OpenSubdiv/opensubdiv/osd/glDrawContext.h
2013-06-10 16:32:45 -07:00

179 lines
6.4 KiB
C++

//
// Copyright (C) Pixar. All rights reserved.
//
// This license governs use of the accompanying software. If you
// use the software, you accept this license. If you do not accept
// the license, do not use the software.
//
// 1. Definitions
// The terms "reproduce," "reproduction," "derivative works," and
// "distribution" have the same meaning here as under U.S.
// copyright law. A "contribution" is the original software, or
// any additions or changes to the software.
// A "contributor" is any person or entity that distributes its
// contribution under this license.
// "Licensed patents" are a contributor's patent claims that read
// directly on its contribution.
//
// 2. Grant of Rights
// (A) Copyright Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free copyright license to reproduce its contribution,
// prepare derivative works of its contribution, and distribute
// its contribution or any derivative works that you create.
// (B) Patent Grant- Subject to the terms of this license,
// including the license conditions and limitations in section 3,
// each contributor grants you a non-exclusive, worldwide,
// royalty-free license under its licensed patents to make, have
// made, use, sell, offer for sale, import, and/or otherwise
// dispose of its contribution in the software or derivative works
// of the contribution in the software.
//
// 3. Conditions and Limitations
// (A) No Trademark License- This license does not grant you
// 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
// automatically.
// (C) If you distribute any portion of the software, you must
// retain all copyright, patent, trademark, and attribution
// notices that are present in the software.
// (D) If you distribute any portion of the software in source
// code form, you may do so only under this license by including a
// complete copy of this license with your distribution. If you
// distribute any portion of the software in compiled or object
// code form, you may only do so under a license that complies
// with this license.
// (E) The software is licensed "as-is." You bear the risk of
// using it. The contributors give no express warranties,
// guarantees or conditions. You may have additional consumer
// rights under your local laws which this license cannot change.
// To the extent permitted under your local laws, the contributors
// exclude the implied warranties of merchantability, fitness for
// a particular purpose and non-infringement.
//
#ifndef OSD_GL_DRAW_CONTEXT_H
#define OSD_GL_DRAW_CONTEXT_H
#include "../version.h"
#include "../far/mesh.h"
#include "../osd/drawContext.h"
#include "../osd/drawRegistry.h"
#include "../osd/vertex.h"
#include "../osd/opengl.h"
#include <map>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
/// \brief OpenGL specialized DrawContext class
///
/// OsdGLDrawContext implements the OSD drawing interface with the OpenGL API.
/// Some functionality may be disabled depending on compile and run-time driver
/// support.
///
/// Contexts interface the serialized topological data pertaining to the
/// geometric primitives with the capabilities of the selected discrete
/// compute device.
///
class OsdGLDrawContext : public OsdDrawContext {
public:
typedef GLuint VertexBufferBinding;
virtual ~OsdGLDrawContext();
/// \brief Create an OsdGLDraContext from FarPatchTables
///
/// @param patchTables a valid set of FarPatchTables
///
/// @param requireFVarData set to true to enable face-varying data to be
/// carried over from the Far data structures.
///
static OsdGLDrawContext * Create(FarPatchTables const * patchTables, bool requireFVarData);
/// Set vbo as a vertex texture (for gregory patch drawing)
///
/// @param vbo the vertex buffer object to update
///
template<class VERTEX_BUFFER>
void UpdateVertexTexture(VERTEX_BUFFER *vbo) {
updateVertexTexture(vbo->BindVBO(), vbo->GetNumElements());
}
/// true if the GL version detected supports shader tessellation
static bool SupportsAdaptiveTessellation();
/// Returns the GL texture buffer containing the patch control vertices array
GLuint GetPatchIndexBuffer() const {
return _patchIndexBuffer;
}
#if defined(GL_ES_VERSION_2_0)
/// Returns the GL a VBO containing a triangulated version of the mesh
GLuint GetPatchTrianglesIndexBUffer() const {
return _patchTrianglesIndexBuffer;
}
#endif
/// Returns the GL texture buffer containing the patch local parameterization
/// data
GLuint GetPatchParamTextureBuffer() const {
return _patchParamTextureBuffer;
}
/// Returns the GL texture buffer containing the vertex data
GLuint GetVertexTextureBuffer() const {
return _vertexTextureBuffer;
}
/// Returns the GL texture buffer containing patch vertex valence data (only
/// used by Gregory patches)
GLuint GetVertexValenceTextureBuffer() const {
return _vertexValenceTextureBuffer;
}
/// Returns the GL texture buffer containing patch quad offsets data (only
/// used by Gregory patches)
GLuint GetQuadOffsetsTextureBuffer() const {
return _quadOffsetsTextureBuffer;
}
/// Returns the GL texture buffer containing fvar data
GLuint GetFvarDataTextureBuffer() const {
return _fvarDataTextureBuffer;
}
protected:
GLuint _patchIndexBuffer;
#if defined(GL_ES_VERSION_2_0)
GLuint _patchTrianglesIndexBuffer;
#endif
GLuint _patchParamTextureBuffer;
GLuint _fvarDataTextureBuffer;
GLuint _vertexTextureBuffer;
GLuint _vertexValenceTextureBuffer;
GLuint _quadOffsetsTextureBuffer;
OsdGLDrawContext();
// allocate buffers from patchTables
bool create(FarPatchTables const *patchTables, bool requireFVarData);
void updateVertexTexture(GLuint vbo, int numElements);
};
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif /* OSD_DRAW_CONTEXT_H */