OpenSubdiv/opensubdiv/osd/glDrawContext.cpp

321 lines
12 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.
//
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// "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
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// including the license conditions and limitations in section 3,
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// dispose of its contribution in the software or derivative works
// of the contribution in the software.
//
// 3. Conditions and Limitations
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// 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
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// complete copy of this license with your distribution. If you
// distribute any portion of the software in compiled or object
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// with this license.
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#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/glew.h>
#endif
#include "../far/dispatcher.h"
#include "../far/loopSubdivisionTables.h"
#include "../osd/glDrawRegistry.h"
#include "../osd/glDrawContext.h"
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
OsdGLDrawContext::OsdGLDrawContext() :
patchIndexBuffer(0), ptexCoordinateTextureBuffer(0), fvarDataTextureBuffer(0),
vertexTextureBuffer(0), vertexValenceTextureBuffer(0), quadOffsetTextureBuffer(0)
{
}
OsdGLDrawContext::~OsdGLDrawContext()
{
glDeleteBuffers(1, &patchIndexBuffer);
glDeleteTextures(1, &vertexTextureBuffer);
glDeleteTextures(1, &vertexValenceTextureBuffer);
glDeleteTextures(1, &quadOffsetTextureBuffer);
glDeleteTextures(1, &ptexCoordinateTextureBuffer);
glDeleteTextures(1, &fvarDataTextureBuffer);
}
bool
OsdGLDrawContext::SupportsAdaptiveTessellation()
{
// Compile-time check of GL version
#if (defined(GL_ARB_tessellation_shader) or defined(GL_VERSION_4_0)) and defined(GLEW_VERSION_4_0)
// Run-time check of GL version with GLEW
if (GLEW_VERSION_4_0) {
return true;
}
#endif
return false;
}
bool
OsdGLDrawContext::allocateUniform(FarMesh<OsdVertex> *farMesh,
GLuint vbo,
int numElements,
bool requireFVarData)
{
// XXX: farmesh should have FarDensePatchTable for dense mesh indices.
// instead of GetFaceVertices().
const FarSubdivisionTables<OsdVertex> *tables = farMesh->GetSubdivisionTables();
int level = tables->GetMaxLevel();
const std::vector<int> &indices = farMesh->GetFaceVertices(level-1);
int numIndices = (int)indices.size();
// Allocate and fill index buffer.
glGenBuffers(1, &patchIndexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, patchIndexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
numIndices * sizeof(unsigned int), &(indices[0]), GL_STATIC_DRAW);
#if defined(GL_ES_VERSION_2_0)
// OpenGLES 2 supports only triangle topologies for filled
// primitives i.e. not QUADS or PATCHES or LINES_ADJACENCY
// For the convenience of clients build build a triangles
// index buffer by splitting quads.
int numQuads = indices.size() / 4;
int numTrisIndices = numQuads * 6;
std::vector<short> trisIndices;
trisIndices.reserve(numTrisIndices);
for (int i=0; i<numQuads; ++i) {
const int * quad = &indices[i*4];
trisIndices.push_back(short(quad[0]));
trisIndices.push_back(short(quad[1]));
trisIndices.push_back(short(quad[2]));
trisIndices.push_back(short(quad[2]));
trisIndices.push_back(short(quad[3]));
trisIndices.push_back(short(quad[0]));
}
// Allocate and fill triangles index buffer.
glGenBuffers(1, &patchTrianglesIndexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, patchTrianglesIndexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
numTrisIndices * sizeof(short), &(trisIndices[0]), GL_STATIC_DRAW);
#endif
/*
OsdPatchArray array;
array.desc.type = kNonPatch;
array.desc.loop = dynamic_cast<const FarLoopSubdivisionTables<OsdVertex>*>(tables) != NULL;
array.firstIndex = 0;
array.numIndices = numIndices;
patchArrays.push_back(array);
*/
// Allocate ptex coordinate buffer
#if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1)
GLuint ptexCoordinateBuffer = 0;
glGenTextures(1, &ptexCoordinateTextureBuffer);
glGenBuffers(1, &ptexCoordinateBuffer);
glBindBuffer(GL_TEXTURE_BUFFER, ptexCoordinateBuffer);
const std::vector<FarPtexCoord> &ptexCoordinates =
farMesh->GetPtexCoordinates(level-1);
int size = (int)ptexCoordinates.size() * sizeof(FarPtexCoord);
glBufferData(GL_TEXTURE_BUFFER, size, &(ptexCoordinates[0]), GL_STATIC_DRAW);
glBindTexture(GL_TEXTURE_BUFFER, ptexCoordinateTextureBuffer);
glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32I, ptexCoordinateBuffer);
glBindTexture(GL_TEXTURE_BUFFER, 0);
glDeleteBuffers(1, &ptexCoordinateBuffer);
#endif
// Allocate fvar data buffer if requested (for non-adaptive)
if (requireFVarData) {
#if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1)
GLuint fvarDataBuffer = 0;
glGenTextures(1, &fvarDataTextureBuffer);
glGenBuffers(1, &fvarDataBuffer);
glBindBuffer(GL_TEXTURE_BUFFER, fvarDataBuffer);
const std::vector<float> &fvarData = farMesh->GetFVarData(level-1);
int size = (int)fvarData.size() * sizeof(float);
glBufferData(GL_TEXTURE_BUFFER, size, &(fvarData[0]), GL_STATIC_DRAW);
glBindTexture(GL_TEXTURE_BUFFER, fvarDataTextureBuffer);
glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, fvarDataBuffer);
glDeleteBuffers(1, &fvarDataBuffer);
glBindTexture(GL_TEXTURE_BUFFER, 0);
#endif
}
return true;
}
bool
OsdGLDrawContext::allocate(FarMesh<OsdVertex> *farMesh,
GLuint vbo,
int numElements,
bool requireFVarData)
{
FarPatchTables const * patchTables = farMesh->GetPatchTables();
if (not patchTables) {
// uniform patches
_isAdaptive = false;
// XXX: this function will be retired once uniform patches are integrated into patcharray.
