mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-02 00:00:07 +00:00
10c687ecd5
- [Feature Adaptive GPU Rendering of Catmull-Clark Surfaces](http://research.microsoft.com/en-us/um/people/cloop/tog2012.pdf). - New API architecture : we are planning to lock on to this new framework as the basis for backward compatibility, which we will enforce from Release 1.0 onward. Subsequent releases of OpenSubdiv should not break client code. - DirectX 11 support - and much more...
391 lines
13 KiB
C++
391 lines
13 KiB
C++
//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
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// the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and
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// "distribution" have the same meaning here as under U.S.
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// copyright law. A "contribution" is the original software, or
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// any additions or changes to the software.
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// A "contributor" is any person or entity that distributes its
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// contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read
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// directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free copyright license to reproduce its contribution,
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// prepare derivative works of its contribution, and distribute
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// its contribution or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free license under its licensed patents to make, have
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// made, use, sell, offer for sale, import, and/or otherwise
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// dispose of its contribution in the software or derivative works
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// of the contribution in the software.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you
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// rights to use any contributor's name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over
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// patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends
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// automatically.
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// (C) If you distribute any portion of the software, you must
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// retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source
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// code form, you may do so only under this license by including a
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// complete copy of this license with your distribution. If you
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// distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies
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// with this license.
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// (E) The software is licensed "as-is." You bear the risk of
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// using it. The contributors give no express warranties,
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// guarantees or conditions. You may have additional consumer
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// rights under your local laws which this license cannot change.
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// To the extent permitted under your local laws, the contributors
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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//
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/* Include GLEW before Maya and OSD includes */
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#include <GL/glew.h>
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#include <maya/MFnMesh.h>
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#include <maya/MItMeshPolygon.h>
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#include <maya/MFloatArray.h>
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#include <maya/MGlobal.h>
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#include "osdMeshData.h"
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#include <osd/cpuDispatcher.h>
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#include <osd/cpuComputeController.h>
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#ifdef OPENSUBDIV_HAS_OPENMP
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#include <osd/ompDispatcher.h>
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#include <osd/ompComputeController.h>
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#endif
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#ifdef OPENSUBDIV_HAS_OPENCL
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#include <osd/clDispatcher.h>
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#include <osd/clComputeController.h>
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extern cl_context g_clContext;
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extern cl_command_queue g_clQueue;
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#endif
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#ifdef OPENSUBDIV_HAS_CUDA
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#include <osd/cudaDispatcher.h>
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#include <osd/cudaComputeController.h>
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#endif
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#include <vector>
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#include "../common/maya_util.h"
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#include "hbrUtil.h"
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#include "OpenSubdivShader.h"
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// #### Constructor
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//
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// Initialize all context and buffers to NULL
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//
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OsdMeshData::OsdMeshData(const MDagPath& meshDagPath)
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: MUserData(false),
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_meshDagPath(meshDagPath),
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_meshTopoDirty(true),
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_hbrmesh(NULL),
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_mesh(NULL),
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_level(0),
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_kernel(kCPU),
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_adaptive(true),
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_fvarDesc(NULL),
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_needsUpdate(false),
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_needsInitializeMesh(false)
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{
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}
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// #### Destructor
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//
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// Delete meshes, clear contexts and buffers
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//
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OsdMeshData::~OsdMeshData()
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{
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delete _hbrmesh;
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delete _mesh;
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delete _fvarDesc;
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}
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bool
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uvSetNameIsValid( MFnMesh& meshFn, const MString& uvSet )
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{
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// list should be short, just do linear search through existing names
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MStringArray setNames;
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meshFn.getUVSetNames(setNames);
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for (int i = 0; i < (int)setNames.length(); ++i) {
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if (setNames[i] == uvSet)
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return true;
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}
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return false;
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}
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// #### buildUVList
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//
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// Face-varying data expects a list of per-face per-vertex
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// floats. This method reads the UVs from the mesh and
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// concatenates them into such a list.
