OpenSubdiv/examples/farViewer/gl_mesh.h
Takahito Tejima 89dcea57c2 Fix CMakeLists: make project-relative include path overridable
All examples, regression tests and tutorials directly looked into
opensubdiv source directory to grab the header files. This is somewhat
convenient during development but they can mistakenly access private
header files.

With this change, when OPENSUBDIV_INCLUDE_DIR is given to cmake,
it will be used as an include search path to build examples etc.
Otherwise it follows the same behavior as before.

Also replaces include references to the files in regression dir
to be relative, and cleanups some copy-paste patterns.
2015-05-28 17:32:33 -07:00

254 lines
8.3 KiB
C++

//
// Copyright 2013 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is 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 to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
#ifndef GL_MESH_H
#define GL_MESH_H
#include "../../regression/common/vtr_utils.h"
#include "../../regression/common/hbr_utils.h"
#include <far/patchTable.h>
#include "../common/glUtils.h"
#include <algorithm>
// Wrapper class for drawing Hbr & Far meshes & components
class GLMesh {
public:
enum Component {
COMP_FACE=0,
COMP_EDGE,
COMP_VERT,
COMP_NUM_COMPONENTS
};
enum VertColorMode {
VERTCOLOR_SOLID=0,
VERTCOLOR_BY_LEVEL,
VERTCOLOR_BY_SHARPNESS,
VERTCOLOR_BY_PARENT_TYPE
};
enum EdgeColorMode {
EDGECOLOR_SOLID=0,
EDGECOLOR_BY_LEVEL,
EDGECOLOR_BY_SHARPNESS,
EDGECOLOR_BY_PATCHTYPE
};
enum FaceColorMode {
FACECOLOR_SOLID=0,
FACECOLOR_BY_PATCHTYPE
};
struct Options {
Options() : vertColorMode(0), edgeColorMode(0), faceColorMode(0) {}
unsigned int vertColorMode:3,
edgeColorMode:3,
faceColorMode:3;
};
// -----------------------------------------------------
// Raw topology initialization
void Initialize(Options options,
int nverts, int nfaces, int * vertsperface, int * faceverts,
float const * vertexData);
// -----------------------------------------------------
// Hbr initialization
template <class T>
void Initialize(Options options,
std::vector<OpenSubdiv::HbrFace<T> const *> const & faces) {
assert(not faces.empty());
OpenSubdiv::HbrMesh<T> const * hmesh = faces[0]->GetMesh();
int nfaces = (int)faces.size(),
nverts = hmesh->GetNumVertices(),
nedgeverts = 0;
{ // EAOs ------------------------------------------
_eao[COMP_VERT].reserve(nfaces*4);
_eao[COMP_FACE].reserve(nfaces*4);
for (int i=0; i<nfaces; ++i) {
OpenSubdiv::HbrFace<T> const * f = faces[i];
int nv = f->GetNumVertices();
for (int j=0; j<nv; ++j) {
int vid = f->GetVertex(j)->GetID();
_eao[COMP_VERT].push_back(vid);
_eao[COMP_FACE].push_back(vid);
}
}
std::sort(_eao[COMP_VERT].begin(), _eao[COMP_VERT].end());
std::unique(_eao[COMP_VERT].begin(), _eao[COMP_VERT].end()); // XXXX this might be slow...
nedgeverts = (int)_eao[COMP_FACE].size()*2;
_eao[COMP_EDGE].resize(nedgeverts);
for (int i=0; i<nedgeverts; ++i) {
_eao[COMP_EDGE][i]=i;
}
}
{ // VBOs ------------------------------------------
_vbo[COMP_VERT].resize(nverts*6);
_vbo[COMP_FACE].resize(nverts*3);
for (int i=0; i<nverts; ++i) {
OpenSubdiv::HbrVertex<T> const * v = hmesh->GetVertex(i);
float * vertdata = &_vbo[COMP_VERT][v->GetID()*6],
