mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-30 07:10:07 +00:00
371 lines
12 KiB
C++
371 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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// 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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#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/mesh.h"
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#include "../far/subdivisionTables.h"
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#include "../osd/glslTransformFeedbackComputeContext.h"
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#include "../osd/glslTransformFeedbackKernelBundle.h"
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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void
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OsdGLSLTransformFeedbackTable::createTextureBuffer(size_t size, const void *ptr, GLenum type) {
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glGenBuffers(1, &_buffer);
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glGenTextures(1, &_texture);
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GLint prev = 0;
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &prev);
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glBindBuffer(GL_ARRAY_BUFFER, _buffer);
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glBufferData(GL_ARRAY_BUFFER, size, ptr, GL_STATIC_DRAW);
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/*
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CHECK_GL_ERROR("UpdateTable tableIndex %d, size %ld, buffer =%d\n",
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tableIndex, size, _tableBuffers[tableIndex]);
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*/
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glBindBuffer(GL_ARRAY_BUFFER, prev);
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glGetIntegerv(GL_TEXTURE_BINDING_BUFFER, &prev);
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glBindTexture(GL_TEXTURE_BUFFER, _texture);
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glTexBuffer(GL_TEXTURE_BUFFER, type, _buffer);
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glBindTexture(GL_TEXTURE_BUFFER, prev);
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glDeleteBuffers(1, &_buffer);
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}
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OsdGLSLTransformFeedbackTable::~OsdGLSLTransformFeedbackTable() {
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glDeleteTextures(1, &_texture);
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}
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GLuint
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OsdGLSLTransformFeedbackTable::GetTexture() const {
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return _texture;
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}
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// ----------------------------------------------------------------------------
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OsdGLSLTransformFeedbackHEditTable::OsdGLSLTransformFeedbackHEditTable(const FarVertexEditTables<OsdVertex>::VertexEditBatch &batch)
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: _primvarIndicesTable(new OsdGLSLTransformFeedbackTable(batch.GetVertexIndices(), GL_R32UI)),
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_editValuesTable(new OsdGLSLTransformFeedbackTable(batch.GetValues(), GL_R32F)) {
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_operation = batch.GetOperation();
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_primvarOffset = batch.GetPrimvarIndex();
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_primvarWidth = batch.GetPrimvarWidth();
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}
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OsdGLSLTransformFeedbackHEditTable::~OsdGLSLTransformFeedbackHEditTable() {
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delete _primvarIndicesTable;
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delete _editValuesTable;
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}
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const OsdGLSLTransformFeedbackTable *
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OsdGLSLTransformFeedbackHEditTable::GetPrimvarIndices() const {
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return _primvarIndicesTable;
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}
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const OsdGLSLTransformFeedbackTable *
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OsdGLSLTransformFeedbackHEditTable::GetEditValues() const {
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return _editValuesTable;
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}
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int
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OsdGLSLTransformFeedbackHEditTable::GetOperation() const {
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return _operation;
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}
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int
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OsdGLSLTransformFeedbackHEditTable::GetPrimvarOffset() const {
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return _primvarOffset;
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}
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int
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OsdGLSLTransformFeedbackHEditTable::GetPrimvarWidth() const {
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return _primvarWidth;
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}
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// ----------------------------------------------------------------------------
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OsdGLSLTransformFeedbackComputeContext::OsdGLSLTransformFeedbackComputeContext(
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FarMesh<OsdVertex> *farMesh) :
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_vertexTexture(0), _varyingTexture(0) {
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FarSubdivisionTables<OsdVertex> const * farTables =
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farMesh->GetSubdivisionTables();
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// allocate 5 or 7 tables
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_tables.resize(7, 0);
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_tables[Table::E_IT] = new OsdGLSLTransformFeedbackTable(farTables->Get_E_IT(), GL_R32I);
