a27b54f6e2
Was a bit annoying to do tweaks in a file which contained all vertex, geometry and fragment shaders.
817 lines
24 KiB
C++
817 lines
24 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2013 Blender Foundation.
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* All rights reserved.
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*
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* Contributor(s): Sergey Sharybin
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include "opensubdiv_capi.h"
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#ifdef _MSC_VER
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# include "iso646.h"
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#endif
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#include <cstdio>
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#include <cmath>
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#include <GL/glew.h>
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#include <opensubdiv/osd/glMesh.h>
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#ifdef OPENSUBDIV_HAS_CUDA
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# include <opensubdiv/osd/cudaGLVertexBuffer.h>
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#endif /* OPENSUBDIV_HAS_CUDA */
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#include <opensubdiv/osd/cpuGLVertexBuffer.h>
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#include <opensubdiv/osd/cpuEvaluator.h>
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#include "MEM_guardedalloc.h"
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#include "opensubdiv_capi.h"
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#include "opensubdiv_topology_refiner.h"
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using OpenSubdiv::Osd::GLMeshInterface;
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extern "C" char datatoc_gpu_shader_opensubdiv_vertex_glsl[];
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extern "C" char datatoc_gpu_shader_opensubdiv_geometry_glsl[];
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extern "C" char datatoc_gpu_shader_opensubdiv_fragment_glsl[];
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/* TODO(sergey): This is bit of bad level calls :S */
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extern "C" {
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void copy_m3_m3(float m1[3][3], float m2[3][3]);
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void copy_m3_m4(float m1[3][3], float m2[4][4]);
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void adjoint_m3_m3(float m1[3][3], float m[3][3]);
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float determinant_m3_array(float m[3][3]);
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bool invert_m3_m3(float m1[3][3], float m2[3][3]);
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bool invert_m3(float m[3][3]);
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void transpose_m3(float mat[3][3]);
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}
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#define MAX_LIGHTS 8
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#define SUPPORT_COLOR_MATERIAL
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typedef struct Light {
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float position[4];
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float ambient[4];
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float diffuse[4];
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float specular[4];
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float spot_direction[4];
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#ifdef SUPPORT_COLOR_MATERIAL
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float constant_attenuation;
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float linear_attenuation;
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float quadratic_attenuation;
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float spot_cutoff;
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float spot_exponent;
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float spot_cos_cutoff;
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float pad, pad2;
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#endif
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} Light;
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typedef struct Lighting {
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Light lights[MAX_LIGHTS];
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int num_enabled;
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} Lighting;
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typedef struct Transform {
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float projection_matrix[16];
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float model_view_matrix[16];
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float normal_matrix[9];
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} Transform;
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static bool g_use_osd_glsl = false;
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static int g_active_uv_index = 0;
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static GLuint g_flat_fill_solid_program = 0;
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static GLuint g_flat_fill_texture2d_program = 0;
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static GLuint g_smooth_fill_solid_program = 0;
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static GLuint g_smooth_fill_texture2d_program = 0;
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static GLuint g_flat_fill_solid_shadeless_program = 0;
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static GLuint g_flat_fill_texture2d_shadeless_program = 0;
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static GLuint g_smooth_fill_solid_shadeless_program = 0;
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static GLuint g_smooth_fill_texture2d_shadeless_program = 0;
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static GLuint g_wireframe_program = 0;
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static GLuint g_lighting_ub = 0;
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static Lighting g_lighting_data;
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static Transform g_transform;
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struct OpenSubdiv_GLMeshFVarData
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{
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OpenSubdiv_GLMeshFVarData() :
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texture_buffer(0), offset_buffer(0) {
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}
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~OpenSubdiv_GLMeshFVarData()
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{
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Release();
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}
