OpenSubdiv/opensubdiv/osd/glDrawContext.cpp
Takahito Tejima 76818e630b Refactor FarSubdivisionTables.
Delete scheme specialized subdivision tables. The base class FarSubdivisionTables
already has all tables, so we just need scheme enum to identify which scheme
the subdivision tables belong to.
This brings a lot of code cleanups around far factory classes.
2014-03-19 17:19:08 -07:00

188 lines
6.0 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 "../far/dispatcher.h"
#include "../osd/glDrawRegistry.h"
#include "../osd/glDrawContext.h"
#include "../osd/opengl.h"
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
OsdGLDrawContext::OsdGLDrawContext() :
_patchIndexBuffer(0), _patchParamTextureBuffer(0), _fvarDataTextureBuffer(0),
_vertexTextureBuffer(0), _vertexValenceTextureBuffer(0), _quadOffsetsTextureBuffer(0)
{
}
OsdGLDrawContext::~OsdGLDrawContext()
{
glDeleteBuffers(1, &_patchIndexBuffer);
glDeleteTextures(1, &_vertexTextureBuffer);
glDeleteTextures(1, &_vertexValenceTextureBuffer);
glDeleteTextures(1, &_quadOffsetsTextureBuffer);
glDeleteTextures(1, &_patchParamTextureBuffer);
glDeleteTextures(1, &_fvarDataTextureBuffer);
}
bool
OsdGLDrawContext::SupportsAdaptiveTessellation()
{
#ifdef OSD_USES_GLEW
// XXX: uncomment here to try tessellation on OSX
// if (GLEW_ARB_tessellation_shader)
// return true;
#endif
static const GLubyte *version = glGetString(GL_VERSION);
if (version and version[0] == '4')
return true;
return false;
}
template <typename T> static GLuint
createTextureBuffer(T const &data, GLint format, int offset=0)
{
GLuint buffer = 0, texture = 0;
#if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1)
glGenTextures(1, &texture);
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, (data.size()-offset) * sizeof(typename T::value_type),
&data[offset], GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindTexture(GL_TEXTURE_BUFFER, texture);
glTexBuffer(GL_TEXTURE_BUFFER, format, buffer);
glBindTexture(GL_TEXTURE_BUFFER, 0);
glDeleteBuffers(1, &buffer);
#endif
return texture;
}
OsdGLDrawContext *
OsdGLDrawContext::Create(FarPatchTables const * patchTables, bool requireFVarData) {
if (patchTables) {
OsdGLDrawContext * result = new OsdGLDrawContext();
if (result->create(patchTables, requireFVarData)) {
return result;
} else {
delete result;
}
}
return NULL;
}
bool
OsdGLDrawContext::create(FarPatchTables const * patchTables, bool requireFVarData) {
assert(patchTables);
_isAdaptive = patchTables->IsFeatureAdaptive();
// Process PTable
FarPatchTables::PTable const & ptables = patchTables->GetPatchTable();
glGenBuffers(1, &_patchIndexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _patchIndexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
ptables.size() * sizeof(unsigned int), &ptables[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
OsdDrawContext::ConvertPatchArrays(patchTables->GetPatchArrayVector(),
patchArrays, patchTables->GetMaxValence(), 0);
// allocate and initialize additional buffer data
#if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1)
// create vertex valence buffer and vertex texture
FarPatchTables::VertexValenceTable const &
valenceTable = patchTables->GetVertexValenceTable();
if (not valenceTable.empty()) {
_vertexValenceTextureBuffer = createTextureBuffer(valenceTable, GL_R32I);
// also create vertex texture buffer (will be updated in UpdateVertexTexture())
glGenTextures(1, &_vertexTextureBuffer);
}
// create quad offset table buffer
FarPatchTables::QuadOffsetTable const &
quadOffsetTable = patchTables->GetQuadOffsetTable();
if (not quadOffsetTable.empty())
_quadOffsetsTextureBuffer = createTextureBuffer(quadOffsetTable, GL_R32I);
// create ptex coordinate buffer
FarPatchTables::PatchParamTable const &
patchParamTables = patchTables->GetPatchParamTable();
if (not patchParamTables.empty())
_patchParamTextureBuffer = createTextureBuffer(patchParamTables, GL_RG32I);
// create fvar data buffer if requested
FarPatchTables::FVarDataTable const &
fvarTables = patchTables->GetFVarDataTable();
if (requireFVarData and not fvarTables.empty())
_fvarDataTextureBuffer = createTextureBuffer(fvarTables, GL_R32F);
glBindBuffer(GL_TEXTURE_BUFFER, 0);
#endif
return true;
}
void
OsdGLDrawContext::updateVertexTexture(GLuint vbo, int numVertexElements)
{
#if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1)
glBindTexture(GL_TEXTURE_BUFFER, _vertexTextureBuffer);
glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, vbo);
glBindTexture(GL_TEXTURE_BUFFER, 0);
#endif
// XXX: consider moving this proc to base class
// updating num elements in descriptor with new vbo specs
for (int i = 0; i < (int)patchArrays.size(); ++i) {
PatchArray &parray = patchArrays[i];
PatchDescriptor desc = parray.GetDescriptor();
desc.SetNumElements(numVertexElements);
parray.SetDescriptor(desc);
}
}
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv