OpenSubdiv/examples/mayaPtexViewer/osdPtexMeshData.cpp
Takahito Tejima 51a45b598d Updating EULA
2013-07-18 14:19:50 -07:00

435 lines
14 KiB
C++

//
// Copyright 2013 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License
// and the following modification to it: Section 6 Trademarks.
// deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the
// trade names, trademarks, service marks, or product names of the
// Licensor and its affiliates, except as required for reproducing
// the content of the NOTICE file.
//
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing,
// software distributed under the License is distributed on an
// "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND,
// either express or implied. See the License for the specific
// language governing permissions and limitations under the
// License.
//
#if not defined(__APPLE__)
#include <GL/glew.h>
#if defined(WIN32)
#include <GL/wglew.h>
#endif
#endif
#include <maya/MFnMesh.h>
#include "osdPtexMeshData.h"
#include <osd/cpuComputeController.h>
extern OpenSubdiv::OsdCpuComputeController *g_cpuComputeController;
#ifdef OPENSUBDIV_HAS_OPENMP
#include <osd/ompComputeController.h>
extern OpenSubdiv::OsdOmpComputeController *g_ompComputeController;
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
#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/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);
OpenSubdiv::FarKernelBatchVector const &batches = _farmesh->GetKernelBatches();
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, batches, _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, batches, _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, batches, _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, batches, _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, batches, _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, batches, _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;
}