mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-12 03:50:09 +00:00
d960990063
subdivision tables and vertex edit tables directly.
328 lines
12 KiB
C++
328 lines
12 KiB
C++
//
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// Copyright 2013 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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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 numVertexElements,
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int numVaryingElements,
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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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_varyingBuffer(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(numVertexElements, numVertices, pd3d11Device);
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if (numVaryingElements)
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_vertexBuffer = VertexBuffer::Create(numVaryingElements, numVertices, pd3d11Device);
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_computeContext = ComputeContext::Create(_farMesh->GetSubdivisionTables(),
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_farMesh->GetVertexEditTables());
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_drawContext = DrawContext::Create(_farMesh->GetPatchTables(),
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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 _varyingBuffer;
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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 UpdateVaryingBuffer(float const *varyingData, int startVertex, int numVerts) {
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_varyingBuffer->UpdateData(varyingData, startVertex, numVerts, _pd3d11DeviceContext);
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}
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virtual void Refine() {
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_computeController->Refine(_computeContext, _farMesh->GetKernelBatches(), _vertexBuffer, _varyingBuffer);
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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 VertexBufferBinding BindVaryingBuffer() {
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return _varyingBuffer->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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VertexBuffer *_varyingBuffer;
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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 numVertexElements,
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int numVaryingElements,
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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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_varyingBuffer(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(numVertexElements, numVertices, pd3d11Device);
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if (numVaryingElements)
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_varyingBuffer = VertexBuffer::Create(numVaryingElements, numVertices, pd3d11Device);
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_computeContext = ComputeContext::Create(_farMesh->GetSubdivisionTables(),
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_farMesh->GetVertexEditTables(),
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_pd3d11DeviceContext);
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_drawContext = DrawContext::Create(_farMesh->GetPatchTables(),
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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 _varyingBuffer;
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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 UpdateVaryingBuffer(float const *varyingData, int startVertex, int numVerts) {
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_varyingBuffer->UpdateData(varyingData, startVertex, numVerts, _pd3d11DeviceContext);
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}
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virtual void Refine() {
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_computeController->Refine(_computeContext, _farMesh->GetKernelBatches(), _vertexBuffer, _varyingBuffer);
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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 VertexBufferBinding BindVaryingBuffer() {
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return _varyingBuffer->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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VertexBuffer *_varyingBuffer;
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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 numVertexElements,
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int numVaryingElements,
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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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_varyingBuffer(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(numVertexElements, numVertices, _clContext, pd3d11Device);
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if (numVaryingElements)
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_varyingBuffer = typename VertexBuffer::Create(numVaryingElements, 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 _varyingBuffer;
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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 UpdateVaryingBuffer(float const *varyingData, int numVerts) {
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ID3D11Device * pd3d11Device;
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_pd3d11DeviceContext->GetDevice(&pd3d11Device);
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_varyingBuffer->UpdateData(varyingData, numVerts, _clQueue, pd3d11Device);
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}
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virtual void Refine() {
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_computeController->Refine(_computeContext, _farMesh->GetKernelBatches(), _vertexBuffer, _varyingBuffer);
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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 VertexBufferBinding BindVaryingBuffer() {
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return _varyingBuffer->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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VertexBuffer *_varyingBuffer;
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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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