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_tables[Table::V_IT] = new OsdGLSLTransformFeedbackTable(farTables->Get_V_IT(), GL_R32UI);
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_tables[Table::V_ITa] = new OsdGLSLTransformFeedbackTable(farTables->Get_V_ITa(), GL_R32I);
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_tables[Table::E_W] = new OsdGLSLTransformFeedbackTable(farTables->Get_E_W(), GL_R32F);
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_tables[Table::V_W] = new OsdGLSLTransformFeedbackTable(farTables->Get_V_W(), GL_R32F);
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if (farTables->GetNumTables() > 5) {
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// catmark, bilinear
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_tables[Table::F_IT] = new OsdGLSLTransformFeedbackTable(farTables->Get_F_IT(), GL_R32UI);
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_tables[Table::F_ITa] = new OsdGLSLTransformFeedbackTable(farTables->Get_F_ITa(), GL_R32I);
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} else {
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// loop
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_tables[Table::F_IT] = NULL;
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_tables[Table::F_ITa] = NULL;
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}
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// create hedit tables
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FarVertexEditTables<OsdVertex> const *editTables = farMesh->GetVertexEdit();
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if (editTables) {
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int numEditBatches = editTables->GetNumBatches();
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_editTables.reserve(numEditBatches);
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for (int i = 0; i < numEditBatches; ++i) {
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const FarVertexEditTables<OsdVertex>::VertexEditBatch & edit = editTables->GetBatch(i);
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_editTables.push_back(new OsdGLSLTransformFeedbackHEditTable(edit));
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}
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}
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}
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OsdGLSLTransformFeedbackComputeContext::~OsdGLSLTransformFeedbackComputeContext() {
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for (size_t i = 0; i < _tables.size(); ++i) {
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delete _tables[i];
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}
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for (size_t i = 0; i < _editTables.size(); ++i) {
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delete _editTables[i];
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}
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if (_vertexTexture) glDeleteTextures(1, &_vertexTexture);
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if (_varyingTexture) glDeleteTextures(1, &_varyingTexture);
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}
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const OsdGLSLTransformFeedbackTable *
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OsdGLSLTransformFeedbackComputeContext::GetTable(int tableIndex) const {
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return _tables[tableIndex];
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}
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int
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OsdGLSLTransformFeedbackComputeContext::GetNumEditTables() const {
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return static_cast<int>(_editTables.size());
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}
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const OsdGLSLTransformFeedbackHEditTable *
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OsdGLSLTransformFeedbackComputeContext::GetEditTable(int tableIndex) const {
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return _editTables[tableIndex];
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}
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GLuint
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OsdGLSLTransformFeedbackComputeContext::GetCurrentVertexBuffer() const {
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return _currentVertexBuffer;
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}
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GLuint
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OsdGLSLTransformFeedbackComputeContext::GetCurrentVaryingBuffer() const {
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return _currentVaryingBuffer;
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}
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int
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OsdGLSLTransformFeedbackComputeContext::GetNumCurrentVertexElements() const {
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return _numVertexElements;
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}
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int
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OsdGLSLTransformFeedbackComputeContext::GetNumCurrentVaryingElements() const {
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return _numVaryingElements;
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}
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OsdGLSLTransformFeedbackKernelBundle *
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OsdGLSLTransformFeedbackComputeContext::GetKernelBundle() const {
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return _kernelBundle;
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}
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void
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OsdGLSLTransformFeedbackComputeContext::SetKernelBundle(OsdGLSLTransformFeedbackKernelBundle *kernelBundle) {
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_kernelBundle = kernelBundle;
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}
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OsdGLSLTransformFeedbackComputeContext *
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OsdGLSLTransformFeedbackComputeContext::Create(FarMesh<OsdVertex> *farmesh) {
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return new OsdGLSLTransformFeedbackComputeContext(farmesh);
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}
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void
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OsdGLSLTransformFeedbackComputeContext::BindEditTextures(int editIndex) {
