OpenSubdiv/examples/vtrViewer/gl_mesh.h
manuelk d0a624f373 Add "smooth UVs" to Far
- extend Far::PatchTables data structures & interfaces to store requisite
  information for channels of face-varying bi-cubic patches
- implement gather function in Far::PatchTablesFactory to populate face-varying
  channels with adaptive patches
- extend accessor interface in Vtr::Level
- propagate code fall-out throughout OpenSubdiv code base, examples & tutorials
- extend vtrViewer code to visualize tessellated bi-cubic face-varying patches
2015-02-26 13:57:47 -08:00

254 lines
8.2 KiB
C++

//
// Copyright 2013 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the trade
// names, trademarks, service marks, or product names of the Licensor
// and its affiliates, except as required to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
#ifndef GL_MESH_H
#define GL_MESH_H
#include <common/vtr_utils.h>
#include <common/hbr_utils.h>
#include <far/patchTables.h>
#include <osd/vertex.h>
#include "../common/gl_common.h"
#include <algorithm>
// Wrapper class for drawing Hbr & Vtr meshes & components
class GLMesh {
public:
enum Component {
COMP_FACE=0,
COMP_EDGE,
COMP_VERT,
COMP_NUM_COMPONENTS
};
enum VertColorMode {
VERTCOLOR_SOLID=0,
VERTCOLOR_BY_LEVEL,
VERTCOLOR_BY_SHARPNESS,
VERTCOLOR_BY_PARENT_TYPE
};
enum EdgeColorMode {
EDGECOLOR_SOLID=0,
EDGECOLOR_BY_LEVEL,
EDGECOLOR_BY_SHARPNESS,
EDGECOLOR_BY_PATCHTYPE
};
enum FaceColorMode {
FACECOLOR_SOLID=0,
FACECOLOR_BY_PATCHTYPE
};
struct Options {
unsigned int vertColorMode:3,
edgeColorMode:3,
faceColorMode:3;
};
// -----------------------------------------------------
// Raw topology initialization
void Initialize(Options options,
int nverts, int nfaces, int * vertsperface, int * faceverts,
float const * vertexData);
// -----------------------------------------------------
// Hbr initialization
template <class T>
void Initialize(Options options,
std::vector<OpenSubdiv::HbrFace<T> const *> const & faces) {
assert(not faces.empty());
OpenSubdiv::HbrMesh<T> const * hmesh = faces[0]->GetMesh();
int nfaces = (int)faces.size(),
nverts = hmesh->GetNumVertices(),
nedgeverts = 0;
{ // EAOs ------------------------------------------
_eao[COMP_VERT].reserve(nfaces*4);
_eao[COMP_FACE].reserve(nfaces*4);
for (int i=0; i<nfaces; ++i) {
OpenSubdiv::HbrFace<T> const * f = faces[i];
int nv = f->GetNumVertices();
for (int j=0; j<nv; ++j) {
int vid = f->GetVertex(j)->GetID();
_eao[COMP_VERT].push_back(vid);
_eao[COMP_FACE].push_back(vid);
}
}
std::sort(_eao[COMP_VERT].begin(), _eao[COMP_VERT].end());
std::unique(_eao[COMP_VERT].begin(), _eao[COMP_VERT].end()); // XXXX this might be slow...
