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https://github.com/PixarAnimationStudios/OpenSubdiv
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This examples is rewritten as a more comprehensive example of Far and Osd APIs to generate batched index buffer and vertex buffer, as well as sharing same topology and stencil table among multiple objects. Also this change includes an experimental code path of using glMultiDrawElementsIndirect. It's currently incomplete due to the missing interface of osd tessellation shader.
127 lines
4.4 KiB
C++
127 lines
4.4 KiB
C++
//
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// Copyright 2015 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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#ifndef OPENSUBDIV_EXAMPLES_GL_SHARE_TOPOLOGY_VBO_H
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#define OPENSUBDIV_EXAMPLES_GL_SHARE_TOPOLOGY_VBO_H
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#include <vector>
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#include <osd/vertexDescriptor.h>
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#include <osd/opengl.h>
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template <class VERTEX_BUFFER, class DEVICE_CONTEXT>
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class VBO {
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public:
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VBO(OpenSubdiv::Osd::VertexBufferDescriptor const &vertexDesc,
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OpenSubdiv::Osd::VertexBufferDescriptor const &varyingDesc,
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bool interleaved, int numVertices, DEVICE_CONTEXT *deviceContext) :
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_vertexDesc(vertexDesc),
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_varyingDesc(varyingDesc),
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_numVertices(numVertices),
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_vertexBuffer(NULL), _varyingBuffer(NULL), _interleaved(interleaved),
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_deviceContext(deviceContext) {
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if (interleaved) {
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assert(vertexDesc.stride == varyingDesc.stride);
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_vertexBuffer = createVertexBuffer(
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vertexDesc.stride, numVertices);
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} else {
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if (vertexDesc.stride > 0) {
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_vertexBuffer = createVertexBuffer(
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vertexDesc.stride, numVertices);
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}
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if (varyingDesc.stride > 0) {
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_varyingBuffer = createVertexBuffer(
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varyingDesc.stride, numVertices);
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}
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}
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}
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~VBO() {
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delete _vertexBuffer;
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delete _varyingBuffer;
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}
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OpenSubdiv::Osd::VertexBufferDescriptor const &GetVertexDesc() const {
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return _vertexDesc;
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}
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OpenSubdiv::Osd::VertexBufferDescriptor const &GetVaryingDesc() const {
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return _varyingDesc;
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}
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void UpdateVertexBuffer(int vertsOffset, std::vector<float> const &src) {
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updateVertexBuffer(_vertexBuffer, &src[0], vertsOffset,
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(int)src.size()/_vertexBuffer->GetNumElements());
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}
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void UpdateVaryingBuffer(int vertsOffset, std::vector<float> const &src) {
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updateVertexBuffer(_varyingBuffer, &src[0], vertsOffset,
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(int)src.size()/_varyingBuffer->GetNumElements());
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}
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GLuint BindVertexBuffer() {
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return _vertexBuffer->BindVBO();
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}
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GLuint BindVaryingBuffer() {
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return _varyingBuffer->BindVBO();
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}
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VERTEX_BUFFER *GetVertexBuffer() const {
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return _vertexBuffer;
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}
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VERTEX_BUFFER *GetVaryingBuffer() const {
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return _interleaved ? _vertexBuffer : _varyingBuffer;
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}
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size_t GetSize() const {
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size_t size = _numVertices * _vertexDesc.stride;
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if (_varyingBuffer) size += _numVertices * _varyingDesc.stride;
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return size * sizeof(float);
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}
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private:
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VERTEX_BUFFER *createVertexBuffer(int numElements, int numVertices) {
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return VERTEX_BUFFER::Create(numElements, numVertices, _deviceContext);
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}
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void updateVertexBuffer(VERTEX_BUFFER *vertexBuffer,
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const float *src, int startVertex,
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int numVertices) {
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vertexBuffer->UpdateData(src, startVertex, numVertices, _deviceContext);
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}
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OpenSubdiv::Osd::VertexBufferDescriptor _vertexDesc;
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OpenSubdiv::Osd::VertexBufferDescriptor _varyingDesc;
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// # of vertices total, including both control verts and refined verts.
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int _numVertices;
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VERTEX_BUFFER *_vertexBuffer;
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VERTEX_BUFFER *_varyingBuffer;
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bool _interleaved;
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DEVICE_CONTEXT *_deviceContext;
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};
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#endif // OPENSUBDIV_EXAMPLES_GL_SHARE_TOPOLOGY_VBO_H
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