mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-09 13:50:05 +00:00
28f2574bc5
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.
360 lines
12 KiB
C++
360 lines
12 KiB
C++
//
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// Copyright 2015 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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#include "glLoader.h"
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#include "sceneBase.h"
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#include "../../regression/common/far_utils.h"
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#include <opensubdiv/far/patchTableFactory.h>
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#include <opensubdiv/far/stencilTableFactory.h>
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#include <limits>
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using namespace OpenSubdiv;
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SceneBase::SceneBase(Options const &options)
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: _options(options),
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_indexBuffer(0), _patchParamTexture(0) {
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}
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SceneBase::~SceneBase() {
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if (_indexBuffer) glDeleteBuffers(1, &_indexBuffer);
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if (_patchParamTexture) glDeleteTextures(1, &_patchParamTexture);
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for (int i = 0; i < (int)_patchTables.size(); ++i) {
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delete _patchTables[i];
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}
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}
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void
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SceneBase::AddTopology(Shape const *shape, int level, bool varying) {
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Far::PatchTable const * patchTable = NULL;
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int numVerts = createStencilTable(shape, level, varying, &patchTable);
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// centering rest position
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float pmin[3] = { std::numeric_limits<float>::max(),
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std::numeric_limits<float>::max(),
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std::numeric_limits<float>::max() };
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float pmax[3] = { -std::numeric_limits<float>::max(),
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-std::numeric_limits<float>::max(),
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-std::numeric_limits<float>::max() };
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int nverts = shape->GetNumVertices();
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for (int i = 0; i < nverts; ++i) {
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for (int j = 0; j < 3; ++j) {
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float v = shape->verts[i*3+j];
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pmin[j] = std::min(v, pmin[j]);
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pmax[j] = std::max(v, pmax[j]);
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}
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}
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float center[3] = { (pmax[0]+pmin[0])*0.5f,
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(pmax[1]+pmin[1])*0.5f,
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pmin[2] };
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float radius = sqrt((pmax[0]-pmin[0])*(pmax[0]-pmin[0]) +
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(pmax[1]-pmin[1])*(pmax[1]-pmin[1]) +
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(pmax[2]-pmin[2])*(pmax[2]-pmin[2]));
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std::vector<float> restPosition(shape->verts);
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for (size_t i=0; i < restPosition.size()/3; ++i) {
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for (int j = 0; j < 3; ++j) {
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restPosition[i*3+j] = (shape->verts[i*3+j] - center[j])/radius;
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}
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}
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// store topology
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Topology topology;
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topology.numVerts = numVerts;
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topology.restPosition = restPosition;
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_topologies.push_back(topology);
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// store patch.
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// PatchTables is used later to be spliced into the index buffer.
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_patchTables.push_back(patchTable);
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}
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int
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SceneBase::createStencilTable(Shape const *shape, int level, bool varying,
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OpenSubdiv::Far::PatchTable const **patchTableOut) {
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Far::TopologyRefiner * refiner = 0;
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{
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Sdc::SchemeType type = GetSdcType(*shape);
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Sdc::Options options = GetSdcOptions(*shape);
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refiner = Far::TopologyRefinerFactory<Shape>::Create(
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*shape, Far::TopologyRefinerFactory<Shape>::Options(type, options));
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assert(refiner);
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}
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// Adaptive refinement currently supported only for catmull-clark scheme
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if (_options.adaptive) {
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Far::TopologyRefiner::AdaptiveOptions options(level);
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refiner->RefineAdaptive(options);
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} else {
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Far::TopologyRefiner::UniformOptions options(level);
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options.fullTopologyInLastLevel = true;
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refiner->RefineUniform(options);
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}
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Far::StencilTable const * vertexStencils=0, * varyingStencils=0;
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{
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Far::StencilTableFactory::Options options;
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options.generateOffsets = true;
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options.generateIntermediateLevels = _options.adaptive;
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vertexStencils = Far::StencilTableFactory::Create(*refiner, options);
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if (varying) {
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varyingStencils = Far::StencilTableFactory::Create(*refiner, options);
