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https://github.com/PixarAnimationStudios/OpenSubdiv
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This examples is rewritten as a more comprehensive example of Far and Osd APIs to generate batched index buffer and vertex buffer, as well as sharing same topology and stencil table among multiple objects. Also this change includes an experimental code path of using glMultiDrawElementsIndirect. It's currently incomplete due to the missing interface of osd tessellation shader.
160 lines
4.8 KiB
C++
160 lines
4.8 KiB
C++
//
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// Copyright 2015 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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#ifndef OPENSUBDIV_EXAMPLES_GL_SHARE_TOPOLOGY_SCENE_BASE_H
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#define OPENSUBDIV_EXAMPLES_GL_SHARE_TOPOLOGY_SCENE_BASE_H
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#include <far/patchDescriptor.h>
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#include <far/patchTables.h>
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#include <osd/vertexDescriptor.h>
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#include <osd/opengl.h>
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struct Shape;
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class SceneBase {
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public:
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enum EndCap { kEndCapBSplineBasis,
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kEndCapGregoryBasis };
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struct Options {
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Options() : adaptive(true), endCap(kEndCapBSplineBasis) { }
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bool adaptive;
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int endCap;
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};
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struct Object {
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int topologyIndex;
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int vertsOffset; // an offset within the VBO
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};
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struct PatchArray {
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OpenSubdiv::Far::PatchDescriptor desc;
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int numPatches;
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int indexOffset; // an offset within the index buffer
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int primitiveIDOffset; // an offset within the patch param buffer
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};
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typedef std::vector<PatchArray> PatchArrayVector;
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struct Topology {
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int numVerts;
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PatchArrayVector patchArrays;
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std::vector<float> restPosition;
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};
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struct Batch {
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OpenSubdiv::Far::PatchDescriptor desc;
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int count;
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int stride;
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GLuint dispatchBuffer;
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};
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typedef std::vector<Batch> BatchVector;
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/// Constructor.
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SceneBase(Options const &options);
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/// Destructor.
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virtual ~SceneBase();
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/// trivial accessors
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int GetNumObjects() const { return (int)_objects.size(); }
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PatchArrayVector const &GetPatchArrays(int object) const {
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return _topologies[_objects[object].topologyIndex].patchArrays;
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}
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BatchVector const &GetBatches() {
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if (_batches.empty()) buildBatches();
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return _batches;
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}
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int GetVertsOffset(int object) const {
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return _objects[object].vertsOffset;
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}
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std::vector<float> const &GetRestPosition(int object) const {
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return _topologies[_objects[object].topologyIndex].restPosition;
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}
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GLuint GetPatchParamTexture() const {
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return _patchParamTexture;
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}
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GLuint GetIndexBuffer() const {
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return _indexBuffer;
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}
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// allocate batched vbo
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virtual size_t AllocateVBO(int numVerts,
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OpenSubdiv::Osd::VertexBufferDescriptor const &vertexDesc,
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OpenSubdiv::Osd::VertexBufferDescriptor const &varyingDesc,
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bool interleaved) = 0;
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// refine an object
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virtual void Refine(int object) =0;
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virtual void Synchronize() = 0;
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virtual void UpdateVertexBuffer(int vertsOffset, std::vector<float> const &src)=0;
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virtual void UpdateVaryingBuffer(int vertsOffset, std::vector<float> const &src)=0;
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virtual GLuint BindVertexBuffer() = 0;
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virtual GLuint BindVaryingBuffer() = 0;
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// build batched index buffer and patchparam texture buffer
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size_t CreateIndexBuffer();
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void AddTopology(Shape const *shape, int level, bool varying);
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int AddObjects(int numObjects);
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size_t GetStencilTableSize() const { return _stencilTableSize; }
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protected:
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int createStencilTable(Shape const *shape, int level, bool varying,
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OpenSubdiv::Far::PatchTables const **patchTableOut);
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void buildBatches();
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virtual size_t createMeshRefiner(
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OpenSubdiv::Far::StencilTables const * vertexStencils,
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OpenSubdiv::Far::StencilTables const * varyingStencils,
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int numControlVertices) = 0;
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Options _options;
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std::vector<Object> _objects;
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std::vector<Topology> _topologies;
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std::vector<OpenSubdiv::Far::PatchTables const *> _patchTables;
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GLuint _indexBuffer;
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GLuint _patchParamTexture;
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BatchVector _batches;
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size_t _stencilTableSize;
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};
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#endif // OPENSUBDIV_EXAMPLES_GL_SHARE_TOPOLOGY_SCENE_BASE_H
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