OpenSubdiv/examples/mayaPtexViewer/osdPtexMeshData.cpp
manuelk 10c687ecd5 Release Candidate 1.0 :
- [Feature Adaptive GPU Rendering of Catmull-Clark Surfaces](http://research.microsoft.com/en-us/um/people/cloop/tog2012.pdf).

- New API architecture : we are planning to lock on to this new framework as the basis for backward compatibility, which we will enforce from Release 1.0 onward. Subsequent releases of OpenSubdiv should not break client code.

- DirectX 11 support

- and much more...
2012-12-10 17:15:13 -08:00

464 lines
16 KiB
C++

//
// Copyright (C) Pixar. All rights reserved.
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// This license governs use of the accompanying software. If you
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// the license, do not use the software.
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// patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends
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// complete copy of this license with your distribution. If you
// distribute any portion of the software in compiled or object
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// with this license.
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#include <GL/glew.h>
#include <maya/MFnMesh.h>
#include "osdPtexMeshData.h"
#include <osd/cpuDispatcher.h>
#include <osd/cpuComputeController.h>
extern OpenSubdiv::OsdCpuComputeController *g_cpuComputeController;
#ifdef OPENSUBDIV_HAS_OPENMP
#include <osd/ompDispatcher.h>
#include <osd/ompComputeController.h>
extern OpenSubdiv::OsdOmpComputeController *g_ompComputeController;
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
#include <osd/clDispatcher.h>
#include <osd/clComputeController.h>
extern cl_context g_clContext;
extern cl_command_queue g_clQueue;
extern OpenSubdiv::OsdCLComputeController *g_clComputeController;
#endif
#ifdef OPENSUBDIV_HAS_CUDA
#include <osd/cudaDispatcher.h>
#include <osd/cudaComputeController.h>
extern OpenSubdiv::OsdCudaComputeController *g_cudaComputeController;
#endif
#include <osd/glDrawContext.h>
#include <algorithm>
#include <vector>
#include "OpenSubdivPtexShader.h"
#include "hbrUtil.h"
// Constructor
OsdPtexMeshData::OsdPtexMeshData(const MDagPath& meshDagPath)
: MUserData(false),
_meshDagPath(meshDagPath),
_meshTopoDirty(true),
_hbrmesh(NULL),
_farmesh(NULL),
_drawContext(NULL),
_level(0),
_scheme(kCatmark),
_kernel(kCPU),
_adaptive(true),
_interpBoundary(kInterpolateBoundaryNone),
_needsUpdate(false),
_needsInitializeMesh(false)
{
_cpuComputeContext = NULL;
_cpuPositionBuffer = NULL;
_cpuNormalBuffer = NULL;
#ifdef OPENSUBDIV_HAS_OPENCL
_clComputeContext = NULL;
_clPositionBuffer = NULL;
_clNormalBuffer = NULL;
#endif
#ifdef OPENSUBDIV_HAS_CUDA
_cudaComputeContext = NULL;
_cudaPositionBuffer = NULL;
_cudaNormalBuffer = NULL;
#endif
}
OsdPtexMeshData::~OsdPtexMeshData() {
delete _hbrmesh;
delete _farmesh;
delete _drawContext;
clearComputeContextAndVertexBuffer();
}
void
OsdPtexMeshData::clearComputeContextAndVertexBuffer() {
delete _cpuComputeContext;
_cpuComputeContext = NULL;
delete _cpuPositionBuffer;
_cpuPositionBuffer = NULL;
delete _cpuNormalBuffer;
_cpuNormalBuffer = NULL;
#ifdef OPENSUBDIV_HAS_CUDA
delete _cudaComputeContext;
_cudaComputeContext = NULL;
delete _cudaPositionBuffer;
_cudaPositionBuffer = NULL;
delete _cudaNormalBuffer;
_cudaNormalBuffer = NULL;
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
delete _clComputeContext;
_clComputeContext = NULL;
delete _clPositionBuffer;
_clPositionBuffer = NULL;
delete _clNormalBuffer;
_clNormalBuffer = NULL;
#endif
}
void
OsdPtexMeshData::rebuildHbrMeshIfNeeded(OpenSubdivPtexShader *shader)
{
MStatus status;
if (!_meshTopoDirty && !shader->getHbrMeshDirty())
return;
MFnMesh meshFn(_meshDagPath, &status);
if (status != MS::kSuccess) return;
int level = shader->getLevel();
if (level < 1) level =1;
SchemeType scheme = shader->getScheme();
if (scheme == kLoop) scheme = kCatmark; // XXX: avoid loop for now
// Get Maya vertex topology and crease data
MIntArray vertexCount;
MIntArray vertexList;