return allocateUniform(farMesh, vbo, numElements, requireFVarData);
}
// adaptive patches
_isAdaptive = true;
ConvertPatchArrays(patchTables->GetAllPatchArrays(), patchArrays, patchTables->GetMaxValence(), numElements);
FarPatchTables::PTable const & ptables = patchTables->GetPatchTable();
// Allocate and fill index buffer.
glGenBuffers(1, &patchIndexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, patchIndexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
ptables.size() * sizeof(unsigned int), &ptables[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
FarPatchTables::PtexCoordinateTable const & ptexCoordTables = patchTables->GetPtexCoordinatesTable();
#if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1)
// Allocate ptex coordinate buffer if requested
GLuint ptexCoordinateBuffer = 0;
glGenTextures(1, &ptexCoordinateTextureBuffer);
glGenBuffers(1, &ptexCoordinateBuffer);
glBindBuffer(GL_ARRAY_BUFFER, ptexCoordinateBuffer);
glBufferData(GL_ARRAY_BUFFER,
ptexCoordTables.size() * sizeof(FarPtexCoord), &ptexCoordTables[0], GL_STATIC_DRAW);
// Allocate fvar data buffer if requested
GLuint fvarDataBuffer = 0;
if (requireFVarData) {
FarPatchTables::FVarDataTable const & fvarTables = patchTables->GetFVarDataTable();
glGenTextures(1, &fvarDataTextureBuffer);
glGenBuffers(1, &fvarDataBuffer);
glBindBuffer(GL_UNIFORM_BUFFER, fvarDataBuffer);
glBufferData(GL_UNIFORM_BUFFER,
fvarTables.size() * sizeof(float), &fvarTables[0], GL_STATIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
// finalize ptex coordinate texture buffer
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindTexture(GL_TEXTURE_BUFFER, ptexCoordinateTextureBuffer);
glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32I, ptexCoordinateBuffer);
glDeleteBuffers(1, &ptexCoordinateBuffer);
// finalize fvar data texture buffer
if (requireFVarData) {
glBindTexture(GL_TEXTURE_BUFFER, fvarDataTextureBuffer);
glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, fvarDataBuffer);
glDeleteBuffers(1, &fvarDataBuffer);
}
// allocate and initialize additional buffer data
FarPatchTables::VertexValenceTable const &
valenceTable = patchTables->GetVertexValenceTable();
if (not valenceTable.empty()) {
GLuint buffer = 0;
glGenBuffers(1, &buffer);
glBindBuffer(GL_TEXTURE_BUFFER, buffer);
glBufferData(GL_TEXTURE_BUFFER,
valenceTable.size() * sizeof(unsigned int),
&valenceTable[0], GL_STATIC_DRAW);
glGenTextures(1, &vertexValenceTextureBuffer);
glBindTexture(GL_TEXTURE_BUFFER, vertexValenceTextureBuffer);
glTexBuffer(GL_TEXTURE_BUFFER, GL_R32I, buffer);
glDeleteBuffers(1, &buffer);
glGenTextures(1, &vertexTextureBuffer);
glBindTexture(GL_TEXTURE_BUFFER, vertexTextureBuffer);
glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, vbo);
}
FarPatchTables::QuadOffsetTable const &
quadOffsetTable = patchTables->GetQuadOffsetTable();
if (not quadOffsetTable.empty()) {
GLuint buffer = 0;
glGenBuffers(1, &buffer);
glBindBuffer(GL_TEXTURE_BUFFER, buffer);
glBufferData(GL_TEXTURE_BUFFER,
quadOffsetTable.size() * sizeof(unsigned int),
&quadOffsetTable[0], GL_STATIC_DRAW);
glGenTextures(1, &quadOffsetTextureBuffer);
glBindTexture(GL_TEXTURE_BUFFER, quadOffsetTextureBuffer);
glTexBuffer(GL_TEXTURE_BUFFER, GL_R32I, buffer);
glDeleteBuffers(1, &buffer);
}
glBindBuffer(GL_TEXTURE_BUFFER, 0);
#endif
return true;
}
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv