mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-04 08:50:06 +00:00
8efecb0fca
2 client APIs are changed. - VertexBuffer::UpdateData() takes start vertex offset - ComputeController::Refine() takes FarKernelBatchVector Also, ComputeContext no longer holds farmesh. Client can free farmesh after OsdComputeContext is created. (but still need FarKernelBatchVector to apply subdivision kernels)
467 lines
16 KiB
C++
467 lines
16 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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// guarantees or conditions. You may have additional consumer
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// rights under your local laws which this license cannot change.
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// To the extent permitted under your local laws, the contributors
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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//
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#if not defined(__APPLE__)
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#include <GL/glew.h>
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#if defined(WIN32)
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#include <GL/wglew.h>
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#endif
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#endif
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#include <maya/MFnMesh.h>
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#include "osdPtexMeshData.h"
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#include <osd/cpuComputeController.h>
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extern OpenSubdiv::OsdCpuComputeController *g_cpuComputeController;
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#ifdef OPENSUBDIV_HAS_OPENMP
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#include <osd/ompComputeController.h>
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extern OpenSubdiv::OsdOmpComputeController *g_ompComputeController;
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#endif
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#ifdef OPENSUBDIV_HAS_OPENCL
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#include <osd/clComputeController.h>
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extern cl_context g_clContext;
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extern cl_command_queue g_clQueue;
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extern OpenSubdiv::OsdCLComputeController *g_clComputeController;
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#endif
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#ifdef OPENSUBDIV_HAS_CUDA
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#include <osd/cudaComputeController.h>
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extern OpenSubdiv::OsdCudaComputeController *g_cudaComputeController;
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#endif
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#include <osd/glDrawContext.h>
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#include <algorithm>
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#include <vector>
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#include "OpenSubdivPtexShader.h"
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#include "hbrUtil.h"
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// Constructor
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OsdPtexMeshData::OsdPtexMeshData(const MDagPath& meshDagPath)
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: MUserData(false),
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_meshDagPath(meshDagPath),
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_meshTopoDirty(true),
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_hbrmesh(NULL),
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_farmesh(NULL),
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_drawContext(NULL),
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_level(0),
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_scheme(kCatmark),
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_kernel(kCPU),
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_adaptive(true),
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_interpBoundary(kInterpolateBoundaryNone),
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_needsUpdate(false),
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_needsInitializeMesh(false)
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{
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_cpuComputeContext = NULL;
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_cpuPositionBuffer = NULL;
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_cpuNormalBuffer = NULL;
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#ifdef OPENSUBDIV_HAS_OPENCL
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_clComputeContext = NULL;
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_clPositionBuffer = NULL;
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_clNormalBuffer = NULL;
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#endif
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#ifdef OPENSUBDIV_HAS_CUDA
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_cudaComputeContext = NULL;
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_cudaPositionBuffer = NULL;
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_cudaNormalBuffer = NULL;
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#endif
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}
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OsdPtexMeshData::~OsdPtexMeshData() {
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delete _hbrmesh;
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delete _farmesh;
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delete _drawContext;
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clearComputeContextAndVertexBuffer();
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}
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void
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OsdPtexMeshData::clearComputeContextAndVertexBuffer() {
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delete _cpuComputeContext;
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_cpuComputeContext = NULL;
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delete _cpuPositionBuffer;
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_cpuPositionBuffer = NULL;
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delete _cpuNormalBuffer;
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_cpuNormalBuffer = NULL;
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#ifdef OPENSUBDIV_HAS_CUDA
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delete _cudaComputeContext;
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_cudaComputeContext = NULL;
