OpenSubdiv/opensubdiv/osd/glDrawContext.h
2013-05-17 10:21:38 -07:00

153 lines
5.5 KiB
C++

//
// Copyright (C) Pixar. All rights reserved.
//
// This license governs use of the accompanying software. If you
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// the license, do not use the software.
//
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// any additions or changes to the software.
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// directly on its contribution.
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#ifndef OSD_GL_DRAW_CONTEXT_H
#define OSD_GL_DRAW_CONTEXT_H
#if defined(__APPLE__)
#include "TargetConditionals.h"
#if TARGET_OS_IPHONE or TARGET_IPHONE_SIMULATOR
#include <OpenGLES/ES2/gl.h>
#else
#include <OpenGL/gl3.h>
#endif
#elif defined(ANDROID)
#include <GLES2/gl2.h>
#else
#if defined(_WIN32)
#include <windows.h>
#endif
#include <GL/gl.h>
#endif
#include "../version.h"
#include "../far/mesh.h"
#include "../osd/drawContext.h"
#include "../osd/drawRegistry.h"
#include "../osd/vertex.h"
#include <map>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
/// \brief OpenGL specialized DrawContext class
///
/// OsdGLDrawContext implements the OSD drawing interface with the OpenGL API.
/// Some functionality may be disabled depending on compile and run-time driver
/// support.
///
/// Contexts interface the serialized topological data pertaining to the
/// geometric primitives with the capabilities of the selected discrete
/// compute device.
///
class OsdGLDrawContext : public OsdDrawContext {
public:
typedef GLuint VertexBufferBinding;
virtual ~OsdGLDrawContext();
/// \brienf Create an OsdGLDraContext from FarPatchTables
///
/// @param patchTables a valid set of FarPatchTables
///
/// @param requireFVarData set to true to enable face-varying data to be
/// carried over from the Far data structures.
///
static OsdGLDrawContext * Create(FarPatchTables const * patchTables, bool requireFVarData);
/// Set vbo as a vertex texture (for gregory patch drawing)
///
/// @param vbo the vertex buffer object to update
///
template<class VERTEX_BUFFER>
void UpdateVertexTexture(VERTEX_BUFFER *vbo) {
updateVertexTexture(vbo->BindVBO(), vbo->GetNumElements());
}
/// true if the GL version detected supports shader tessellation
static bool SupportsAdaptiveTessellation();
GLuint patchIndexBuffer;
#if defined(GL_ES_VERSION_2_0)
GLuint patchTrianglesIndexBuffer;
#endif
GLuint ptexCoordinateTextureBuffer;
GLuint fvarDataTextureBuffer;
GLuint vertexTextureBuffer;
GLuint vertexValenceTextureBuffer;
GLuint quadOffsetTextureBuffer;
protected:
OsdGLDrawContext();
// allocate buffers from patchTables
bool create(FarPatchTables const *patchTables, bool requireFVarData);
void updateVertexTexture(GLuint vbo, int numElements);
};
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif /* OSD_DRAW_CONTEXT_H */