OpenSubdiv/opensubdiv/osd/drawContext.cpp
Takahito Tejima 44a7cb6a45 Refactor Far API.
* 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.
2014-03-19 11:44:51 -07:00

114 lines
4.5 KiB
C++

//
// Copyright 2013 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 "../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<int> &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<short> trisIndices;
trisIndices.reserve(numTrisIndices);
for (int i=0; i<numQuads; ++i) {
const int * quad = &indices[i*4];
trisIndices.push_back(short(quad[0]));
trisIndices.push_back(short(quad[1]));
trisIndices.push_back(short(quad[2]));
trisIndices.push_back(short(quad[2]));
trisIndices.push_back(short(quad[3]));
trisIndices.push_back(short(quad[0]));
}
// Allocate and fill triangles index buffer.
glGenBuffers(1, &patchTrianglesIndexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, patchTrianglesIndexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
numTrisIndices * sizeof(short), &(trisIndices[0]), GL_STATIC_DRAW);
#endif
*/
}
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv