mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2025-01-13 09:50:09 +00:00
2a12b21ab2
We added this to support earlier versions of hbr, but it is no longer needed.
178 lines
6.5 KiB
C++
178 lines
6.5 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 EXAMPLES_MAYAPTEXVIEWER_OSDPTEXMESHDATA_H_
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#define EXAMPLES_MAYAPTEXVIEWER_OSDPTEXMESHDATA_H_
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#include <far/meshFactory.h>
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#include <osd/error.h>
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#include <osd/vertex.h>
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#include <osd/glDrawContext.h>
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#include <osd/cpuGLVertexBuffer.h>
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#include <osd/cpuComputeContext.h>
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#ifdef OPENSUBDIV_HAS_OPENCL
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#include <osd/clGLVertexBuffer.h>
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#include <osd/clComputeContext.h>
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#endif
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#ifdef OPENSUBDIV_HAS_CUDA
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#include <osd/cudaGLVertexBuffer.h>
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#include <osd/cudaComputeContext.h>
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#endif
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// #include <maya/MViewport2Renderer.h>
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#include <maya/MDagPath.h>
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#include <maya/MUserData.h>
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#include <maya/MFloatPointArray.h>
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#include <maya/MDoubleArray.h>
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#include <maya/MHWGeometry.h>
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#include <maya/MIntArray.h>
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#include <maya/MUintArray.h>
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class OpenSubdivPtexShader; // for getting attributes in rebuildHbrMeshIfNeeded
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// XXX replicated from hbrUtil.h
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typedef OpenSubdiv::HbrMesh<OpenSubdiv::OsdVertex> OsdHbrMesh;
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class OsdPtexMeshData : public MUserData
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{
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public:
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explicit OsdPtexMeshData(const MDagPath& meshDagPath);
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virtual ~OsdPtexMeshData();
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void rebuildHbrMeshIfNeeded(OpenSubdivPtexShader *shader);
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void prepare();
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void updateGeometry(const MHWRender::MVertexBuffer *point,
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const MHWRender::MVertexBuffer *normal);
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GLuint bindPositionVBO();
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GLuint bindNormalVBO();
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OpenSubdiv::OsdGLDrawContext * getDrawContext() { return _drawContext; }
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// accessors
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const MDagPath& getDagPath() { return _meshDagPath; }
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void setMeshTopoDirty() { _meshTopoDirty = true; }
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public:
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// XXX should these be here or somewhere outside of plugin?
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// needed by both shader definition (attrs) and implementation
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enum KernelType { kCPU = 0,
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kOPENMP = 1,
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kCUDA = 2,
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kCL = 3,
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kGLSL = 4,
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kGLSLCompute = 5 };
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enum SchemeType {
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// needs to match HbrMeshUtil::SchemeType enums (or whatever hbrUtil uses)
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kCatmark=0,
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kLoop=1,
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kBilinear=2 };
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enum InterpolateBoundaryType {
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// needs to match OsdHbrMesh::InterpolateBoundaryMethod enums
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kInterpolateBoundaryNone,
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kInterpolateBoundaryEdgeOnly,
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kInterpolateBoundaryEdgeAndCorner,
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kInterpolateBoundaryAlwaysSharp };
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private:
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void initializeMesh();
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void initializeIndexBuffer();
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void clearComputeContextAndVertexBuffer();
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MDagPath _meshDagPath;
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bool _meshTopoDirty;
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OsdHbrMesh *_hbrmesh;
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OpenSubdiv::FarMesh<OpenSubdiv::OsdVertex> *_farmesh;
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OpenSubdiv::OsdCpuComputeContext *_cpuComputeContext;
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OpenSubdiv::OsdCpuGLVertexBuffer *_cpuPositionBuffer, *_cpuNormalBuffer;
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#ifdef OPENSUBDIV_HAS_OPENCL
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OpenSubdiv::OsdCLComputeContext *_clComputeContext;
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OpenSubdiv::OsdCLGLVertexBuffer *_clPositionBuffer, *_clNormalBuffer;
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#endif
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#ifdef OPENSUBDIV_HAS_CUDA
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OpenSubdiv::OsdCudaComputeContext *_cudaComputeContext;
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OpenSubdiv::OsdCudaGLVertexBuffer *_cudaPositionBuffer, *_cudaNormalBuffer;
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#endif
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OpenSubdiv::OsdGLDrawContext *_drawContext;
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MFloatPointArray _pointArray;
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// topology cache
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MIntArray _vertexList;
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MUintArray _edgeIds, _vtxIds;
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MDoubleArray _edgeCreaseData, _vtxCreaseData;
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int _level;
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int _scheme;
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int _kernel;
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bool _adaptive;
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InterpolateBoundaryType _interpBoundary;
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bool _needsUpdate;
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bool _needsInitializeMesh;
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};
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#endif // EXAMPLES_MAYAPTEXVIEWER_OSDPTEXMESHDATA_H_
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