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void Release()
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{
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if (texture_buffer) {
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glDeleteTextures(1, &texture_buffer);
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}
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if (offset_buffer) {
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glDeleteTextures(1, &offset_buffer);
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}
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texture_buffer = 0;
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offset_buffer = 0;
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fvar_width = 0;
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channel_offsets.clear();
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}
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void Create(const OpenSubdiv::Far::TopologyRefiner *refiner,
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const OpenSubdiv::Far::PatchTable *patch_table,
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int fvar_width,
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const float *fvar_src_data)
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{
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Release();
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this->fvar_width = fvar_width;
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/* Expand fvar data to per-patch array */
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const int max_level = refiner->GetMaxLevel();
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const int num_channels = patch_table->GetNumFVarChannels();
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std::vector<float> data;
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int fvar_data_offset = 0;
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channel_offsets.resize(num_channels);
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for (int channel = 0; channel < num_channels; ++channel) {
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OpenSubdiv::Far::ConstIndexArray indices =
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patch_table->GetFVarValues(channel);
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channel_offsets[channel] = data.size();
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data.reserve(data.size() + indices.size() * fvar_width);
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for (int fvert = 0; fvert < (int)indices.size(); ++fvert) {
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int index = indices[fvert] * fvar_width;
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for (int i = 0; i < fvar_width; ++i) {
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data.push_back(fvar_src_data[fvar_data_offset + index++]);
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}
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}
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if (refiner->IsUniform()) {
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const int num_values_max = refiner->GetLevel(max_level).GetNumFVarValues(channel);
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fvar_data_offset += num_values_max * fvar_width;
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} else {
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const int num_values_total = refiner->GetNumFVarValuesTotal(channel);
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fvar_data_offset += num_values_total * fvar_width;
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}
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}
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GLuint buffer;
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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()*sizeof(float),
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&data[0], GL_STATIC_DRAW);
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glGenTextures(1, &texture_buffer);
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glBindTexture(GL_TEXTURE_BUFFER, texture_buffer);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, buffer);
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glDeleteBuffers(1, &buffer);
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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glBufferData(GL_ARRAY_BUFFER, channel_offsets.size()*sizeof(int),
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&channel_offsets[0], GL_STATIC_DRAW);
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glGenTextures(1, &offset_buffer);
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glBindTexture(GL_TEXTURE_BUFFER, offset_buffer);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_R32I, buffer);
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glBindTexture(GL_TEXTURE_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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GLuint texture_buffer;
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GLuint offset_buffer;
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std::vector<int> channel_offsets;
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int fvar_width;
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};
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namespace {
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GLuint compileShader(GLenum shaderType,
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const char *section,
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const char *version,
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const char *define,
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const char *source)
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{
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char sdefine[64];
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sprintf(sdefine, "#define %s\n", section);
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const char *sources[] = {
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version,
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define,
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sdefine,
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#ifdef SUPPORT_COLOR_MATERIAL
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"#define SUPPORT_COLOR_MATERIAL\n",
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#endif
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source,
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};
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GLuint shader = glCreateShader(shaderType);
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glShaderSource(shader, 5, sources, NULL);
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glCompileShader(shader);
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GLint status;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if (status == GL_FALSE) {
