OpenSubdiv/opensubdiv/osd/glDrawContext.cpp
manuelk ad3bacbbbb remove topology data from FarMesh and refactor uniform / adaptive
code paths using FarPatchTables for all serialized topological data.
2013-05-15 17:53:40 -07:00

269 lines
9.6 KiB
C++

//
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#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/glew.h>
#endif
#include "../far/dispatcher.h"
#include "../far/loopSubdivisionTables.h"
#include "../osd/glDrawRegistry.h"
#include "../osd/glDrawContext.h"
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
OsdGLDrawContext::OsdGLDrawContext() :
patchIndexBuffer(0), ptexCoordinateTextureBuffer(0), fvarDataTextureBuffer(0),
vertexTextureBuffer(0), vertexValenceTextureBuffer(0), quadOffsetTextureBuffer(0)
{
}
OsdGLDrawContext::~OsdGLDrawContext()
{
glDeleteBuffers(1, &patchIndexBuffer);
glDeleteTextures(1, &vertexTextureBuffer);
glDeleteTextures(1, &vertexValenceTextureBuffer);
glDeleteTextures(1, &quadOffsetTextureBuffer);
glDeleteTextures(1, &ptexCoordinateTextureBuffer);
glDeleteTextures(1, &fvarDataTextureBuffer);
}
bool
OsdGLDrawContext::SupportsAdaptiveTessellation()
{
// Compile-time check of GL version
#if (defined(GL_ARB_tessellation_shader) or defined(GL_VERSION_4_0)) and defined(GLEW_VERSION_4_0)
// Run-time check of GL version with GLEW
if (GLEW_VERSION_4_0) {
return true;
}
#endif
return false;
}
template <typename T>
GLuint createTextureBuffer(T const &data, GLint format, int offset=0)
{
GLuint buffer = 0, texture = 0;
#if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1)
glGenTextures(1, &texture);
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, (data.size()-offset) * sizeof(typename T::value_type),
&data[offset], GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindTexture(GL_TEXTURE_BUFFER, texture);
glTexBuffer(GL_TEXTURE_BUFFER, format, buffer);
glDeleteBuffers(1, &buffer);
#endif
return texture;
}
OsdGLDrawContext *
OsdGLDrawContext::Create(FarPatchTables const * patchTables, bool requireFVarData) {
if (patchTables) {
OsdGLDrawContext * result = new OsdGLDrawContext();
if (result->create(patchTables, requireFVarData)) {
return result;
} else {
delete result;
}
}
return NULL;
}
bool
OsdGLDrawContext::create(FarPatchTables const * patchTables, bool requireFVarData) {
assert(patchTables);
_isAdaptive = patchTables->IsFeatureAdaptive();
// Process PTable
FarPatchTables::PTable const & ptables = patchTables->GetPatchTable();
glGenBuffers(1, &patchIndexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, patchIndexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
ptables.size() * sizeof(unsigned int), &ptables[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
int patchOffset=0;
// Process PatchArrays
if (IsAdaptive()) {
OsdDrawContext::ConvertPatchArrays(patchTables->GetPatchArrayVector(),
patchArrays, patchTables->GetMaxValence(), 0);
// allocate and initialize additional buffer data
FarPatchTables::VertexValenceTable const &
valenceTable = patchTables->GetVertexValenceTable();
// create vertex valence buffer and vertex texture
if (not valenceTable.empty()) {
vertexValenceTextureBuffer = createTextureBuffer(valenceTable, GL_R32I);
// also create vertex texture buffer (will be updated in UpdateVertexTexture())
glGenTextures(1, &vertexTextureBuffer);
}
// create quad offset table buffer
FarPatchTables::QuadOffsetTable const &
quadOffsetTable = patchTables->GetQuadOffsetTable();
if (not quadOffsetTable.empty())
quadOffsetTextureBuffer = createTextureBuffer(quadOffsetTable, GL_R32I);
} else {
// Create a single OsdPatchArray from the FarPatchTables::PatchArray
// corresponding to the highest level of subdivision
// XXXX manuelk : client code will want control over this
FarPatchTables::PatchArray const & fpa =
*(patchTables->GetPatchArrayVector().rbegin());
OsdDrawContext::PatchDescriptor desc(
fpa.GetDescriptor(), patchTables->GetMaxValence(), 0, 0);
patchArrays.push_back(
OsdDrawContext::PatchArray( desc, fpa.GetArrayRange() ) );
patchOffset = fpa.GetPatchIndex();
#if defined(GL_ES_VERSION_2_0)
// OpenGLES 2 supports only triangle topologies for filled
// primitives i.e. not QUADS or PATCHES or LINES_ADJACENCY
// For the convenience of clients build build a triangles
// index buffer by splitting quads.
int numQuads = indices.size() / 4;
int numTrisIndices = numQuads * 6;
std::vector<short> trisIndices;
trisIndices.reserve(numTrisIndices);
for (int i=0; i<numQuads; ++i) {
const int * quad = &indices[i*4];
trisIndices.push_back(short(quad[0]));
trisIndices.push_back(short(quad[1]));
trisIndices.push_back(short(quad[2]));
trisIndices.push_back(short(quad[2]));
trisIndices.push_back(short(quad[3]));
trisIndices.push_back(short(quad[0]));
}
// Allocate and fill triangles index buffer.
glGenBuffers(1, &patchTrianglesIndexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, patchTrianglesIndexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
numTrisIndices * sizeof(short), &(trisIndices[0]), GL_STATIC_DRAW);
#endif
}
// create ptex coordinate buffer
FarPatchTables::PtexCoordinateTable const &
ptexCoordTables = patchTables->GetPtexCoordinatesTable();
if (not ptexCoordTables.empty())
ptexCoordinateTextureBuffer = createTextureBuffer(ptexCoordTables, GL_RG32I, patchOffset);
// create fvar data buffer if requested
FarPatchTables::FVarDataTable const &
fvarTables = patchTables->GetFVarDataTable();
if (requireFVarData and not fvarTables.empty())
fvarDataTextureBuffer = createTextureBuffer(fvarTables, GL_R32F, patchOffset);
glBindBuffer(GL_TEXTURE_BUFFER, 0);
return true;
}
void
OsdGLDrawContext::updateVertexTexture(GLuint vbo, int numVertexElements)
{
glBindTexture(GL_TEXTURE_BUFFER, vertexTextureBuffer);
glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, vbo);
glBindTexture(GL_TEXTURE_BUFFER, 0);
// XXX: consider moving this proc to base class
// updating num elements in descriptor with new vbo specs
for (int i = 0; i < (int)patchArrays.size(); ++i) {
PatchArray &parray = patchArrays[i];
PatchDescriptor desc = parray.GetDescriptor();
desc.SetNumElements(numVertexElements);
parray.SetDescriptor(desc);
}
}
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv