mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-30 15:20:07 +00:00
319 lines
12 KiB
C++
Executable File
319 lines
12 KiB
C++
Executable File
//
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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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#ifndef OSD_D3D11MESH_H
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#define OSD_D3D11MESH_H
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#include "../version.h"
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#include "../osd/mesh.h"
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#include "../osd/d3d11ComputeController.h"
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#include "../osd/d3d11DrawContext.h"
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#include "../osd/d3d11VertexBuffer.h"
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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typedef OsdMeshInterface<OsdD3D11DrawContext> OsdD3D11MeshInterface;
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template <class VERTEX_BUFFER, class COMPUTE_CONTROLLER>
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class OsdMesh<VERTEX_BUFFER, COMPUTE_CONTROLLER, OsdD3D11DrawContext> : public OsdD3D11MeshInterface {
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public:
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typedef VERTEX_BUFFER VertexBuffer;
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typedef COMPUTE_CONTROLLER ComputeController;
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typedef typename ComputeController::ComputeContext ComputeContext;
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typedef OsdD3D11DrawContext DrawContext;
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typedef typename DrawContext::VertexBufferBinding VertexBufferBinding;
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OsdMesh(ComputeController * computeController,
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HbrMesh<OsdVertex> * hmesh,
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int numElements,
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int level,
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OsdMeshBitset bits,
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ID3D11DeviceContext *d3d11DeviceContext) :
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_farMesh(0),
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_vertexBuffer(0),
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_computeContext(0),
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_computeController(computeController),
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_drawContext(0),
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_pd3d11DeviceContext(d3d11DeviceContext)
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{
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FarMeshFactory<OsdVertex> meshFactory(hmesh, level, bits.test(MeshAdaptive));
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_farMesh = meshFactory.Create(bits.test(MeshFVarData));
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ID3D11Device * pd3d11Device;
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_pd3d11DeviceContext->GetDevice(&pd3d11Device);
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int numVertices = _farMesh->GetNumVertices();
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_vertexBuffer = VertexBuffer::Create(numElements, numVertices, pd3d11Device);
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_computeContext = ComputeContext::Create(_farMesh);
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_drawContext = DrawContext::Create(_farMesh,
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_pd3d11DeviceContext,
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bits.test(MeshFVarData));
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assert(_drawContext);
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_drawContext->UpdateVertexTexture(_vertexBuffer, _pd3d11DeviceContext);
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}
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virtual ~OsdMesh() {
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delete _farMesh;
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delete _vertexBuffer;
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delete _computeContext;
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delete _drawContext;
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}
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virtual int GetNumVertices() const { return _farMesh->GetNumVertices(); }
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virtual void UpdateVertexBuffer(float const *vertexData, int startVertex, int numVerts) {
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_vertexBuffer->UpdateData(vertexData, startVertex, numVerts, _pd3d11DeviceContext);
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}
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virtual void Refine() {
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_computeController->Refine(_computeContext, _farMesh->GetKernelBatches(), _vertexBuffer);
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}
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virtual void Synchronize() {
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_computeController->Synchronize();
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}
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virtual VertexBufferBinding BindVertexBuffer() {
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return _vertexBuffer->BindD3D11Buffer(_pd3d11DeviceContext);
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}
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virtual DrawContext * GetDrawContext() {
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return _drawContext;
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}
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private:
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FarMesh<OsdVertex> *_farMesh;
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VertexBuffer *_vertexBuffer;
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ComputeContext *_computeContext;
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ComputeController *_computeController;
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DrawContext *_drawContext;
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ID3D11DeviceContext *_pd3d11DeviceContext;
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};
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template <>
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class OsdMesh<OsdD3D11VertexBuffer, OsdD3D11ComputeController, OsdD3D11DrawContext> : public OsdD3D11MeshInterface {
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public:
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typedef OsdD3D11VertexBuffer VertexBuffer;
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typedef OsdD3D11ComputeController ComputeController;
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typedef ComputeController::ComputeContext ComputeContext;
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typedef OsdD3D11DrawContext DrawContext;
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typedef DrawContext::VertexBufferBinding VertexBufferBinding;
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OsdMesh(ComputeController * computeController,
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HbrMesh<OsdVertex> * hmesh,
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int numElements,
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int level,
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OsdMeshBitset bits,
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ID3D11DeviceContext *d3d11DeviceContext) :
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_farMesh(0),
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_vertexBuffer(0),
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_computeContext(0),
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_computeController(computeController),
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_drawContext(0),
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_pd3d11DeviceContext(d3d11DeviceContext)
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{
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FarMeshFactory<OsdVertex> meshFactory(hmesh, level, bits.test(MeshAdaptive));
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_farMesh = meshFactory.Create(bits.test(MeshFVarData));
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ID3D11Device * pd3d11Device;
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_pd3d11DeviceContext->GetDevice(&pd3d11Device);
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int numVertices = _farMesh->GetNumVertices();
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_vertexBuffer = VertexBuffer::Create(numElements, numVertices, pd3d11Device);
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_computeContext = ComputeContext::Create(_farMesh, _pd3d11DeviceContext);
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_drawContext = DrawContext::Create(_farMesh,
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_pd3d11DeviceContext,
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bits.test(MeshFVarData));
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_drawContext->UpdateVertexTexture(_vertexBuffer, _pd3d11DeviceContext);
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}