meshFn.getVertices(vertexCount, vertexList);
MUintArray edgeIds;
MDoubleArray edgeCreaseData;
meshFn.getCreaseEdges(edgeIds, edgeCreaseData);
MUintArray vtxIds;
MDoubleArray vtxCreaseData;
meshFn.getCreaseVertices(vtxIds, vtxCreaseData);
if (vertexCount.length() == 0) return;
// Cache attribute values
_level = shader->getLevel();
_scheme = shader->getScheme();
_kernel = shader->getKernel();
_adaptive = shader->isAdaptive();
_interpBoundary = shader->getInterpolateBoundary();
// Copy Maya vectors into std::vectors
std::vector<int> numIndices(&vertexCount[0], &vertexCount[vertexCount.length()]);
std::vector<int> faceIndices(&vertexList[0], &vertexList[vertexList.length()]);
std::vector<int> vtxCreaseIndices(&vtxIds[0], &vtxIds[vtxIds.length()]);
std::vector<double> vtxCreases(&vtxCreaseData[0], &vtxCreaseData[vtxCreaseData.length()]);
std::vector<double> edgeCreases(&edgeCreaseData[0], &edgeCreaseData[edgeCreaseData.length()]);
// Edge crease index is stored as pairs of vertex ids
int nEdgeIds = edgeIds.length();
std::vector<int> edgeCreaseIndices;
edgeCreaseIndices.resize(nEdgeIds*2);
for (int i = 0; i < nEdgeIds; ++i) {
int2 vertices;
status = meshFn.getEdgeVertices(edgeIds[i], vertices);
if (status.error()) {
status.perror("ERROR can't get creased edge vertices");
continue;
}
edgeCreaseIndices[i*2] = vertices[0];
edgeCreaseIndices[i*2+1] = vertices[1];
}
// Convert attribute enums to HBR enums (this is why the enums need to match)
// XXX use some sort of built-in transmorgification avoid assumption?
HbrMeshUtil::SchemeType hbrScheme = (HbrMeshUtil::SchemeType) _scheme;
OsdHbrMesh::InterpolateBoundaryMethod hbrInterpBoundary =
(OsdHbrMesh::InterpolateBoundaryMethod) _interpBoundary;
// Convert Maya mesh to internal HBR representation
_hbrmesh = ConvertToHBR(meshFn.numVertices(), numIndices, faceIndices,
vtxCreaseIndices, vtxCreases,
std::vector<int>(), std::vector<float>(),
edgeCreaseIndices, edgeCreases,
hbrInterpBoundary,
hbrScheme,
true ); // add ptex indices to HBR
// note: GL function can't be used in prepareForDraw API.
_needsInitializeMesh = true;
// Mesh topology data is up to date
_meshTopoDirty = false;
shader->setHbrMeshDirty(false);
}
void
OsdPtexMeshData::initializeMesh()
{
if (!_hbrmesh)
return;
// create far mesh
OpenSubdiv::FarMeshFactory<OpenSubdiv::OsdVertex>
meshFactory(_hbrmesh, _level, _adaptive);
_farmesh = meshFactory.Create(true /*ptex coords*/);
delete _hbrmesh;
_hbrmesh = NULL;
int numTotalVertices = _farmesh->GetNumVertices();
// create context and vertex buffer
clearComputeContextAndVertexBuffer();
if (_kernel == kCPU) {
_cpuComputeContext = OpenSubdiv::OsdCpuComputeContext::Create(_farmesh);
_cpuPositionBuffer = OpenSubdiv::OsdCpuGLVertexBuffer::Create(3, numTotalVertices);
if (not _adaptive)
_cpuNormalBuffer = OpenSubdiv::OsdCpuGLVertexBuffer::Create(3, numTotalVertices);
#ifdef OPENSUBDIV_HAS_OPENMP
} else if (_kernel == kOPENMP) {
_cpuComputeContext = OpenSubdiv::OsdCpuComputeContext::Create(_farmesh);
_cpuPositionBuffer = OpenSubdiv::OsdCpuGLVertexBuffer::Create(3, numTotalVertices);
if (not _adaptive)
_cpuNormalBuffer = OpenSubdiv::OsdCpuGLVertexBuffer::Create(3, numTotalVertices);
#endif
#ifdef OPENSUBDIV_HAS_CUDA
} else if (_kernel == kCUDA) {
_cudaComputeContext = OpenSubdiv::OsdCudaComputeContext::Create(_farmesh);
_cudaPositionBuffer = OpenSubdiv::OsdCudaGLVertexBuffer::Create(3, numTotalVertices);
if (not _adaptive)
_cudaNormalBuffer = OpenSubdiv::OsdCudaGLVertexBuffer::Create(3, numTotalVertices);
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
} else if (_kernel == kCL) {
_clComputeContext = OpenSubdiv::OsdCLComputeContext::Create(_farmesh, g_clContext);
_clPositionBuffer = OpenSubdiv::OsdCLGLVertexBuffer::Create(3, numTotalVertices,
g_clContext);
if (not _adaptive)
_clNormalBuffer = OpenSubdiv::OsdCLGLVertexBuffer::Create(3, numTotalVertices,
g_clContext);
#endif
}
_needsInitializeMesh = false;
// get geometry from maya mesh
MFnMesh meshFn(_meshDagPath);
meshFn.getPoints(_pointArray);
_needsUpdate = true;
}
void