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GLchar emsg[1024];
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glGetShaderInfoLog(shader, sizeof(emsg), 0, emsg);
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fprintf(stderr, "Error compiling GLSL %s: %s\n", section, emsg);
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fprintf(stderr, "Version: %s\n", version);
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fprintf(stderr, "Defines: %s\n", define);
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fprintf(stderr, "Source: %s\n", source);
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return 0;
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}
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return shader;
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}
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GLuint linkProgram(const char *version, const char *define)
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{
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GLuint vertexShader = compileShader(GL_VERTEX_SHADER,
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"VERTEX_SHADER",
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version,
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define,
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datatoc_gpu_shader_opensubdiv_vertex_glsl);
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if (vertexShader == 0) {
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return 0;
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}
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GLuint geometryShader = compileShader(GL_GEOMETRY_SHADER,
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"GEOMETRY_SHADER",
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version,
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define,
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datatoc_gpu_shader_opensubdiv_geometry_glsl);
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if (geometryShader == 0) {
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return 0;
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}
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GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER,
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"FRAGMENT_SHADER",
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version,
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define,
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datatoc_gpu_shader_opensubdiv_fragment_glsl );
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if (fragmentShader == 0) {
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return 0;
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}
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GLuint program = glCreateProgram();
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glAttachShader(program, vertexShader);
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glAttachShader(program, geometryShader);
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glAttachShader(program, fragmentShader);
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glBindAttribLocation(program, 0, "position");
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glBindAttribLocation(program, 1, "normal");
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if (!GLEW_VERSION_3_2) {
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/* provide input/output layout info */
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glProgramParameteriEXT(program,
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GL_GEOMETRY_INPUT_TYPE_EXT,
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GL_LINES_ADJACENCY_EXT);
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bool wireframe = strstr(define, "WIREFRAME") != NULL;
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glProgramParameteriEXT(program,
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GL_GEOMETRY_OUTPUT_TYPE_EXT,
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wireframe ? GL_LINE_STRIP : GL_TRIANGLE_STRIP);
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glProgramParameteriEXT(program,
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GL_GEOMETRY_VERTICES_OUT_EXT,
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8);
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}
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glLinkProgram(program);
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glDeleteShader(vertexShader);
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glDeleteShader(geometryShader);
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glDeleteShader(fragmentShader);
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GLint status;
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glGetProgramiv(program, GL_LINK_STATUS, &status);
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if (status == GL_FALSE) {
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GLchar emsg[1024];
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glGetProgramInfoLog(program, sizeof(emsg), 0, emsg);
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fprintf(stderr, "Error linking GLSL program : %s\n", emsg);
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fprintf(stderr, "Defines: %s\n", define);
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glDeleteProgram(program);
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return 0;
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}
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glUniformBlockBinding(program,
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glGetUniformBlockIndex(program, "Lighting"),
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0);
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glProgramUniform1i(program,
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glGetUniformLocation(program, "texture_buffer"),
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0); /* GL_TEXTURE0 */
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glProgramUniform1i(program,
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glGetUniformLocation(program, "FVarDataOffsetBuffer"),
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30); /* GL_TEXTURE30 */
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glProgramUniform1i(program,
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glGetUniformLocation(program, "FVarDataBuffer"),
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31); /* GL_TEXTURE31 */
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return program;
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}
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void bindProgram(OpenSubdiv_GLMesh *gl_mesh, int program)
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{
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glUseProgram(program);
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/* Matrices */
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glUniformMatrix4fv(glGetUniformLocation(program, "modelViewMatrix"),
