OpenSubdiv/opensubdiv/osd/glDrawContext.cpp
2013-07-10 16:06:34 -07:00

255 lines
9.2 KiB
C++

//
// Copyright (C) Pixar. All rights reserved.
//
// This license governs use of the accompanying software. If you
// use the software, you accept this license. If you do not accept
// the license, do not use the software.
//
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// any additions or changes to the software.
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// contribution under this license.
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// directly on its contribution.
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#include "../far/dispatcher.h"
#include "../far/loopSubdivisionTables.h"
#include "../osd/glDrawRegistry.h"
#include "../osd/glDrawContext.h"
#include "../osd/opengl.h"
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
OsdGLDrawContext::OsdGLDrawContext() :
_patchIndexBuffer(0), _patchParamTextureBuffer(0), _fvarDataTextureBuffer(0),
_vertexTextureBuffer(0), _vertexValenceTextureBuffer(0), _quadOffsetsTextureBuffer(0)
{
}
OsdGLDrawContext::~OsdGLDrawContext()
{
glDeleteBuffers(1, &_patchIndexBuffer);
glDeleteTextures(1, &_vertexTextureBuffer);
glDeleteTextures(1, &_vertexValenceTextureBuffer);
glDeleteTextures(1, &_quadOffsetsTextureBuffer);
glDeleteTextures(1, &_patchParamTextureBuffer);
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> static 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);
glBindTexture(GL_TEXTURE_BUFFER, 0);
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);
OsdDrawContext::ConvertPatchArrays(patchTables->GetPatchArrayVector(),
patchArrays, patchTables->GetMaxValence(), 0);
/*
#if defined(GL_ES_VERSION_2_0)
// XXX: farmesh should have FarDensePatchTable for dense mesh indices.
// instead of GetFaceVertices().
const FarSubdivisionTables<OsdVertex> *tables = farMesh->GetSubdivisionTables();
int level = tables->GetMaxLevel();
const std::vector<int> &indices = farMesh->GetFaceVertices(level-1);
int numIndices = (int)indices.size();
// Allocate and fill index buffer.
glGenBuffers(1, &_patchIndexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _patchIndexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
numIndices * sizeof(unsigned int), &(indices[0]), GL_STATIC_DRAW);
// 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
*/
// allocate and initialize additional buffer data
// create vertex valence buffer and vertex texture
FarPatchTables::VertexValenceTable const &
valenceTable = patchTables->GetVertexValenceTable();
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())
_quadOffsetsTextureBuffer = createTextureBuffer(quadOffsetTable, GL_R32I);
// create ptex coordinate buffer
FarPatchTables::PatchParamTable const &
patchParamTables = patchTables->GetPatchParamTable();
if (not patchParamTables.empty())
_patchParamTextureBuffer = createTextureBuffer(patchParamTables, GL_RG32I);
// create fvar data buffer if requested
FarPatchTables::FVarDataTable const &
fvarTables = patchTables->GetFVarDataTable();
if (requireFVarData and not fvarTables.empty())
_fvarDataTextureBuffer = createTextureBuffer(fvarTables, GL_R32F);
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