// // 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, #include "../osd/drawContext.h" namespace OpenSubdiv { namespace OPENSUBDIV_VERSION { OsdDrawContext::~OsdDrawContext() {} void OsdDrawContext::ConvertPatchArrays(FarPatchTables::PatchArrayVector const &farPatchArrays, OsdDrawContext::PatchArrayVector &osdPatchArrays, int maxValence, int numElements) { // create patch arrays for drawing (while duplicating subpatches for transition patch arrays) static int subPatchCounts[] = { 1, 3, 4, 4, 4, 2 }; // number of subpatches for patterns int numTotalPatchArrays = 0; for (int i = 0; i < (int)farPatchArrays.size(); ++i) { FarPatchTables::TransitionPattern pattern = farPatchArrays[i].GetDescriptor().GetPattern(); numTotalPatchArrays += subPatchCounts[(int)pattern]; } // allocate drawing patch arrays osdPatchArrays.clear(); osdPatchArrays.reserve(numTotalPatchArrays); for (int i = 0; i < (int)farPatchArrays.size(); ++i) { FarPatchTables::TransitionPattern pattern = farPatchArrays[i].GetDescriptor().GetPattern(); int numSubPatches = subPatchCounts[(int)pattern]; FarPatchTables::PatchArray const &parray = farPatchArrays[i]; FarPatchTables::Descriptor srcDesc = parray.GetDescriptor(); for (int j = 0; j < numSubPatches; ++j) { PatchDescriptor desc(srcDesc, maxValence, j, numElements); osdPatchArrays.push_back(PatchArray(desc, parray.GetArrayRange())); } } /* #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; i