mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-04 08:50:06 +00:00
ad3bacbbbb
code paths using FarPatchTables for all serialized topological data.
269 lines
9.6 KiB
C++
269 lines
9.6 KiB
C++
//
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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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#if defined(__APPLE__)
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#include "TargetConditionals.h"
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#if TARGET_OS_IPHONE or TARGET_IPHONE_SIMULATOR
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#include <OpenGLES/ES2/gl.h>
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#else
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#include <OpenGL/gl3.h>
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#endif
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#elif defined(ANDROID)
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#include <GLES2/gl2.h>
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#else
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#if defined(_WIN32)
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#include <windows.h>
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#endif
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#include <GL/glew.h>
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#endif
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#include "../far/dispatcher.h"
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#include "../far/loopSubdivisionTables.h"
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#include "../osd/glDrawRegistry.h"
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#include "../osd/glDrawContext.h"
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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OsdGLDrawContext::OsdGLDrawContext() :
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patchIndexBuffer(0), ptexCoordinateTextureBuffer(0), fvarDataTextureBuffer(0),
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vertexTextureBuffer(0), vertexValenceTextureBuffer(0), quadOffsetTextureBuffer(0)
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{
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}
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OsdGLDrawContext::~OsdGLDrawContext()
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{
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glDeleteBuffers(1, &patchIndexBuffer);
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glDeleteTextures(1, &vertexTextureBuffer);
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glDeleteTextures(1, &vertexValenceTextureBuffer);
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glDeleteTextures(1, &quadOffsetTextureBuffer);
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glDeleteTextures(1, &ptexCoordinateTextureBuffer);
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glDeleteTextures(1, &fvarDataTextureBuffer);
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}
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bool
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OsdGLDrawContext::SupportsAdaptiveTessellation()
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{
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// Compile-time check of GL version
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#if (defined(GL_ARB_tessellation_shader) or defined(GL_VERSION_4_0)) and defined(GLEW_VERSION_4_0)
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// Run-time check of GL version with GLEW
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if (GLEW_VERSION_4_0) {
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return true;
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}
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#endif
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return false;
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}
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template <typename T>
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GLuint createTextureBuffer(T const &data, GLint format, int offset=0)
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{
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GLuint buffer = 0, texture = 0;
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#if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1)
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glGenTextures(1, &texture);
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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glBufferData(GL_ARRAY_BUFFER, (data.size()-offset) * sizeof(typename T::value_type),
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&data[offset], GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindTexture(GL_TEXTURE_BUFFER, texture);
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glTexBuffer(GL_TEXTURE_BUFFER, format, buffer);
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glDeleteBuffers(1, &buffer);
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#endif
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return texture;
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}
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OsdGLDrawContext *
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OsdGLDrawContext::Create(FarPatchTables const * patchTables, bool requireFVarData) {
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if (patchTables) {
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OsdGLDrawContext * result = new OsdGLDrawContext();
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if (result->create(patchTables, requireFVarData)) {
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return result;
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} else {
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delete result;
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}
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}
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return NULL;
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}
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bool
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OsdGLDrawContext::create(FarPatchTables const * patchTables, bool requireFVarData) {
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assert(patchTables);
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_isAdaptive = patchTables->IsFeatureAdaptive();
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// Process PTable
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FarPatchTables::PTable const & ptables = patchTables->GetPatchTable();
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glGenBuffers(1, &patchIndexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, patchIndexBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,
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ptables.size() * sizeof(unsigned int), &ptables[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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int patchOffset=0;
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// Process PatchArrays
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if (IsAdaptive()) {
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OsdDrawContext::ConvertPatchArrays(patchTables->GetPatchArrayVector(),
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patchArrays, patchTables->GetMaxValence(), 0);
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// allocate and initialize additional buffer data
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FarPatchTables::VertexValenceTable const &
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valenceTable = patchTables->GetVertexValenceTable();
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// create vertex valence buffer and vertex texture
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if (not valenceTable.empty()) {
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vertexValenceTextureBuffer = createTextureBuffer(valenceTable, GL_R32I);
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// also create vertex texture buffer (will be updated in UpdateVertexTexture())
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glGenTextures(1, &vertexTextureBuffer);
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}
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// create quad offset table buffer
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FarPatchTables::QuadOffsetTable const &
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quadOffsetTable = patchTables->GetQuadOffsetTable();
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if (not quadOffsetTable.empty())
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quadOffsetTextureBuffer = createTextureBuffer(quadOffsetTable, GL_R32I);
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} else {
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// Create a single OsdPatchArray from the FarPatchTables::PatchArray
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// corresponding to the highest level of subdivision
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// XXXX manuelk : client code will want control over this
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FarPatchTables::PatchArray const & fpa =
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*(patchTables->GetPatchArrayVector().rbegin());
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OsdDrawContext::PatchDescriptor desc(
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fpa.GetDescriptor(), patchTables->GetMaxValence(), 0, 0);
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patchArrays.push_back(
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OsdDrawContext::PatchArray( desc, fpa.GetArrayRange() ) );
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patchOffset = fpa.GetPatchIndex();
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#if defined(GL_ES_VERSION_2_0)
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// OpenGLES 2 supports only triangle topologies for filled
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// primitives i.e. not QUADS or PATCHES or LINES_ADJACENCY
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// For the convenience of clients build build a triangles
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// index buffer by splitting quads.
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int numQuads = indices.size() / 4;
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int numTrisIndices = numQuads * 6;
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std::vector<short> trisIndices;
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trisIndices.reserve(numTrisIndices);
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for (int i=0; i<numQuads; ++i) {
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const int * quad = &indices[i*4];
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trisIndices.push_back(short(quad[0]));
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trisIndices.push_back(short(quad[1]));
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trisIndices.push_back(short(quad[2]));
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trisIndices.push_back(short(quad[2]));
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trisIndices.push_back(short(quad[3]));
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trisIndices.push_back(short(quad[0]));
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}
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// Allocate and fill triangles index buffer.
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glGenBuffers(1, &patchTrianglesIndexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, patchTrianglesIndexBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,
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numTrisIndices * sizeof(short), &(trisIndices[0]), GL_STATIC_DRAW);
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#endif
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}
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// create ptex coordinate buffer
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FarPatchTables::PtexCoordinateTable const &
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ptexCoordTables = patchTables->GetPtexCoordinatesTable();
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if (not ptexCoordTables.empty())
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ptexCoordinateTextureBuffer = createTextureBuffer(ptexCoordTables, GL_RG32I, patchOffset);
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// create fvar data buffer if requested
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FarPatchTables::FVarDataTable const &
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fvarTables = patchTables->GetFVarDataTable();
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if (requireFVarData and not fvarTables.empty())
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fvarDataTextureBuffer = createTextureBuffer(fvarTables, GL_R32F, patchOffset);
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glBindBuffer(GL_TEXTURE_BUFFER, 0);
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return true;
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}
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void
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OsdGLDrawContext::updateVertexTexture(GLuint vbo, int numVertexElements)
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{
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glBindTexture(GL_TEXTURE_BUFFER, vertexTextureBuffer);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, vbo);
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glBindTexture(GL_TEXTURE_BUFFER, 0);
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// XXX: consider moving this proc to base class
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// updating num elements in descriptor with new vbo specs
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for (int i = 0; i < (int)patchArrays.size(); ++i) {
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PatchArray &parray = patchArrays[i];
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PatchDescriptor desc = parray.GetDescriptor();
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desc.SetNumElements(numVertexElements);
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parray.SetDescriptor(desc);
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}
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}
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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