blender/intern/opensubdiv/opensubdiv_gpu_capi.cc
2015-11-14 13:48:15 -05:00

675 lines
19 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2013 Blender Foundation.
* All rights reserved.
*
* Contributor(s): Sergey Sharybin
*
* ***** END GPL LICENSE BLOCK *****
*/
/* Do some compatibility hacks in order to make
* the code working with GPU_material pipeline.
*/
#define GLSL_COMPAT_WORKAROUND
#include "opensubdiv_capi.h"
#ifdef _MSC_VER
# include "iso646.h"
#endif
#include <cstdio>
#include <cmath>
#include <GL/glew.h>
#include <opensubdiv/osd/glMesh.h>
#ifdef OPENSUBDIV_HAS_CUDA
# include <opensubdiv/osd/cudaGLVertexBuffer.h>
#endif /* OPENSUBDIV_HAS_CUDA */
#include <opensubdiv/osd/cpuGLVertexBuffer.h>
#include <opensubdiv/osd/cpuEvaluator.h>
using OpenSubdiv::Osd::GLMeshInterface;
extern "C" char datatoc_gpu_shader_opensubd_display_glsl[];
#define MAX_LIGHTS 8
typedef struct Light {
float position[4];
float ambient[4];
float diffuse[4];
float specular[4];
float spot_direction[4];
#ifdef SUPPORT_COLOR_MATERIAL
float constant_attenuation;
float linear_attenuation;
float quadratic_attenuation;
float spot_cutoff;
float spot_exponent;
float spot_cos_cutoff;
#endif
} Light;
typedef struct Lighting {
Light lights[MAX_LIGHTS];
int num_enabled;
} Lighting;
typedef struct Transform {
float projection_matrix[16];
float model_view_matrix[16];
float normal_matrix[9];
} Transform;
static bool g_use_osd_glsl = false;
static int g_active_uv_index = -1;
static GLuint g_flat_fill_solid_program = 0;
static GLuint g_flat_fill_texture2d_program = 0;
static GLuint g_smooth_fill_solid_program = 0;
static GLuint g_smooth_fill_texture2d_program = 0;
static GLuint g_wireframe_program = 0;
static GLuint g_lighting_ub = 0;
static Lighting g_lighting_data;
static Transform g_transform;
/* TODO(sergey): This is actually duplicated code from BLI. */
namespace {
void copy_m3_m3(float m1[3][3], float m2[3][3])
{
/* destination comes first: */
memcpy(&m1[0], &m2[0], 9 * sizeof(float));
}
void copy_m3_m4(float m1[3][3], float m2[4][4])
{
m1[0][0] = m2[0][0];
m1[0][1] = m2[0][1];
m1[0][2] = m2[0][2];
m1[1][0] = m2[1][0];
m1[1][1] = m2[1][1];
m1[1][2] = m2[1][2];
m1[2][0] = m2[2][0];
m1[2][1] = m2[2][1];
m1[2][2] = m2[2][2];
}
void adjoint_m3_m3(float m1[3][3], float m[3][3])
{
m1[0][0] = m[1][1] * m[2][2] - m[1][2] * m[2][1];
m1[0][1] = -m[0][1] * m[2][2] + m[0][2] * m[2][1];
m1[0][2] = m[0][1] * m[1][2] - m[0][2] * m[1][1];
m1[1][0] = -m[1][0] * m[2][2] + m[1][2] * m[2][0];
m1[1][1] = m[0][0] * m[2][2] - m[0][2] * m[2][0];
m1[1][2] = -m[0][0] * m[1][2] + m[0][2] * m[1][0];
m1[2][0] = m[1][0] * m[2][1] - m[1][1] * m[2][0];
m1[2][1] = -m[0][0] * m[2][1] + m[0][1] * m[2][0];
m1[2][2] = m[0][0] * m[1][1] - m[0][1] * m[1][0];
}
float determinant_m3_array(float m[3][3])
{
return (m[0][0] * (m[1][1] * m[2][2] - m[1][2] * m[2][1]) -
m[1][0] * (m[0][1] * m[2][2] - m[0][2] * m[2][1]) +
m[2][0] * (m[0][1] * m[1][2] - m[0][2] * m[1][1]));
}
bool invert_m3_m3(float m1[3][3], float m2[3][3])
{
float det;
int a, b;
bool success;
/* calc adjoint */
adjoint_m3_m3(m1, m2);
/* then determinant old matrix! */
det = determinant_m3_array(m2);
success = (det != 0.0f);
if (det != 0.0f) {
det = 1.0f / det;
for (a = 0; a < 3; a++) {
for (b = 0; b < 3; b++) {
m1[a][b] *= det;
}
}
}
return success;
}
bool invert_m3(float m[3][3])
{
float tmp[3][3];
bool success;
success = invert_m3_m3(tmp, m);
copy_m3_m3(m, tmp);
return success;
}
void transpose_m3(float mat[3][3])
{
float t;
t = mat[0][1];
mat[0][1] = mat[1][0];
mat[1][0] = t;
t = mat[0][2];
mat[0][2] = mat[2][0];
mat[2][0] = t;
t = mat[1][2];
mat[1][2] = mat[2][1];
mat[2][1] = t;
}
GLuint compileShader(GLenum shaderType,
const char *section,
const char *define)
{
const char *sources[3];
char sdefine[64];
sprintf(sdefine, "#define %s\n#define GLSL_COMPAT_WORKAROUND\n", section);
sources[0] = define;
sources[1] = sdefine;
sources[2] = datatoc_gpu_shader_opensubd_display_glsl;
GLuint shader = glCreateShader(shaderType);
glShaderSource(shader, 3, sources, NULL);
glCompileShader(shader);
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
GLchar emsg[1024];
glGetShaderInfoLog(shader, sizeof(emsg), 0, emsg);
fprintf(stderr, "Error compiling GLSL shader (%s): %s\n", section, emsg);
fprintf(stderr, "Section: %s\n", sdefine);
fprintf(stderr, "Defines: %s\n", define);
fprintf(stderr, "Source: %s\n", sources[2]);
return 0;
}
return shader;
}
GLuint linkProgram(const char *define)
{
GLuint vertexShader = compileShader(GL_VERTEX_SHADER,
"VERTEX_SHADER",
define);
if (vertexShader == 0) {
return 0;
}
GLuint geometryShader = compileShader(GL_GEOMETRY_SHADER,
"GEOMETRY_SHADER",
define);
if (geometryShader == 0) {
return 0;
}
GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER,
"FRAGMENT_SHADER",
define);
if (fragmentShader == 0) {
return 0;
}
GLuint program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, geometryShader);
glAttachShader(program, fragmentShader);
glBindAttribLocation(program, 0, "position");
glBindAttribLocation(program, 1, "normal");
#ifdef GLSL_COMPAT_WORKAROUND
glProgramParameteriEXT(program,
GL_GEOMETRY_INPUT_TYPE_EXT,
GL_LINES_ADJACENCY_EXT);
if (strstr(define, "WIREFRAME") == NULL) {
glProgramParameteriEXT(program,
GL_GEOMETRY_OUTPUT_TYPE_EXT,
GL_TRIANGLE_STRIP);
glProgramParameteriEXT(program,
GL_GEOMETRY_VERTICES_OUT_EXT,
4);
}
else {
glProgramParameteriEXT(program,
GL_GEOMETRY_OUTPUT_TYPE_EXT,
GL_LINE_STRIP);
glProgramParameteriEXT(program,
GL_GEOMETRY_VERTICES_OUT_EXT,
8);
}
#endif
glLinkProgram(program);
glDeleteShader(vertexShader);
glDeleteShader(geometryShader);
glDeleteShader(fragmentShader);
GLint status;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
GLchar emsg[1024];
glGetProgramInfoLog(program, sizeof(emsg), 0, emsg);
fprintf(stderr, "Error linking GLSL program : %s\n", emsg);
fprintf(stderr, "Defines: %s\n", define);
glDeleteProgram(program);
return 0;
}
glUniformBlockBinding(program,
glGetUniformBlockIndex(program, "Lighting"),
0);
glProgramUniform1i(program,
glGetUniformLocation(program, "texture_buffer"),
0); /* GL_TEXTURE0 */
glProgramUniform1i(program,
glGetUniformLocation(program, "FVarDataBuffer"),
31); /* GL_TEXTURE31 */
return program;
}
void bindProgram(GLMeshInterface * /*mesh*/,
int program)
{
glUseProgram(program);
/* Matrices */
glUniformMatrix4fv(glGetUniformLocation(program, "modelViewMatrix"),
1, false,
g_transform.model_view_matrix);
glUniformMatrix4fv(glGetUniformLocation(program, "projectionMatrix"),
1, false,
g_transform.projection_matrix);