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1, false,
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g_transform.model_view_matrix);
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glUniformMatrix4fv(glGetUniformLocation(program, "projectionMatrix"),
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1, false,
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g_transform.projection_matrix);
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glUniformMatrix3fv(glGetUniformLocation(program, "normalMatrix"),
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1, false,
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g_transform.normal_matrix);
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/* Lighting */
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glBindBuffer(GL_UNIFORM_BUFFER, g_lighting_ub);
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glBufferSubData(GL_UNIFORM_BUFFER,
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0, sizeof(g_lighting_data), &g_lighting_data);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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glBindBufferBase(GL_UNIFORM_BUFFER, 0, g_lighting_ub);
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/* Color */
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GLboolean use_lighting;
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glGetBooleanv(GL_LIGHTING, &use_lighting);
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if (use_lighting) {
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float color[4];
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glGetMaterialfv(GL_FRONT, GL_DIFFUSE, color);
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glUniform4fv(glGetUniformLocation(program, "diffuse"), 1, color);
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glGetMaterialfv(GL_FRONT, GL_SPECULAR, color);
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glUniform4fv(glGetUniformLocation(program, "specular"), 1, color);
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glGetMaterialfv(GL_FRONT, GL_SHININESS, color);
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glUniform1f(glGetUniformLocation(program, "shininess"), color[0]);
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}
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else {
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float color[4];
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glGetFloatv(GL_CURRENT_COLOR, color);
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glUniform4fv(glGetUniformLocation(program, "diffuse"), 1, color);
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}
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/* Face-vertex data */
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if (gl_mesh->fvar_data != NULL) {
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if (gl_mesh->fvar_data->texture_buffer) {
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glActiveTexture(GL_TEXTURE31);
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glBindTexture(GL_TEXTURE_BUFFER, gl_mesh->fvar_data->texture_buffer);
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glActiveTexture(GL_TEXTURE0);
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}
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if (gl_mesh->fvar_data->offset_buffer) {
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glActiveTexture(GL_TEXTURE30);
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glBindTexture(GL_TEXTURE_BUFFER, gl_mesh->fvar_data->offset_buffer);
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glActiveTexture(GL_TEXTURE0);
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}
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glUniform1i(glGetUniformLocation(program, "osd_fvar_count"),
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gl_mesh->fvar_data->fvar_width);
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if (gl_mesh->fvar_data->channel_offsets.size() > 0 &&
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g_active_uv_index >= 0)
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{
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glUniform1i(glGetUniformLocation(program, "osd_active_uv_offset"),
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gl_mesh->fvar_data->channel_offsets[g_active_uv_index]);
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} else {
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glUniform1i(glGetUniformLocation(program, "osd_active_uv_offset"), 0);
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}
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} else {
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glUniform1i(glGetUniformLocation(program, "osd_fvar_count"), 0);
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glUniform1i(glGetUniformLocation(program, "osd_active_uv_offset"), 0);
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}
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}
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} /* namespace */
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bool openSubdiv_osdGLDisplayInit(void)
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{
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static bool need_init = true;
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static bool init_success = false;
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if (need_init) {
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if (!openSubdiv_supportGPUDisplay()) {
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return false;
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}
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const char *version = "";
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if (GLEW_VERSION_3_2) {
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version = "#version 150 compatibility\n";
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}
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else if (GLEW_VERSION_3_1) {
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version = "#version 140\n"
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"#extension GL_ARB_compatibility: enable\n";
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}
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else {
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version = "#version 130\n";
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/* minimum supported for OpenSubdiv */
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}
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g_flat_fill_solid_program = linkProgram(
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version,
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"#define USE_COLOR_MATERIAL\n"
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"#define USE_LIGHTING\n"
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"#define FLAT_SHADING\n");
