mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-30 07:10:07 +00:00
10c687ecd5
- [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...
455 lines
19 KiB
C++
Executable File
455 lines
19 KiB
C++
Executable File
//
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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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#if not defined(__APPLE__)
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#include <GL/glew.h>
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#else
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#include <OpenGL/gl3.h>
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#endif
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#include "../far/dispatcher.h"
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#include "../far/loopSubdivisionTables.h"
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#include "../osd/glDrawRegistry.h"
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#include "../osd/glDrawContext.h"
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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OsdGLDrawContext::OsdGLDrawContext() :
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patchIndexBuffer(0), ptexCoordinateTextureBuffer(0), fvarDataTextureBuffer(0),
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vertexTextureBuffer(0), vertexValenceTextureBuffer(0), quadOffsetTextureBuffer(0),
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patchLevelTextureBuffer(0)
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{
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}
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OsdGLDrawContext::~OsdGLDrawContext()
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{
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if (patchIndexBuffer)
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glDeleteBuffers(1, &patchIndexBuffer);
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if (vertexTextureBuffer)
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glDeleteTextures(1, &vertexTextureBuffer);
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if (vertexValenceTextureBuffer)
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glDeleteTextures(1, &vertexValenceTextureBuffer);
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if (quadOffsetTextureBuffer)
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glDeleteTextures(1, &quadOffsetTextureBuffer);
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if (patchLevelTextureBuffer)
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glDeleteTextures(1, &patchLevelTextureBuffer);
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if (ptexCoordinateTextureBuffer)
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glDeleteTextures(1, &ptexCoordinateTextureBuffer);
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if (fvarDataTextureBuffer)
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glDeleteTextures(1, &fvarDataTextureBuffer);
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}
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bool
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OsdGLDrawContext::allocate(FarMesh<OsdVertex> *farMesh,
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GLuint vbo,
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int numElements,
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bool requirePtexCoordinates,
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bool requireFVarData)
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{
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FarPatchTables const * patchTables = farMesh->GetPatchTables();
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if (not patchTables) {
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// uniform patches
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isAdaptive = false;
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// XXX: farmesh should have FarDensePatchTable for dense mesh indices.
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// instead of GetFaceVertices().
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const FarSubdivisionTables<OsdVertex> *tables = farMesh->GetSubdivisionTables();
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int level = tables->GetMaxLevel();
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const std::vector<int> &indices = farMesh->GetFaceVertices(level-1);
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// XXX: farmesh or FarSubdivisionTables should have a virtual method
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// to determine loop or not
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bool loop =
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dynamic_cast<const FarLoopSubdivisionTables<OsdVertex>*>(tables) != NULL;
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int numIndices = (int)indices.size();
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// Allocate and fill index buffer.
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glGenBuffers(1, &patchIndexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, patchIndexBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,
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numIndices * sizeof(unsigned int), &(indices[0]), GL_STATIC_DRAW);
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OsdPatchArray array;
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array.desc.type = kNonPatch;
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array.patchSize = loop ? 3 : 4;
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array.firstIndex = 0;
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array.numIndices = numIndices;
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patchArrays.push_back(array);
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// Allocate ptex coordinate buffer if requested (for non-adaptive)
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if (requirePtexCoordinates) {
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GLuint ptexCoordinateBuffer = 0;
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glGenTextures(1, &ptexCoordinateTextureBuffer);
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glGenBuffers(1, &ptexCoordinateBuffer);
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glBindBuffer(GL_TEXTURE_BUFFER, ptexCoordinateBuffer);
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const std::vector<int> &ptexCoordinates =
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farMesh->GetPtexCoordinates(level-1);
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int size = (int)ptexCoordinates.size() * sizeof(GLint);
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glBufferData(GL_TEXTURE_BUFFER, size, &(ptexCoordinates[0]), GL_STATIC_DRAW);
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glBindTexture(GL_TEXTURE_BUFFER, ptexCoordinateTextureBuffer);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32I, ptexCoordinateBuffer);
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glDeleteBuffers(1, &ptexCoordinateBuffer);
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glBindTexture(GL_TEXTURE_BUFFER, 0);
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}
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// Allocate fvar data buffer if requested (for non-adaptive)
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if (requireFVarData) {
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GLuint fvarDataBuffer = 0;