nedgeverts = (int)_eao[COMP_FACE].size()*2;
_eao[COMP_EDGE].resize(nedgeverts);
for (int i=0; i<nedgeverts; ++i) {
_eao[COMP_EDGE][i]=i;
}
}
{ // VBOs ------------------------------------------
_vbo[COMP_VERT].resize(nverts*6);
_vbo[COMP_FACE].resize(nverts*3);
for (int i=0; i<nverts; ++i) {
OpenSubdiv::HbrVertex<T> const * v = hmesh->GetVertex(i);
float * vertdata = &_vbo[COMP_VERT][v->GetID()*6],
* facedata = &_vbo[COMP_FACE][v->GetID()*3];
// copy position
memcpy(vertdata, v->GetData().GetPos(), sizeof(float)*3);
memcpy(facedata, v->GetData().GetPos(), sizeof(float)*3);
// set color
if (options.vertColorMode==VERTCOLOR_BY_LEVEL) {
int depth=0;
if (v->IsConnected()) {
depth = v->GetIncidentEdge()->GetFace()->GetDepth();
}
setColorByLevel(depth, vertdata+3);
} else if (options.vertColorMode==VERTCOLOR_BY_SHARPNESS) {
setColorBySharpness(v->GetSharpness(), vertdata+3);
} else {
setSolidColor(vertdata+3);
}
}
_vbo[COMP_EDGE].resize(nedgeverts*6);
for (int i=0, ofs=0; i<nfaces; ++i) {
OpenSubdiv::HbrFace<T> const * f = faces[i];
int nv = f->GetNumVertices();
for (int j=0; j<nv; ++j) {
OpenSubdiv::HbrHalfedge<T> const * e = f->GetEdge(j);
OpenSubdiv::HbrVertex<T> const * v0 = e->GetOrgVertex(),
* v1 = e->GetDestVertex();
float * v0data = &_vbo[COMP_EDGE][ofs],
* v1data = &_vbo[COMP_EDGE][ofs+6];
// copy position
memcpy(v0data, v0->GetData().GetPos(), sizeof(float)*3);
memcpy(v1data, v1->GetData().GetPos(), sizeof(float)*3);
// set color
if (options.vertColorMode==EDGECOLOR_BY_LEVEL) {
int depth = f->GetDepth();
setColorByLevel(depth, v0data+3);
setColorByLevel(depth, v1data+3);
} else if (options.vertColorMode==EDGECOLOR_BY_SHARPNESS) {
setColorBySharpness(e->GetSharpness(), v0data+3);
setColorBySharpness(e->GetSharpness(), v1data+3);
} else {
setSolidColor(v0data+3);
setSolidColor(v1data+3);
}
ofs += 12;
}
}
}
_numComps[COMP_FACE] = (int)_eao[COMP_FACE].size();
_numComps[COMP_EDGE] = (int)_eao[COMP_EDGE].size();
_numComps[COMP_VERT] = (int)_eao[COMP_VERT].size();
_faceColors.resize(nfaces*4, 1.0f);
}
// -----------------------------------------------------
// Vtr initialization
typedef OpenSubdiv::Far::TopologyRefiner TopologyRefiner;
typedef OpenSubdiv::Far::PatchTables PatchTables;
void Initialize(Options options, TopologyRefiner const & refiner,
PatchTables const * patchTables, float const * vertexData);
void InitializeFVar(Options options, TopologyRefiner const & refiner,
PatchTables const * patchTables, int channel, int tessFactor, float const * fvarData);
void InitializeDeviceBuffers();
// -----------------------------------------------------
GLMesh();
~GLMesh();
void Draw(Component comp, GLuint transformUB, GLuint lightingUB);
void SetDiffuseColor(float r, float g, float b, float a);
void SetFaceColor(int face, float r, float g, float b, float a);
private:
void setSolidColor(float * color);
static void setColorByLevel(int level, float * color);
static void setColorBySharpness(float sharpness, float * color);
void initializeVertexComponentBuffer(float const * vertexData, int nverts);
void initializeBuffers(Options options, TopologyRefiner const & refiner,
float const * vertexData);
void initializeBuffers(Options options, TopologyRefiner const & refiner,
PatchTables const & patchTables, float const * vertexData);
void clearBuffers();
int _numComps[COMP_NUM_COMPONENTS];
GLuint _VAO[COMP_NUM_COMPONENTS],
_VBO[COMP_NUM_COMPONENTS],
_EAO[COMP_NUM_COMPONENTS],
_TBOfaceColors;
std::vector<float> _vbo[COMP_NUM_COMPONENTS];
std::vector<int> _eao[COMP_NUM_COMPONENTS];
std::vector<float > _faceColors;
float _ambientColor[4],
_diffuseColor[4];
};
#endif // GL_MESH_H