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https://github.com/PixarAnimationStudios/OpenSubdiv
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New text: 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.
234 lines
7.8 KiB
C++
234 lines
7.8 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 "../far/loopSubdivisionTables.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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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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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, bool requireFVarData) {
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if (patchTables) {
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OsdGLDrawContext * result = new OsdGLDrawContext();
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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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bool
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OsdGLDrawContext::create(FarPatchTables const * patchTables, 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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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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OsdDrawContext::ConvertPatchArrays(patchTables->GetPatchArrayVector(),
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patchArrays, patchTables->GetMaxValence(), 0);
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/*
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#if defined(GL_ES_VERSION_2_0)
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// XXX: farmesh should have FarDensePatchTable for dense mesh indices.
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// instead of GetFaceVertices().
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const FarSubdivisionTables<OsdVertex> *tables = farMesh->GetSubdivisionTables();
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int level = tables->GetMaxLevel();
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const std::vector<int> &indices = farMesh->GetFaceVertices(level-1);
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int numIndices = (int)indices.size();
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// Allocate and fill index buffer.
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glGenBuffers(1, &_patchIndexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _patchIndexBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,
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numIndices * sizeof(unsigned int), &(indices[0]), GL_STATIC_DRAW);
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// OpenGLES 2 supports only triangle topologies for filled
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// primitives i.e. not QUADS or PATCHES or LINES_ADJACENCY
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// For the convenience of clients build build a triangles
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// index buffer by splitting quads.
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int numQuads = indices.size() / 4;
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int numTrisIndices = numQuads * 6;
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std::vector<short> trisIndices;
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trisIndices.reserve(numTrisIndices);
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for (int i=0; i<numQuads; ++i) {
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const int * quad = &indices[i*4];
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trisIndices.push_back(short(quad[0]));
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trisIndices.push_back(short(quad[1]));
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trisIndices.push_back(short(quad[2]));
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trisIndices.push_back(short(quad[2]));
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trisIndices.push_back(short(quad[3]));
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trisIndices.push_back(short(quad[0]));
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}
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// Allocate and fill triangles index buffer.
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glGenBuffers(1, &patchTrianglesIndexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, patchTrianglesIndexBuffer);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER,
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numTrisIndices * sizeof(short), &(trisIndices[0]), GL_STATIC_DRAW);
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#endif
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*/
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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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FarPatchTables::FVarDataTable const &
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fvarTables = patchTables->GetFVarDataTable();
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if (requireFVarData and not fvarTables.empty())
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_fvarDataTextureBuffer = createTextureBuffer(fvarTables, GL_R32F);
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#endif
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glBindBuffer(GL_TEXTURE_BUFFER, 0);
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return true;
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}
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void
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OsdGLDrawContext::updateVertexTexture(GLuint vbo, int numVertexElements)
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{
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#if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1)
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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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#endif
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// XXX: consider moving this proc to base class
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// updating num elements in descriptor with new vbo specs
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for (int i = 0; i < (int)patchArrays.size(); ++i) {
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PatchArray &parray = patchArrays[i];
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PatchDescriptor desc = parray.GetDescriptor();
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desc.SetNumElements(numVertexElements);
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parray.SetDescriptor(desc);
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}
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}
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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