* facedata = &_vbo[COMP_FACE][v->GetID()*3];
// copy position
memcpy(vertdata, v->GetData().GetPos(), sizeof(float)*3);
memcpy(facedata, v->GetData().GetPos(), sizeof(float)*3);
// set color
if (options.vertColorMode==VERTCOLOR_BY_LEVEL) {
int depth=0;
if (v->IsConnected()) {
depth = v->GetIncidentEdge()->GetFace()->GetDepth();
}
setColorByLevel(depth, vertdata+3);
} else if (options.vertColorMode==VERTCOLOR_BY_SHARPNESS) {
setColorBySharpness(v->GetSharpness(), vertdata+3);
} else {
setSolidColor(vertdata+3);
}
}
_vbo[COMP_EDGE].resize(nedgeverts*6);
for (int i=0, ofs=0; i<nfaces; ++i) {
OpenSubdiv::HbrFace<T> const * f = faces[i];
int nv = f->GetNumVertices();
for (int j=0; j<nv; ++j) {
OpenSubdiv::HbrHalfedge<T> const * e = f->GetEdge(j);
OpenSubdiv::HbrVertex<T> const * v0 = e->GetOrgVertex(),
* v1 = e->GetDestVertex();
float * v0data = &_vbo[COMP_EDGE][ofs],
* v1data = &_vbo[COMP_EDGE][ofs+6];
// copy position
memcpy(v0data, v0->GetData().GetPos(), sizeof(float)*3);
memcpy(v1data, v1->GetData().GetPos(), sizeof(float)*3);
// set color
if (options.vertColorMode==EDGECOLOR_BY_LEVEL) {
int depth = f->GetDepth();
setColorByLevel(depth, v0data+3);
setColorByLevel(depth, v1data+3);
} else if (options.vertColorMode==EDGECOLOR_BY_SHARPNESS) {
setColorBySharpness(e->GetSharpness(), v0data+3);
setColorBySharpness(e->GetSharpness(), v1data+3);
} else {
setSolidColor(v0data+3);
setSolidColor(v1data+3);
}
ofs += 12;
}
}
}
_numComps[COMP_FACE] = (int)_eao[COMP_FACE].size();
_numComps[COMP_EDGE] = (int)_eao[COMP_EDGE].size();
_numComps[COMP_VERT] = (int)_eao[COMP_VERT].size();
_faceColors.resize(nfaces*4, 1.0f);
}
// -----------------------------------------------------
// Far initialization
typedef OpenSubdiv::Far::TopologyRefiner TopologyRefiner;
typedef OpenSubdiv::Far::PatchTable PatchTable;
void Initialize(Options options, TopologyRefiner const & refiner,
PatchTable const * patchTable, float const * vertexData);
void InitializeFVar(Options options, TopologyRefiner const & refiner,
PatchTable const * patchTable, int channel, int tessFactor, float const * fvarData);
void InitializeDeviceBuffers();
// -----------------------------------------------------
GLMesh();
~GLMesh();
void Draw(Component comp, GLuint transformUB, GLuint lightingUB);
void SetDiffuseColor(float r, float g, float b, float a);
void SetFaceColor(int face, float r, float g, float b, float a);
private:
void setSolidColor(float * color);
static void setColorByLevel(int level, float * color);
static void setColorBySharpness(float sharpness, float * color);
void initializeVertexComponentBuffer(float const * vertexData, int nverts);
void initializeBuffers(Options options, TopologyRefiner const & refiner,
float const * vertexData);
void initializeBuffers(Options options, TopologyRefiner const & refiner,
PatchTable const & patchTable, float const * vertexData);
void clearBuffers();
int _numComps[COMP_NUM_COMPONENTS];
GLuint _VAO[COMP_NUM_COMPONENTS],
_VBO[COMP_NUM_COMPONENTS],
_EAO[COMP_NUM_COMPONENTS],
_TBOfaceColors;
std::vector<float> _vbo[COMP_NUM_COMPONENTS];
std::vector<int> _eao[COMP_NUM_COMPONENTS];
std::vector<float > _faceColors;
float _ambientColor[4],
_diffuseColor[4];
};
#endif // GL_MESH_H