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https://github.com/PixarAnimationStudios/OpenSubdiv
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New text: 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.
382 lines
14 KiB
C++
382 lines
14 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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#include "../version.h"
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#include <stdio.h>
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#ifdef _MSC_VER
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#define snprintf _snprintf
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#endif
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#include "../osd/debug.h"
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#include "../osd/error.h"
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#include "../osd/glslTransformFeedbackKernelBundle.h"
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#include "../osd/vertex.h"
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#include "../far/subdivisionTables.h"
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#include "../osd/opengl.h"
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#include <cassert>
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#include <string>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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static const char *shaderSource =
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#include "../osd/glslTransformFeedbackKernel.inc"
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;
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static const char *shaderDefines = ""
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#ifdef OPT_CATMARK_V_IT_VEC2
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"#define OPT_CATMARK_V_IT_VEC2\n"
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#endif
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#ifdef OPT_E0_IT_VEC4
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"#define OPT_E0_IT_VEC4\n"
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#endif
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#ifdef OPT_E0_S_VEC2
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"#define OPT_E0_S_VEC2\n"
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#endif
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;
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OsdGLSLTransformFeedbackKernelBundle::OsdGLSLTransformFeedbackKernelBundle()
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: _program(0) {
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}
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OsdGLSLTransformFeedbackKernelBundle::~OsdGLSLTransformFeedbackKernelBundle() {
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if (_program)
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glDeleteProgram(_program);
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}
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bool
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OsdGLSLTransformFeedbackKernelBundle::Compile(int numVertexElements, int numVaryingElements) {
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assert(numVertexElements >= 3); // at least xyz required (for performance reason)
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_vdesc.Set(numVertexElements, numVaryingElements);
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_program = glCreateProgram();
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GLuint shader = glCreateShader(GL_VERTEX_SHADER);
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char constantDefine[256];
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snprintf(constantDefine, 256,
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"#define NUM_VERTEX_ELEMENTS %d\n"
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"#define NUM_VARYING_ELEMENTS %d\n",
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numVertexElements, numVaryingElements);
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const char *shaderSources[3];
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shaderSources[0] = constantDefine;
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shaderSources[1] = shaderDefines;
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shaderSources[2] = shaderSource;
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glShaderSource(shader, 3, shaderSources, NULL);
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glCompileShader(shader);
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glAttachShader(_program, shader);
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std::vector<std::string> outputs;
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// position and custom vertex data are stored same buffer whereas varying data
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// exists on another buffer. "gl_NextBuffer" identifier helps to split them.
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for (int i = 0; i < numVertexElements; ++i) {
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char attrName[32];
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snprintf(attrName, 32, "outVertexData[%d]", i);
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outputs.push_back(attrName);
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}
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for (int i = 0; i < numVaryingElements; ++i) {
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if (i == 0 and (not outputs.empty())) {
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outputs.push_back("gl_NextBuffer");
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}
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char attrName[32];
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snprintf(attrName, 32, "outVaryingData[%d]", i);
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outputs.push_back(attrName);
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}
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std::vector<const char *> pOutputs;
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for (size_t i = 0; i < outputs.size(); ++i) {
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pOutputs.push_back(&outputs[i][0]);
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}
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glTransformFeedbackVaryings(_program, (GLsizei)outputs.size(),
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&pOutputs[0], GL_INTERLEAVED_ATTRIBS);
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OSD_DEBUG_CHECK_GL_ERROR("Transform feedback initialize\n");
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GLint linked = 0;
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glLinkProgram(_program);
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glGetProgramiv(_program, GL_LINK_STATUS, &linked);
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if (linked == GL_FALSE) {
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char buffer[1024];
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glGetShaderInfoLog(shader, 1024, NULL, buffer);
