bool OsdGLDrawContext::allocate(FarMesh<OsdVertex> *farMesh, GLuint vbo, int numElements, bool requirePtexCoordinates, bool requireFVarData) { FarPatchTables const * patchTables = farMesh->GetPatchTables(); if (not patchTables) { // uniform patches isAdaptive = false; // XXX: farmesh should have FarDensePatchTable for dense mesh indices. // instead of GetFaceVertices(). const FarSubdivisionTables<OsdVertex> *tables = farMesh->GetSubdivisionTables(); int level = tables->GetMaxLevel(); const std::vector<int> &indices = farMesh->GetFaceVertices(level-1); // XXX: farmesh or FarSubdivisionTables should have a virtual method // to determine loop or not bool loop = dynamic_cast<const FarLoopSubdivisionTables<OsdVertex>*>(tables) != NULL; int numIndices = (int)indices.size(); // Allocate and fill index buffer. glGenBuffers(1, &patchIndexBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, patchIndexBuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, numIndices * sizeof(unsigned int), &(indices[0]), GL_STATIC_DRAW); #if defined(GL_ES_VERSION_2_0) // OpenGLES 2 supports only triangle topologies for filled // primitives i.e. not QUADS or PATCHES or LINES_ADJACENCY // For the convenience of clients build build a triangles // index buffer by splitting quads. int numQuads = indices.size() / 4; int numTrisIndices = numQuads * 6; std::vector<short> trisIndices; trisIndices.reserve(numTrisIndices); for (int i=0; i<numQuads; ++i) { const int * quad = &indices[i*4]; trisIndices.push_back(short(quad[0])); trisIndices.push_back(short(quad[1])); trisIndices.push_back(short(quad[2])); trisIndices.push_back(short(quad[2])); trisIndices.push_back(short(quad[3])); trisIndices.push_back(short(quad[0])); } // Allocate and fill triangles index buffer. glGenBuffers(1, &patchTrianglesIndexBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, patchTrianglesIndexBuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, numTrisIndices * sizeof(short), &(trisIndices[0]), GL_STATIC_DRAW); #endif OsdPatchArray array; array.desc.type = kNonPatch; array.patchSize = loop ? 3 : 4; array.firstIndex = 0; array.numIndices = numIndices; patchArrays.push_back(array); // Allocate ptex coordinate buffer if requested (for non-adaptive) if (requirePtexCoordinates) { #if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1) GLuint ptexCoordinateBuffer = 0; glGenTextures(1, &ptexCoordinateTextureBuffer); glGenBuffers(1, &ptexCoordinateBuffer); glBindBuffer(GL_TEXTURE_BUFFER, ptexCoordinateBuffer); const std::vector<int> &ptexCoordinates = farMesh->GetPtexCoordinates(level-1); int size = (int)ptexCoordinates.size() * sizeof(GLint); glBufferData(GL_TEXTURE_BUFFER, size, &(ptexCoordinates[0]), GL_STATIC_DRAW); glBindTexture(GL_TEXTURE_BUFFER, ptexCoordinateTextureBuffer); glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32I, ptexCoordinateBuffer); glDeleteBuffers(1, &ptexCoordinateBuffer); glBindTexture(GL_TEXTURE_BUFFER, 0); #endif } // Allocate fvar data buffer if requested (for non-adaptive) if (requireFVarData) { #if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1) GLuint fvarDataBuffer = 0; glGenTextures(1, &fvarDataTextureBuffer); glGenBuffers(1, &fvarDataBuffer); glBindBuffer(GL_TEXTURE_BUFFER, fvarDataBuffer); const std::vector<float> &fvarData = farMesh->GetFVarData(level-1); int size = (int)fvarData.size() * sizeof(float); glBufferData(GL_TEXTURE_BUFFER, size, &(fvarData[0]), GL_STATIC_DRAW); glBindTexture(GL_TEXTURE_BUFFER, fvarDataTextureBuffer); glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, fvarDataBuffer); glDeleteBuffers(1, &fvarDataBuffer); glBindTexture(GL_TEXTURE_BUFFER, 0); #endif } return true; } // adaptive patches isAdaptive = true; // Determine buffer sizes int totalPatchIndices = patchTables->GetFullRegularPatches().GetSize() + patchTables->GetFullBoundaryPatches().GetSize() + patchTables->GetFullCornerPatches().GetSize() + patchTables->GetFullGregoryPatches().GetSize() + patchTables->GetFullBoundaryGregoryPatches().GetSize(); int