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}
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assert(vertexStencils);
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}
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Far::PatchTable const * patchTable = NULL;
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{
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Far::PatchTableFactory::Options poptions(level);
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if (_options.endCap == kEndCapBSplineBasis) {
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poptions.SetEndCapType(
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Far::PatchTableFactory::Options::ENDCAP_BSPLINE_BASIS);
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} else {
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poptions.SetEndCapType(
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Far::PatchTableFactory::Options::ENDCAP_GREGORY_BASIS);
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}
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patchTable = Far::PatchTableFactory::Create(*refiner, poptions);
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}
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*patchTableOut = patchTable;
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// append local points to stencils
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{
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if (Far::StencilTable const *vertexStencilsWithLocalPoints =
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Far::StencilTableFactory::AppendLocalPointStencilTable(
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*refiner,
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vertexStencils,
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patchTable->GetLocalPointStencilTable())) {
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delete vertexStencils;
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vertexStencils = vertexStencilsWithLocalPoints;
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}
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if (varyingStencils) {
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if (Far::StencilTable const *varyingStencilsWithLocalPoints =
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Far::StencilTableFactory::AppendLocalPointStencilTable(
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*refiner,
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varyingStencils,
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patchTable->GetLocalPointVaryingStencilTable())) {
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delete varyingStencils;
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varyingStencils = varyingStencilsWithLocalPoints;
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}
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}
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}
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int numControlVertices = refiner->GetLevel(0).GetNumVertices();
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_stencilTableSize = createMeshRefiner(vertexStencils, varyingStencils,
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numControlVertices);
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// note: refiner takes ownership of vertexStencils, varyingStencils, patchTable
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delete refiner;
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return numControlVertices + vertexStencils->GetNumStencils();
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}
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int
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SceneBase::AddObjects(int numObjects) {
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_objects.clear();
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int numTopologies = (int)_topologies.size();
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int vertsOffset = 0;
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for (int i = 0; i < numObjects; ++i) {
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Object obj;
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obj.topologyIndex = i % numTopologies;
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obj.vertsOffset = vertsOffset;
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_objects.push_back(obj);
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vertsOffset += _topologies[obj.topologyIndex].numVerts;
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}
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// invalidate batch
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for (int i = 0; i < (int)_batches.size(); ++i) {
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glDeleteBuffers(1, &_batches[i].dispatchBuffer);
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}
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_batches.clear();
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return vertsOffset;
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}
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size_t
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SceneBase::CreateIndexBuffer() {
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if (_indexBuffer == 0) {
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glGenBuffers(1, &_indexBuffer);
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}
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
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std::vector<int> buffer;
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std::vector<unsigned int> ppBuffer;
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int numTopologies = (int)_topologies.size();
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for (int i = 0; i < numTopologies; ++i) {
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Far::PatchTable const *patchTable = _patchTables[i];
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int nPatchArrays = patchTable->GetNumPatchArrays();
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_topologies[i].patchArrays.clear();
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// for each patchArray
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for (int j = 0; j < nPatchArrays; ++j) {
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SceneBase::PatchArray patchArray;
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patchArray.desc = patchTable->GetPatchArrayDescriptor(j);
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patchArray.numPatches = patchTable->GetNumPatches(j);
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patchArray.indexOffset = (int)buffer.size();
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patchArray.primitiveIDOffset = (int)ppBuffer.size()/3;
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_topologies[i].patchArrays.push_back(patchArray);
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// indices
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Far::ConstIndexArray indices = patchTable->GetPatchArrayVertices(j);
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for (int k = 0; k < indices.size(); ++k) {
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buffer.push_back(indices[k]);
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}
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// patchParams
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Far::ConstPatchParamArray patchParams = patchTable->GetPatchParams(j);
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// XXX: needs sharpness interface for patcharray or put sharpness into patchParam.
