mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-04 00:41:05 +00:00
174 lines
5.9 KiB
C++
174 lines
5.9 KiB
C++
//
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// Copyright 2013 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License
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// and the following modification to it: Section 6 Trademarks.
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// deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the
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// trade names, trademarks, service marks, or product names of the
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// Licensor and its affiliates, except as required for reproducing
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// the content of the NOTICE file.
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//
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing,
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// software distributed under the License is distributed on an
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// "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND,
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// either express or implied. See the License for the specific
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// language governing permissions and limitations under the
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// License.
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//
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#include "delegate.h"
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#include <osd/opengl.h>
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MyDrawContext::MyDrawContext() {
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glGenVertexArrays(1, &_vao);
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}
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MyDrawContext::~MyDrawContext() {
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glDeleteVertexArrays(1, &_vao);
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}
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MyDrawContext*
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MyDrawContext::Create(OpenSubdiv::FarPatchTables const *patchTables, bool requireFVarData)
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{
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MyDrawContext * result = new MyDrawContext();
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if (patchTables) {
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if (result->create(patchTables, requireFVarData)) {
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return result;
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} else {
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delete result;
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}
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}
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return NULL;
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}
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// ----------------------------------------------------------------------------
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void
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MyDrawDelegate::Bind(OpenSubdiv::OsdUtilMeshBatchBase<MyDrawContext> *batch, EffectHandle const &effect) {
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if (batch != _currentBatch) {
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// bind batch
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_currentBatch = batch;
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MyDrawContext *drawContext = batch->GetDrawContext();
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// bind vao
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glBindVertexArray(drawContext->GetVertexArray());
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// bind vbo state
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glBindBuffer(GL_ARRAY_BUFFER, batch->BindVertexBuffer());
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, drawContext->GetPatchIndexBuffer());
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// vertex attrib
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 3, 0);
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if (effect->displayStyle == kVaryingColor) {
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glBindBuffer(GL_ARRAY_BUFFER, batch->BindVaryingBuffer());
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 3, 0);
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}
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// bind other builtin texture buffers
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_BUFFER, drawContext->GetVertexTextureBuffer());
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_BUFFER, drawContext->GetVertexValenceTextureBuffer());
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_BUFFER, drawContext->GetQuadOffsetsTextureBuffer());
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glActiveTexture(GL_TEXTURE3);
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glBindTexture(GL_TEXTURE_BUFFER, drawContext->GetPatchParamTextureBuffer());
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if (drawContext->GetFvarDataTextureBuffer()) {
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glActiveTexture(GL_TEXTURE4);
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glBindTexture(GL_TEXTURE_BUFFER, drawContext->GetFvarDataTextureBuffer());
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}
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}
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if (effect != _currentEffect) {
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_currentEffect = effect;
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// bind effect
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}
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}
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void
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MyDrawDelegate::Unbind(OpenSubdiv::OsdUtilMeshBatchBase<MyDrawContext> *batch, EffectHandle const &effect) {
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}
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void
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MyDrawDelegate::Begin() {
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_currentBatch = NULL;
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_currentEffect = NULL;
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}
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void
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MyDrawDelegate::End() {
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_currentBatch = NULL;
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_currentEffect = NULL;
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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}
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void
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MyDrawDelegate::DrawElements(OpenSubdiv::OsdDrawContext::PatchArray const &patchArray) {
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// bind patchType-wise effect state
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// can be skipped (if config is not changed)
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MyDrawConfig *config = GetDrawConfig(_currentEffect, patchArray.GetDescriptor());
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GLuint program = config->program;
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if (true /* if config is different from previous call */) {
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glUseProgram(program);
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#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
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glPatchParameteri(GL_PATCH_VERTICES, patchArray.GetDescriptor().GetNumControlVertices());
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#endif
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// bind patchArray state and draw
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}
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// apply patch color
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_currentEffect->BindDrawConfig(config, patchArray.GetDescriptor());
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glUniform1i(config->primitiveIdBaseUniform, patchArray.GetPatchIndex());
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if (patchArray.GetDescriptor().GetType() == OpenSubdiv::FarPatchTables::GREGORY ||
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patchArray.GetDescriptor().GetType() == OpenSubdiv::FarPatchTables::GREGORY_BOUNDARY){
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glUniform1i(config->gregoryQuadOffsetBaseUniform, patchArray.GetQuadOffsetIndex());
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}
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if (patchArray.GetDescriptor().GetType() == OpenSubdiv::FarPatchTables::QUADS) {
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glDrawElements(GL_LINES_ADJACENCY, patchArray.GetNumIndices(), GL_UNSIGNED_INT,
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(void*)(patchArray.GetVertIndex()*sizeof(GLuint)));
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} else if (patchArray.GetDescriptor().GetType() == OpenSubdiv::FarPatchTables::TRIANGLES) {
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glDrawElements(GL_TRIANGLES, patchArray.GetNumIndices(), GL_UNSIGNED_INT,
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(void*)(patchArray.GetVertIndex()*sizeof(GLuint)));
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} else {
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#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
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glDrawElements(GL_PATCHES, patchArray.GetNumIndices(), GL_UNSIGNED_INT,
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(void*)(patchArray.GetVertIndex()*sizeof(GLuint)));
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#endif
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}
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_numDrawCalls++;
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}
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bool
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MyDrawDelegate::IsCombinable(EffectHandle const &a, EffectHandle const &b) const {
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return a == b;
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}
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MyDrawConfig *
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MyDrawDelegate::GetDrawConfig(EffectHandle &effect, OpenSubdiv::OsdDrawContext::PatchDescriptor desc) {
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return _effectRegistry.GetDrawConfig(effect->GetEffectDescriptor(), desc);
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}
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