totalPatchLevels = patchTables->GetFullRegularPatches().GetSize()/patchTables->GetRegularPatchRingsize() + patchTables->GetFullBoundaryPatches().GetSize()/patchTables->GetBoundaryPatchRingsize() + patchTables->GetFullCornerPatches().GetSize()/patchTables->GetCornerPatchRingsize() + patchTables->GetFullGregoryPatches().GetSize()/patchTables->GetGregoryPatchRingsize() + patchTables->GetFullBoundaryGregoryPatches().GetSize()/patchTables->GetGregoryPatchRingsize(); for (int p=0; p<5; ++p) { totalPatchIndices += patchTables->GetTransitionRegularPatches(p).GetSize(); totalPatchLevels += patchTables->GetTransitionRegularPatches(p).GetSize()/patchTables->GetRegularPatchRingsize(); for (int r=0; r<4; ++r) { totalPatchIndices += patchTables->GetTransitionBoundaryPatches(p, r).GetSize() + patchTables->GetTransitionCornerPatches(p, r).GetSize(); totalPatchLevels += patchTables->GetTransitionBoundaryPatches(p, r).GetSize()/patchTables->GetBoundaryPatchRingsize() + patchTables->GetTransitionCornerPatches(p, r).GetSize()/patchTables->GetCornerPatchRingsize(); } } // Allocate and fill index buffer. glGenBuffers(1, &patchIndexBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, patchIndexBuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, totalPatchIndices * sizeof(unsigned int), NULL, GL_STATIC_DRAW); #if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1) GLuint patchLevelBuffer = 0; glGenBuffers(1, &patchLevelBuffer); glBindBuffer(GL_TEXTURE_BUFFER, patchLevelBuffer); glBufferData(GL_TEXTURE_BUFFER, totalPatchLevels * sizeof(unsigned char), NULL, GL_STATIC_DRAW); #endif // Allocate ptex coordinate buffer if requested GLuint ptexCoordinateBuffer = 0; if (requirePtexCoordinates) { #if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1) glGenTextures(1, &ptexCoordinateTextureBuffer); glGenBuffers(1, &ptexCoordinateBuffer); glBindBuffer(GL_ARRAY_BUFFER, ptexCoordinateBuffer); glBufferData(GL_ARRAY_BUFFER, totalPatchLevels * sizeof(int) * 2, NULL, GL_STATIC_DRAW); #endif } // Allocate fvar data buffer if requested GLuint fvarDataBuffer = 0; if (requireFVarData) { #if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1) glGenTextures(1, &fvarDataTextureBuffer); glGenBuffers(1, &fvarDataBuffer); glBindBuffer(GL_UNIFORM_BUFFER, fvarDataBuffer); glBufferData(GL_UNIFORM_BUFFER, totalPatchLevels * sizeof(float) * farMesh->GetTotalFVarWidth()*4, NULL, GL_STATIC_DRAW); #endif } int indexBase = 0; int levelBase = 0; int maxValence = patchTables->GetMaxValence(); _AppendPatchArray(&indexBase, &levelBase, patchTables->GetFullRegularPatches(), patchTables->GetRegularPatchRingsize(), patchTables->GetFullRegularPtexCoordinates(), patchTables->GetFullRegularFVarData(), farMesh->GetTotalFVarWidth(), OsdPatchDescriptor(kRegular, 0, 0, 0, 0), 0); _AppendPatchArray(&indexBase, &levelBase, patchTables->GetFullBoundaryPatches(), patchTables->GetBoundaryPatchRingsize(), patchTables->GetFullBoundaryPtexCoordinates(), patchTables->GetFullBoundaryFVarData(), farMesh->GetTotalFVarWidth(), OsdPatchDescriptor(kBoundary, 0, 0, 0, 0), 0); _AppendPatchArray(&indexBase, &levelBase, patchTables->GetFullCornerPatches(), patchTables->GetCornerPatchRingsize(), patchTables->GetFullCornerPtexCoordinates(), patchTables->GetFullCornerFVarData(), farMesh->GetTotalFVarWidth(), OsdPatchDescriptor(kCorner, 0, 0, 0, 0), 0); _AppendPatchArray(&indexBase, &levelBase, patchTables->GetFullGregoryPatches(), patchTables->GetGregoryPatchRingsize(), patchTables->GetFullGregoryPtexCoordinates(), patchTables->GetFullGregoryFVarData(), farMesh->GetTotalFVarWidth(), OsdPatchDescriptor(kGregory, 0, 0, maxValence, numElements), 0); _AppendPatchArray(&indexBase, &levelBase, patchTables->GetFullBoundaryGregoryPatches(), patchTables->GetGregoryPatchRingsize(), patchTables->GetFullBoundaryGregoryPtexCoordinates(), patchTables->GetFullBoundaryGregoryFVarData(), farMesh->GetTotalFVarWidth(), OsdPatchDescriptor(kBoundaryGregory, 