mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-27 05:50:05 +00:00
3ea2a3e472
fixes #138
267 lines
8.5 KiB
C++
267 lines
8.5 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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// guarantees or conditions. You may have additional consumer
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// rights under your local laws which this license cannot change.
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// To the extent permitted under your local laws, the contributors
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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//
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#ifndef OSD_GLSL_COMPUTE_CONTEXT_H
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#define OSD_GLSL_COMPUTE_CONTEXT_H
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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/gl.h>
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#endif
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#include "../version.h"
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#include "../far/vertexEditTables.h"
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#include "../osd/vertex.h"
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#include "../osd/nonCopyable.h"
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#include <vector>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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class OsdGLSLComputeKernelBundle;
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class OsdGLSLComputeTable : OsdNonCopyable<OsdGLSLComputeTable> {
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public:
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template<typename T>
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explicit OsdGLSLComputeTable(const std::vector<T> &table) {
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createBuffer(table.size() * sizeof(unsigned int), &table[0]);
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}
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virtual ~OsdGLSLComputeTable();
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GLuint GetBuffer() const;
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private:
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void createBuffer(size_t size, const void *ptr);
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GLuint _buffer;
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};
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class OsdGLSLComputeHEditTable : OsdNonCopyable<OsdGLSLComputeHEditTable> {
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public:
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OsdGLSLComputeHEditTable(const FarVertexEditTables<OsdVertex>::
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VertexEditBatch &batch);
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virtual ~OsdGLSLComputeHEditTable();
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const OsdGLSLComputeTable * GetPrimvarIndices() const;
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const OsdGLSLComputeTable * GetEditValues() const;
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int GetOperation() const;
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int GetPrimvarOffset() const;
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int GetPrimvarWidth() const;
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private:
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OsdGLSLComputeTable *_primvarIndicesTable;
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OsdGLSLComputeTable *_editValuesTable;
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int _operation;
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int _primvarOffset;
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int _primvarWidth;
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};
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///
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/// \brief GLSL-Compute Refine Context
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///
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/// The GLSL-Compute implementation of the Refine module contextual functionality.
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///
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/// Contexts interface the serialized topological data pertaining to the
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/// geometric primitives with the capabilities of the selected discrete
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/// compute device.
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///
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class OsdGLSLComputeContext {
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public:
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/// Creates an OsdGLSLComputeContext instance
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///
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/// @param farmesh the FarMesh used for this Context.
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///
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static OsdGLSLComputeContext * Create(FarMesh<OsdVertex> *farmesh);
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/// Destructor
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virtual ~OsdGLSLComputeContext();
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/// Binds a vertex and a varying data buffers to the context. Binding ensures
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/// that data buffers are properly inter-operated between Contexts and
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/// Controllers operating across multiple devices.
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///
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/// @param a buffer containing vertex-interpolated primvar data
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///
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/// @param a buffer containing varying-interpolated primvar data
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///
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template<class VERTEX_BUFFER, class VARYING_BUFFER>
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void Bind(VERTEX_BUFFER *vertex, VARYING_BUFFER *varying) {
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_currentVertexBuffer = vertex ? vertex->BindVBO() : 0;
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_currentVaryingBuffer = varying ? varying->BindVBO() : 0;
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_numVertexElements = vertex ? vertex->GetNumElements() : 0;
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_numVaryingElements = varying ? varying->GetNumElements() : 0;
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bindShaderStorageBuffers();
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}
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/// Unbinds any previously bound vertex and varying data buffers.
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void Unbind() {
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_currentVertexBuffer = 0;
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_currentVaryingBuffer = 0;
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unbindShaderStorageBuffers();
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}
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/// Returns one of the vertex refinement tables.
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///
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/// @param tableIndex the type of table
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///
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const OsdGLSLComputeTable * GetTable(int tableIndex) const;
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/// Returns the number of hierarchical edit tables
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int GetNumEditTables() const;
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/// Returns a specific hierarchical edit table
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///
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/// @param tableIndex the index of the table
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///
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const OsdGLSLComputeHEditTable * GetEditTable(int tableIndex) const;
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/// Returns a handle to the vertex-interpolated buffer
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GLuint GetCurrentVertexBuffer() const;
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/// Returns a handle to the varying-interpolated buffer
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GLuint GetCurrentVaryingBuffer() const;
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int GetNumCurrentVertexElements() const;
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int GetNumCurrentVaryingElements() const;
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OsdGLSLComputeKernelBundle * GetKernelBundle() const;
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void SetKernelBundle(OsdGLSLComputeKernelBundle *kernelBundle);
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void BindUniformBlockBilinearFace(GLuint program, int level);
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void BindUniformBlockBilinearEdge(GLuint program, int level);
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void BindUniformBlockBilinearVertex(GLuint program, int level);
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void BindUniformBlockCatmarkFace(GLuint program, int level);
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void BindUniformBlockCatmarkEdge(GLuint program, int level);
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void BindUniformBlockCatmarkVertexA0(GLuint program, int level);
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void BindUniformBlockCatmarkVertexA1(GLuint program, int level);
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void BindUniformBlockCatmarkVertexB(GLuint program, int level);
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void BindUniformBlockLoopEdge(GLuint program, int level);
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void BindUniformBlockLoopVertexA(GLuint program, int level);
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void BindUniformBlockLoopVertexB(GLuint program, int level);
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void BindEditShaderStorageBuffers(int editIndex);
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void UnbindEditShaderStorageBuffers();
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protected:
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explicit OsdGLSLComputeContext(FarMesh<OsdVertex> *farMesh);
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void bindShaderStorageBuffers();
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void unbindShaderStorageBuffers();
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private:
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std::vector<OsdGLSLComputeTable*> _tables;
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std::vector<OsdGLSLComputeHEditTable*> _editTables;
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GLuint _vertexTexture,
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_varyingTexture;
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int _numVertexElements,
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_numVaryingElements;
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GLuint _currentVertexBuffer,
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_currentVaryingBuffer;
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OsdGLSLComputeKernelBundle * _kernelBundle;
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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_GLSL_COMPUTE_CONTEXT_H
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