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glGenTextures(1, &fvarDataTextureBuffer);
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glGenBuffers(1, &fvarDataBuffer);
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glBindBuffer(GL_TEXTURE_BUFFER, fvarDataBuffer);
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const std::vector<float> &fvarData = farMesh->GetFVarData(level-1);
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int size = (int)fvarData.size() * sizeof(float);
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glBufferData(GL_TEXTURE_BUFFER, size, &(fvarData[0]), GL_STATIC_DRAW);
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glBindTexture(GL_TEXTURE_BUFFER, fvarDataTextureBuffer);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, fvarDataBuffer);
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glDeleteBuffers(1, &fvarDataBuffer);
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glBindTexture(GL_TEXTURE_BUFFER, 0);
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}
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return true;
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}
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// adaptive patches
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isAdaptive = true;
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// Determine buffer sizes
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int totalPatchIndices =
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patchTables->GetFullRegularPatches().GetSize() +
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patchTables->GetFullBoundaryPatches().GetSize() +
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patchTables->GetFullCornerPatches().GetSize() +
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patchTables->GetFullGregoryPatches().GetSize() +
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patchTables->GetFullBoundaryGregoryPatches().GetSize();
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int totalPatchLevels =
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patchTables->GetFullRegularPatches().GetSize()/patchTables->GetRegularPatchRingsize() +
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patchTables->GetFullBoundaryPatches().GetSize()/patchTables->GetBoundaryPatchRingsize() +
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patchTables->GetFullCornerPatches().GetSize()/patchTables->GetCornerPatchRingsize() +
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patchTables->GetFullGregoryPatches().GetSize()/patchTables->GetGregoryPatchRingsize() +
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patchTables->GetFullBoundaryGregoryPatches().GetSize()/patchTables->GetGregoryPatchRingsize();
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for (int p=0; p<5; ++p) {
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totalPatchIndices +=
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patchTables->GetTransitionRegularPatches(p).GetSize();
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totalPatchLevels +=
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patchTables->GetTransitionRegularPatches(p).GetSize()/patchTables->GetRegularPatchRingsize();
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for (int r=0; r<4; ++r) {
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totalPatchIndices +=
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patchTables->GetTransitionBoundaryPatches(p, r).GetSize() +
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patchTables->GetTransitionCornerPatches(p, r).GetSize();
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totalPatchLevels +=
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patchTables->GetTransitionBoundaryPatches(p, r).GetSize()/patchTables->GetBoundaryPatchRingsize() +
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patchTables->GetTransitionCornerPatches(p, r).GetSize()/patchTables->GetCornerPatchRingsize();
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}
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}
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// Allocate and fill index buffer.
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glGenBuffers(1, &patchIndexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, patchIndexBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,
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totalPatchIndices * sizeof(unsigned int), NULL, GL_STATIC_DRAW);
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GLuint patchLevelBuffer = 0;
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glGenBuffers(1, &patchLevelBuffer);
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glBindBuffer(GL_TEXTURE_BUFFER, patchLevelBuffer);
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glBufferData(GL_TEXTURE_BUFFER,
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totalPatchLevels * sizeof(unsigned char), NULL, GL_STATIC_DRAW);
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// Allocate ptex coordinate buffer if requested
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GLuint ptexCoordinateBuffer = 0;
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if (requirePtexCoordinates) {
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glGenTextures(1, &ptexCoordinateTextureBuffer);
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glGenBuffers(1, &ptexCoordinateBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, ptexCoordinateBuffer);
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glBufferData(GL_ARRAY_BUFFER,
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totalPatchLevels * sizeof(int) * 2, NULL, GL_STATIC_DRAW);
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}
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// Allocate fvar data buffer if requested
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GLuint fvarDataBuffer = 0;
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if (requireFVarData) {
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glGenTextures(1, &fvarDataTextureBuffer);
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glGenBuffers(1, &fvarDataBuffer);
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glBindBuffer(GL_UNIFORM_BUFFER, fvarDataBuffer);
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glBufferData(GL_UNIFORM_BUFFER,
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totalPatchLevels * sizeof(float) * farMesh->GetTotalFVarWidth()*4, NULL, GL_STATIC_DRAW);
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}
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int indexBase = 0;
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int levelBase = 0;
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int maxValence = patchTables->GetMaxValence();
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_AppendPatchArray(&indexBase, &levelBase,
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patchTables->GetFullRegularPatches(),
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patchTables->GetRegularPatchRingsize(),
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patchTables->GetFullRegularPtexCoordinates(),
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patchTables->GetFullRegularFVarData(),
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farMesh->GetTotalFVarWidth(),
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OsdPatchDescriptor(kRegular, 0, 0, 0, 0), 0);
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_AppendPatchArray(&indexBase, &levelBase,