glUniformMatrix3fv(glGetUniformLocation(program, "normalMatrix"),
1, false,
g_transform.normal_matrix);
/* Lighting */
glBindBuffer(GL_UNIFORM_BUFFER, g_lighting_ub);
glBufferSubData(GL_UNIFORM_BUFFER,
0, sizeof(g_lighting_data), &g_lighting_data);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, g_lighting_ub);
/* Color */
GLboolean use_lighting;
glGetBooleanv(GL_LIGHTING, &use_lighting);
if (use_lighting) {
float color[4];
glGetMaterialfv(GL_FRONT, GL_DIFFUSE, color);
glUniform4fv(glGetUniformLocation(program, "diffuse"), 1, color);
glGetMaterialfv(GL_FRONT, GL_SPECULAR, color);
glUniform4fv(glGetUniformLocation(program, "specular"), 1, color);
glGetMaterialfv(GL_FRONT, GL_SHININESS, color);
glUniform1f(glGetUniformLocation(program, "shininess"), color[0]);
}
else {
float color[4];
glGetFloatv(GL_CURRENT_COLOR, color);
glUniform4fv(glGetUniformLocation(program, "diffuse"), 1, color);
}
/* TODO(sergey): Bring face varying back. */
#if 0
/* Face-vertex data */
if (mesh->GetDrawContext()->GetFvarDataTextureBuffer()) {
glActiveTexture(GL_TEXTURE31);
glBindTexture(GL_TEXTURE_BUFFER,
mesh->GetDrawContext()->GetFvarDataTextureBuffer());
glActiveTexture(GL_TEXTURE0);
}
#endif
/* TODO(sergey): Bring face varying back. */
glUniform1i(glGetUniformLocation(program, "osd_fvar_count"),
0/* * mesh->GetFVarCount()*/);
glUniform1i(glGetUniformLocation(program, "osd_active_uv_offset"),
g_active_uv_index * 2);
}
} /* namespace */
bool openSubdiv_osdGLDisplayInit(void)
{
static bool need_init = true;
static bool init_success = false;
if (need_init) {
g_flat_fill_solid_program = linkProgram("#define FLAT_SHADING\n");
g_flat_fill_texture2d_program = linkProgram("#define USE_TEXTURE_2D\n#define FLAT_SHADING\n");
g_smooth_fill_solid_program = linkProgram("#define SMOOTH_SHADING\n");
g_smooth_fill_texture2d_program = linkProgram("#define USE_TEXTURE_2D\n#define SMOOTH_SHADING\n");
g_wireframe_program = linkProgram("#define WIREFRAME\n");
glGenBuffers(1, &g_lighting_ub);
glBindBuffer(GL_UNIFORM_BUFFER, g_lighting_ub);
glBufferData(GL_UNIFORM_BUFFER,
sizeof(g_lighting_data), NULL, GL_STATIC_DRAW);
need_init = false;
init_success = g_flat_fill_solid_program != 0 &&
g_flat_fill_texture2d_program != 0 &&
g_smooth_fill_solid_program != 0 &&
g_smooth_fill_texture2d_program != 0 &&
g_wireframe_program;
}
return init_success;
}
void openSubdiv_osdGLDisplayDeinit(void)
{
if (g_lighting_ub != 0) {
glDeleteBuffers(1, &g_lighting_ub);
}
if (g_flat_fill_solid_program) {
glDeleteProgram(g_flat_fill_solid_program);
}
if (g_flat_fill_texture2d_program) {
glDeleteProgram(g_flat_fill_texture2d_program);
}
if (g_smooth_fill_solid_program) {
glDeleteProgram(g_flat_fill_solid_program);
}
if (g_smooth_fill_texture2d_program) {
glDeleteProgram(g_smooth_fill_texture2d_program);
}
if (g_wireframe_program) {
glDeleteProgram(g_wireframe_program);
}
}
void openSubdiv_osdGLMeshDisplayPrepare(int use_osd_glsl,
int active_uv_index)
{
g_use_osd_glsl = use_osd_glsl != 0;
g_active_uv_index = active_uv_index;
/* Update transformation matrices. */
glGetFloatv(GL_PROJECTION_MATRIX, g_transform.projection_matrix);
glGetFloatv(GL_MODELVIEW_MATRIX, g_transform.model_view_matrix);
copy_m3_m4((float (*)[3])g_transform.normal_matrix,
(float (*)[4])g_transform.model_view_matrix);
invert_m3((float (*)[3])g_transform.normal_matrix);
transpose_m3((float (*)[3])g_transform.normal_matrix);
/* Update OpenGL lights positions, colors etc. */
g_lighting_data.num_enabled = 0;
for (int i = 0; i < MAX_LIGHTS; ++i) {
GLboolean enabled;
glGetBooleanv(GL_LIGHT0 + i, &enabled);
if (enabled) {
g_lighting_data.num_enabled++;
}
glGetLightfv(GL_LIGHT0 + i,
GL_POSITION,
g_lighting_data.lights[i].position);
glGetLightfv(GL_LIGHT0 + i,
GL_AMBIENT,
g_lighting_data.lights[i].ambient);
glGetLightfv(GL_LIGHT0 + i,
GL_DIFFUSE,
g_lighting_data.lights[i].diffuse);
glGetLightfv(GL_LIGHT0 + i,
GL_SPECULAR,
g_lighting_data.lights[i].specular);
glGetLightfv(GL_LIGHT0 + i,
GL_SPOT_DIRECTION,
g_lighting_data.lights[i].spot_direction);
#ifdef SUPPORT_COLOR_MATERIAL
glGetLightfv(GL_LIGHT0 + i,
GL_CONSTANT_ATTENUATION,
&g_lighting_data.lights[i].constant_attenuation);
glGetLightfv(GL_LIGHT0 + i,
GL_LINEAR_ATTENUATION,
&g_lighting_data.lights[i].linear_attenuation);
glGetLightfv(GL_LIGHT0 + i,
GL_QUADRATIC_ATTENUATION,
&g_lighting_data.lights[i].quadratic_attenuation);
glGetLightfv(GL_LIGHT0 + i,
GL_SPOT_CUTOFF,
&g_lighting_data.lights[i].spot_cutoff);
glGetLightfv(GL_LIGHT0 + i,
GL_SPOT_EXPONENT,
&g_lighting_data.lights[i].spot_exponent);
g_lighting_data.lights[i].spot_cos_cutoff =
cos(g_lighting_data.lights[i].spot_cutoff);
#endif
}
}
static GLuint prepare_patchDraw(GLMeshInterface *mesh,
bool fill_quads)
{
GLint program = 0;
if (!g_use_osd_glsl) {
glGetIntegerv(GL_CURRENT_PROGRAM, &program);
if (program) {
GLint model;
glGetIntegerv(GL_SHADE_MODEL, &model);
GLint location = glGetUniformLocation(program, "osd_flat_shading");
if (location != -1) {
glUniform1i(location, model == GL_FLAT);
}
/* TODO(sergey): Bring this back. */
#if 0
/* Face-vertex data */
if (mesh->GetDrawContext()->GetFvarDataTextureBuffer()) {
glActiveTexture(GL_TEXTURE31);
glBindTexture(GL_TEXTURE_BUFFER,
mesh->GetDrawContext()->GetFvarDataTextureBuffer());
glActiveTexture(GL_TEXTURE0);
GLint location = glGetUniformLocation(program, "osd_fvar_count");
if (location != -1) {
glUniform1i(location, mesh->GetFVarCount());
}
location = glGetUniformLocation(program, "osd_active_uv_offset");
if (location != -1) {
glUniform1i(location,
g_active_uv_index * 2);
}
}
#endif
}
return program;
}
if (fill_quads) {
int model;
GLboolean use_texture_2d;
glGetIntegerv(GL_SHADE_MODEL, &model);
glGetBooleanv(GL_TEXTURE_2D, &use_texture_2d);
if (model == GL_FLAT) {
if (use_texture_2d) {
program = g_flat_fill_texture2d_program;
}
else {
program = g_flat_fill_solid_program;
}
}
else {
if (use_texture_2d) {
program = g_smooth_fill_texture2d_program;
}
else {
program = g_smooth_fill_solid_program;
}
}
}
else {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
program = g_wireframe_program;
}
bindProgram(mesh, program);
return program;
}
static void perform_drawElements(GLuint program,
int patch_index,
int num_elements,
int start_element)
{
if (program) {
glUniform1i(glGetUniformLocation(program, "PrimitiveIdBase"),
patch_index);
}
glDrawElements(GL_LINES_ADJACENCY,
num_elements,
GL_UNSIGNED_INT,
(void *)(start_element * sizeof(unsigned int)));
}
static void finish_patchDraw(bool fill_quads)
{
/* TODO(sergey): Some of the stuff could be done once after the whole
* mesh is displayed.