0, 0, maxValence, numElements), (int)patchTables->GetFullGregoryPatches().GetSize()); for (int p=0; p<5; ++p) { _AppendPatchArray(&indexBase, &levelBase, patchTables->GetTransitionRegularPatches(p), patchTables->GetRegularPatchRingsize(), patchTables->GetTransitionRegularPtexCoordinates(p), patchTables->GetTransitionRegularFVarData(p), farMesh->GetTotalFVarWidth(), OsdPatchDescriptor(kTransitionRegular, p, 0, 0, 0), 0); for (int r=0; r<4; ++r) { _AppendPatchArray(&indexBase, &levelBase, patchTables->GetTransitionBoundaryPatches(p, r), patchTables->GetBoundaryPatchRingsize(), patchTables->GetTransitionBoundaryPtexCoordinates(p, r), patchTables->GetTransitionBoundaryFVarData(p, r), farMesh->GetTotalFVarWidth(), OsdPatchDescriptor(kTransitionBoundary, p, r, 0, 0), 0); _AppendPatchArray(&indexBase, &levelBase, patchTables->GetTransitionCornerPatches(p, r), patchTables->GetCornerPatchRingsize(), patchTables->GetTransitionCornerPtexCoordinates(p, r), patchTables->GetTransitionCornerFVarData(p, r), farMesh->GetTotalFVarWidth(), OsdPatchDescriptor(kTransitionCorner, p, r, 0, 0), 0); } } #if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1) // finalize level texture buffer glGenTextures(1, &patchLevelTextureBuffer); glBindTexture(GL_TEXTURE_BUFFER, patchLevelTextureBuffer); glTexBuffer(GL_TEXTURE_BUFFER, GL_R8I, patchLevelBuffer); glDeleteBuffers(1, &patchLevelBuffer); // finalize ptex coordinate texture buffer glBindBuffer(GL_ARRAY_BUFFER, 0); if (requirePtexCoordinates) { glBindTexture(GL_TEXTURE_BUFFER, ptexCoordinateTextureBuffer); glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32I, ptexCoordinateBuffer); glDeleteBuffers(1, &ptexCoordinateBuffer); } // finalize fvar data texture buffer glBindBuffer(GL_UNIFORM_BUFFER, 0); if (requireFVarData) { glBindTexture(GL_TEXTURE_BUFFER, fvarDataTextureBuffer); glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, fvarDataBuffer); glDeleteBuffers(1, &fvarDataBuffer); } #endif glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); #if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1) glBindBuffer(GL_TEXTURE_BUFFER, 0); #endif // allocate and initialize additional buffer data FarPatchTables::VertexValenceTable const & valenceTable = patchTables->GetVertexValenceTable(); if (not valenceTable.empty()) { #if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1) GLuint buffer = 0; glGenBuffers(1, &buffer); glBindBuffer(GL_TEXTURE_BUFFER, buffer); glBufferData(GL_TEXTURE_BUFFER, valenceTable.size() * sizeof(unsigned int), &valenceTable[0], GL_STATIC_DRAW); glGenTextures(1, &vertexValenceTextureBuffer); glBindTexture(GL_TEXTURE_BUFFER, vertexValenceTextureBuffer); glTexBuffer(GL_TEXTURE_BUFFER, GL_R32I, buffer); glDeleteBuffers(1, &buffer); glGenTextures(1, &vertexTextureBuffer); glBindTexture(GL_TEXTURE_BUFFER, vertexTextureBuffer); glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, vbo); glBindBuffer(GL_TEXTURE_BUFFER, 0); #endif } FarPatchTables::QuadOffsetTable const & quadOffsetTable = patchTables->GetQuadOffsetTable(); if (not quadOffsetTable.empty()) { #if defined(GL_ARB_texture_buffer_object) || defined(GL_VERSION_3_1) GLuint buffer = 0; glGenBuffers(1, &buffer); glBindBuffer(GL_TEXTURE_BUFFER, buffer); glBufferData(GL_TEXTURE_BUFFER, quadOffsetTable.size() * sizeof(unsigned int), &quadOffsetTable[0], GL_STATIC_DRAW); glGenTextures(1, &quadOffsetTextureBuffer); glBindTexture(GL_TEXTURE_BUFFER, quadOffsetTextureBuffer); glTexBuffer(GL_TEXTURE_BUFFER, GL_R32I, buffer); glDeleteBuffers(1, &buffer); glBindBuffer(GL_TEXTURE_BUFFER, 0); #endif } return true; }