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patchTables->GetFullBoundaryPatches(),
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patchTables->GetBoundaryPatchRingsize(),
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patchTables->GetFullBoundaryPtexCoordinates(),
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patchTables->GetFullBoundaryFVarData(),
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farMesh->GetTotalFVarWidth(),
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OsdPatchDescriptor(kBoundary, 0, 0, 0, 0), 0);
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_AppendPatchArray(&indexBase, &levelBase,
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patchTables->GetFullCornerPatches(),
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patchTables->GetCornerPatchRingsize(),
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patchTables->GetFullCornerPtexCoordinates(),
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patchTables->GetFullCornerFVarData(),
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farMesh->GetTotalFVarWidth(),
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OsdPatchDescriptor(kCorner, 0, 0, 0, 0), 0);
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_AppendPatchArray(&indexBase, &levelBase,
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patchTables->GetFullGregoryPatches(),
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patchTables->GetGregoryPatchRingsize(),
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patchTables->GetFullGregoryPtexCoordinates(),
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patchTables->GetFullGregoryFVarData(),
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farMesh->GetTotalFVarWidth(),
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OsdPatchDescriptor(kGregory, 0, 0,
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maxValence, numElements), 0);
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_AppendPatchArray(&indexBase, &levelBase,
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patchTables->GetFullBoundaryGregoryPatches(),
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patchTables->GetGregoryPatchRingsize(),
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patchTables->GetFullBoundaryGregoryPtexCoordinates(),
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patchTables->GetFullBoundaryGregoryFVarData(),
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farMesh->GetTotalFVarWidth(),
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OsdPatchDescriptor(kBoundaryGregory, 0, 0,
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maxValence, numElements),
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(int)patchTables->GetFullGregoryPatches().GetSize());
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for (int p=0; p<5; ++p) {
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_AppendPatchArray(&indexBase, &levelBase,
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patchTables->GetTransitionRegularPatches(p),
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patchTables->GetRegularPatchRingsize(),
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patchTables->GetTransitionRegularPtexCoordinates(p),
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patchTables->GetTransitionRegularFVarData(p),
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farMesh->GetTotalFVarWidth(),
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OsdPatchDescriptor(kTransitionRegular, p, 0, 0, 0), 0);
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for (int r=0; r<4; ++r) {
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_AppendPatchArray(&indexBase, &levelBase,
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patchTables->GetTransitionBoundaryPatches(p, r),
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patchTables->GetBoundaryPatchRingsize(),
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patchTables->GetTransitionBoundaryPtexCoordinates(p, r),
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patchTables->GetTransitionBoundaryFVarData(p, r),
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farMesh->GetTotalFVarWidth(),
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OsdPatchDescriptor(kTransitionBoundary, p, r, 0, 0), 0);
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_AppendPatchArray(&indexBase, &levelBase,
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patchTables->GetTransitionCornerPatches(p, r),
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patchTables->GetCornerPatchRingsize(),
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patchTables->GetTransitionCornerPtexCoordinates(p, r),
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patchTables->GetTransitionCornerFVarData(p, r),
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farMesh->GetTotalFVarWidth(),
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OsdPatchDescriptor(kTransitionCorner, p, r, 0, 0), 0);
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}
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}
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// finalize level texture buffer
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glGenTextures(1, &patchLevelTextureBuffer);
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glBindTexture(GL_TEXTURE_BUFFER, patchLevelTextureBuffer);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_R8I, patchLevelBuffer);
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glDeleteBuffers(1, &patchLevelBuffer);
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// finalize ptex coordinate texture buffer
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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if (requirePtexCoordinates) {
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glBindTexture(GL_TEXTURE_BUFFER, ptexCoordinateTextureBuffer);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32I, ptexCoordinateBuffer);
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glDeleteBuffers(1, &ptexCoordinateBuffer);
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}
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// finalize fvar data texture buffer
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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if (requireFVarData) {
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glBindTexture(GL_TEXTURE_BUFFER, fvarDataTextureBuffer);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, fvarDataBuffer);
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glDeleteBuffers(1, &fvarDataBuffer);
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}
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindBuffer(GL_TEXTURE_BUFFER, 0);
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// allocate and initialize additional buffer data
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FarPatchTables::VertexValenceTable const &
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valenceTable = patchTables->GetVertexValenceTable();
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if (not valenceTable.empty()) {
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GLuint buffer = 0;
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_TEXTURE_BUFFER, buffer);
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glBufferData(GL_TEXTURE_BUFFER,
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valenceTable.size() * sizeof(unsigned int),
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&valenceTable[0], GL_STATIC_DRAW);
