mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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851c00d04c
specification (how many elements exists in the buffer). client will create OsdVertexBuffer and provide it as an argument of OsdMesh::Subdivide() function. It would be more flexible and hopefully matches various use cases. Since each dispatcher has to accept arbitrary vertex buffer, introduced a simple shader registry into glslDispatcher. It will configure shaders for given vertex elements on demand (for now, just works only for varying buffer). Fixed cuda kernel's GL resource leakage. Since cuda GL interop seems one-way, OsdCudaVertexBuffer manages vertex updating instead of just using OsdGpuVertexBuffer. Cleaned up some kernel codes and renamed ambiguous names.
122 lines
5.4 KiB
C++
122 lines
5.4 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_CPU_KERNEL_H
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#define OSD_CPU_KERNEL_H
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#include "../version.h"
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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struct VertexDescriptor {
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VertexDescriptor(int numVertexElem, int numVaryingElem)
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: numVertexElements(numVertexElem), numVaryingElements(numVaryingElem) { }
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void Clear(float *vertex, float *varying, int index) const {
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if (vertex) {
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for (int i = 0; i < numVertexElements; ++i)
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vertex[index*numVertexElements+i] = 0.0f;
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}
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if (varying) {
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for (int i = 0; i < numVaryingElements; ++i)
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varying[index*numVaryingElements+i] = 0.0f;
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}
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}
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void AddWithWeight(float *vertex, int dstIndex, int srcIndex, float weight) const {
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int d = dstIndex * numVertexElements;
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int s = srcIndex * numVertexElements;
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for (int i = 0; i < numVertexElements; ++i)
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vertex[d++] += vertex[s++] * weight;
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}
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void AddVaryingWithWeight(float *varying, int dstIndex, int srcIndex, float weight) const {
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int d = dstIndex * numVaryingElements;
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int s = srcIndex * numVaryingElements;
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for (int i = 0; i < numVaryingElements; ++i)
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varying[d++] += varying[s++] * weight;
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}
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int numVertexElements;
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int numVaryingElements;
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};
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extern "C" {
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void computeFace(const VertexDescriptor *vdesc, float * vertex, float * varying, const int *F_IT, const int *F_ITa, int offset, int start, int end);
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void computeEdge(const VertexDescriptor *vdesc, float *vertex, float * varying, const int *E_IT, const float *E_W, int offset, int start, int end);
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void computeVertexA(const VertexDescriptor *vdesc, float *vertex, float * varying, const int *V_ITa, const float *V_W, int offset, int start, int end, int pass);
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void computeVertexB(const VertexDescriptor *vdesc, float *vertex, float * varying, const int *V_ITa, const int *V_IT, const float *V_W, int offset, int start, int end);
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void computeLoopVertexB(const VertexDescriptor *vdesc, float *vertex, float * varying, const int *V_ITa, const int *V_IT, const float *V_W, int offset, int start, int end);
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void computeBilinearEdge(const VertexDescriptor *vdesc, float *vertex, float * varying, const int *E_IT, int offset, int start, int end);
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void computeBilinearVertex(const VertexDescriptor *vdesc, float *vertex, float * varying, const int *V_ITa, int offset, int start, int end);
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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_CPU_KERNEL_H */
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