mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-23 12:10:08 +00:00
2a463b5c83
* added the numVertexElements argument to Osd*DrawContext::Create, which is used to initialize the patch arrays when calling OsdDrawContext::ConvertPatchArrays * removed the unused level argument from Osd*DrawContext::_initialize * maintenance work on CL/D3D11 bindings to get them to compile
211 lines
6.5 KiB
C++
211 lines
6.5 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 "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache 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, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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#include "../far/dispatcher.h"
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#include "../osd/glDrawRegistry.h"
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#include "../osd/glDrawContext.h"
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#include "../osd/opengl.h"
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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OsdGLDrawContext::OsdGLDrawContext() :
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_patchIndexBuffer(0), _patchParamTextureBuffer(0), _fvarDataTextureBuffer(0),
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_vertexTextureBuffer(0), _vertexValenceTextureBuffer(0), _quadOffsetsTextureBuffer(0)
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{
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}
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OsdGLDrawContext::~OsdGLDrawContext()
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{
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glDeleteBuffers(1, &_patchIndexBuffer);
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glDeleteTextures(1, &_vertexTextureBuffer);
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glDeleteTextures(1, &_vertexValenceTextureBuffer);
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glDeleteTextures(1, &_quadOffsetsTextureBuffer);
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glDeleteTextures(1, &_patchParamTextureBuffer);
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glDeleteTextures(1, &_fvarDataTextureBuffer);
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}
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bool
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OsdGLDrawContext::SupportsAdaptiveTessellation()
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{
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#ifdef OSD_USES_GLEW
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// XXX: uncomment here to try tessellation on OSX
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// if (GLEW_ARB_tessellation_shader)
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// return true;
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#endif
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static const GLubyte *version = glGetString(GL_VERSION);
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if (version and version[0] == '4')
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return true;
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return false;
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}
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template <typename T> static GLuint
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createTextureBuffer(T const &data, GLint format, int offset=0)
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{
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GLuint buffer = 0, texture = 0;
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#if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1)
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glGenTextures(1, &texture);
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glGenBuffers(1, &buffer);
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#if defined(GL_EXT_direct_state_access)
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if (glNamedBufferDataEXT and glTextureBufferEXT) {
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glNamedBufferDataEXT(buffer, (data.size()-offset) * sizeof(typename T::value_type),
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&data[offset], GL_STATIC_DRAW);
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glTextureBufferEXT(texture, GL_TEXTURE_BUFFER, format, buffer);
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} else {
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#else
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{
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#endif
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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glBufferData(GL_ARRAY_BUFFER, (data.size()-offset) * sizeof(typename T::value_type),
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&data[offset], GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindTexture(GL_TEXTURE_BUFFER, texture);
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glTexBuffer(GL_TEXTURE_BUFFER, format, buffer);
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glBindTexture(GL_TEXTURE_BUFFER, 0);
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}
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glDeleteBuffers(1, &buffer);
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#endif
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return texture;
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}
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OsdGLDrawContext *
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OsdGLDrawContext::Create(FarPatchTables const * patchTables, int numVertexElements, bool requireFVarData) {
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if (patchTables) {
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OsdGLDrawContext * result = new OsdGLDrawContext();
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if (result->create(patchTables, numVertexElements, 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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bool
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OsdGLDrawContext::create(FarPatchTables const * patchTables, int numVertexElements, bool requireFVarData) {
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assert(patchTables);
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_isAdaptive = patchTables->IsFeatureAdaptive();
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// Process PTable
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FarPatchTables::PTable const & ptables = patchTables->GetPatchTable();
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glGenBuffers(1, &_patchIndexBuffer);
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#if defined(GL_EXT_direct_state_access)
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if (glNamedBufferDataEXT) {
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glNamedBufferDataEXT(_patchIndexBuffer,
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ptables.size() * sizeof(unsigned int), &ptables[0], GL_STATIC_DRAW);
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} else {
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#else
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{
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#endif
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _patchIndexBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,
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ptables.size() * sizeof(unsigned int), &ptables[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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OsdDrawContext::ConvertPatchArrays(patchTables->GetPatchArrayVector(),
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patchArrays, patchTables->GetMaxValence(), numVertexElements);
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// allocate and initialize additional buffer data
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#if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1)
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// create vertex valence buffer and vertex texture
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FarPatchTables::VertexValenceTable const &
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valenceTable = patchTables->GetVertexValenceTable();
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if (not valenceTable.empty()) {
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_vertexValenceTextureBuffer = createTextureBuffer(valenceTable, GL_R32I);
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// also create vertex texture buffer (will be updated in UpdateVertexTexture())
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glGenTextures(1, &_vertexTextureBuffer);
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}
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// create quad offset table buffer
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FarPatchTables::QuadOffsetTable const &
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quadOffsetTable = patchTables->GetQuadOffsetTable();
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if (not quadOffsetTable.empty())
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_quadOffsetsTextureBuffer = createTextureBuffer(quadOffsetTable, GL_R32I);
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// create ptex coordinate buffer
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FarPatchTables::PatchParamTable const &
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patchParamTables = patchTables->GetPatchParamTable();
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if (not patchParamTables.empty())
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_patchParamTextureBuffer = createTextureBuffer(patchParamTables, GL_RG32I);
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// create fvar data buffer if requested
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std::vector<float> const &
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fvarData = patchTables->GetFVarData().GetAllData();
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if (requireFVarData and not fvarData.empty())
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_fvarDataTextureBuffer = createTextureBuffer(fvarData, GL_R32F);
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glBindBuffer(GL_TEXTURE_BUFFER, 0);
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#endif
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return true;
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}
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void
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OsdGLDrawContext::updateVertexTexture(GLuint vbo)
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{
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#if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1)
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#if defined(GL_EXT_direct_state_access)
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if (glTextureBufferEXT) {
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glTextureBufferEXT(_vertexTextureBuffer, GL_TEXTURE_BUFFER, GL_R32F, vbo);
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} else {
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#else
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{
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#endif
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glBindTexture(GL_TEXTURE_BUFFER, _vertexTextureBuffer);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, vbo);
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glBindTexture(GL_TEXTURE_BUFFER, 0);
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}
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#endif
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}
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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