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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); } OsdGLDrawContext * OsdGLDrawContext::Create(FarMesh const *farMesh, bool requireFVarData) { FarPatchTables const * patchTables = farMesh->GetPatchTables(); if (patchTables) return Create(patchTables, requireFVarData); // XXX: allocateUniform will be retired once uniform patches are // integrated into patcharray. OsdGLDrawContext * instance = new OsdGLDrawContext(); if (instance->allocateUniform(farMesh, requireFVarData)) return instance; delete instance; return NULL; } OsdGLDrawContext * OsdGLDrawContext::Create(FarPatchTables const *patchTables, bool requireFVarData) { OsdGLDrawContext * instance = new OsdGLDrawContext(); if (instance->allocate(patchTables, requireFVarData)) return instance; delete instance; return NULL; } 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 const *farMesh, bool requireFVarData) { _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); 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; } template GLuint createTextureBuffer(T const &data, GLint format) { 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() * sizeof(typename T::value_type), &data[0], GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindTexture(GL_TEXTURE_BUFFER, texture); glTexBuffer(GL_TEXTURE_BUFFER, format, buffer); glDeleteBuffers(1, &buffer); #endif return texture; } bool OsdGLDrawContext::allocate(FarPatchTables const *patchTables, bool requireFVarData) { _isAdaptive = true; ConvertPatchArrays(patchTables->GetAllPatchArrays(), patchArrays, patchTables->GetMaxValence(), 0); 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(); // create ptex coordinate buffer if (not ptexCoordTables.empty()) ptexCoordinateTextureBuffer = createTextureBuffer(ptexCoordTables, GL_RG32I); FarPatchTables::FVarDataTable const & fvarTables = patchTables->GetFVarDataTable(); // create fvar data buffer if requested if (requireFVarData and not fvarTables.empty()) fvarDataTextureBuffer = createTextureBuffer(fvarTables, GL_R32F); // allocate and initialize additional buffer data FarPatchTables::VertexValenceTable const & valenceTable = patchTables->GetVertexValenceTable(); // create vertex valence buffer and vertex texture 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()) quadOffsetTextureBuffer = createTextureBuffer(quadOffsetTable, GL_R32I); 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