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//
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MStatus
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OsdMeshData::buildUVList( MFnMesh& meshFn, std::vector<float>& uvList )
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{
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MStatus status = MS::kSuccess;
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MItMeshPolygon polyIt( _meshDagPath );
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MFloatArray uArray;
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MFloatArray vArray;
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// If user hasn't given us a UV set, use the current one
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MString *uvSetPtr=NULL;
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if ( _uvSet.numChars() > 0 ) {
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if (uvSetNameIsValid(meshFn, _uvSet)) {
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uvSetPtr = &_uvSet;
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}
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else {
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MGlobal::displayWarning(MString("OpenSubdivShader: uvSet \""+_uvSet+"\" does not exist."));
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}
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} else {
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uvSetPtr = NULL;
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}
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// pull UVs from Maya mesh
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status = meshFn.getUVs( uArray, vArray, uvSetPtr );
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MCHECK_RETURN(status, "OpenSubdivShader: Error reading UVs");
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if ( uArray.length() == 0 || vArray.length() == 0 )
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{
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MGlobal::displayWarning("OpenSubdivShader: Mesh has no UVs");
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return MS::kFailure;
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}
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// list of UV values
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uvList.clear();
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uvList.resize( meshFn.numFaceVertices()*2 );
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int uvListIdx = 0;
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// for each face-vertex copy UVs into list, adjusting for renderman orientation
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for ( polyIt.reset(); !polyIt.isDone(); polyIt.next() )
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{
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int faceIdx = polyIt.index();
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unsigned int numPolyVerts = polyIt.polygonVertexCount();
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for ( unsigned int faceVertIdx = 0;
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faceVertIdx < numPolyVerts;
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faceVertIdx++ )
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{
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int uvIdx;
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polyIt.getUVIndex( faceVertIdx, uvIdx, uvSetPtr );
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// convert maya UV orientation to renderman orientation
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uvList[ uvListIdx++ ] = uArray[ uvIdx ];
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uvList[ uvListIdx++ ] = 1.0f - vArray[ uvIdx ];
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}
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}
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return status;
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}
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// #### rebuildHbrMeshIfNeeded
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//
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// If the topology of the mesh changes, or any attributes that affect
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// how the mesh is computed the original HBR needs to be rebuilt
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// which will trigger a rebuild of the FAR mesh and subsequent buffers.
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//
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void
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OsdMeshData::rebuildHbrMeshIfNeeded(OpenSubdivShader *shader)
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{
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MStatus status = MS::kSuccess;
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if (!_meshTopoDirty && !shader->getHbrMeshDirty())
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return;
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MFnMesh meshFn(_meshDagPath);
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// Cache attribute values
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_level = shader->getLevel();
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_kernel = shader->getKernel();
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_adaptive = shader->isAdaptive();
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_uvSet = shader->getUVSet();
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int level = (_level < 1) ? 1 : _level;
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// Get Maya vertex topology and crease data
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MIntArray vertexCount;
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MIntArray vertexList;
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meshFn.getVertices(vertexCount, vertexList);
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MUintArray edgeIds;
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MDoubleArray edgeCreaseData;
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meshFn.getCreaseEdges(edgeIds, edgeCreaseData);
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MUintArray vtxIds;
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MDoubleArray vtxCreaseData;
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meshFn.getCreaseVertices(vtxIds, vtxCreaseData);
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if (vertexCount.length() == 0) return;
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// Copy Maya vectors into std::vectors
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std::vector<int> numIndices(&vertexCount[0], &vertexCount[vertexCount.length()]);
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std::vector<int> faceIndices(&vertexList[0], &vertexList[vertexList.length()]);
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std::vector<int> vtxCreaseIndices(&vtxIds[0], &vtxIds[vtxIds.length()]);
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std::vector<double> vtxCreases(&vtxCreaseData[0], &vtxCreaseData[vtxCreaseData.length()]);
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std::vector<double> edgeCreases(&edgeCreaseData[0], &edgeCreaseData[edgeCreaseData.length()]);
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// Edge crease index is stored as pairs of vertex ids
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int nEdgeIds = edgeIds.length();
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std::vector<int> edgeCreaseIndices;
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edgeCreaseIndices.resize(nEdgeIds*2);
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for (int i = 0; i < nEdgeIds; ++i) {
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int2 vertices;
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status = meshFn.getEdgeVertices(edgeIds[i], vertices);
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if (status.error()) {
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MERROR(status, "OpenSubdivShader: Can't get edge vertices");
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continue;
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}
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edgeCreaseIndices[i*2] = vertices[0];
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edgeCreaseIndices[i*2+1] = vertices[1];
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}
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// Convert attribute enums to HBR enums (this is why the enums need to match)
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HbrMeshUtil::SchemeType hbrScheme = (HbrMeshUtil::SchemeType) shader->getScheme();
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OsdHbrMesh::InterpolateBoundaryMethod hbrInterpBoundary =
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(OsdHbrMesh::InterpolateBoundaryMethod) shader->getInterpolateBoundary();
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OsdHbrMesh::InterpolateBoundaryMethod hbrInterpUVBoundary =
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(OsdHbrMesh::InterpolateBoundaryMethod) shader->getInterpolateUVBoundary();
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// clear any existing face-varying descriptor
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if (_fvarDesc) {
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delete _fvarDesc;
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_fvarDesc = NULL;
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}
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// read UV data from maya and build per-face per-vert list of UVs for HBR face-varying data
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std::vector< float > uvList;
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status = buildUVList( meshFn, uvList );
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if (! status.error()) {
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// Create face-varying data descriptor. The memory required for indices
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// and widths needs to stay alive as the HBR library only takes in the
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// pointers and assumes the client will maintain the memory so keep _fvarDesc
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// around as long as _hbrmesh is around.
