mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-02 08:00:10 +00:00
ad3bacbbbb
code paths using FarPatchTables for all serialized topological data.
200 lines
7.2 KiB
C++
200 lines
7.2 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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#if defined(__APPLE__)
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#include "TargetConditionals.h"
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#if TARGET_OS_IPHONE or TARGET_IPHONE_SIMULATOR
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#include <OpenGLES/ES2/gl.h>
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#else
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#include <OpenGL/gl3.h>
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#endif
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#elif defined(ANDROID)
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#include <GLES2/gl2.h>
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#else
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#if defined(_WIN32)
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#include <windows.h>
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#endif
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#include <GL/glew.h>
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#endif
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#include "delegate.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::FarMesh<OpenSubdiv::OsdVertex> const *farMesh, bool requireFVarData)
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{
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MyDrawContext *instance = new MyDrawContext();
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OpenSubdiv::FarPatchTables const * patchTables = farMesh->GetPatchTables();
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if (patchTables) {
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return Create(patchTables, requireFVarData);
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}
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delete instance;
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return NULL;
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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::BindBatch(OpenSubdiv::OsdUtilMeshBatchBase<MyDrawContext> *batch) {
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MyDrawContext *drawContext = batch->GetDrawContext();
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// bind vao
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glBindVertexArray(drawContext->vao);
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// bind vbo state
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// glBindVertexArray(batch->vao);
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glBindBuffer(GL_ARRAY_BUFFER, batch->BindVertexBuffer());
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, drawContext->patchIndexBuffer);
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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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// bind other builtin texture buffers
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_BUFFER, drawContext->vertexTextureBuffer);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_BUFFER, drawContext->vertexValenceTextureBuffer);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_BUFFER, drawContext->quadOffsetTextureBuffer);
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glActiveTexture(GL_TEXTURE3);
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glBindTexture(GL_TEXTURE_BUFFER, drawContext->ptexCoordinateTextureBuffer);
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}
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void
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MyDrawDelegate::UnbindBatch(OpenSubdiv::OsdUtilMeshBatchBase<MyDrawContext> *batch) {
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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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}
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void
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MyDrawDelegate::BindEffect(MyEffect &effect) {
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// cross-patch state
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// bind ptex etc
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}
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void
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MyDrawDelegate::UnbindEffect(MyEffect &effect) {
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}
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void
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MyDrawDelegate::DrawElements(MyEffect &effect, 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(effect, 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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glPatchParameteri(GL_PATCH_VERTICES, patchArray.GetDescriptor().GetNumControlVertices());
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// bind patchArray state and draw
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}
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// apply patch color
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effect.BindDrawConfig(config, patchArray.GetDescriptor());
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glUniform1i(config->levelBaseUniform, 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 {
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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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}
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_numDrawCalls++;
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}
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MyDrawConfig *
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MyDrawDelegate::GetDrawConfig(MyEffect &effect, OpenSubdiv::OsdDrawContext::PatchDescriptor desc) {
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return _effectRegistry.GetDrawConfig(effect.GetEffectDescriptor(), desc);
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}
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