OpenSubdiv/opensubdiv/osd/glLegacyGregoryPatchTable.cpp
David G Yu f3f28995a5 Enabled internal GL API loader as GLEW alternative
At build time, the preprocessor symbols: OSD_USES_GLEW or
OSD_USES_INTERNAL_GLAPILOADER determine the GL API loader
that will be used by the OSD library.
2020-03-06 11:37:55 -08:00

118 lines
4.3 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 "../osd/glLegacyGregoryPatchTable.h"
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
namespace Osd {
GLLegacyGregoryPatchTable::GLLegacyGregoryPatchTable() :
_vertexTextureBuffer(0), _vertexValenceTextureBuffer(0),
_quadOffsetsTextureBuffer(0) {
_quadOffsetsBase[0] = _quadOffsetsBase[1] = 0;
// Initialize internal OpenGL loader library if necessary
OpenSubdiv::internal::GLLoader::libraryInitializeGL();
}
GLLegacyGregoryPatchTable::~GLLegacyGregoryPatchTable() {
if (_vertexTextureBuffer)
glDeleteTextures(1, &_vertexTextureBuffer);
if (_vertexValenceTextureBuffer)
glDeleteTextures(1, &_vertexValenceTextureBuffer);
if (_quadOffsetsTextureBuffer)
glDeleteTextures(1, &_quadOffsetsTextureBuffer);
}
GLLegacyGregoryPatchTable *
GLLegacyGregoryPatchTable::Create(Far::PatchTable const *farPatchTable) {
GLLegacyGregoryPatchTable *result = new GLLegacyGregoryPatchTable();
glGenTextures(1, &result->_vertexTextureBuffer);
glGenTextures(1, &result->_vertexValenceTextureBuffer);
glGenTextures(1, &result->_quadOffsetsTextureBuffer);
Far::PatchTable::VertexValenceTable const &
valenceTable = farPatchTable->GetVertexValenceTable();
Far::PatchTable::QuadOffsetsTable const &
quadOffsetsTable = farPatchTable->GetQuadOffsetsTable();
if (! valenceTable.empty()) {
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, valenceTable.size() * sizeof(int),
&valenceTable[0], GL_STATIC_DRAW);
glBindTexture(GL_TEXTURE_BUFFER, result->_vertexValenceTextureBuffer);
glTexBuffer(GL_TEXTURE_BUFFER, GL_R32I, buffer);
glBindTexture(GL_TEXTURE_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDeleteBuffers(1, &buffer);
}
if (! quadOffsetsTable.empty()) {
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, quadOffsetsTable.size() * sizeof(int),
&quadOffsetsTable[0], GL_STATIC_DRAW);
glBindTexture(GL_TEXTURE_BUFFER, result->_quadOffsetsTextureBuffer);
glTexBuffer(GL_TEXTURE_BUFFER, GL_R32I, buffer);
glBindTexture(GL_TEXTURE_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDeleteBuffers(1, &buffer);
}
result->_quadOffsetsBase[0] = 0;
result->_quadOffsetsBase[1] = 0;
// scan patchtable to find quadOffsetsBase.
for (int i = 0; i < farPatchTable->GetNumPatchArrays(); ++i) {
// GREGORY_BOUNDARY's quadoffsets come after GREGORY's.
if (farPatchTable->GetPatchArrayDescriptor(i) ==
Far::PatchDescriptor::GREGORY) {
result->_quadOffsetsBase[1] = farPatchTable->GetNumPatches(i) * 4;
break;
}
}
return result;
}
void
GLLegacyGregoryPatchTable::UpdateVertexBuffer(GLuint vbo) {
glBindTexture(GL_TEXTURE_BUFFER, _vertexTextureBuffer);
glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, vbo);
glBindTexture(GL_TEXTURE_BUFFER, 0);
}
} // end namespace Osd
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv