mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-02 00:00:07 +00:00
10c687ecd5
- [Feature Adaptive GPU Rendering of Catmull-Clark Surfaces](http://research.microsoft.com/en-us/um/people/cloop/tog2012.pdf). - New API architecture : we are planning to lock on to this new framework as the basis for backward compatibility, which we will enforce from Release 1.0 onward. Subsequent releases of OpenSubdiv should not break client code. - DirectX 11 support - and much more...
229 lines
7.3 KiB
C++
229 lines
7.3 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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#ifndef OSD_GLSL_COMPUTE_CONTEXT_H
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#define OSD_GLSL_COMPUTE_CONTEXT_H
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#if not defined(__APPLE__)
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#include <GL/gl.h>
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#else
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#include <OpenGL/gl3.h>
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#endif
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#include "../version.h"
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#include "../far/table.h"
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#include "../far/vertexEditTables.h"
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#include "../osd/computeContext.h"
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#include <vector>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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class OsdGLSLComputeKernelBundle;
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// ----------------------------------------------------------------------------
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class OsdGLSLComputeTable : OsdNonCopyable<OsdGLSLComputeTable> {
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public:
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OsdGLSLComputeTable(const FarTable<int> &farTable);
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OsdGLSLComputeTable(const FarTable<unsigned int> &farTable);
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OsdGLSLComputeTable(const FarTable<float> &farTable);
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virtual ~OsdGLSLComputeTable();
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GLuint GetBuffer() const;
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int GetMarker(int level) const;
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int GetNumElements(int level) const;
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private:
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void createBuffer(int size, const void *ptr);
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GLuint _buffer;
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FarTableMarkers _marker;
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};
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// ----------------------------------------------------------------------------
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class OsdGLSLComputeHEditTable : OsdNonCopyable<OsdGLSLComputeHEditTable> {
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public:
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OsdGLSLComputeHEditTable(const FarVertexEditTables<OsdVertex>::
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VertexEditBatch &batch);
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virtual ~OsdGLSLComputeHEditTable();
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const OsdGLSLComputeTable * GetPrimvarIndices() const;
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const OsdGLSLComputeTable * GetEditValues() const;
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int GetOperation() const;
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int GetPrimvarOffset() const;
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int GetPrimvarWidth() const;
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private:
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OsdGLSLComputeTable *_primvarIndicesTable;
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OsdGLSLComputeTable *_editValuesTable;
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int _operation;
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int _primvarOffset;
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int _primvarWidth;
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};
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// ----------------------------------------------------------------------------
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class OsdGLSLComputeContext : public OsdComputeContext {
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public:
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static OsdGLSLComputeContext * Create(FarMesh<OsdVertex> *farmesh);
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virtual ~OsdGLSLComputeContext();
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template<class VERTEX_BUFFER, class VARYING_BUFFER>
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void Bind(VERTEX_BUFFER *vertex, VARYING_BUFFER *varying) {
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_currentVertexBuffer = vertex ? vertex->BindVBO() : 0;
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_currentVaryingBuffer = varying ? varying->BindVBO() : 0;
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_numVertexElements = vertex ? vertex->GetNumElements() : 0;
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_numVaryingElements = varying ? varying->GetNumElements() : 0;
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bindShaderStorageBuffers();
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}
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void Unbind() {
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_currentVertexBuffer = 0;
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_currentVaryingBuffer = 0;
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unbindShaderStorageBuffers();
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}
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const OsdGLSLComputeTable * GetTable(int tableIndex) const;
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int GetNumEditTables() const;
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const OsdGLSLComputeHEditTable * GetEditTable(int tableIndex) const;
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GLuint GetCurrentVertexBuffer() const;
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GLuint GetCurrentVaryingBuffer() const;
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int GetNumCurrentVertexElements() const;
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int GetNumCurrentVaryingElements() const;
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OsdGLSLComputeKernelBundle * GetKernelBundle() const;
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void SetKernelBundle(OsdGLSLComputeKernelBundle *kernelBundle);
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void BindUniformBlockBilinearFace(GLuint program, int level);
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void BindUniformBlockBilinearEdge(GLuint program, int level);
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void BindUniformBlockBilinearVertex(GLuint program, int level);
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void BindUniformBlockCatmarkFace(GLuint program, int level);
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void BindUniformBlockCatmarkEdge(GLuint program, int level);
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void BindUniformBlockCatmarkVertexA0(GLuint program, int level);
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void BindUniformBlockCatmarkVertexA1(GLuint program, int level);
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void BindUniformBlockCatmarkVertexB(GLuint program, int level);
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void BindUniformBlockLoopEdge(GLuint program, int level);
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void BindUniformBlockLoopVertexA(GLuint program, int level);
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void BindUniformBlockLoopVertexB(GLuint program, int level);
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void BindEditShaderStorageBuffers(int editIndex);
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void UnbindEditShaderStorageBuffers();
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protected:
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explicit OsdGLSLComputeContext(FarMesh<OsdVertex> *farMesh);
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void bindShaderStorageBuffers();
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void unbindShaderStorageBuffers();
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private:
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std::vector<OsdGLSLComputeTable*> _tables;
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std::vector<OsdGLSLComputeHEditTable*> _editTables;
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GLuint _vertexTexture;
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GLuint _varyingTexture;
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int _numVertexElements;
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int _numVaryingElements;
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GLuint _currentVertexBuffer, _currentVaryingBuffer;
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OsdGLSLComputeKernelBundle * _kernelBundle;
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};
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} // end namespace OPENSUBDIV_VERSION
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using namespace OPENSUBDIV_VERSION;
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} // end namespace OpenSubdiv
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#endif // OSD_GLSL_COMPUTE_CONTEXT_H
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