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int fvarIndices[] = { 0, 1 };
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int fvarWidths[] = { 1, 1 };
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_fvarDesc = new FVarDataDesc( 2, fvarIndices, fvarWidths, 2, hbrInterpUVBoundary );
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}
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if (_fvarDesc && hbrScheme != HbrMeshUtil::kCatmark) {
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MGlobal::displayWarning("Face-varying not yet supported for Loop/Bilinear, using Catmull-Clark");
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hbrScheme = HbrMeshUtil::kCatmark;
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}
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// Convert Maya mesh to internal HBR representation
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_hbrmesh = ConvertToHBR(meshFn.numVertices(), numIndices, faceIndices,
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vtxCreaseIndices, vtxCreases,
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std::vector<int>(), std::vector<float>(),
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edgeCreaseIndices, edgeCreases,
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hbrInterpBoundary,
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hbrScheme,
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false, // no ptex
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_fvarDesc,
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_fvarDesc?&uvList:NULL); // yes fvar (if have UVs)
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// note: GL function can't be used in prepareForDraw API.
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_needsInitializeMesh = true;
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// Mesh topology data is up to date
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_meshTopoDirty = false;
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shader->setHbrMeshDirty(false);
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}
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void
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OsdMeshData::initializeMesh()
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{
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if (!_hbrmesh)
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return;
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OpenSubdiv::OsdMeshBitset bits;
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bits.set(OpenSubdiv::MeshAdaptive, _adaptive!=0);
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bits.set(OpenSubdiv::MeshFVarData, true);
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if (_kernel == kCPU) {
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_mesh = new OpenSubdiv::OsdMesh<OpenSubdiv::OsdCpuGLVertexBuffer,
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OpenSubdiv::OsdCpuComputeController,
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OpenSubdiv::OsdGLDrawContext>(_hbrmesh, 3, _level, bits);
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#ifdef OPENSUBDIV_HAS_OPENMP
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} else if (_kernel == kOPENMP) {
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_mesh = new OpenSubdiv::OsdMesh<OpenSubdiv::OsdCpuGLVertexBuffer,
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OpenSubdiv::OsdOmpComputeController,
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OpenSubdiv::OsdGLDrawContext>(_hbrmesh, 3, _level, bits);
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#endif
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#ifdef OPENSUBDIV_HAS_CUDA
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} else if(_kernel == kCUDA) {
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_mesh = new OpenSubdiv::OsdMesh<OpenSubdiv::OsdCudaGLVertexBuffer,
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OpenSubdiv::OsdCudaComputeController,
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OpenSubdiv::OsdGLDrawContext>(_hbrmesh, 3, _level, bits);
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#endif
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#ifdef OPENSUBDIV_HAS_OPENCL
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} else if(_kernel == kCL) {
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_mesh = new OpenSubdiv::OsdMesh<OpenSubdiv::OsdCLGLVertexBuffer,
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OpenSubdiv::OsdCLComputeController,
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OpenSubdiv::OsdGLDrawContext>(_hbrmesh, 3, _level, bits, g_clContext, g_clQueue);
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#endif
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}
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delete _hbrmesh;
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_hbrmesh = NULL;
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_needsInitializeMesh = false;
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// get geometry from maya mesh
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MFnMesh meshFn(_meshDagPath);
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meshFn.getPoints(_pointArray);
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_needsUpdate = true;
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}
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void
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OsdMeshData::prepare()
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{
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if (_needsInitializeMesh) {
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initializeMesh();
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}
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}
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void
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OsdMeshData::updateGeometry(const MHWRender::MVertexBuffer *points)
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{
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// Update coarse vertex
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int nCoarsePoints = _pointArray.length();
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GLuint mayaPositionVBO = *static_cast<GLuint*>(points->resourceHandle());
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int size = nCoarsePoints * 3 * sizeof(float);
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glBindBuffer(GL_COPY_READ_BUFFER, mayaPositionVBO);
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glBindBuffer(GL_COPY_WRITE_BUFFER, _mesh->BindVertexBuffer());
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glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, size);
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_mesh->Refine();
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glBindBuffer(GL_COPY_READ_BUFFER, 0);
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glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
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_needsUpdate = false;
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}
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