OsdPtexMeshData::updateGeometry(const MHWRender::MVertexBuffer *points,
const MHWRender::MVertexBuffer *normals)
{
// Update coarse vertex
int nCoarsePoints = _pointArray.length();
GLuint mayaPositionVBO = *static_cast<GLuint*>(points->resourceHandle());
GLuint mayaNormalVBO = normals ? *static_cast<GLuint*>(normals->resourceHandle()) : NULL;
int size = nCoarsePoints * 3 * sizeof(float);
if (_kernel == kCPU || _kernel == kOPENMP) {
float *d_pos = _cpuPositionBuffer->BindCpuBuffer();
glBindBuffer(GL_ARRAY_BUFFER, mayaPositionVBO);
glGetBufferSubData(GL_ARRAY_BUFFER, 0, size, d_pos);
g_cpuComputeController->Refine(_cpuComputeContext, _cpuPositionBuffer);
if (not _adaptive) {
d_pos = _cpuNormalBuffer->BindCpuBuffer();
glBindBuffer(GL_ARRAY_BUFFER, mayaNormalVBO);
glGetBufferSubData(GL_ARRAY_BUFFER, 0, size, d_pos);
g_cpuComputeController->Refine(_cpuComputeContext, _cpuNormalBuffer);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
#ifdef OPENSUBDIV_HAS_CUDA
} else if (_kernel == kCUDA) {
glBindBuffer(GL_COPY_READ_BUFFER, mayaPositionVBO);
glBindBuffer(GL_COPY_WRITE_BUFFER, _cudaPositionBuffer->BindVBO());
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER,
0, 0, size);
g_cudaComputeController->Refine(_cudaComputeContext, _cudaPositionBuffer);
if (not _adaptive) {
glBindBuffer(GL_COPY_READ_BUFFER, mayaNormalVBO);
glBindBuffer(GL_COPY_WRITE_BUFFER, _cudaNormalBuffer->BindVBO());
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER,
0, 0, size);
g_cudaComputeController->Refine(_cudaComputeContext, _cudaNormalBuffer);
}
glBindBuffer(GL_COPY_READ_BUFFER, 0);
glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
} else if (_kernel == kCL) {
glBindBuffer(GL_COPY_READ_BUFFER, mayaPositionVBO);
glBindBuffer(GL_COPY_WRITE_BUFFER, _clPositionBuffer->BindVBO());
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER,
0, 0, size);
g_clComputeController->Refine(_clComputeContext, _clPositionBuffer);
if (not _adaptive) {
glBindBuffer(GL_COPY_READ_BUFFER, mayaNormalVBO);
glBindBuffer(GL_COPY_WRITE_BUFFER, _clNormalBuffer->BindVBO());
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER,
0, 0, size);
g_clComputeController->Refine(_clComputeContext, _clNormalBuffer);
}
glBindBuffer(GL_COPY_READ_BUFFER, 0);
glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
#endif
}
_needsUpdate = false;
}
void
OsdPtexMeshData::initializeIndexBuffer()
{
// create element array buffer
delete _drawContext;
if (_kernel == kCPU) {
_drawContext = OpenSubdiv::OsdGLDrawContext::Create(_farmesh,
_cpuPositionBuffer,
true);
#ifdef OPENSUBDIV_HAS_OPENMP
} else if (_kernel == kOPENMP) {
_drawContext = OpenSubdiv::OsdGLDrawContext::Create(_farmesh,
_cpuPositionBuffer,
true);
#endif
#ifdef OPENSUBDIV_HAS_CUDA
} else if (_kernel == kCUDA) {
_drawContext = OpenSubdiv::OsdGLDrawContext::Create(_farmesh,
_cudaPositionBuffer,
true);
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
} else if (_kernel == kCL) {
_drawContext = OpenSubdiv::OsdGLDrawContext::Create(_farmesh,
_clPositionBuffer,
true);
#endif
} else {
assert(false);
}
}
void
OsdPtexMeshData::prepare()
{
if (_needsInitializeMesh) {
initializeMesh();
initializeIndexBuffer();
}
}
GLuint
OsdPtexMeshData::bindPositionVBO()
{
if (_kernel == kCPU) {
return _cpuPositionBuffer->BindVBO();
#ifdef OPENSUBDIV_HAS_OPENMP
} else if (_kernel == kOPENMP) {
return _cpuPositionBuffer->BindVBO();
#endif
#ifdef OPENSUBDIV_HAS_CUDA
} else if (_kernel == kCUDA) {
return _cudaPositionBuffer->BindVBO();
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
} else if (_kernel == kCL) {
return _clPositionBuffer->BindVBO();
#endif
}
return 0;
}
GLuint
OsdPtexMeshData::bindNormalVBO()
{
if (_adaptive) return 0;
if (_kernel == kCPU) {
return _cpuNormalBuffer->BindVBO();
#ifdef OPENSUBDIV_HAS_OPENMP
} else if (_kernel == kOPENMP) {
return _cpuNormalBuffer->BindVBO();
#endif
#ifdef OPENSUBDIV_HAS_CUDA
} else if (_kernel == kCUDA) {
return _cudaNormalBuffer->BindVBO();
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
} else if (_kernel == kCL) {
return _clNormalBuffer->BindVBO();
#endif
}
return 0;
}