mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-29 23:01:05 +00:00
f9523f916f
A mechanical substitution of VertexBufferDescriptor with BufferDescriptor. Also removing unused files from osd.
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/patchTable.h>
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#include <osd/bufferDescriptor.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::BufferDescriptor const &vertexDesc,
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OpenSubdiv::Osd::BufferDescriptor 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::PatchTable const **patchTableOut);
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void buildBatches();
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virtual size_t createMeshRefiner(
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OpenSubdiv::Far::StencilTable const * vertexStencils,
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OpenSubdiv::Far::StencilTable 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::PatchTable 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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