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for (int k = 0; k < patchParams.size(); ++k) {
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float sharpness = 0.0;
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ppBuffer.push_back(patchParams[k].field0);
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ppBuffer.push_back(patchParams[k].field1);
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ppBuffer.push_back(*((unsigned int *)&sharpness));
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}
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}
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#if 0
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// XXX: we'll remove below APIs from Far::PatchTable.
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// use GetPatchParams(patchArray) instead as above.
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// patch param (all in one)
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Far::PatchParamTable const &patchParamTable =
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patchTable->GetPatchParamTable();
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std::vector<int> const &sharpnessIndexTable =
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patchTable->GetSharpnessIndexTable();
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std::vector<float> const &sharpnessValues =
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patchTable->GetSharpnessValues();
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int npatches = (int)patchParamTable.size();
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for (int i = 0; i < npatches; ++i) {
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float sharpness = 0.0;
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if (i < (int)sharpnessIndexTable.size()) {
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sharpness = sharpnessIndexTable[i] >= 0 ?
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sharpnessValues[sharpnessIndexTable[i]] : 0.0f;
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}
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ppBuffer.push_back(patchParamTable[i].faceIndex);
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ppBuffer.push_back(patchParamTable[i].bitField.field);
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ppBuffer.push_back(*((unsigned int *)&sharpness));
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}
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#endif
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}
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,
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(int)buffer.size()*sizeof(int), &buffer[0], GL_STATIC_DRAW);
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// patchParam is currently expected to be texture (it can be SSBO)
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GLuint texBuffer = 0;
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glGenBuffers(1, &texBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, texBuffer);
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glBufferData(GL_ARRAY_BUFFER, ppBuffer.size()*sizeof(unsigned int),
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&ppBuffer[0], GL_STATIC_DRAW);
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if (_patchParamTexture == 0) {
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glGenTextures(1, &_patchParamTexture);
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}
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glBindTexture(GL_TEXTURE_BUFFER, _patchParamTexture);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RGB32I, texBuffer);
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glBindTexture(GL_TEXTURE_BUFFER, 0);
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glDeleteBuffers(1, &texBuffer);
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return buffer.size()*sizeof(int) + ppBuffer.size()*sizeof(int);
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}
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void
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SceneBase::buildBatches() {
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int numObjects = (int)_objects.size();
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for (int i = 0; i < (int)_batches.size(); ++i) {
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glDeleteBuffers(1, &_batches[i].dispatchBuffer);
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}
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_batches.clear();
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typedef std::map<Far::PatchDescriptor, std::vector<int> > StagingBatches;
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StagingBatches stagingBatches;
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for (int i = 0; i < numObjects; ++i) {
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// get patchArrays from topology
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SceneBase::PatchArrayVector const &patchArrays =
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_topologies[_objects[i].topologyIndex].patchArrays;
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// for each patchArray:
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for (int j = 0; j < (int)patchArrays.size(); ++j) {
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SceneBase::PatchArray const &patchArray = patchArrays[j];
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// find batch for the descriptor
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std::vector<int> &command = stagingBatches[patchArray.desc];
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int nPatch = patchArray.numPatches;
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int baseVertex = GetVertsOffset(i);
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command.push_back(nPatch * patchArray.desc.GetNumControlVertices());
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command.push_back(1);
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command.push_back(patchArray.indexOffset);
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command.push_back(baseVertex);
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command.push_back(0);
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command.push_back(patchArray.primitiveIDOffset);
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}
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}
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int stride = sizeof(int)*6; // not 5, since we interleave primitiveIDOffset
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for (StagingBatches::iterator it = stagingBatches.begin();
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it != stagingBatches.end(); ++it) {
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Batch batch;
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glGenBuffers(1, &batch.dispatchBuffer);
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glBindBuffer(GL_DRAW_INDIRECT_BUFFER, batch.dispatchBuffer);
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glBufferData(GL_DRAW_INDIRECT_BUFFER,
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it->second.size()*sizeof(int),
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&it->second[0], GL_STATIC_DRAW);
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batch.desc = it->first;
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batch.count = (int)it->second.size()/6;
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batch.stride = stride;
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_batches.push_back(batch);
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}
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glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0);
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}
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