OpenSubdiv/opensubdiv/osd/glMesh.h
Sergey Sharybin 6ef232c95a Integrate CLEW into osd library and examples
If the system has CLEW installed (which is detected by recently
added FindCLEW routines) then OpenSubduv would be compiled against
this library.

It makes binaries and libraries more portable across the systems,
so it's possible to run the same binary on systems with and without
OpenCL SDK installed.

The most annoying part of the change is updating examples to load
OpenCL libraries, but ideally code around controllers and interface
creation is to be de-duplicated anyway.

Based on the pull request #303 from Martijn Berger
2014-05-22 09:10:59 +02:00

338 lines
12 KiB
C++

//
// Copyright 2013 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the trade
// names, trademarks, service marks, or product names of the Licensor
// and its affiliates, except as required to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
#ifndef OSD_GL_MESH_H
#define OSD_GL_MESH_H
#include "../version.h"
#include "../osd/mesh.h"
#include "../osd/glDrawContext.h"
#include "../osd/vertexDescriptor.h"
#ifdef OPENSUBDIV_HAS_OPENCL
# include "../osd/clComputeController.h"
# include "../osd/opencl.h"
#endif
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
typedef OsdMeshInterface<OsdGLDrawContext> OsdGLMeshInterface;
template <class VERTEX_BUFFER, class COMPUTE_CONTROLLER>
class OsdMesh<VERTEX_BUFFER, COMPUTE_CONTROLLER, OsdGLDrawContext> : public OsdGLMeshInterface {
public:
typedef VERTEX_BUFFER VertexBuffer;
typedef COMPUTE_CONTROLLER ComputeController;
typedef typename ComputeController::ComputeContext ComputeContext;
typedef OsdGLDrawContext DrawContext;
typedef typename DrawContext::VertexBufferBinding VertexBufferBinding;
OsdMesh(ComputeController * computeController,
HbrMesh<OsdVertex> * hmesh,
int numVertexElements,
int numVaryingElements,
int level,
OsdMeshBitset bits) :
_farMesh(0),
_vertexBuffer(0),
_varyingBuffer(0),
_computeContext(0),
_computeController(computeController),
_drawContext(0)
{
FarMeshFactory<OsdVertex> meshFactory(hmesh, level, bits.test(MeshAdaptive));
_farMesh = meshFactory.Create(bits.test(MeshFVarData));
_initialize(numVertexElements, numVaryingElements, bits);
}
OsdMesh(ComputeController * computeController,
FarMesh<OsdVertex> * fmesh,
int numVertexElements,
int numVaryingElements,
OsdMeshBitset bits) :
_farMesh(fmesh),
_vertexBuffer(0),
_varyingBuffer(0),
_computeContext(0),
_computeController(computeController),
_drawContext(0)
{
_initialize(numVertexElements, numVaryingElements, bits);
}
OsdMesh(ComputeController * computeController,
FarMesh<OsdVertex> * fmesh,
VertexBuffer * vertexBuffer,
VertexBuffer * varyingBuffer,
ComputeContext * computeContext,
DrawContext * drawContext) :
_farMesh(fmesh),
_vertexBuffer(vertexBuffer),
_varyingBuffer(varyingBuffer),
_computeContext(computeContext),
_computeController(computeController),
_drawContext(drawContext)
{
_drawContext->UpdateVertexTexture(_vertexBuffer);
}
virtual ~OsdMesh() {
delete _farMesh;
delete _vertexBuffer;
delete _varyingBuffer;
delete _computeContext;
delete _drawContext;
}
virtual int GetNumVertices() const { return _farMesh->GetNumVertices(); }
virtual void UpdateVertexBuffer(float const *vertexData, int startVertex, int numVerts) {
_vertexBuffer->UpdateData(vertexData, startVertex, numVerts);
}
virtual void UpdateVaryingBuffer(float const *varyingData, int startVertex, int numVerts) {
_varyingBuffer->UpdateData(varyingData, startVertex, numVerts);
}
virtual void Refine() {
_computeController->Refine(_computeContext, _farMesh->GetKernelBatches(), _vertexBuffer, _varyingBuffer);
}
virtual void Refine(OsdVertexBufferDescriptor const *vertexDesc,
OsdVertexBufferDescriptor const *varyingDesc,
bool interleaved) {
_computeController->Refine(_computeContext, _farMesh->GetKernelBatches(),
_vertexBuffer, (interleaved ? _vertexBuffer : _varyingBuffer),
vertexDesc, varyingDesc);
}
virtual void Synchronize() {
_computeController->Synchronize();
}
virtual VertexBufferBinding BindVertexBuffer() {
return _vertexBuffer->BindVBO();
}
virtual VertexBufferBinding BindVaryingBuffer() {
return _varyingBuffer->BindVBO();
}
virtual DrawContext * GetDrawContext() {
return _drawContext;
}
virtual VertexBuffer * GetVertexBuffer() {
return _vertexBuffer;
}
virtual VertexBuffer * GetVaryingBuffer() {
return _varyingBuffer;
}
virtual FarMesh<OsdVertex> const * GetFarMesh() const {
return _farMesh;
}
private:
void _initialize( int numVertexElements,
int numVaryingElements,
OsdMeshBitset bits)
{
int numVertices = _farMesh->GetNumVertices();
if (numVertexElements)
_vertexBuffer = VertexBuffer::Create(numVertexElements, numVertices);
if (numVaryingElements)
_varyingBuffer = VertexBuffer::Create(numVaryingElements, numVertices);
_computeContext = ComputeContext::Create(_farMesh->GetSubdivisionTables(), _farMesh->GetVertexEditTables());