bool OsdD3D11DrawContext::allocate(FarMesh<OsdVertex> *farMesh, ID3D11Buffer *vertexBuffer, int numElements, ID3D11DeviceContext *pd3d11DeviceContext, bool requirePtexCoordinates, bool requireFVarData) { ID3D11Device *pd3d11Device = NULL; pd3d11DeviceContext->GetDevice(&pd3d11Device); assert(pd3d11Device); FarPatchTables const * patchTables = farMesh->GetPatchTables(); if (not patchTables) { // uniform patches isAdaptive = false; // XXX: farmesh should have FarDensePatchTable for dense mesh indices. // instead of GetFaceVertices(). const FarSubdivisionTables<OsdVertex> *tables = farMesh->GetSubdivisionTables(); int level = tables->GetMaxLevel(); const std::vector<int> &indices = farMesh->GetFaceVertices(level-1); // XXX: farmesh or FarSubdivisionTables should have a virtual method // to determine loop or not bool loop = dynamic_cast<const FarLoopSubdivisionTables<OsdVertex>*>(tables) != NULL; int numIndices = (int)indices.size(); // Allocate and fill index buffer. D3D11_BUFFER_DESC bd; bd.ByteWidth = numIndices * sizeof(int); bd.Usage = D3D11_USAGE_DEFAULT; bd.BindFlags = D3D11_BIND_INDEX_BUFFER; bd.CPUAccessFlags = 0; bd.MiscFlags = 0; bd.StructureByteStride = sizeof(int); D3D11_SUBRESOURCE_DATA initData; initData.pSysMem = &indices[0]; HRESULT hr = pd3d11Device->CreateBuffer(&bd, &initData, &patchIndexBuffer); if (FAILED(hr)) { return false; } OsdPatchArray array; array.desc.type = kNonPatch; array.patchSize = loop ? 3 : 4; array.firstIndex = 0; array.numIndices = numIndices; patchArrays.push_back(array); return true; } // adaptive patches isAdaptive = true; // Determine buffer sizes int totalPatchIndices = patchTables->GetFullRegularPatches().GetSize() + patchTables->GetFullBoundaryPatches().GetSize() + patchTables->GetFullCornerPatches().GetSize() + patchTables->GetFullGregoryPatches().GetSize() + patchTables->GetFullBoundaryGregoryPatches().GetSize(); int totalPatchLevels = patchTables->GetFullRegularPatches().GetSize()/patchTables->GetRegularPatchRingsize() + patchTables->GetFullBoundaryPatches().GetSize()/patchTables->GetBoundaryPatchRingsize() + patchTables->GetFullCornerPatches().GetSize()/patchTables->GetCornerPatchRingsize() + patchTables->GetFullGregoryPatches().GetSize()/patchTables->GetGregoryPatchRingsize() + patchTables->GetFullBoundaryGregoryPatches().GetSize()/patchTables->GetGregoryPatchRingsize(); for (int p=0; p<5; ++p) { totalPatchIndices += patchTables->GetTransitionRegularPatches(p).GetSize(); totalPatchLevels += patchTables->GetTransitionRegularPatches(p).GetSize()/patchTables->GetRegularPatchRingsize(); for (int r=0; r<4; ++r) { totalPatchIndices += patchTables->GetTransitionBoundaryPatches(p, r).GetSize() + patchTables->GetTransitionCornerPatches(p, r).GetSize(); totalPatchLevels += patchTables->GetTransitionBoundaryPatches(p, r).GetSize()/patchTables->GetBoundaryPatchRingsize() + patchTables->GetTransitionCornerPatches(p, r).GetSize()/patchTables->GetCornerPatchRingsize(); } } // Allocate and fill index buffer. D3D11_BUFFER_DESC bd; bd.ByteWidth = totalPatchIndices * sizeof(int); bd.Usage = D3D11_USAGE_DYNAMIC; bd.BindFlags = D3D11_BIND_INDEX_BUFFER; bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; bd.MiscFlags = 0; bd.StructureByteStride = sizeof(int); HRESULT hr = pd3d11Device->CreateBuffer(&bd, NULL, &patchIndexBuffer); if (FAILED(hr)) { return false; } D3D11_MAPPED_SUBRESOURCE mappedResource; hr = pd3d11DeviceContext->Map(patchIndexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if (FAILED(hr)) { return false; } unsigned int * indexBuffer = (unsigned int *) mappedResource.pData; bd.ByteWidth = totalPatchLevels * sizeof(unsigned int); bd.Usage = D3D11_USAGE_DYNAMIC; bd.BindFlags = D3D11_BIND_SHADER_RESOURCE; bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; bd.MiscFlags = 0; bd.StructureByteStride = sizeof(unsigned int); hr = pd3d11Device->CreateBuffer(&bd, NULL, &patchLevelBuffer); if (FAILED(hr)) { return false; } D3D11_SHADER_RESOURCE_VIEW_DESC srvd; ZeroMemory(&srvd, sizeof(srvd)); srvd.Format = DXGI_FORMAT_R32_UINT; srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER; srvd.Buffer.FirstElement = 0; srvd.Buffer.NumElements = totalPatchLevels; hr = pd3d11Device->CreateShaderResourceView(patchLevelBuffer, &srvd, &patchLevelBufferSRV); if (FAILED(hr)) { return false; } hr = pd3d11DeviceContext->Map(patchLevelBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if (FAILED(hr)) { return false; } unsigned int * levelBuffer = (unsigned int *) mappedResource.pData; int indexBase = 0; int levelBase = 0; int maxValence = patchTables->GetMaxValence(); _AppendPatchArray(indexBuffer, &indexBase, levelBuffer, &levelBase, patchTables->GetFullRegularPatches(), patchTables->GetRegularPatchRingsize(), patchTables->GetFullRegularPtexCoordinates(), patchTables->GetFullRegularFVarData(), farMesh->GetTotalFVarWidth(), OsdPatchDescriptor(kRegular, 0, 0, 0, 0), 0); _AppendPatchArray(indexBuffer, &indexBase, levelBuffer, &levelBase, patchTables->GetFullBoundaryPatches(), patchTables->GetBoundaryPatchRingsize(), patchTables->GetFullBoundaryPtexCoordinates(), patchTables->GetFullBoundaryFVarData(), farMesh->GetTotalFVarWidth(), OsdPatchDescriptor(kBoundary, 0, 0, 0, 0), 0); _AppendPatchArray(indexBuffer, &indexBase, levelBuffer, &levelBase, patchTables->GetFullCornerPatches(), patchTables->GetCornerPatchRingsize(), patchTables->GetFullCornerPtexCoordinates(), patchTables->GetFullCornerFVarData(), farMesh->GetTotalFVarWidth(), OsdPatchDescriptor(kCorner, 0, 0, 0, 0), 0); _AppendPatchArray(indexBuffer, &indexBase, levelBuffer, &levelBase, patchTables->GetFullGregoryPatches(), patchTables->GetGregoryPatchRingsize(), patchTables->GetFullGregoryPtexCoordinates(), patchTables->GetFullGregoryFVarData(), farMesh->GetTotalFVarWidth(), OsdPatchDescriptor(kGregory, 0, 0, maxValence, numElements), 0); _AppendPatchArray(indexBuffer, &indexBase, levelBuffer, &levelBase, patchTables->GetFullBoundaryGregoryPatches(), patchTables->GetGregoryPatchRingsize(), patchTables->GetFullBoundaryGregoryPtexCoordinates(), patchTables->GetFullBoundaryGregoryFVarData(), farMesh->GetTotalFVarWidth(), OsdPatchDescriptor(kBoundaryGregory, 0, 0, maxValence, numElements), (int)patchTables->GetFullGregoryPatches().GetSize()); for (int p=0; p<5; ++p) { _AppendPatchArray(indexBuffer, &indexBase, levelBuffer, &levelBase, patchTables->GetTransitionRegularPatches(p), patchTables->GetRegularPatchRingsize(), patchTables->GetTransitionRegularPtexCoordinates(p), patchTables->GetTransitionRegularFVarData(p), farMesh->GetTotalFVarWidth(), OsdPatchDescriptor(kTransitionRegular, p, 0, 0, 0), 0); for (int r=0; r<4; ++r) { _AppendPatchArray(indexBuffer, &indexBase, levelBuffer, &levelBase, patchTables->GetTransitionBoundaryPatches(p, r), patchTables->GetBoundaryPatchRingsize(), patchTables->GetTransitionBoundaryPtexCoordinates(p, r), patchTables->GetTransitionBoundaryFVarData(p, r), farMesh->GetTotalFVarWidth(), OsdPatchDescriptor(kTransitionBoundary, p, r, 0, 0), 0); _AppendPatchArray(indexBuffer, &indexBase, levelBuffer, &levelBase, patchTables->GetTransitionCornerPatches(p, r), patchTables->GetCornerPatchRingsize(), patchTables->GetTransitionCornerPtexCoordinates(p, r), patchTables->GetTransitionCornerFVarData(p, r), farMesh->GetTotalFVarWidth(), OsdPatchDescriptor(kTransitionCorner, p, r, 0, 0), 0); } } pd3d11DeviceContext->Unmap(patchIndexBuffer, 0); pd3d11DeviceContext->Unmap(patchLevelBuffer, 0); // allocate and initialize additional buffer data FarPatchTables::VertexValenceTable const & valenceTable = patchTables->GetVertexValenceTable(); if (not valenceTable.empty()) { D3D11_BUFFER_DESC bd; bd.ByteWidth = UINT(valenceTable.size() * sizeof(unsigned int)); bd.Usage = D3D11_USAGE_DEFAULT; bd.BindFlags = D3D11_BIND_SHADER_RESOURCE; bd.CPUAccessFlags = 0; bd.MiscFlags = 0; bd.StructureByteStride = sizeof(unsigned int); D3D11_SUBRESOURCE_DATA initData; initData.pSysMem = &valenceTable[0]; HRESULT hr = pd3d11Device->CreateBuffer(&bd, &initData, &vertexValenceBuffer); if (FAILED(hr)) { return false; } D3D11_SHADER_RESOURCE_VIEW_DESC srvd; ZeroMemory(&srvd, sizeof(srvd)); srvd.Format = DXGI_FORMAT_R32_UINT; srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER; srvd.Buffer.FirstElement = 0; srvd.Buffer.NumElements = UINT(valenceTable.size()); hr = pd3d11Device->CreateShaderResourceView(vertexValenceBuffer, &srvd, &vertexValenceBufferSRV); if (FAILED(hr)) { return false; } ZeroMemory(&srvd, sizeof(srvd)); srvd.Format = DXGI_FORMAT_R32_FLOAT; srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER; srvd.Buffer.FirstElement = 0; srvd.Buffer.NumElements = 6 * farMesh->GetNumVertices(); // XXX: dyu hr = pd3d11Device->CreateShaderResourceView(vertexBuffer, &srvd, &vertexBufferSRV); if (FAILED(hr)) { return false; } } FarPatchTables::QuadOffsetTable const & quadOffsetTable = patchTables->GetQuadOffsetTable(); if (not quadOffsetTable.empty()) { D3D11_BUFFER_DESC bd; bd.ByteWidth = UINT(quadOffsetTable.size() * sizeof(unsigned int)); bd.Usage = D3D11_USAGE_DEFAULT; bd.BindFlags = D3D11_BIND_SHADER_RESOURCE; bd.CPUAccessFlags = 0; bd.MiscFlags = 0; bd.StructureByteStride = sizeof(unsigned int); D3D11_SUBRESOURCE_DATA initData; initData.pSysMem = &quadOffsetTable[0]; HRESULT hr = pd3d11Device->CreateBuffer(&bd, &initData, &quadOffsetBuffer); if (FAILED(hr)) { return false; } D3D11_SHADER_RESOURCE_VIEW_DESC srvd; ZeroMemory(&srvd, sizeof(srvd)); srvd.Format = DXGI_FORMAT_R32_UINT; srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFER; srvd.Buffer.FirstElement = 0; srvd.Buffer.NumElements = UINT(quadOffsetTable.size()); hr = pd3d11Device->CreateShaderResourceView(quadOffsetBuffer, &srvd, &quadOffsetBufferSRV); if (FAILED(hr)) { return false; } } return true; }
bool OsdGLDrawContext::allocate(FarMesh<OsdVertex> *farMesh, GLuint vbo, int numElements, bool requirePtexCoordinates, bool requireFVarData) { FarPatchTables const * patchTables = farMesh->GetPatchTables(); if (not patchTables) { // uniform patches isAdaptive = false; // XXX: farmesh should have FarDensePatchTable for dense mesh indices. // instead of GetFaceVertices(). const FarSubdivisionTables<OsdVertex> *tables = farMesh->GetSubdivisionTables(); int level = tables->GetMaxLevel(); const std::vector<int> &indices = farMesh->GetFaceVertices(level-1); // XXX: farmesh or FarSubdivisionTables should have a virtual method // to determine loop or not bool loop = dynamic_cast<const FarLoopSubdivisionTables<OsdVertex>*>(tables) != NULL; int numIndices = (int)indices.size(); // Allocate and fill index buffer. glGenBuffers(1, &patchIndexBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, patchIndexBuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, numIndices * sizeof(unsigned int), &(indices[0]), GL_STATIC_DRAW); OsdPatchArray array; array.desc.type = kNonPatch; array.patchSize = loop ? 3 : 4; array.firstIndex = 0; array.numIndices = numIndices; patchArrays.push_back(array); // Allocate ptex coordinate buffer if requested (for non-adaptive) if (requirePtexCoordinates) { GLuint ptexCoordinateBuffer = 0; glGenTextures(1, &ptexCoordinateTextureBuffer); glGenBuffers(1, &ptexCoordinateBuffer); glBindBuffer(GL_TEXTURE_BUFFER, ptexCoordinateBuffer); const std::vector<int> &ptexCoordinates = farMesh->GetPtexCoordinates(level-1); int size = (int)ptexCoordinates.size() * sizeof(GLint); glBufferData(GL_TEXTURE_BUFFER, size, &(ptexCoordinates[0]), GL_STATIC_DRAW); glBindTexture(GL_TEXTURE_BUFFER, ptexCoordinateTextureBuffer); glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32I, ptexCoordinateBuffer); glDeleteBuffers(1, &ptexCoordinateBuffer); glBindTexture(GL_TEXTURE_BUFFER, 0); } // Allocate fvar data buffer if requested (for non-adaptive) if (requireFVarData) { GLuint fvarDataBuffer = 0; glGenTextures(1, &fvarDataTextureBuffer); glGenBuffers(1, &fvarDataBuffer); glBindBuffer(GL_TEXTURE_BUFFER, fvarDataBuffer); const