OpenSubdiv/examples/glShareTopology/sceneBase.cpp
David G Yu 28f2574bc5 Moved GLEW dependencies to glLoader wrapper
This introduces an internal glLoader library which allows
most of the implementation to be agnostic about the
implementation of the GL loading library.  Specifically,
this removes references to the GLEW headers and libraries
from the rest of the source code and build system.
2020-03-03 17:10:30 -08:00

360 lines
12 KiB
C++

//
// Copyright 2015 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the trade
// names, trademarks, service marks, or product names of the Licensor
// and its affiliates, except as required to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
#include "glLoader.h"
#include "sceneBase.h"
#include "../../regression/common/far_utils.h"
#include <opensubdiv/far/patchTableFactory.h>
#include <opensubdiv/far/stencilTableFactory.h>
#include <limits>
using namespace OpenSubdiv;
SceneBase::SceneBase(Options const &options)
: _options(options),
_indexBuffer(0), _patchParamTexture(0) {
}
SceneBase::~SceneBase() {
if (_indexBuffer) glDeleteBuffers(1, &_indexBuffer);
if (_patchParamTexture) glDeleteTextures(1, &_patchParamTexture);
for (int i = 0; i < (int)_patchTables.size(); ++i) {
delete _patchTables[i];
}
}
void
SceneBase::AddTopology(Shape const *shape, int level, bool varying) {
Far::PatchTable const * patchTable = NULL;
int numVerts = createStencilTable(shape, level, varying, &patchTable);
// centering rest position
float pmin[3] = { std::numeric_limits<float>::max(),
std::numeric_limits<float>::max(),
std::numeric_limits<float>::max() };
float pmax[3] = { -std::numeric_limits<float>::max(),
-std::numeric_limits<float>::max(),
-std::numeric_limits<float>::max() };
int nverts = shape->GetNumVertices();
for (int i = 0; i < nverts; ++i) {
for (int j = 0; j < 3; ++j) {
float v = shape->verts[i*3+j];
pmin[j] = std::min(v, pmin[j]);
pmax[j] = std::max(v, pmax[j]);
}
}
float center[3] = { (pmax[0]+pmin[0])*0.5f,
(pmax[1]+pmin[1])*0.5f,
pmin[2] };
float radius = sqrt((pmax[0]-pmin[0])*(pmax[0]-pmin[0]) +
(pmax[1]-pmin[1])*(pmax[1]-pmin[1]) +
(pmax[2]-pmin[2])*(pmax[2]-pmin[2]));
std::vector<float> restPosition(shape->verts);
for (size_t i=0; i < restPosition.size()/3; ++i) {
for (int j = 0; j < 3; ++j) {
restPosition[i*3+j] = (shape->verts[i*3+j] - center[j])/radius;
}
}
// store topology
Topology topology;
topology.numVerts = numVerts;
topology.restPosition = restPosition;
_topologies.push_back(topology);
// store patch.
// PatchTables is used later to be spliced into the index buffer.