*/
/* Restore state. */
if (!fill_quads) {
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
glBindVertexArray(0);
if (g_use_osd_glsl) {
/* TODO(sergey): Store previously used program and roll back to it? */
glUseProgram(0);
}
}
static void draw_partition_patches_range(GLMeshInterface *mesh,
GLuint program,
int start_patch,
int num_patches)
{
int traversed_patches = 0, num_remained_patches = num_patches;
const OpenSubdiv::Osd::PatchArrayVector& patches =
mesh->GetPatchTable()->GetPatchArrays();
for (int i = 0; i < (int)patches.size(); ++i) {
const OpenSubdiv::Osd::PatchArray& patch = patches[i];
OpenSubdiv::Far::PatchDescriptor desc = patch.GetDescriptor();
OpenSubdiv::Far::PatchDescriptor::Type patchType = desc.GetType();
if (patchType == OpenSubdiv::Far::PatchDescriptor::QUADS) {
const int num_block_patches = patch.GetNumPatches();
if (start_patch >= traversed_patches &&
start_patch < traversed_patches + num_block_patches)
{
const int num_control_verts = desc.GetNumControlVertices();
const int start_draw_patch = start_patch - traversed_patches;
const int num_draw_patches = std::min(num_remained_patches,
num_block_patches - start_draw_patch);
perform_drawElements(program,
i,
num_draw_patches * num_control_verts,
patch.GetIndexBase() + start_draw_patch * num_control_verts);
num_remained_patches -= num_draw_patches;
}
if (num_remained_patches == 0) {
break;
}
traversed_patches += num_block_patches;
}
}
}
static void draw_all_patches(GLMeshInterface *mesh,
GLuint program)
{
const OpenSubdiv::Osd::PatchArrayVector& patches =
mesh->GetPatchTable()->GetPatchArrays();
for (int i = 0; i < (int)patches.size(); ++i) {
const OpenSubdiv::Osd::PatchArray& patch = patches[i];
OpenSubdiv::Far::PatchDescriptor desc = patch.GetDescriptor();
OpenSubdiv::Far::PatchDescriptor::Type patchType = desc.GetType();
if (patchType == OpenSubdiv::Far::PatchDescriptor::QUADS) {
perform_drawElements(program,
i,
patch.GetNumPatches() * desc.GetNumControlVertices(),
patch.GetIndexBase());
}
}
}
void openSubdiv_osdGLMeshDisplay(OpenSubdiv_GLMesh *gl_mesh,
int fill_quads,
int start_patch,
int num_patches)
{
GLMeshInterface *mesh =
(GLMeshInterface *)(gl_mesh->descriptor);
/* Make sure all global invariants are initialized. */
if (!openSubdiv_osdGLDisplayInit()) {
return;
}
/* Setup GLSL/OpenGL to draw patches in current context. */
GLuint program = prepare_patchDraw(mesh, fill_quads != 0);
if (start_patch != -1) {
draw_partition_patches_range(mesh,
program,
start_patch,
num_patches);
}
else {
draw_all_patches(mesh, program);
}
/* Finish patch drawing by restoring all changes to the OpenGL context. */
finish_patchDraw(fill_quads != 0);
}