std::vector<float> &fvarData = farMesh->GetFVarData(level-1); int size = (int)fvarData.size() * sizeof(float); glBufferData(GL_TEXTURE_BUFFER, size, &(fvarData[0]), GL_STATIC_DRAW); glBindTexture(GL_TEXTURE_BUFFER, fvarDataTextureBuffer); glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, fvarDataBuffer); glDeleteBuffers(1, &fvarDataBuffer); glBindTexture(GL_TEXTURE_BUFFER, 0); } return true; } // adaptive patches isAdaptive = true; // Determine buffer sizes int totalPatchIndices = patchTables->GetFullRegularPatches().GetSize() + patchTables->GetFullBoundaryPatches().GetSize() + patchTables->GetFullCornerPatches().GetSize() + patchTables->GetFullGregoryPatches().GetSize() + patchTables->GetFullBoundaryGregoryPatches().GetSize(); int totalPatchLevels = patchTables->GetFullRegularPatches().GetSize()/patchTables->GetRegularPatchRingsize() + patchTables->GetFullBoundaryPatches().GetSize()/patchTables->GetBoundaryPatchRingsize() + patchTables->GetFullCornerPatches().GetSize()/patchTables->GetCornerPatchRingsize() + patchTables->GetFullGregoryPatches().GetSize()/patchTables->GetGregoryPatchRingsize() + patchTables->GetFullBoundaryGregoryPatches().GetSize()/patchTables->GetGregoryPatchRingsize(); for (int p=0; p<5; ++p) { totalPatchIndices += patchTables->GetTransitionRegularPatches(p).GetSize(); totalPatchLevels += patchTables->GetTransitionRegularPatches(p).GetSize()/patchTables->GetRegularPatchRingsize(); for (int r=0; r<4; ++r) { totalPatchIndices += patchTables->GetTransitionBoundaryPatches(p, r).GetSize() + patchTables->GetTransitionCornerPatches(p, r).GetSize(); totalPatchLevels += patchTables->GetTransitionBoundaryPatches(p, r).GetSize()/patchTables->GetBoundaryPatchRingsize() + patchTables->GetTransitionCornerPatches(p, r).GetSize()/patchTables->GetCornerPatchRingsize(); } } // Allocate and fill index buffer. glGenBuffers(1, &patchIndexBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, patchIndexBuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, totalPatchIndices * sizeof(unsigned int), NULL, GL_STATIC_DRAW); GLuint patchLevelBuffer = 0; glGenBuffers(1, &patchLevelBuffer); glBindBuffer(GL_TEXTURE_BUFFER, patchLevelBuffer); glBufferData(GL_TEXTURE_BUFFER, totalPatchLevels * sizeof(unsigned char), NULL, GL_STATIC_DRAW); // Allocate ptex coordinate buffer if requested GLuint ptexCoordinateBuffer = 0; if (requirePtexCoordinates) { glGenTextures(1, &ptexCoordinateTextureBuffer); glGenBuffers(1, &ptexCoordinateBuffer); glBindBuffer(GL_ARRAY_BUFFER, ptexCoordinateBuffer); glBufferData(GL_ARRAY_BUFFER, totalPatchLevels * sizeof(int) * 2, NULL, GL_STATIC_DRAW); } // Allocate fvar data buffer if requested GLuint fvarDataBuffer = 0; if (requireFVarData) { glGenTextures(1, &fvarDataTextureBuffer); glGenBuffers(1, &fvarDataBuffer); glBindBuffer(GL_UNIFORM_BUFFER, fvarDataBuffer); glBufferData(GL_UNIFORM_BUFFER, totalPatchLevels * sizeof(float) * farMesh->GetTotalFVarWidth()*4, NULL, GL_STATIC_DRAW); } int indexBase = 0; int levelBase = 0; int maxValence = patchTables->GetMaxValence(); _AppendPatchArray(&indexBase, &levelBase, patchTables->GetFullRegularPatches(), patchTables->GetRegularPatchRingsize(), patchTables->GetFullRegularPtexCoordinates(), patchTables->GetFullRegularFVarData(), farMesh->GetTotalFVarWidth(), OsdPatchDescriptor(kRegular, 0, 0, 0, 0), 0); _AppendPatchArray(&indexBase, &levelBase, patchTables->GetFullBoundaryPatches(), patchTables->GetBoundaryPatchRingsize(), patchTables->GetFullBoundaryPtexCoordinates(), patchTables->GetFullBoundaryFVarData(), farMesh->GetTotalFVarWidth(), OsdPatchDescriptor(kBoundary, 0, 0, 0, 0), 0); _AppendPatchArray(&indexBase, &levelBase, patchTables->GetFullCornerPatches(), patchTables->GetCornerPatchRingsize(), patchTables->GetFullCornerPtexCoordinates(), patchTables->GetFullCornerFVarData(), farMesh->GetTotalFVarWidth(), OsdPatchDescriptor(kCorner, 0, 0, 0, 0), 