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OsdError(OSD_GLSL_LINK_ERROR, buffer);
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glGetProgramInfoLog(_program, 1024, NULL, buffer);
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OsdError(OSD_GLSL_LINK_ERROR, buffer);
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glDeleteProgram(_program);
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_program = 0;
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// XXX ERROR HANDLE
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return false;
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}
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glDeleteShader(shader);
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_uniformVertexBuffer = glGetUniformLocation(_program, "vertexData");
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_uniformVaryingBuffer = glGetUniformLocation(_program, "varyingData");
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_subComputeFace = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "catmarkComputeFace");
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_subComputeEdge = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "catmarkComputeEdge");
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_subComputeBilinearEdge = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "bilinearComputeEdge");
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_subComputeVertex = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "bilinearComputeVertex");
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_subComputeVertexA = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "catmarkComputeVertexA");
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_subComputeCatmarkVertexB = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "catmarkComputeVertexB");
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_subComputeLoopVertexB = glGetSubroutineIndex(_program, GL_VERTEX_SHADER, "loopComputeVertexB");
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_uniformVertexPass = glGetUniformLocation(_program, "vertexPass");
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_uniformVertexOffset = glGetUniformLocation(_program, "vertexOffset");
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_uniformTableOffset = glGetUniformLocation(_program, "tableOffset");
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_uniformIndexStart = glGetUniformLocation(_program, "indexStart");
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_uniformTables[FarSubdivisionTables<OsdVertex>::F_IT] = glGetUniformLocation(_program, "_F0_IT");
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_uniformTables[FarSubdivisionTables<OsdVertex>::F_ITa] = glGetUniformLocation(_program, "_F0_ITa");
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_uniformTables[FarSubdivisionTables<OsdVertex>::E_IT] = glGetUniformLocation(_program, "_E0_IT");
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_uniformTables[FarSubdivisionTables<OsdVertex>::V_IT] = glGetUniformLocation(_program, "_V0_IT");
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_uniformTables[FarSubdivisionTables<OsdVertex>::V_ITa] = glGetUniformLocation(_program, "_V0_ITa");
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_uniformTables[FarSubdivisionTables<OsdVertex>::E_W] = glGetUniformLocation(_program, "_E0_S");
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_uniformTables[FarSubdivisionTables<OsdVertex>::V_W] = glGetUniformLocation(_program, "_V0_S");
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// set unfiorm locations for edit
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_subEditAdd = glGetSubroutineIndex(_program,
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GL_VERTEX_SHADER, "editAdd");
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_uniformEditPrimVarOffset = glGetUniformLocation(_program, "editPrimVarOffset");
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_uniformEditPrimVarWidth = glGetUniformLocation(_program, "editPrimVarWidth");
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_uniformEditIndices = glGetUniformLocation(_program, "_editIndices");
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_uniformEditValues = glGetUniformLocation(_program, "_editValues");
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_uniformVertexBufferImage = glGetUniformLocation(_program, "_vertexBufferImage");
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return true;
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::transformGpuBufferData(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int vertexOffset, int tableOffset, int start, int end) const {
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int count = end - start;
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if (count <= 0) return;
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// set batch range
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glUniform1i(_uniformIndexStart, start);
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glUniform1i(_uniformVertexOffset, vertexOffset);
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glUniform1i(_uniformTableOffset, tableOffset);
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// XXX: end is not used here now
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OSD_DEBUG_CHECK_GL_ERROR("Uniform index set at offset=%d. start=%d\n",
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vertexOffset, start);
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// set transform feedback buffer
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if (vertexBuffer) {
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int vertexStride = numVertexElements*sizeof(float);
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glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, vertexBuffer,
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(start + vertexOffset)*vertexStride, count*vertexStride);
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}
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if (varyingBuffer){
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int varyingStride = numVaryingElements*sizeof(float);
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glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 1, varyingBuffer,
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(start + vertexOffset)*varyingStride, count*varyingStride);
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}
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OSD_DEBUG_CHECK_GL_ERROR("transformGpuBufferData glBindBufferRange\n");
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glBeginTransformFeedback(GL_POINTS);
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OSD_DEBUG_CHECK_GL_ERROR("transformGpuBufferData glBeginTransformFeedback\n");
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// draw array -----------------------------------------
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glDrawArrays(GL_POINTS, 0, count);
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OSD_DEBUG_CHECK_GL_ERROR("transformGpuBufferData DrawArray (%d)\n", count);
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glEndTransformFeedback();
