OpenSubdiv/opensubdiv/osd/glDrawContext.h
manuelk 6f5d1e34be partial solution to run-time environment configuration :
- add bool OsdGLDrawContext::SupportsAdaptiveTessellation() method
- modify glViewer to use that instead of #ifdefs

Note : this is not the final word on this as OSD really needs a more comprehensive
system to provide run-time information about available features to the client code.

fixes #111
2013-02-05 15:04:07 -08:00

147 lines
5.2 KiB
C++

//
// Copyright (C) Pixar. All rights reserved.
//
// This license governs use of the accompanying software. If you
// use the software, you accept this license. If you do not accept
// the license, do not use the software.
//
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and
// "distribution" have the same meaning here as under U.S.
// copyright law. A "contribution" is the original software, or
// any additions or changes to the software.
// A "contributor" is any person or entity that distributes its
// contribution under this license.
// "Licensed patents" are a contributor's patent claims that read
// directly on its contribution.
//
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free copyright license to reproduce its contribution,
// prepare derivative works of its contribution, and distribute
// its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free license under its licensed patents to make, have
// made, use, sell, offer for sale, import, and/or otherwise
// dispose of its contribution in the software or derivative works
// of the contribution in the software.
//
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you
// rights to use any contributor's name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over
// patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends
// automatically.
// (C) If you distribute any portion of the software, you must
// retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source
// code form, you may do so only under this license by including a
// complete copy of this license with your distribution. If you
// distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies
// with this license.
// (E) The software is licensed "as-is." You bear the risk of
// using it. The contributors give no express warranties,
#ifndef OSD_GL_DRAW_CONTEXT_H
#define OSD_GL_DRAW_CONTEXT_H
#if defined(__APPLE__)
#include "TargetConditionals.h"
#if TARGET_OS_IPHONE or TARGET_IPHONE_SIMULATOR
#include <OpenGLES/ES2/gl.h>
#else
#include <OpenGL/gl3.h>
#endif
#elif defined(ANDROID)
#include <GLES2/gl2.h>
#else
#if defined(_WIN32)
#include <windows.h>
#endif
#include <GL/gl.h>
#endif
#include "../version.h"
#include "../far/mesh.h"
#include "../osd/drawContext.h"
#include "../osd/drawRegistry.h"
#include "../osd/vertex.h"
#include <map>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
class OsdGLDrawContext : public OsdDrawContext {
public:
typedef GLuint VertexBufferBinding;
OsdGLDrawContext();
virtual ~OsdGLDrawContext();
template<class VERTEX_BUFFER>
static OsdGLDrawContext *
Create(FarMesh<OsdVertex> *farMesh,
VERTEX_BUFFER *vertexBuffer,
bool requirePtexCoordinates=false,
bool requireFVarData=false) {
if (not vertexBuffer)
return NULL;
OsdGLDrawContext * instance = new OsdGLDrawContext();
if (instance->allocate(farMesh,
vertexBuffer->BindVBO(),
vertexBuffer->GetNumElements(),
requirePtexCoordinates,
requireFVarData)) return instance;
delete instance;
return NULL;
}
GLuint patchIndexBuffer;
#if defined(GL_ES_VERSION_2_0)
GLuint patchTrianglesIndexBuffer;
#endif
GLuint ptexCoordinateTextureBuffer;
GLuint fvarDataTextureBuffer;
GLuint vertexTextureBuffer;
GLuint vertexValenceTextureBuffer;
GLuint quadOffsetTextureBuffer;
GLuint patchLevelTextureBuffer;
/// true if the GL version detected supports shader tessellation
static bool SupportsAdaptiveTessellation();
private:
bool allocate(FarMesh<OsdVertex> *farMesh,
GLuint vbo, int numElements,
bool requirePtexCoordinates,
bool requireFVarData);
void _AppendPatchArray(
int *indexBase, int *levelBase,
FarPatchTables::PTable const & ptable, int patchSize,
FarPatchTables::PtexCoordinateTable const & ptexTable,
FarPatchTables::FVarDataTable const & fvarTable, int fvarDataWidth,
OsdPatchDescriptor const & desc,
int gregoryQuadOffsetBase);
};
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif /* OSD_DRAW_CONTEXT_H */