mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-04 00:41:05 +00:00
44a7cb6a45
* replace void* of all kernel applications with CONTEXT template parameter. It eliminates many static_casts from void* for both far and osd classes. * move the big switch-cases of far default kernel launches out of Refine so that osd controllers can arbitrary mix default kernels and custom kernels. * change FarKernelBatch::kernelType from enum to int, clients can add custom kernel types. * remove a back-pointer to farmesh from subdivision table. * untemplate all subdivision table classes and template their compute methods instead. Those methods take a typed vertex storage. * remove an unused argument FarMesh from the constructor of subdivision table factories.
114 lines
4.5 KiB
C++
114 lines
4.5 KiB
C++
//
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// Copyright 2013 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 "../osd/drawContext.h"
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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OsdDrawContext::~OsdDrawContext() {}
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void
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OsdDrawContext::ConvertPatchArrays(FarPatchTables::PatchArrayVector const &farPatchArrays,
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OsdDrawContext::PatchArrayVector &osdPatchArrays,
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int maxValence, int numElements)
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{
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// create patch arrays for drawing (while duplicating subpatches for transition patch arrays)
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static int subPatchCounts[] = { 1, 3, 4, 4, 4, 2 }; // number of subpatches for patterns
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int numTotalPatchArrays = 0;
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for (int i = 0; i < (int)farPatchArrays.size(); ++i) {
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FarPatchTables::TransitionPattern pattern = farPatchArrays[i].GetDescriptor().GetPattern();
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numTotalPatchArrays += subPatchCounts[(int)pattern];
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}
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// allocate drawing patch arrays
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osdPatchArrays.clear();
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osdPatchArrays.reserve(numTotalPatchArrays);
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for (int i = 0; i < (int)farPatchArrays.size(); ++i) {
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FarPatchTables::TransitionPattern pattern = farPatchArrays[i].GetDescriptor().GetPattern();
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int numSubPatches = subPatchCounts[(int)pattern];
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FarPatchTables::PatchArray const &parray = farPatchArrays[i];
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FarPatchTables::Descriptor srcDesc = parray.GetDescriptor();
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for (int j = 0; j < numSubPatches; ++j) {
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PatchDescriptor desc(srcDesc, maxValence, j, numElements);
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osdPatchArrays.push_back(PatchArray(desc, parray.GetArrayRange()));
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}
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}
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/*
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#if defined(GL_ES_VERSION_2_0)
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// XXX: farmesh should have FarDensePatchTable for dense mesh indices.
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// instead of GetFaceVertices().
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const FarSubdivisionTables *tables = farMesh->GetSubdivisionTables();
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int level = tables->GetMaxLevel();
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const std::vector<int> &indices = farMesh->GetFaceVertices(level-1);
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int numIndices = (int)indices.size();
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// Allocate and fill index buffer.
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glGenBuffers(1, &patchIndexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, patchIndexBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,
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numIndices * sizeof(unsigned int), &(indices[0]), GL_STATIC_DRAW);
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// OpenGLES 2 supports only triangle topologies for filled
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// primitives i.e. not QUADS or PATCHES or LINES_ADJACENCY
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// For the convenience of clients build build a triangles
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// index buffer by splitting quads.
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int numQuads = indices.size() / 4;
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int numTrisIndices = numQuads * 6;
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std::vector<short> trisIndices;
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trisIndices.reserve(numTrisIndices);
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for (int i=0; i<numQuads; ++i) {
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const int * quad = &indices[i*4];
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trisIndices.push_back(short(quad[0]));
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trisIndices.push_back(short(quad[1]));
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trisIndices.push_back(short(quad[2]));
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trisIndices.push_back(short(quad[2]));
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trisIndices.push_back(short(quad[3]));
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trisIndices.push_back(short(quad[0]));
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}
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// Allocate and fill triangles index buffer.
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glGenBuffers(1, &patchTrianglesIndexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, patchTrianglesIndexBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,
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numTrisIndices * sizeof(short), &(trisIndices[0]), GL_STATIC_DRAW);
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#endif
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*/
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}
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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