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const OsdGLSLTransformFeedbackHEditTable * edit = _editTables[editIndex];
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const OsdGLSLTransformFeedbackTable * primvarIndices = edit->GetPrimvarIndices();
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const OsdGLSLTransformFeedbackTable * editValues = edit->GetEditValues();
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bindTexture(_kernelBundle->GetEditIndicesUniformLocation(),
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primvarIndices->GetTexture(), 9);
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bindTexture(_kernelBundle->GetEditValuesUniformLocation(),
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editValues->GetTexture(), 10);
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}
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void
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OsdGLSLTransformFeedbackComputeContext::UnbindEditTextures() {
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unbindTexture(9);
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unbindTexture(10);
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}
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void
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OsdGLSLTransformFeedbackComputeContext::bindTexture(GLuint sampler, GLuint texture, int unit) {
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glUniform1i(sampler, unit);
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glActiveTexture(GL_TEXTURE0 + unit);
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glBindTexture(GL_TEXTURE_BUFFER, texture);
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glActiveTexture(GL_TEXTURE0);
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}
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void
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OsdGLSLTransformFeedbackComputeContext::unbindTexture(GLuint unit) {
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glActiveTexture(GL_TEXTURE0 + unit);
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glBindTexture(GL_TEXTURE_BUFFER, 0);
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}
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void
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OsdGLSLTransformFeedbackComputeContext::bindTextures() {
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glEnable(GL_RASTERIZER_DISCARD);
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_kernelBundle->UseProgram();
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// bind vertex texture
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if (_currentVertexBuffer) {
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if (not _vertexTexture) glGenTextures(1, &_vertexTexture);
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glBindTexture(GL_TEXTURE_BUFFER, _vertexTexture);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, _currentVertexBuffer);
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glBindTexture(GL_TEXTURE_BUFFER, 0);
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}
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bindTexture(_kernelBundle->GetVertexUniformLocation(), _vertexTexture, 0);
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if (_currentVaryingBuffer) {
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if (not _varyingTexture) glGenTextures(1, &_varyingTexture);
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glBindTexture(GL_TEXTURE_BUFFER, _varyingTexture);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, _currentVaryingBuffer);
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glBindTexture(GL_TEXTURE_BUFFER, 0);
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}
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bindTexture(_kernelBundle->GetVaryingUniformLocation(), _varyingTexture, 1);
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// XXX: loop...
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if (_tables[Table::F_IT]) {
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bindTexture(_kernelBundle->GetTableUniformLocation(Table::F_IT),
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_tables[Table::F_IT]->GetTexture(), 2);
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bindTexture(_kernelBundle->GetTableUniformLocation(Table::F_ITa),
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_tables[Table::F_ITa]->GetTexture(), 3);
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}
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bindTexture(_kernelBundle->GetTableUniformLocation(Table::E_IT),
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_tables[Table::E_IT]->GetTexture(), 4);
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bindTexture(_kernelBundle->GetTableUniformLocation(Table::V_IT),
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_tables[Table::V_IT]->GetTexture(), 5);
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bindTexture(_kernelBundle->GetTableUniformLocation(Table::V_ITa),
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_tables[Table::V_ITa]->GetTexture(), 6);
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bindTexture(_kernelBundle->GetTableUniformLocation(Table::E_W),
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_tables[Table::E_W]->GetTexture(), 7);
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bindTexture(_kernelBundle->GetTableUniformLocation(Table::V_W),
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_tables[Table::V_W]->GetTexture(), 8);
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// bind texture image (for edit kernel)
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glUniform1i(_kernelBundle->GetVertexBufferImageUniformLocation(), 0);
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glBindImageTexture(0, _vertexTexture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R32F);
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}
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void
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OsdGLSLTransformFeedbackComputeContext::unbindTextures() {
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for (int i = 8; i >= 0; --i) {
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unbindTexture(i);
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}
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glDisable(GL_RASTERIZER_DISCARD);
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glUseProgram(0);
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}
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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