patchArrays.push_back(array); */ // Allocate ptex coordinate buffer #if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1) GLuint ptexCoordinateBuffer = 0; glGenTextures(1, &ptexCoordinateTextureBuffer); glGenBuffers(1, &ptexCoordinateBuffer); glBindBuffer(GL_TEXTURE_BUFFER, ptexCoordinateBuffer); const std::vector &ptexCoordinates = farMesh->GetPtexCoordinates(level-1); int size = (int)ptexCoordinates.size() * sizeof(FarPtexCoord); 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; } bool OsdGLDrawContext::allocate(FarMesh *farMesh, GLuint vbo, int numElements, bool requireFVarData) { FarPatchTables const * patchTables = farMesh->GetPatchTables(); if (not patchTables) { // uniform patches _isAdaptive = false; // XXX: this function will be retired once uniform patches are integrated into patcharray. return allocateUniform(farMesh, vbo, numElements, requireFVarData); } // adaptive patches _isAdaptive = true; ConvertPatchArrays(patchTables->GetAllPatchArrays(), patchArrays, patchTables->GetMaxValence(), numElements); FarPatchTables::PTable const & ptables = patchTables->GetPatchTable(); // Allocate and fill index buffer. 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); FarPatchTables::PtexCoordinateTable const & ptexCoordTables = patchTables->GetPtexCoordinatesTable(); #if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1) // Allocate ptex coordinate buffer if requested GLuint ptexCoordinateBuffer = 0; glGenTextures(1, &ptexCoordinateTextureBuffer); glGenBuffers(1, &ptexCoordinateBuffer); glBindBuffer(GL_ARRAY_BUFFER, ptexCoordinateBuffer); glBufferData(GL_ARRAY_BUFFER, ptexCoordTables.size() * sizeof(FarPtexCoord), &ptexCoordTables[0], GL_STATIC_DRAW); // Allocate fvar data buffer if requested GLuint fvarDataBuffer = 0; if (requireFVarData) { FarPatchTables::FVarDataTable const & fvarTables = patchTables->GetFVarDataTable(); glGenTextures(1, &fvarDataTextureBuffer); glGenBuffers(1, &fvarDataBuffer); glBindBuffer(GL_UNIFORM_BUFFER, fvarDataBuffer); glBufferData(GL_UNIFORM_BUFFER, fvarTables.size() * sizeof(float), &fvarTables[0], GL_STATIC_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); } // finalize ptex coordinate texture buffer glBindBuffer(GL_ARRAY_BUFFER, 0); glBindTexture(GL_TEXTURE_BUFFER, ptexCoordinateTextureBuffer); glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32I, ptexCoordinateBuffer); glDeleteBuffers(1, &ptexCoordinateBuffer); // finalize fvar data texture buffer if (requireFVarData) { glBindTexture(GL_TEXTURE_BUFFER, fvarDataTextureBuffer); glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, fvarDataBuffer); glDeleteBuffers(1, &fvarDataBuffer); } // allocate and initialize additional buffer data FarPatchTables::VertexValenceTable const & valenceTable = patchTables->GetVertexValenceTable(); if (not valenceTable.empty()) { 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); } FarPatchTables::QuadOffsetTable const & quadOffsetTable = patchTables->GetQuadOffsetTable(); if (not quadOffsetTable.empty()) { 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; } } // end namespace OPENSUBDIV_VERSION } // end namespace OpenSubdiv