mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-02 08:00:10 +00:00
321 lines
12 KiB
C++
321 lines
12 KiB
C++
//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
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// the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and
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// "distribution" have the same meaning here as under U.S.
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// copyright law. A "contribution" is the original software, or
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// any additions or changes to the software.
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// A "contributor" is any person or entity that distributes its
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// contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read
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// directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free copyright license to reproduce its contribution,
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// prepare derivative works of its contribution, and distribute
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// its contribution or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free license under its licensed patents to make, have
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// made, use, sell, offer for sale, import, and/or otherwise
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// dispose of its contribution in the software or derivative works
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// of the contribution in the software.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you
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// rights to use any contributor's name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over
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// patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends
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// automatically.
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// (C) If you distribute any portion of the software, you must
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// retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source
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// code form, you may do so only under this license by including a
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// complete copy of this license with your distribution. If you
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// distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies
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// with this license.
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// (E) The software is licensed "as-is." You bear the risk of
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// using it. The contributors give no express warranties,
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#if defined(__APPLE__)
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#include "TargetConditionals.h"
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#if TARGET_OS_IPHONE or TARGET_IPHONE_SIMULATOR
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#include <OpenGLES/ES2/gl.h>
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#else
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#include <OpenGL/gl3.h>
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#endif
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#elif defined(ANDROID)
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#include <GLES2/gl2.h>
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#else
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#if defined(_WIN32)
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#include <windows.h>
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#endif
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#include <GL/glew.h>
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#endif
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#include "../far/dispatcher.h"
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#include "../far/loopSubdivisionTables.h"
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#include "../osd/glDrawRegistry.h"
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#include "../osd/glDrawContext.h"
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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OsdGLDrawContext::OsdGLDrawContext() :
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patchIndexBuffer(0), ptexCoordinateTextureBuffer(0), fvarDataTextureBuffer(0),
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vertexTextureBuffer(0), vertexValenceTextureBuffer(0), quadOffsetTextureBuffer(0)
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{
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}
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OsdGLDrawContext::~OsdGLDrawContext()
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{
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glDeleteBuffers(1, &patchIndexBuffer);
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glDeleteTextures(1, &vertexTextureBuffer);
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glDeleteTextures(1, &vertexValenceTextureBuffer);
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glDeleteTextures(1, &quadOffsetTextureBuffer);
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glDeleteTextures(1, &ptexCoordinateTextureBuffer);
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glDeleteTextures(1, &fvarDataTextureBuffer);
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}
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bool
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OsdGLDrawContext::SupportsAdaptiveTessellation()
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{
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// Compile-time check of GL version
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#if (defined(GL_ARB_tessellation_shader) or defined(GL_VERSION_4_0)) and defined(GLEW_VERSION_4_0)
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// Run-time check of GL version with GLEW
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if (GLEW_VERSION_4_0) {
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return true;
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}
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#endif
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return false;
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}
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bool
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OsdGLDrawContext::allocateUniform(FarMesh<OsdVertex> *farMesh,
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GLuint vbo,
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int numElements,
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bool requireFVarData)
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{
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// XXX: farmesh should have FarDensePatchTable for dense mesh indices.
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// instead of GetFaceVertices().
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const FarSubdivisionTables<OsdVertex> *tables = farMesh->GetSubdivisionTables();
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int level = tables->GetMaxLevel();
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const std::vector<int> &indices = farMesh->GetFaceVertices(level-1);
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int numIndices = (int)indices.size();
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// Allocate and fill index buffer.
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glGenBuffers(1, &patchIndexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, patchIndexBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,
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numIndices * sizeof(unsigned int), &(indices[0]), GL_STATIC_DRAW);
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#if defined(GL_ES_VERSION_2_0)
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// OpenGLES 2 supports only triangle topologies for filled
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// primitives i.e. not QUADS or PATCHES or LINES_ADJACENCY
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// For the convenience of clients build build a triangles
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// index buffer by splitting quads.
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int numQuads = indices.size() / 4;
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int numTrisIndices = numQuads * 6;
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std::vector<short> trisIndices;
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trisIndices.reserve(numTrisIndices);
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for (int i=0; i<numQuads; ++i) {
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const int * quad = &indices[i*4];
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trisIndices.push_back(short(quad[0]));
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trisIndices.push_back(short(quad[1]));
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trisIndices.push_back(short(quad[2]));
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trisIndices.push_back(short(quad[2]));
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trisIndices.push_back(short(quad[3]));
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trisIndices.push_back(short(quad[0]));
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}
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// Allocate and fill triangles index buffer.
