OpenSubdiv/opensubdiv/osd/glMesh.h
manuelk ad3bacbbbb remove topology data from FarMesh and refactor uniform / adaptive
code paths using FarPatchTables for all serialized topological data.
2013-05-15 17:53:40 -07:00

224 lines
8.2 KiB
C++

//
// Copyright (C) Pixar. All rights reserved.
//
// This license governs use of the accompanying software. If you
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// the license, do not use the software.
//
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// copyright law. A "contribution" is the original software, or
// any additions or changes to the software.
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// contribution under this license.
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// directly on its contribution.
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// of the contribution in the software.
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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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// (D) If you distribute any portion of the software in source
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// complete copy of this license with your distribution. If you
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// with this license.
// (E) The software is licensed "as-is." You bear the risk of
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#ifndef OSD_GL_MESH_H
#define OSD_GL_MESH_H
#include "../version.h"
#include "../osd/mesh.h"
#include "../osd/glDrawContext.h"
#ifdef OPENSUBDIV_HAS_OPENCL
#if defined(__APPLE__)
#include <OpenCL/opencl.h>
#else
#include <CL/opencl.h>
#endif
#include "../osd/clComputeController.h"
#endif
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
typedef OsdMeshInterface<OsdGLDrawContext> OsdGLMeshInterface;
template <class VERTEX_BUFFER, class COMPUTE_CONTROLLER>
class OsdMesh<VERTEX_BUFFER, COMPUTE_CONTROLLER, OsdGLDrawContext> : public OsdGLMeshInterface {
public:
typedef VERTEX_BUFFER VertexBuffer;
typedef COMPUTE_CONTROLLER ComputeController;
typedef typename ComputeController::ComputeContext ComputeContext;
typedef OsdGLDrawContext DrawContext;
typedef typename DrawContext::VertexBufferBinding VertexBufferBinding;
OsdMesh(ComputeController * computeController,
HbrMesh<OsdVertex> * hmesh,
int numElements,
int level,
OsdMeshBitset bits) :
_farMesh(0),
_vertexBuffer(0),
_computeContext(0),
_computeController(computeController),
_drawContext(0)
{
FarMeshFactory<OsdVertex> meshFactory(hmesh, level, bits.test(MeshAdaptive));
_farMesh = meshFactory.Create(bits.test(MeshFVarData));
int numVertices = _farMesh->GetNumVertices();
_vertexBuffer = VertexBuffer::Create(numElements, numVertices);
_computeContext = ComputeContext::Create(_farMesh);
_drawContext = DrawContext::Create(_farMesh->GetPatchTables(), bits.test(MeshFVarData));
_drawContext->UpdateVertexTexture(_vertexBuffer);
}
virtual ~OsdMesh() {
delete _farMesh;
delete _vertexBuffer;
delete _computeContext;
delete _drawContext;
}
virtual int GetNumVertices() const { return _farMesh->GetNumVertices(); }
virtual void UpdateVertexBuffer(float const *vertexData, int startVertex, int numVerts) {
_vertexBuffer->UpdateData(vertexData, startVertex, numVerts);
}
virtual void Refine() {
_computeController->Refine(_computeContext, _farMesh->GetKernelBatches(), _vertexBuffer);
}
virtual void Synchronize() {
_computeController->Synchronize();
}
virtual VertexBufferBinding BindVertexBuffer() {
return _vertexBuffer->BindVBO();
}
virtual DrawContext * GetDrawContext() {
return _drawContext;
}
private:
FarMesh<OsdVertex> *_farMesh;
VertexBuffer *_vertexBuffer;
ComputeContext *_computeContext;
ComputeController *_computeController;
DrawContext *_drawContext;
};
#ifdef OPENSUBDIV_HAS_OPENCL
template <class VERTEX_BUFFER>
class OsdMesh<VERTEX_BUFFER, OsdCLComputeController, OsdGLDrawContext> : public OsdGLMeshInterface {
public:
typedef VERTEX_BUFFER VertexBuffer;
typedef OsdCLComputeController ComputeController;
typedef typename ComputeController::ComputeContext ComputeContext;
typedef OsdGLDrawContext DrawContext;
typedef typename DrawContext::VertexBufferBinding VertexBufferBinding;
OsdMesh(ComputeController * computeController,
HbrMesh<OsdVertex> * hmesh,
int numElements,
int level,
OsdMeshBitset bits,
cl_context clContext,
cl_command_queue clQueue) :
_farMesh(0),
_vertexBuffer(0),
_computeContext(0),
_computeController(computeController),
_drawContext(0),
_clContext(clContext),
_clQueue(clQueue)
{
FarMeshFactory<OsdVertex> meshFactory(hmesh, level, bits.test(MeshAdaptive));
_farMesh = meshFactory.Create(bits.test(MeshFVarData));
int numVertices = _farMesh->GetNumVertices();
_vertexBuffer = VertexBuffer::Create(numElements, numVertices, _clContext);
_computeContext = ComputeContext::Create(_farMesh, _clContext);
_drawContext = DrawContext::Create(_farMesh->GetPatchTables(), bits.test(MeshFVarData));
_drawContext->UpdateVertexTexture(_vertexBuffer);
}
virtual ~OsdMesh() {
delete _farMesh;
delete _vertexBuffer;
delete _computeContext;
delete _drawContext;
}
virtual int GetNumVertices() const { return _farMesh->GetNumVertices(); }
virtual void UpdateVertexBuffer(float const *vertexData, int startVertex, int numVerts) {
_vertexBuffer->UpdateData(vertexData, startVertex, numVerts, _clQueue);
}
virtual void Refine() {
_computeController->Refine(_computeContext, _farMesh->GetKernelBatches(), _vertexBuffer);
}
virtual void Synchronize() {
_computeController->Synchronize();
}
virtual VertexBufferBinding BindVertexBuffer() {
return _vertexBuffer->BindVBO();
}
virtual DrawContext * GetDrawContext() {
return _drawContext;
}
private:
FarMesh<OsdVertex> *_farMesh;
VertexBuffer *_vertexBuffer;
ComputeContext *_computeContext;
ComputeController *_computeController;
DrawContext *_drawContext;
cl_context _clContext;
cl_command_queue _clQueue;
};
#endif
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif // OSD_GL_MESH_H