_patchTables.push_back(patchTable);
}
int
SceneBase::createStencilTable(Shape const *shape, int level, bool varying,
OpenSubdiv::Far::PatchTable const **patchTableOut) {
Far::TopologyRefiner * refiner = 0;
{
Sdc::SchemeType type = GetSdcType(*shape);
Sdc::Options options = GetSdcOptions(*shape);
refiner = Far::TopologyRefinerFactory<Shape>::Create(
*shape, Far::TopologyRefinerFactory<Shape>::Options(type, options));
assert(refiner);
}
// Adaptive refinement currently supported only for catmull-clark scheme
if (_options.adaptive) {
Far::TopologyRefiner::AdaptiveOptions options(level);
refiner->RefineAdaptive(options);
} else {
Far::TopologyRefiner::UniformOptions options(level);
options.fullTopologyInLastLevel = true;
refiner->RefineUniform(options);
}
Far::StencilTable const * vertexStencils=0, * varyingStencils=0;
{
Far::StencilTableFactory::Options options;
options.generateOffsets = true;
options.generateIntermediateLevels = _options.adaptive;
vertexStencils = Far::StencilTableFactory::Create(*refiner, options);
if (varying) {
varyingStencils = Far::StencilTableFactory::Create(*refiner, options);
}
assert(vertexStencils);
}
Far::PatchTable const * patchTable = NULL;
{
Far::PatchTableFactory::Options poptions(level);
if (_options.endCap == kEndCapBSplineBasis) {
poptions.SetEndCapType(
Far::PatchTableFactory::Options::ENDCAP_BSPLINE_BASIS);
} else {
poptions.SetEndCapType(
Far::PatchTableFactory::Options::ENDCAP_GREGORY_BASIS);
}
patchTable = Far::PatchTableFactory::Create(*refiner, poptions);
}
*patchTableOut = patchTable;
// append local points to stencils
{
if (Far::StencilTable const *vertexStencilsWithLocalPoints =
Far::StencilTableFactory::AppendLocalPointStencilTable(
*refiner,
vertexStencils,
patchTable->GetLocalPointStencilTable())) {
delete vertexStencils;
vertexStencils = vertexStencilsWithLocalPoints;
}
if (varyingStencils) {
if (Far::StencilTable const *varyingStencilsWithLocalPoints =
Far::StencilTableFactory::AppendLocalPointStencilTable(
*refiner,
varyingStencils,
patchTable->GetLocalPointVaryingStencilTable())) {
delete varyingStencils;
varyingStencils = varyingStencilsWithLocalPoints;
}
}
}
int numControlVertices = refiner->GetLevel(0).GetNumVertices();
_stencilTableSize = createMeshRefiner(vertexStencils, varyingStencils,
numControlVertices);
// note: refiner takes ownership of vertexStencils, varyingStencils, patchTable
delete refiner;
return numControlVertices + vertexStencils->GetNumStencils();
}
int
SceneBase::AddObjects(int numObjects) {
_objects.clear();
int numTopologies = (int)_topologies.size();
int vertsOffset = 0;
for (int i = 0; i < numObjects; ++i) {
Object obj;
obj.topologyIndex = i % numTopologies;
obj.vertsOffset = vertsOffset;
_objects.push_back(obj);
vertsOffset += _topologies[obj.topologyIndex].numVerts;
}
// invalidate batch
for (int i = 0; i < (int)_batches.size(); ++i) {
glDeleteBuffers(1, &_batches[i].dispatchBuffer);
}
_batches.clear();
return vertsOffset;
}
size_t
SceneBase::CreateIndexBuffer() {
if (_indexBuffer == 0) {
glGenBuffers(1, &_indexBuffer);
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
std::vector<int> buffer;
std::vector<unsigned int> ppBuffer;
int numTopologies = (int)_topologies.size();
for (int i = 0; i < numTopologies; ++i) {
Far::PatchTable const *patchTable = _patchTables[i];
int nPatchArrays = patchTable->GetNumPatchArrays();
_topologies[i].patchArrays.clear();
// for each patchArray
for (int j = 0; j < nPatchArrays; ++j) {
SceneBase::PatchArray patchArray;
patchArray.desc = patchTable->GetPatchArrayDescriptor(j);
patchArray.numPatches = patchTable->GetNumPatches(j);
patchArray.indexOffset = (int)buffer.size();
patchArray.primitiveIDOffset = (int)ppBuffer.size()/3;
_topologies[i].patchArrays.push_back(patchArray);
// indices
Far::ConstIndexArray indices = patchTable->GetPatchArrayVertices(j);
for (int k = 0; k < indices.size(); ++k) {
buffer.push_back(indices[k]);
}
// patchParams
Far::ConstPatchParamArray patchParams = patchTable->GetPatchParams(j);
// XXX: needs sharpness interface for patcharray or put sharpness into patchParam.
for (int k = 0; k < patchParams.size(); ++k) {
float sharpness = 0.0;
ppBuffer.push_back(patchParams[k].field0);
ppBuffer.push_back(patchParams[k].field1);
ppBuffer.push_back(*((unsigned int *)&sharpness));
}
}
#if 0
// XXX: we'll remove below APIs from Far::PatchTable.