0); _AppendPatchArray(&indexBase, &levelBase, patchTables->GetFullGregoryPatches(), patchTables->GetGregoryPatchRingsize(), patchTables->GetFullGregoryPtexCoordinates(), patchTables->GetFullGregoryFVarData(), farMesh->GetTotalFVarWidth(), OsdPatchDescriptor(kGregory, 0, 0, maxValence, numElements), 0); _AppendPatchArray(&indexBase, &levelBase, patchTables->GetFullBoundaryGregoryPatches(), patchTables->GetGregoryPatchRingsize(), patchTables->GetFullBoundaryGregoryPtexCoordinates(), patchTables->GetFullBoundaryGregoryFVarData(), farMesh->GetTotalFVarWidth(), OsdPatchDescriptor(kBoundaryGregory, 0, 0, maxValence, numElements), (int)patchTables->GetFullGregoryPatches().GetSize()); for (int p=0; p<5; ++p) { _AppendPatchArray(&indexBase, &levelBase, patchTables->GetTransitionRegularPatches(p), patchTables->GetRegularPatchRingsize(), patchTables->GetTransitionRegularPtexCoordinates(p), patchTables->GetTransitionRegularFVarData(p), farMesh->GetTotalFVarWidth(), OsdPatchDescriptor(kTransitionRegular, p, 0, 0, 0), 0); for (int r=0; r<4; ++r) { _AppendPatchArray(&indexBase, &levelBase, patchTables->GetTransitionBoundaryPatches(p, r), patchTables->GetBoundaryPatchRingsize(), patchTables->GetTransitionBoundaryPtexCoordinates(p, r), patchTables->GetTransitionBoundaryFVarData(p, r), farMesh->GetTotalFVarWidth(), OsdPatchDescriptor(kTransitionBoundary, p, r, 0, 0), 0); _AppendPatchArray(&indexBase, &levelBase, patchTables->GetTransitionCornerPatches(p, r), patchTables->GetCornerPatchRingsize(), patchTables->GetTransitionCornerPtexCoordinates(p, r), patchTables->GetTransitionCornerFVarData(p, r), farMesh->GetTotalFVarWidth(), OsdPatchDescriptor(kTransitionCorner, p, r, 0, 0), 0); } } // finalize level texture buffer glGenTextures(1, &patchLevelTextureBuffer); glBindTexture(GL_TEXTURE_BUFFER, patchLevelTextureBuffer); glTexBuffer(GL_TEXTURE_BUFFER, GL_R8I, patchLevelBuffer); glDeleteBuffers(1, &patchLevelBuffer); // finalize ptex coordinate texture buffer glBindBuffer(GL_ARRAY_BUFFER, 0); if (requirePtexCoordinates) { glBindTexture(GL_TEXTURE_BUFFER, ptexCoordinateTextureBuffer); glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32I, ptexCoordinateBuffer); glDeleteBuffers(1, &ptexCoordinateBuffer); } // finalize fvar data texture buffer glBindBuffer(GL_UNIFORM_BUFFER, 0); if (requireFVarData) { glBindTexture(GL_TEXTURE_BUFFER, fvarDataTextureBuffer); glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, fvarDataBuffer); glDeleteBuffers(1, &fvarDataBuffer); } glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glBindBuffer(GL_TEXTURE_BUFFER, 0); // allocate and initialize additional buffer data FarPatchTables::VertexValenceTable const & valenceTable = patchTables->GetVertexValenceTable(); if (not valenceTable.empty()) { GLuint buffer = 0; glGenBuffers(1, &buffer); glBindBuffer(GL_TEXTURE_BUFFER, buffer); glBufferData(GL_TEXTURE_BUFFER, valenceTable.size() * sizeof(unsigned int), &valenceTable[0], GL_STATIC_DRAW); glGenTextures(1, &vertexValenceTextureBuffer); glBindTexture(GL_TEXTURE_BUFFER, vertexValenceTextureBuffer); glTexBuffer(GL_TEXTURE_BUFFER, GL_R32I, buffer); glDeleteBuffers(1, &buffer); glGenTextures(1, &vertexTextureBuffer); glBindTexture(GL_TEXTURE_BUFFER, vertexTextureBuffer); glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, vbo); glBindBuffer(GL_TEXTURE_BUFFER, 0); } FarPatchTables::QuadOffsetTable const & quadOffsetTable = patchTables->GetQuadOffsetTable(); if (not quadOffsetTable.empty()) { GLuint buffer = 0; glGenBuffers(1, &buffer); glBindBuffer(GL_TEXTURE_BUFFER, buffer); glBufferData(GL_TEXTURE_BUFFER, quadOffsetTable.size() * sizeof(unsigned int), &quadOffsetTable[0], GL_STATIC_DRAW); glGenTextures(1, &quadOffsetTextureBuffer); glBindTexture(GL_TEXTURE_BUFFER, quadOffsetTextureBuffer); glTexBuffer(GL_TEXTURE_BUFFER, GL_R32I, buffer); glDeleteBuffers(1, &buffer); glBindBuffer(GL_TEXTURE_BUFFER, 0); } return true; }