_drawContext = DrawContext::Create(_farMesh->GetPatchTables(), numVertexElements, bits.test(MeshFVarData));
_drawContext->UpdateVertexTexture(_vertexBuffer);
}
FarMesh<OsdVertex> *_farMesh;
VertexBuffer *_vertexBuffer;
VertexBuffer *_varyingBuffer;
ComputeContext *_computeContext;
ComputeController *_computeController;
DrawContext *_drawContext;
};
#ifdef OPENSUBDIV_HAS_OPENCL
template <class VERTEX_BUFFER>
class OsdMesh<VERTEX_BUFFER, OsdCLComputeController, OsdGLDrawContext> : public OsdGLMeshInterface {
public:
typedef VERTEX_BUFFER VertexBuffer;
typedef OsdCLComputeController ComputeController;
typedef typename ComputeController::ComputeContext ComputeContext;
typedef OsdGLDrawContext DrawContext;
typedef typename DrawContext::VertexBufferBinding VertexBufferBinding;
OsdMesh(ComputeController * computeController,
HbrMesh<OsdVertex> * hmesh,
int numVertexElements,
int numVaryingElements,
int level,
OsdMeshBitset bits,
cl_context clContext,
cl_command_queue clQueue) :
_farMesh(0),
_vertexBuffer(0),
_varyingBuffer(0),
_computeContext(0),
_computeController(computeController),
_drawContext(0),
_clContext(clContext),
_clQueue(clQueue)
{
FarMeshFactory<OsdVertex> meshFactory(hmesh, level, bits.test(MeshAdaptive));
_farMesh = meshFactory.Create(bits.test(MeshFVarData));
_initialize(numVertexElements, numVaryingElements, bits);
}
OsdMesh(ComputeController * computeController,
FarMesh<OsdVertex> * fmesh,
int numVertexElements,
int numVaryingElements,
OsdMeshBitset bits,
cl_context clContext,
cl_command_queue clQueue) :
_farMesh(fmesh),
_vertexBuffer(0),
_varyingBuffer(0),
_computeContext(0),
_computeController(computeController),
_drawContext(0),
_clContext(clContext),
_clQueue(clQueue)
{
_initialize(numVertexElements, numVaryingElements, bits);
}
OsdMesh(ComputeController * computeController,
FarMesh<OsdVertex> * fmesh,
VertexBuffer * vertexBuffer,
VertexBuffer * varyingBuffer,
ComputeContext * computeContext,
DrawContext * drawContext,
cl_context clContext,
cl_command_queue clQueue) :
_farMesh(fmesh),
_vertexBuffer(vertexBuffer),
_varyingBuffer(varyingBuffer),
_computeContext(computeContext),
_computeController(computeController),
_drawContext(drawContext),
_clContext(clContext),
_clQueue(clQueue)
{
_drawContext->UpdateVertexTexture(_vertexBuffer);
}
virtual ~OsdMesh() {
delete _farMesh;
delete _vertexBuffer;
delete _varyingBuffer;
delete _computeContext;
delete _drawContext;
}
virtual int GetNumVertices() const { return _farMesh->GetNumVertices(); }
virtual void UpdateVertexBuffer(float const *vertexData, int startVertex, int numVerts) {
_vertexBuffer->UpdateData(vertexData, startVertex, numVerts, _clQueue);
}
virtual void UpdateVaryingBuffer(float const *varyingData, int startVertex, int numVerts) {
_varyingBuffer->UpdateData(varyingData, startVertex, numVerts, _clQueue);
}
virtual void Refine() {
_computeController->Refine(_computeContext, _farMesh->GetKernelBatches(), _vertexBuffer, _varyingBuffer);
}
virtual void Refine(OsdVertexBufferDescriptor const *vertexDesc,
OsdVertexBufferDescriptor const *varyingDesc,
bool interleaved) {
_computeController->Refine(_computeContext, _farMesh->GetKernelBatches(),
_vertexBuffer, (interleaved ? _vertexBuffer : _varyingBuffer),
vertexDesc, varyingDesc);
}
virtual void Synchronize() {
_computeController->Synchronize();
}
virtual VertexBufferBinding BindVertexBuffer() {
return _vertexBuffer->BindVBO();
}
virtual VertexBufferBinding BindVaryingBuffer() {
return _varyingBuffer->BindVBO();
}
virtual DrawContext * GetDrawContext() {
return _drawContext;
}
virtual VertexBuffer * GetVertexBuffer() {
return _vertexBuffer;
}
virtual VertexBuffer * GetVaryingBuffer() {
return _varyingBuffer;
}
virtual FarMesh<OsdVertex> const * GetFarMesh() const {
return _farMesh;
}
private:
void _initialize( int numVertexElements,
int numVaryingElements,
OsdMeshBitset bits)
{
int numVertices = _farMesh->GetNumVertices();
if (numVertexElements)
_vertexBuffer = VertexBuffer::Create(numVertexElements, numVertices, _clContext);
if (numVaryingElements)
_varyingBuffer = VertexBuffer::Create(numVaryingElements, numVertices, _clContext);
_computeContext = ComputeContext::Create(_farMesh->GetSubdivisionTables(), _farMesh->GetVertexEditTables(), _clContext);
_drawContext = DrawContext::Create(_farMesh->GetPatchTables(), numVertexElements, bits.test(MeshFVarData));
_drawContext->UpdateVertexTexture(_vertexBuffer);
}
FarMesh<OsdVertex> *_farMesh;
VertexBuffer *_vertexBuffer;
VertexBuffer *_varyingBuffer;
ComputeContext *_computeContext;
ComputeController *_computeController;
DrawContext *_drawContext;
cl_context _clContext;
cl_command_queue _clQueue;
};
#endif
} // end namespace OPENSUBDIV_VERSION
using namespace OPENSUBDIV_VERSION;
} // end namespace OpenSubdiv
#endif // OSD_GL_MESH_H