mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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141 lines
6.0 KiB
C++
141 lines
6.0 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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#include "../osd/drawContext.h"
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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OsdDrawContext::~OsdDrawContext() {}
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void
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OsdDrawContext::ConvertPatchArrays(FarPatchTables::PatchArrayVector const &farPatchArrays,
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OsdDrawContext::PatchArrayVector &osdPatchArrays,
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int maxValence, int numElements)
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{
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// create patch arrays for drawing (while duplicating subpatches for transition patch arrays)
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static int subPatchCounts[] = { 1, 3, 4, 4, 4, 2 }; // number of subpatches for patterns
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int numTotalPatchArrays = 0;
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for (int i = 0; i < (int)farPatchArrays.size(); ++i) {
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FarPatchTables::TransitionPattern pattern = farPatchArrays[i].GetDescriptor().GetPattern();
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numTotalPatchArrays += subPatchCounts[(int)pattern];
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}
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// allocate drawing patch arrays
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osdPatchArrays.clear();
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osdPatchArrays.reserve(numTotalPatchArrays);
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for (int i = 0; i < (int)farPatchArrays.size(); ++i) {
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FarPatchTables::TransitionPattern pattern = farPatchArrays[i].GetDescriptor().GetPattern();
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int numSubPatches = subPatchCounts[(int)pattern];
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FarPatchTables::PatchArray const &parray = farPatchArrays[i];
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FarPatchTables::Descriptor srcDesc = parray.GetDescriptor();
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for (int j = 0; j < numSubPatches; ++j) {
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PatchDescriptor desc(srcDesc, maxValence, j, numElements);
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osdPatchArrays.push_back(PatchArray(desc, parray.GetArrayRange()));
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}
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}
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/*
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#if defined(GL_ES_VERSION_2_0)
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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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// 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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}
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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