// use GetPatchParams(patchArray) instead as above.
// patch param (all in one)
Far::PatchParamTable const &patchParamTable =
patchTable->GetPatchParamTable();
std::vector<int> const &sharpnessIndexTable =
patchTable->GetSharpnessIndexTable();
std::vector<float> const &sharpnessValues =
patchTable->GetSharpnessValues();
int npatches = (int)patchParamTable.size();
for (int i = 0; i < npatches; ++i) {
float sharpness = 0.0;
if (i < (int)sharpnessIndexTable.size()) {
sharpness = sharpnessIndexTable[i] >= 0 ?
sharpnessValues[sharpnessIndexTable[i]] : 0.0f;
}
ppBuffer.push_back(patchParamTable[i].faceIndex);
ppBuffer.push_back(patchParamTable[i].bitField.field);
ppBuffer.push_back(*((unsigned int *)&sharpness));
}
#endif
}
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
(int)buffer.size()*sizeof(int), &buffer[0], GL_STATIC_DRAW);
// patchParam is currently expected to be texture (it can be SSBO)
GLuint texBuffer = 0;
glGenBuffers(1, &texBuffer);
glBindBuffer(GL_ARRAY_BUFFER, texBuffer);
glBufferData(GL_ARRAY_BUFFER, ppBuffer.size()*sizeof(unsigned int),
&ppBuffer[0], GL_STATIC_DRAW);
if (_patchParamTexture == 0) {
glGenTextures(1, &_patchParamTexture);
}
glBindTexture(GL_TEXTURE_BUFFER, _patchParamTexture);
glTexBuffer(GL_TEXTURE_BUFFER, GL_RGB32I, texBuffer);
glBindTexture(GL_TEXTURE_BUFFER, 0);
glDeleteBuffers(1, &texBuffer);
return buffer.size()*sizeof(int) + ppBuffer.size()*sizeof(int);
}
void
SceneBase::buildBatches() {
int numObjects = (int)_objects.size();
for (int i = 0; i < (int)_batches.size(); ++i) {
glDeleteBuffers(1, &_batches[i].dispatchBuffer);
}
_batches.clear();
typedef std::map<Far::PatchDescriptor, std::vector<int> > StagingBatches;
StagingBatches stagingBatches;
for (int i = 0; i < numObjects; ++i) {
// get patchArrays from topology
SceneBase::PatchArrayVector const &patchArrays =
_topologies[_objects[i].topologyIndex].patchArrays;
// for each patchArray:
for (int j = 0; j < (int)patchArrays.size(); ++j) {
SceneBase::PatchArray const &patchArray = patchArrays[j];
// find batch for the descriptor
std::vector<int> &command = stagingBatches[patchArray.desc];
int nPatch = patchArray.numPatches;
int baseVertex = GetVertsOffset(i);
command.push_back(nPatch * patchArray.desc.GetNumControlVertices());
command.push_back(1);
command.push_back(patchArray.indexOffset);
command.push_back(baseVertex);
command.push_back(0);
command.push_back(patchArray.primitiveIDOffset);
}
}
int stride = sizeof(int)*6; // not 5, since we interleave primitiveIDOffset
for (StagingBatches::iterator it = stagingBatches.begin();
it != stagingBatches.end(); ++it) {
Batch batch;
glGenBuffers(1, &batch.dispatchBuffer);
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, batch.dispatchBuffer);
glBufferData(GL_DRAW_INDIRECT_BUFFER,
it->second.size()*sizeof(int),
&it->second[0], GL_STATIC_DRAW);
batch.desc = it->first;
batch.count = (int)it->second.size()/6;
batch.stride = stride;
_batches.push_back(batch);
}
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0);
}