OpenSubdiv/opensubdiv/osd/glDrawContext.h
manuelk 21b9fbbb95 Moving some member variables of OsdGlDrawContext from public to protected
and adding the requisite accessors

Note : all our example code goes through the same boiler-plate texture
binding code - we might want to move it as a member function of the DrawContext.
2013-05-31 17:11:16 -07:00

188 lines
6.6 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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// of the contribution in the software.
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// rights to use any contributor's name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over
// patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends
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// notices that are present in the software.
// (D) If you distribute any portion of the software in source
// code form, you may do so only under this license by including a
// complete copy of this license with your distribution. If you
// distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies
// with this license.
// (E) The software is licensed "as-is." You bear the risk of
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#ifndef OSD_GL_DRAW_CONTEXT_H
#define OSD_GL_DRAW_CONTEXT_H
#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/gl.h>
#endif
#include "../version.h"
#include "../far/mesh.h"
#include "../osd/drawContext.h"
#include "../osd/drawRegistry.h"
#include "../osd/vertex.h"
#include <map>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
/// \brief OpenGL specialized DrawContext class
///
/// OsdGLDrawContext implements the OSD drawing interface with the OpenGL API.
/// Some functionality may be disabled depending on compile and run-time driver
/// support.
///
/// Contexts interface the serialized topological data pertaining to the
/// geometric primitives with the capabilities of the selected discrete
/// compute device.
///
class OsdGLDrawContext : public OsdDrawContext {
public:
typedef GLuint VertexBufferBinding;
virtual ~OsdGLDrawContext();
/// \brief Create an OsdGLDraContext from FarPatchTables
///
/// @param patchTables a valid set of FarPatchTables
///
/// @param requireFVarData set to true to enable face-varying data to be
/// carried over from the Far data structures.
///
static OsdGLDrawContext * Create(FarPatchTables const * patchTables, bool requireFVarData);
/// Set vbo as a vertex texture (for gregory patch drawing)
///
/// @param vbo the vertex buffer object to update
///
template<class VERTEX_BUFFER>
void UpdateVertexTexture(VERTEX_BUFFER *vbo) {
updateVertexTexture(vbo->BindVBO(), vbo->GetNumElements());
}
/// true if the GL version detected supports shader tessellation
static bool SupportsAdaptiveTessellation();
/// Returns the GL texture buffer containing the patch control vertices array
GLuint GetPatchIndexBuffer() const {
return _patchIndexBuffer;
}
#if defined(GL_ES_VERSION_2_0)
/// Returns the GL a VBO containing a triangulated version of the mesh
GLuint GetPatchTrianglesIndexBUffer() const {
return _patchTrianglesIndexBuffer;
}
#endif
/// Returns the GL texture buffer containing the patch local parameterization
/// data
GLuint GetPatchParamTextureBuffer() const {
return _patchParamTextureBuffer;
}
/// Returns the GL texture buffer containing the vertex data
GLuint GetVertexTextureBuffer() const {
return _vertexTextureBuffer;
}
/// Returns the GL texture buffer containing patch vertex valence data (only
/// used by Gregory patches)
GLuint GetVertexValenceTextureBuffer() const {
return _vertexValenceTextureBuffer;
}
/// Returns the GL texture buffer containing patch quad offsets data (only
/// used by Gregory patches)
GLuint GetQuadOffsetsTextureBuffer() const {
return _quadOffsetsTextureBuffer;
}
protected:
GLuint _patchIndexBuffer;
#if defined(GL_ES_VERSION_2_0)
GLuint _patchTrianglesIndexBuffer;
#endif
GLuint _patchParamTextureBuffer;
GLuint _fvarDataTextureBuffer;
GLuint _vertexTextureBuffer;
GLuint _vertexValenceTextureBuffer;
GLuint _quadOffsetsTextureBuffer;
OsdGLDrawContext();
// allocate buffers from patchTables
bool create(FarPatchTables const *patchTables, bool requireFVarData);
void updateVertexTexture(GLuint vbo, int numElements);
};
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif /* OSD_DRAW_CONTEXT_H */