mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-12 12:00:11 +00:00
21b9fbbb95
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.
188 lines
6.6 KiB
C++
188 lines
6.6 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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// 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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#ifndef OSD_GL_DRAW_CONTEXT_H
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#define OSD_GL_DRAW_CONTEXT_H
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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/gl.h>
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#endif
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#include "../version.h"
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#include "../far/mesh.h"
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#include "../osd/drawContext.h"
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#include "../osd/drawRegistry.h"
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#include "../osd/vertex.h"
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#include <map>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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/// \brief OpenGL specialized DrawContext class
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///
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/// OsdGLDrawContext implements the OSD drawing interface with the OpenGL API.
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/// Some functionality may be disabled depending on compile and run-time driver
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/// support.
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///
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/// Contexts interface the serialized topological data pertaining to the
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/// geometric primitives with the capabilities of the selected discrete
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/// compute device.
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///
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class OsdGLDrawContext : public OsdDrawContext {
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public:
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typedef GLuint VertexBufferBinding;
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virtual ~OsdGLDrawContext();
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/// \brief Create an OsdGLDraContext from FarPatchTables
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///
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/// @param patchTables a valid set of FarPatchTables
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///
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/// @param requireFVarData set to true to enable face-varying data to be
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/// carried over from the Far data structures.
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///
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static OsdGLDrawContext * Create(FarPatchTables const * patchTables, bool requireFVarData);
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/// Set vbo as a vertex texture (for gregory patch drawing)
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///
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/// @param vbo the vertex buffer object to update
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///
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template<class VERTEX_BUFFER>
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void UpdateVertexTexture(VERTEX_BUFFER *vbo) {
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updateVertexTexture(vbo->BindVBO(), vbo->GetNumElements());
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}
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/// true if the GL version detected supports shader tessellation
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static bool SupportsAdaptiveTessellation();
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/// Returns the GL texture buffer containing the patch control vertices array
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GLuint GetPatchIndexBuffer() const {
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return _patchIndexBuffer;
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}
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#if defined(GL_ES_VERSION_2_0)
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/// Returns the GL a VBO containing a triangulated version of the mesh
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GLuint GetPatchTrianglesIndexBUffer() const {
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return _patchTrianglesIndexBuffer;
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}
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#endif
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/// Returns the GL texture buffer containing the patch local parameterization
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/// data
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GLuint GetPatchParamTextureBuffer() const {
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return _patchParamTextureBuffer;
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}
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/// Returns the GL texture buffer containing the vertex data
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GLuint GetVertexTextureBuffer() const {
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return _vertexTextureBuffer;
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}
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/// Returns the GL texture buffer containing patch vertex valence data (only
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/// used by Gregory patches)
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GLuint GetVertexValenceTextureBuffer() const {
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return _vertexValenceTextureBuffer;
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}
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/// Returns the GL texture buffer containing patch quad offsets data (only
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/// used by Gregory patches)
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GLuint GetQuadOffsetsTextureBuffer() const {
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return _quadOffsetsTextureBuffer;
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}
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protected:
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GLuint _patchIndexBuffer;
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#if defined(GL_ES_VERSION_2_0)
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GLuint _patchTrianglesIndexBuffer;
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#endif
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GLuint _patchParamTextureBuffer;
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GLuint _fvarDataTextureBuffer;
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GLuint _vertexTextureBuffer;
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GLuint _vertexValenceTextureBuffer;
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GLuint _quadOffsetsTextureBuffer;
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OsdGLDrawContext();
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// allocate buffers from patchTables
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bool create(FarPatchTables const *patchTables, bool requireFVarData);
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void updateVertexTexture(GLuint vbo, int numElements);
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};
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} // end namespace OPENSUBDIV_VERSION
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using namespace OPENSUBDIV_VERSION;
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} // end namespace OpenSubdiv
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#endif /* OSD_DRAW_CONTEXT_H */
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