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delete _cudaPositionBuffer;
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_cudaPositionBuffer = NULL;
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delete _cudaNormalBuffer;
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_cudaNormalBuffer = NULL;
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#endif
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#ifdef OPENSUBDIV_HAS_OPENCL
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delete _clComputeContext;
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_clComputeContext = NULL;
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delete _clPositionBuffer;
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_clPositionBuffer = NULL;
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delete _clNormalBuffer;
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_clNormalBuffer = NULL;
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#endif
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}
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void
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OsdPtexMeshData::rebuildHbrMeshIfNeeded(OpenSubdivPtexShader *shader)
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{
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MStatus status;
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if (!_meshTopoDirty && !shader->getHbrMeshDirty())
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return;
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MFnMesh meshFn(_meshDagPath, &status);
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if (status != MS::kSuccess) return;
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int level = shader->getLevel();
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if (level < 1) level =1;
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SchemeType scheme = shader->getScheme();
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if (scheme == kLoop) scheme = kCatmark; // XXX: avoid loop for now
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// Get Maya vertex topology and crease data
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MIntArray vertexCount;
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MIntArray vertexList;
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meshFn.getVertices(vertexCount, vertexList);
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MUintArray edgeIds;
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MDoubleArray edgeCreaseData;
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meshFn.getCreaseEdges(edgeIds, edgeCreaseData);
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MUintArray vtxIds;
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MDoubleArray vtxCreaseData;
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meshFn.getCreaseVertices(vtxIds, vtxCreaseData);
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if (vertexCount.length() == 0) return;
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// Cache attribute values
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_level = shader->getLevel();
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_scheme = shader->getScheme();
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_kernel = shader->getKernel();
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_adaptive = shader->isAdaptive();
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_interpBoundary = shader->getInterpolateBoundary();
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// Copy Maya vectors into std::vectors
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std::vector<int> numIndices(&vertexCount[0], &vertexCount[vertexCount.length()]);
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std::vector<int> faceIndices(&vertexList[0], &vertexList[vertexList.length()]);
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std::vector<int> vtxCreaseIndices(&vtxIds[0], &vtxIds[vtxIds.length()]);
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std::vector<double> vtxCreases(&vtxCreaseData[0], &vtxCreaseData[vtxCreaseData.length()]);
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std::vector<double> edgeCreases(&edgeCreaseData[0], &edgeCreaseData[edgeCreaseData.length()]);
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// Edge crease index is stored as pairs of vertex ids
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int nEdgeIds = edgeIds.length();
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std::vector<int> edgeCreaseIndices;
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edgeCreaseIndices.resize(nEdgeIds*2);
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for (int i = 0; i < nEdgeIds; ++i) {
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int2 vertices;
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status = meshFn.getEdgeVertices(edgeIds[i], vertices);
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if (status.error()) {
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status.perror("ERROR can't get creased edge vertices");
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continue;
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}
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edgeCreaseIndices[i*2] = vertices[0];
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edgeCreaseIndices[i*2+1] = vertices[1];
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}
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// Convert attribute enums to HBR enums (this is why the enums need to match)
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// XXX use some sort of built-in transmorgification avoid assumption?
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HbrMeshUtil::SchemeType hbrScheme = (HbrMeshUtil::SchemeType) _scheme;
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OsdHbrMesh::InterpolateBoundaryMethod hbrInterpBoundary =
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(OsdHbrMesh::InterpolateBoundaryMethod) _interpBoundary;
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// Convert Maya mesh to internal HBR representation
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_hbrmesh = ConvertToHBR(meshFn.numVertices(), numIndices, faceIndices,
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vtxCreaseIndices, vtxCreases,
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std::vector<int>(), std::vector<float>(),
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edgeCreaseIndices, edgeCreases,
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hbrInterpBoundary,
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hbrScheme,
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true ); // add ptex indices to HBR
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// note: GL function can't be used in prepareForDraw API.