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virtual ~OsdMesh() {
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delete _farMesh;
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delete _vertexBuffer;
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delete _computeContext;
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delete _drawContext;
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}
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virtual int GetNumVertices() const { return _farMesh->GetNumVertices(); }
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virtual void UpdateVertexBuffer(float const *vertexData, int startVertex, int numVerts) {
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_vertexBuffer->UpdateData(vertexData, startVertex, numVerts, _pd3d11DeviceContext);
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}
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virtual void Refine() {
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_computeController->Refine(_computeContext, _farMesh->GetKernelBatches(), _vertexBuffer);
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}
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virtual void Synchronize() {
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_computeController->Synchronize();
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}
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virtual VertexBufferBinding BindVertexBuffer() {
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return _vertexBuffer->BindD3D11Buffer(_pd3d11DeviceContext);
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}
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virtual DrawContext * GetDrawContext() {
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return _drawContext;
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}
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private:
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FarMesh<OsdVertex> *_farMesh;
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VertexBuffer *_vertexBuffer;
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ComputeContext *_computeContext;
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ComputeController *_computeController;
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DrawContext *_drawContext;
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ID3D11DeviceContext *_pd3d11DeviceContext;
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};
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#ifdef OPENSUBDIV_HAS_OPENCL
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#if defined(__APPLE__)
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#include <OpenCL/opencl.h>
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#else
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#include <CL/opencl.h>
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#endif
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class OsdCLComputeController;
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template <class VERTEX_BUFFER>
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class OsdMesh<VERTEX_BUFFER, OsdCLComputeController, OsdD3D11DrawContext> : public OsdD3D11MeshInterface {
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public:
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typedef VERTEX_BUFFER VertexBuffer;
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typedef OsdCLComputeController ComputeController;
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typedef typename ComputeController::ComputeContext ComputeContext;
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typedef OsdD3D11DrawContext DrawContext;
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typedef typename DrawContext::VertexBufferBinding VertexBufferBinding;
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OsdMesh(ComputeController * computeController,
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HbrMesh<OsdVertex> * hmesh,
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int numElements,
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int level,
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OsdMeshBitset bits,
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cl_context clContext,
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cl_command_queue clQueue,
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ID3D11DeviceContext *d3d11DeviceContext) :
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_farMesh(0),
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_vertexBuffer(0),
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_computeContext(0),
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_computeController(computeController),
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_drawContext(0),
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_clContext(clContext),
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_clQueue(clQueue),
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_pd3d11DeviceContext(d3d11DeviceContext)
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{
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FarMeshFactory<OsdVertex> meshFactory(hmesh, level, bits.test(MeshAdaptive));
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_farMesh = meshFactory.Create(bits.test(MeshPtexData),
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bits.test(MeshFVarData));
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ID3D11Device * pd3d11Device;
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_pd3d11DeviceContext->GetDevice(&pd3d11Device);
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int numVertices = _farMesh->GetNumVertices();
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_vertexBuffer = typename VertexBuffer::Create(numElements, numVertices, _clContext, pd3d11Device);
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_computeContext = ComputeContext::Create(_farMesh, _clContext);
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_drawContext = DrawContext::Create(_farMesh, _vertexBuffer,
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_pd3d11DeviceContext,
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bits.test(MeshPtexData),
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bits.test(MeshFVarData));
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}
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virtual ~OsdMesh() {
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delete _farMesh;
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delete _vertexBuffer;
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delete _computeContext;
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delete _drawContext;
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}
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virtual int GetNumVertices() const { return _farMesh->GetNumVertices(); }
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virtual void UpdateVertexBuffer(float const *vertexData, int numVerts) {
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ID3D11Device * pd3d11Device;
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_pd3d11DeviceContext->GetDevice(&pd3d11Device);
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_vertexBuffer->UpdateData(vertexData, numVerts, _clQueue, pd3d11Device);
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}
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virtual void Refine() {
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_computeController->Refine(_computeContext, _vertexBuffer);
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}
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virtual void Synchronize() {
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_computeController->Synchronize();
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}
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virtual VertexBufferBinding BindVertexBuffer() {
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return _vertexBuffer->BindD3D11Buffer(_pd3d11DeviceContext);
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}
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virtual DrawContext * GetDrawContext() {
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return _drawContext;
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}
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private:
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FarMesh<OsdVertex> *_farMesh;
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VertexBuffer *_vertexBuffer;
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ComputeContext *_computeContext;
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ComputeController *_computeController;
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DrawContext *_drawContext;
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cl_context _clContext;
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cl_command_queue _clQueue;
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ID3D11DeviceContext *_pd3d11DeviceContext;
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};
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#endif
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} // end namespace OPENSUBDIV_VERSION
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using namespace OPENSUBDIV_VERSION;
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} // end namespace OpenSubdiv
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#endif // OSD_D3D11MESH_H
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