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https://github.com/PixarAnimationStudios/OpenSubdiv
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ee061291b7
All kernels take offset/length/stride to apply subdivision partially in each vertex elements. Also the offset can be used for client-based VBO aggregation, without modifying index buffers. This is useful for topology sharing, in conjunction with glDrawElementsBaseVertex etc. However, gregory patch shader fetches vertex buffer via texture buffer, which index should also be offsetted too. Although gl_BaseVertexARB extension should be able to do that job, it's a relatively new extension. So we use OsdBaseVertex() call to mitigate the compatibility issue as clients can provide it in their way at least for the time being.
215 lines
6.9 KiB
C++
215 lines
6.9 KiB
C++
//
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// Copyright 2013 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 OSD_MESH_H
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#define OSD_MESH_H
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#include "../version.h"
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#include "../far/mesh.h"
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#include "../far/meshFactory.h"
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#include "../hbr/mesh.h"
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#include "../osd/vertex.h"
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#include "../osd/vertexDescriptor.h"
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#include <bitset>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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enum OsdMeshBits {
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MeshAdaptive = 0,
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MeshPtexData = 1,
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MeshFVarData = 2,
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NUM_MESH_BITS = 3,
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};
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typedef std::bitset<NUM_MESH_BITS> OsdMeshBitset;
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template <class DRAW_CONTEXT>
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class OsdMeshInterface {
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public:
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typedef DRAW_CONTEXT DrawContext;
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typedef typename DrawContext::VertexBufferBinding VertexBufferBinding;
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public:
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OsdMeshInterface() { }
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virtual ~OsdMeshInterface() { }
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virtual int GetNumVertices() const = 0;
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virtual void UpdateVertexBuffer(float const *vertexData, int startVertex, int numVerts) = 0;
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virtual void UpdateVaryingBuffer(float const *varyingData, int startVertex, int numVerts) = 0;
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virtual void Refine() = 0;
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virtual void Refine(OsdVertexBufferDescriptor const *vertexDesc,
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OsdVertexBufferDescriptor const *varyingDesc,
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bool interleaved) = 0;
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virtual void Synchronize() = 0;
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virtual DrawContext * GetDrawContext() = 0;
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virtual VertexBufferBinding BindVertexBuffer() = 0;
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virtual VertexBufferBinding BindVaryingBuffer() = 0;
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};
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template <class VERTEX_BUFFER, class COMPUTE_CONTROLLER, class DRAW_CONTEXT>
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class OsdMesh : public OsdMeshInterface<DRAW_CONTEXT> {
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public:
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typedef VERTEX_BUFFER VertexBuffer;
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typedef COMPUTE_CONTROLLER ComputeController;
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typedef typename ComputeController::ComputeContext ComputeContext;
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typedef DRAW_CONTEXT DrawContext;
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typedef typename DrawContext::VertexBufferBinding VertexBufferBinding;
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OsdMesh(ComputeController * computeController,
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HbrMesh<OsdVertex> * hmesh,
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int numVertexElements,
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int numVaryingElements,
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int level,
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OsdMeshBitset bits = OsdMeshBitset()) :
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_farMesh(0),
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_vertexBuffer(0),
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_varyingBuffer(0),
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_computeContext(0),
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_computeController(computeController),
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_drawContext(0)
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{
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FarMeshFactory<OsdVertex> meshFactory(hmesh, level, bits.test(MeshAdaptive));
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_farMesh = meshFactory.Create(bits.test(MeshFVarData));
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_initialize(numVertexElements, numVaryingElements, bits);
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}
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OsdMesh(ComputeController * computeController,
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FarMesh<OsdVertex> * fmesh,
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int numVertexElements,
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int numVaryingElements,
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OsdMeshBitset bits = OsdMeshBitset()) :
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_farMesh(fmesh),
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_vertexBuffer(0),
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_varyingBuffer(0),
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_computeContext(0),
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_computeController(computeController),
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_drawContext(0)
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{
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_initialize(numVertexElements, numVaryingElements, bits);
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}
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OsdMesh(ComputeController * computeController,
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FarMesh<OsdVertex> * fmesh,
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VertexBuffer * vertexBuffer,
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VertexBuffer * varyingBuffer,
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ComputeContext * computeContext,
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DrawContext * drawContext) :
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_farMesh(fmesh),
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_vertexBuffer(vertexBuffer),
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_varyingBuffer(varyingBuffer),
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_computeContext(computeContext),
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_computeController(computeController),
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_drawContext(drawContext)
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{
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}
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virtual ~OsdMesh() {
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delete _farMesh;
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delete _vertexBuffer;
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delete _varyingBuffer;
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delete _computeContext;
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delete _drawContext;
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}
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virtual int GetNumVertices() const { return _farMesh->GetNumVertices(); }
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virtual void UpdateVertexBuffer(float const *vertexData, int startVertex, int numVerts) {
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_vertexBuffer->UpdateData(vertexData, startVertex, numVerts);
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}
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virtual void UpdateVaryingBuffer(float const *varyingData, int startVertex, int numVerts) {
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_varyingBuffer->UpdateData(varyingData, startVertex, numVerts);
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}
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virtual void Refine() {
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_computeController->Refine(_computeContext, _farMesh->GetKernelBatches(), _vertexBuffer, _varyingBuffer);
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}
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virtual void Refine(OsdVertexBufferDescriptor const *vertexDesc,
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OsdVertexBufferDescriptor const *varyingDesc) {
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_computeController->Refine(_computeContext, _farMesh->GetKernelBatches(),
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_vertexBuffer, _varyingBuffer,
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vertexDesc, varyingDesc);
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}
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virtual void Synchronize() {
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_computeController->Synchronize();
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}
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virtual VertexBufferBinding BindVertexBuffer() {
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return VertexBufferBinding(0);
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}
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virtual VertexBufferBinding BindVaryingBuffer() {
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return VertexBufferBinding(0);
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}
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virtual DrawContext * GetDrawContext() {
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return _drawContext;
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}
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private:
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void _initialize( int numVertexElements,
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int numVaryingElements,
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OsdMeshBitset bits)
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{
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int numVertices = _farMesh->GetNumVertices();
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if (numVertexElements)
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_vertexBuffer = VertexBuffer::Create(numVertexElements, numVertices);
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if (numVaryingElements)
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_varyingBuffer = VertexBuffer::Create(numVaryingElements, numVertices);
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_computeContext = ComputeContext::Create(_farMesh);
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_drawContext = DrawContext::Create(_farMesh->GetPatchTables(), numVertexElements, bits.test(MeshFVarData));
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}
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FarMesh<OsdVertex> *_farMesh;
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VertexBuffer *_vertexBuffer;
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VertexBuffer *_varyingBuffer;
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ComputeContext *_computeContext;
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ComputeController *_computeController;
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DrawContext *_drawContext;
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};
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} // end namespace OPENSUBDIV_VERSION
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using namespace OPENSUBDIV_VERSION;
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} // end namespace OpenSubdiv
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#endif // OSD_MESH_H
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