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_needsInitializeMesh = true;
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// Mesh topology data is up to date
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_meshTopoDirty = false;
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shader->setHbrMeshDirty(false);
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}
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void
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OsdPtexMeshData::initializeMesh()
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{
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if (!_hbrmesh)
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return;
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// create far mesh
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OpenSubdiv::FarMeshFactory<OpenSubdiv::OsdVertex>
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meshFactory(_hbrmesh, _level, _adaptive);
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_farmesh = meshFactory.Create(true /*ptex coords*/);
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delete _hbrmesh;
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_hbrmesh = NULL;
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int numTotalVertices = _farmesh->GetNumVertices();
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// create context and vertex buffer
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clearComputeContextAndVertexBuffer();
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if (_kernel == kCPU) {
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_cpuComputeContext = OpenSubdiv::OsdCpuComputeContext::Create(_farmesh);
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_cpuPositionBuffer = OpenSubdiv::OsdCpuGLVertexBuffer::Create(3, numTotalVertices);
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if (not _adaptive)
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_cpuNormalBuffer = OpenSubdiv::OsdCpuGLVertexBuffer::Create(3, numTotalVertices);
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#ifdef OPENSUBDIV_HAS_OPENMP
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} else if (_kernel == kOPENMP) {
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_cpuComputeContext = OpenSubdiv::OsdCpuComputeContext::Create(_farmesh);
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_cpuPositionBuffer = OpenSubdiv::OsdCpuGLVertexBuffer::Create(3, numTotalVertices);
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if (not _adaptive)
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_cpuNormalBuffer = OpenSubdiv::OsdCpuGLVertexBuffer::Create(3, numTotalVertices);
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#endif
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#ifdef OPENSUBDIV_HAS_CUDA
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} else if (_kernel == kCUDA) {
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_cudaComputeContext = OpenSubdiv::OsdCudaComputeContext::Create(_farmesh);
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_cudaPositionBuffer = OpenSubdiv::OsdCudaGLVertexBuffer::Create(3, numTotalVertices);
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if (not _adaptive)
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_cudaNormalBuffer = OpenSubdiv::OsdCudaGLVertexBuffer::Create(3, numTotalVertices);
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#endif
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#ifdef OPENSUBDIV_HAS_OPENCL
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} else if (_kernel == kCL) {
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_clComputeContext = OpenSubdiv::OsdCLComputeContext::Create(_farmesh, g_clContext);
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_clPositionBuffer = OpenSubdiv::OsdCLGLVertexBuffer::Create(3, numTotalVertices,
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g_clContext);
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if (not _adaptive)
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_clNormalBuffer = OpenSubdiv::OsdCLGLVertexBuffer::Create(3, numTotalVertices,
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g_clContext);
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#endif
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}
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_needsInitializeMesh = false;
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// get geometry from maya mesh
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MFnMesh meshFn(_meshDagPath);
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meshFn.getPoints(_pointArray);
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_needsUpdate = true;
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}
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void
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OsdPtexMeshData::updateGeometry(const MHWRender::MVertexBuffer *points,
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const MHWRender::MVertexBuffer *normals)
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{
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// Update coarse vertex
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int nCoarsePoints = _pointArray.length();
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GLuint mayaPositionVBO = *static_cast<GLuint*>(points->resourceHandle());
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GLuint mayaNormalVBO = normals ? *static_cast<GLuint*>(normals->resourceHandle()) : NULL;
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int size = nCoarsePoints * 3 * sizeof(float);
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OpenSubdiv::FarKernelBatchVector const &batches = _farmesh->GetKernelBatches();
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if (_kernel == kCPU || _kernel == kOPENMP) {
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float *d_pos = _cpuPositionBuffer->BindCpuBuffer();
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glBindBuffer(GL_ARRAY_BUFFER, mayaPositionVBO);
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glGetBufferSubData(GL_ARRAY_BUFFER, 0, size, d_pos);
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g_cpuComputeController->Refine(_cpuComputeContext, batches, _cpuPositionBuffer);
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if (not _adaptive) {
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d_pos = _cpuNormalBuffer->BindCpuBuffer();
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glBindBuffer(GL_ARRAY_BUFFER, mayaNormalVBO);
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glGetBufferSubData(GL_ARRAY_BUFFER, 0, size, d_pos);
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g_cpuComputeController->Refine(_cpuComputeContext, batches, _cpuNormalBuffer);
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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#ifdef OPENSUBDIV_HAS_CUDA
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} else if (_kernel == kCUDA) {
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glBindBuffer(GL_COPY_READ_BUFFER, mayaPositionVBO);
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glBindBuffer(GL_COPY_WRITE_BUFFER, _cudaPositionBuffer->BindVBO());
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glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER,
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0, 0, size);
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g_cudaComputeController->Refine(_cudaComputeContext, batches, _cudaPositionBuffer);
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if (not _adaptive) {
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glBindBuffer(GL_COPY_READ_BUFFER, mayaNormalVBO);
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glBindBuffer(GL_COPY_WRITE_BUFFER, _cudaNormalBuffer->BindVBO());
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glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER,
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0, 0, size);