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glGenTextures(1, &vertexValenceTextureBuffer);
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glBindTexture(GL_TEXTURE_BUFFER, vertexValenceTextureBuffer);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_R32I, buffer);
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glDeleteBuffers(1, &buffer);
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glGenTextures(1, &vertexTextureBuffer);
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glBindTexture(GL_TEXTURE_BUFFER, vertexTextureBuffer);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, vbo);
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glBindBuffer(GL_TEXTURE_BUFFER, 0);
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}
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FarPatchTables::QuadOffsetTable const &
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quadOffsetTable = patchTables->GetQuadOffsetTable();
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if (not quadOffsetTable.empty()) {
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GLuint buffer = 0;
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_TEXTURE_BUFFER, buffer);
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glBufferData(GL_TEXTURE_BUFFER,
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quadOffsetTable.size() * sizeof(unsigned int),
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&quadOffsetTable[0], GL_STATIC_DRAW);
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glGenTextures(1, &quadOffsetTextureBuffer);
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glBindTexture(GL_TEXTURE_BUFFER, quadOffsetTextureBuffer);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_R32I, buffer);
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glDeleteBuffers(1, &buffer);
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glBindBuffer(GL_TEXTURE_BUFFER, 0);
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}
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return true;
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}
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void
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OsdGLDrawContext::_AppendPatchArray(
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int *indexBase, int *levelBase,
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FarPatchTables::PTable const & ptable, int patchSize,
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FarPatchTables::PtexCoordinateTable const & ptexTable,
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FarPatchTables::FVarDataTable const & fvarTable, int fvarDataWidth,
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OsdPatchDescriptor const & desc, int gregoryQuadOffsetBase)
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{
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if (ptable.IsEmpty()) {
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return;
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}
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OsdPatchArray array;
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array.desc = desc;
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array.patchSize = patchSize;
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array.firstIndex = *indexBase;
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array.numIndices = ptable.GetSize();
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array.levelBase = *levelBase;
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array.gregoryQuadOffsetBase = gregoryQuadOffsetBase;
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int numSubPatches = 1;
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if (desc.type == OpenSubdiv::kTransitionRegular or
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desc.type == OpenSubdiv::kTransitionBoundary or
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desc.type == OpenSubdiv::kTransitionCorner) {
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int subPatchCounts[] = { 3, 4, 4, 4, 2 };
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numSubPatches = subPatchCounts[desc.pattern];
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}
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for (int subpatch = 0; subpatch < numSubPatches; ++subpatch) {
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array.desc.subpatch = subpatch;
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patchArrays.push_back(array);
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}
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glBufferSubData(GL_ELEMENT_ARRAY_BUFFER,
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array.firstIndex * sizeof(unsigned int),
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array.numIndices * sizeof(unsigned int),
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ptable[0]);
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*indexBase += array.numIndices;
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std::vector<unsigned char> levels;
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levels.reserve(ptable.GetSize());
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for (int i = 0; i < (int) ptable.GetMarkers().size()-1; ++i) {
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int numPrims = ptable.GetNumElements(i)/array.patchSize;
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for (int j = 0; j < numPrims; ++j) {
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levels.push_back(i);
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}
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}
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glBufferSubData(GL_TEXTURE_BUFFER,
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array.levelBase * sizeof(unsigned char),
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levels.size() * sizeof(unsigned char),
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&levels[0]);
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*levelBase += (int)levels.size();
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if (ptexCoordinateTextureBuffer) {
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assert(ptexTable.size()/2 == levels.size());
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// populate ptex coordinates
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glBufferSubData(GL_ARRAY_BUFFER,
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array.levelBase * sizeof(int) * 2,
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(int)ptexTable.size() * sizeof(int),
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&ptexTable[0]);
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}
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if (fvarDataTextureBuffer) {
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assert(fvarTable.size()/(fvarDataWidth*4) == levels.size());
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// populate fvar data
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glBufferSubData(GL_UNIFORM_BUFFER,
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array.levelBase * sizeof(float) * fvarDataWidth*4,
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(int)fvarTable.size() * sizeof(float),
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&fvarTable[0]);
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}
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}
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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