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glGenBuffers(1, &patchTrianglesIndexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, patchTrianglesIndexBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,
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numTrisIndices * sizeof(short), &(trisIndices[0]), GL_STATIC_DRAW);
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#endif
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/*
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OsdPatchArray array;
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array.desc.type = kNonPatch;
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array.desc.loop = dynamic_cast<const FarLoopSubdivisionTables<OsdVertex>*>(tables) != NULL;
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array.firstIndex = 0;
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array.numIndices = numIndices;
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patchArrays.push_back(array);
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*/
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// Allocate ptex coordinate buffer
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#if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1)
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GLuint ptexCoordinateBuffer = 0;
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glGenTextures(1, &ptexCoordinateTextureBuffer);
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glGenBuffers(1, &ptexCoordinateBuffer);
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glBindBuffer(GL_TEXTURE_BUFFER, ptexCoordinateBuffer);
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const std::vector<FarPtexCoord> &ptexCoordinates =
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farMesh->GetPtexCoordinates(level-1);
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int size = (int)ptexCoordinates.size() * sizeof(FarPtexCoord);
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glBufferData(GL_TEXTURE_BUFFER, size, &(ptexCoordinates[0]), GL_STATIC_DRAW);
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glBindTexture(GL_TEXTURE_BUFFER, ptexCoordinateTextureBuffer);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32I, ptexCoordinateBuffer);
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glBindTexture(GL_TEXTURE_BUFFER, 0);
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glDeleteBuffers(1, &ptexCoordinateBuffer);
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#endif
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// Allocate fvar data buffer if requested (for non-adaptive)
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if (requireFVarData) {
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#if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1)
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GLuint fvarDataBuffer = 0;
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glGenTextures(1, &fvarDataTextureBuffer);
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glGenBuffers(1, &fvarDataBuffer);
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glBindBuffer(GL_TEXTURE_BUFFER, fvarDataBuffer);
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const std::vector<float> &fvarData = farMesh->GetFVarData(level-1);
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int size = (int)fvarData.size() * sizeof(float);
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glBufferData(GL_TEXTURE_BUFFER, size, &(fvarData[0]), GL_STATIC_DRAW);
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glBindTexture(GL_TEXTURE_BUFFER, fvarDataTextureBuffer);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, fvarDataBuffer);
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glDeleteBuffers(1, &fvarDataBuffer);
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glBindTexture(GL_TEXTURE_BUFFER, 0);
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#endif
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}
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return true;
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}
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bool
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OsdGLDrawContext::allocate(FarMesh<OsdVertex> *farMesh,
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GLuint vbo,
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int numElements,
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bool requireFVarData)
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{
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FarPatchTables const * patchTables = farMesh->GetPatchTables();
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if (not patchTables) {
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// uniform patches
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_isAdaptive = false;
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// XXX: this function will be retired once uniform patches are integrated into patcharray.
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return allocateUniform(farMesh, vbo, numElements, requireFVarData);
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}
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// adaptive patches
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_isAdaptive = true;
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ConvertPatchArrays(patchTables->GetAllPatchArrays(), patchArrays, patchTables->GetMaxValence(), numElements);
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FarPatchTables::PTable const & ptables = patchTables->GetPatchTable();
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// Allocate and fill index buffer.
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glGenBuffers(1, &patchIndexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, patchIndexBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,
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ptables.size() * sizeof(unsigned int), &ptables[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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FarPatchTables::PtexCoordinateTable const & ptexCoordTables = patchTables->GetPtexCoordinatesTable();
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#if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1)
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// Allocate ptex coordinate buffer if requested
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GLuint ptexCoordinateBuffer = 0;
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glGenTextures(1, &ptexCoordinateTextureBuffer);
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glGenBuffers(1, &ptexCoordinateBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, ptexCoordinateBuffer);
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glBufferData(GL_ARRAY_BUFFER,
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ptexCoordTables.size() * sizeof(FarPtexCoord), &ptexCoordTables[0], GL_STATIC_DRAW);
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// Allocate fvar data buffer if requested
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GLuint fvarDataBuffer = 0;
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if (requireFVarData) {
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FarPatchTables::FVarDataTable const & fvarTables = patchTables->GetFVarDataTable();
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glGenTextures(1, &fvarDataTextureBuffer);
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glGenBuffers(1, &fvarDataBuffer);
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glBindBuffer(GL_UNIFORM_BUFFER, fvarDataBuffer);
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glBufferData(GL_UNIFORM_BUFFER,
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fvarTables.size() * sizeof(float), &fvarTables[0], GL_STATIC_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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}
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// finalize ptex coordinate texture buffer
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindTexture(GL_TEXTURE_BUFFER, ptexCoordinateTextureBuffer);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32I, ptexCoordinateBuffer);
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glDeleteBuffers(1, &ptexCoordinateBuffer);
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// finalize fvar data texture buffer
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if (requireFVarData) {
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glBindTexture(GL_TEXTURE_BUFFER, fvarDataTextureBuffer);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, fvarDataBuffer);
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glDeleteBuffers(1, &fvarDataBuffer);
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}
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// allocate and initialize additional buffer data
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FarPatchTables::VertexValenceTable const &
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valenceTable = patchTables->GetVertexValenceTable();
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if (not valenceTable.empty()) {
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GLuint buffer = 0;
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_TEXTURE_BUFFER, buffer);
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glBufferData(GL_TEXTURE_BUFFER,
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valenceTable.size() * sizeof(unsigned int),
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&valenceTable[0], GL_STATIC_DRAW);
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glGenTextures(1, &vertexValenceTextureBuffer);
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glBindTexture(GL_TEXTURE_BUFFER, vertexValenceTextureBuffer);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_R32I, buffer);
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glDeleteBuffers(1, &buffer);
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glGenTextures(1, &vertexTextureBuffer);
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glBindTexture(GL_TEXTURE_BUFFER, vertexTextureBuffer);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, vbo);
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}
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FarPatchTables::QuadOffsetTable const &
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quadOffsetTable = patchTables->GetQuadOffsetTable();
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if (not quadOffsetTable.empty()) {
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GLuint buffer = 0;
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_TEXTURE_BUFFER, buffer);
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glBufferData(GL_TEXTURE_BUFFER,
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quadOffsetTable.size() * sizeof(unsigned int),
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&quadOffsetTable[0], GL_STATIC_DRAW);
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glGenTextures(1, &quadOffsetTextureBuffer);
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glBindTexture(GL_TEXTURE_BUFFER, quadOffsetTextureBuffer);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_R32I, buffer);
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glDeleteBuffers(1, &buffer);
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}
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glBindBuffer(GL_TEXTURE_BUFFER, 0);
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#endif
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return true;
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}
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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