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g_cudaComputeController->Refine(_cudaComputeContext, batches, _cudaNormalBuffer);
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}
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glBindBuffer(GL_COPY_READ_BUFFER, 0);
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glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
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#endif
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#ifdef OPENSUBDIV_HAS_OPENCL
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} else if (_kernel == kCL) {
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glBindBuffer(GL_COPY_READ_BUFFER, mayaPositionVBO);
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glBindBuffer(GL_COPY_WRITE_BUFFER, _clPositionBuffer->BindVBO());
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glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER,
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0, 0, size);
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g_clComputeController->Refine(_clComputeContext, batches, _clPositionBuffer);
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if (not _adaptive) {
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glBindBuffer(GL_COPY_READ_BUFFER, mayaNormalVBO);
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glBindBuffer(GL_COPY_WRITE_BUFFER, _clNormalBuffer->BindVBO());
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glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER,
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0, 0, size);
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g_clComputeController->Refine(_clComputeContext, batches, _clNormalBuffer);
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}
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glBindBuffer(GL_COPY_READ_BUFFER, 0);
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glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
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#endif
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}
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_needsUpdate = false;
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}
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void
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OsdPtexMeshData::initializeIndexBuffer()
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{
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// create element array buffer
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delete _drawContext;
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if (_kernel == kCPU) {
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_drawContext = OpenSubdiv::OsdGLDrawContext::Create(_farmesh,
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_cpuPositionBuffer,
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true);
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#ifdef OPENSUBDIV_HAS_OPENMP
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} else if (_kernel == kOPENMP) {
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_drawContext = OpenSubdiv::OsdGLDrawContext::Create(_farmesh,
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_cpuPositionBuffer,
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true);
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#endif
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#ifdef OPENSUBDIV_HAS_CUDA
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} else if (_kernel == kCUDA) {
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_drawContext = OpenSubdiv::OsdGLDrawContext::Create(_farmesh,
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_cudaPositionBuffer,
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true);
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#endif
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#ifdef OPENSUBDIV_HAS_OPENCL
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} else if (_kernel == kCL) {
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_drawContext = OpenSubdiv::OsdGLDrawContext::Create(_farmesh,
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_clPositionBuffer,
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true);
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#endif
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} else {
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assert(false);
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}
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}
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void
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OsdPtexMeshData::prepare()
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{
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if (_needsInitializeMesh) {
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initializeMesh();
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initializeIndexBuffer();
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}
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}
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GLuint
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OsdPtexMeshData::bindPositionVBO()
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{
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if (_kernel == kCPU) {
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return _cpuPositionBuffer->BindVBO();
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#ifdef OPENSUBDIV_HAS_OPENMP
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} else if (_kernel == kOPENMP) {
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return _cpuPositionBuffer->BindVBO();
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#endif
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#ifdef OPENSUBDIV_HAS_CUDA
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} else if (_kernel == kCUDA) {
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return _cudaPositionBuffer->BindVBO();
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#endif
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#ifdef OPENSUBDIV_HAS_OPENCL
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} else if (_kernel == kCL) {
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return _clPositionBuffer->BindVBO();
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#endif
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}
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return 0;
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}
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GLuint
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OsdPtexMeshData::bindNormalVBO()
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{
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if (_adaptive) return 0;
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if (_kernel == kCPU) {
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return _cpuNormalBuffer->BindVBO();
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#ifdef OPENSUBDIV_HAS_OPENMP
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} else if (_kernel == kOPENMP) {
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return _cpuNormalBuffer->BindVBO();
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#endif
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#ifdef OPENSUBDIV_HAS_CUDA
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} else if (_kernel == kCUDA) {
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return _cudaNormalBuffer->BindVBO();
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#endif
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#ifdef OPENSUBDIV_HAS_OPENCL
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} else if (_kernel == kCL) {
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return _clNormalBuffer->BindVBO();
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#endif
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}
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return 0;
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}
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