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glBindBuffer(GL_TRANSFORM_FEEDBACK_BUFFER, 0);
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GLsync sync = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
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glWaitSync(sync, 0, GL_TIMEOUT_IGNORED);
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glDeleteSync(sync);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyBilinearFaceVerticesKernel(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int vertexOffset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeFace);
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transformGpuBufferData(vertexBuffer, numVertexElements,
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varyingBuffer, numVaryingElements,
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vertexOffset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyBilinearEdgeVerticesKernel(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int vertexOffset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeBilinearEdge);
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transformGpuBufferData(vertexBuffer, numVertexElements,
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varyingBuffer, numVaryingElements,
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vertexOffset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyBilinearVertexVerticesKernel(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int vertexOffset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeVertex);
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transformGpuBufferData(vertexBuffer, numVertexElements,
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varyingBuffer, numVaryingElements,
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vertexOffset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkFaceVerticesKernel(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int vertexOffset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeFace);
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transformGpuBufferData(vertexBuffer, numVertexElements,
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varyingBuffer, numVaryingElements,
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vertexOffset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkEdgeVerticesKernel(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int vertexOffset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeEdge);
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transformGpuBufferData(vertexBuffer, numVertexElements,
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varyingBuffer, numVaryingElements,
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vertexOffset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkVertexVerticesKernelB(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int vertexOffset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeCatmarkVertexB);
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transformGpuBufferData(vertexBuffer, numVertexElements,
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varyingBuffer, numVaryingElements,
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vertexOffset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyCatmarkVertexVerticesKernelA(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int vertexOffset, int tableOffset, int start, int end, bool pass) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeVertexA);
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glUniform1i(_uniformVertexPass, pass ? 1 : 0);
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transformGpuBufferData(vertexBuffer, numVertexElements,
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varyingBuffer, numVaryingElements,
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vertexOffset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyLoopEdgeVerticesKernel(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int vertexOffset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeEdge);
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transformGpuBufferData(vertexBuffer, numVertexElements,
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varyingBuffer, numVaryingElements,
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vertexOffset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyLoopVertexVerticesKernelB(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int vertexOffset, int tableOffset, int start, int end) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeLoopVertexB);
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transformGpuBufferData(vertexBuffer, numVertexElements,
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varyingBuffer, numVaryingElements,
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vertexOffset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyLoopVertexVerticesKernelA(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int vertexOffset, int tableOffset, int start, int end, bool pass) {
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subComputeVertexA);
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glUniform1i(_uniformVertexPass, pass ? 1 : 0);
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transformGpuBufferData(vertexBuffer, numVertexElements,
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varyingBuffer, numVaryingElements,
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vertexOffset, tableOffset, start, end);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::ApplyEditAdd(
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GLuint vertexBuffer, int numVertexElements,
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GLuint varyingBuffer, int numVaryingElements,
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int primvarOffset, int primvarWidth,
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int vertexOffset, int tableOffset, int start, int end) {
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if (end - start <= 0) return;
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glUniformSubroutinesuiv(GL_VERTEX_SHADER, 1, &_subEditAdd);
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glUniform1i(_uniformEditPrimVarOffset, primvarOffset);
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glUniform1i(_uniformEditPrimVarWidth, primvarWidth);
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glUniform1i(_uniformIndexStart, start);
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glUniform1i(_uniformVertexOffset, vertexOffset);
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glUniform1i(_uniformTableOffset, tableOffset);
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glDrawArrays(GL_POINTS, 0, end - start);
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}
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void
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OsdGLSLTransformFeedbackKernelBundle::UseProgram() const
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{
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glUseProgram(_program);
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}
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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