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g_flat_fill_texture2d_program = linkProgram(
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version,
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"#define USE_COLOR_MATERIAL\n"
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"#define USE_LIGHTING\n"
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"#define USE_TEXTURE_2D\n"
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"#define FLAT_SHADING\n");
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g_smooth_fill_solid_program = linkProgram(
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version,
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"#define USE_COLOR_MATERIAL\n"
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"#define USE_LIGHTING\n"
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"#define SMOOTH_SHADING\n");
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g_smooth_fill_texture2d_program = linkProgram(
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version,
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"#define USE_COLOR_MATERIAL\n"
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"#define USE_LIGHTING\n"
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"#define USE_TEXTURE_2D\n"
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"#define SMOOTH_SHADING\n");
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g_flat_fill_solid_shadeless_program = linkProgram(
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version,
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"#define USE_COLOR_MATERIAL\n"
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"#define FLAT_SHADING\n");
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g_flat_fill_texture2d_shadeless_program = linkProgram(
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version,
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"#define USE_COLOR_MATERIAL\n"
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"#define USE_TEXTURE_2D\n"
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"#define FLAT_SHADING\n");
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g_smooth_fill_solid_shadeless_program = linkProgram(
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version,
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"#define USE_COLOR_MATERIAL\n"
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"#define SMOOTH_SHADING\n");
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g_smooth_fill_texture2d_shadeless_program = linkProgram(
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version,
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"#define USE_COLOR_MATERIAL\n"
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"#define USE_TEXTURE_2D\n"
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"#define SMOOTH_SHADING\n");
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g_wireframe_program = linkProgram(
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version,
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"#define WIREFRAME\n");
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glGenBuffers(1, &g_lighting_ub);
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glBindBuffer(GL_UNIFORM_BUFFER, g_lighting_ub);
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glBufferData(GL_UNIFORM_BUFFER,
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sizeof(g_lighting_data), NULL, GL_STATIC_DRAW);
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need_init = false;
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init_success = g_flat_fill_solid_program != 0 &&
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g_flat_fill_texture2d_program != 0 &&
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g_smooth_fill_solid_program != 0 &&
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g_smooth_fill_texture2d_program != 0 &&
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g_wireframe_program;
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}
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return init_success;
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}
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void openSubdiv_osdGLDisplayDeinit(void)
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{
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if (g_lighting_ub != 0) {
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glDeleteBuffers(1, &g_lighting_ub);
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}
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#define SAFE_DELETE_PROGRAM(program) \
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do { \
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if (program) { \
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glDeleteProgram(program); \
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} \
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} while (false)
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|
|
|
SAFE_DELETE_PROGRAM(g_flat_fill_solid_program);
|
|
SAFE_DELETE_PROGRAM(g_flat_fill_texture2d_program);
|
|
SAFE_DELETE_PROGRAM(g_smooth_fill_solid_program);
|
|
SAFE_DELETE_PROGRAM(g_smooth_fill_texture2d_program);
|
|
SAFE_DELETE_PROGRAM(g_flat_fill_solid_shadeless_program);
|
|
SAFE_DELETE_PROGRAM(g_flat_fill_texture2d_shadeless_program);
|
|
SAFE_DELETE_PROGRAM(g_smooth_fill_solid_shadeless_program);
|
|
SAFE_DELETE_PROGRAM(g_smooth_fill_texture2d_shadeless_program);
|
|
SAFE_DELETE_PROGRAM(g_wireframe_program);
|
|
|
|
#undef SAFE_DELETE_PROGRAM
|
|
}
|
|
|
|
void openSubdiv_osdGLMeshDisplayPrepare(int use_osd_glsl,
|
|
int active_uv_index)
|
|
{
|
|
g_active_uv_index = active_uv_index;
|
|
g_use_osd_glsl = (use_osd_glsl != 0);
|
|
|
|
/* 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(OpenSubdiv_GLMesh *gl_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);
|
|
}
|
|
|
|
/* Face-vertex data */
|
|
if (gl_mesh->fvar_data != NULL) {
|
|
if (gl_mesh->fvar_data->texture_buffer) {
|
|
glActiveTexture(GL_TEXTURE31);
|
|
glBindTexture(GL_TEXTURE_BUFFER,
|
|
gl_mesh->fvar_data->texture_buffer);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
}
|
|
|
|
if (gl_mesh->fvar_data->offset_buffer) {
|
|
glActiveTexture(GL_TEXTURE30);
|
|
glBindTexture(GL_TEXTURE_BUFFER,
|
|
gl_mesh->fvar_data->offset_buffer);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
}
|
|
|
|
GLint location = glGetUniformLocation(program, "osd_fvar_count");
|
|
if (location != -1) {
|
|
glUniform1i(location, gl_mesh->fvar_data->fvar_width);
|
|
}
|
|
|
|
location = glGetUniformLocation(program, "osd_active_uv_offset");
|
|
if (location != -1) {
|
|
if (gl_mesh->fvar_data->channel_offsets.size() > 0 &&
|
|
g_active_uv_index >= 0)
|
|
{
|
|
glUniform1i(location,
|
|
gl_mesh->fvar_data->channel_offsets[g_active_uv_index]);
|
|
} else {
|
|
glUniform1i(location, 0);
|
|
}
|
|
}
|
|
} else {
|
|
glUniform1i(glGetUniformLocation(program, "osd_fvar_count"), 0);
|
|
glUniform1i(glGetUniformLocation(program, "osd_active_uv_offset"), 0);
|
|
}
|
|
}
|
|
return program;
|
|
}
|
|
|
|
if (fill_quads) {
|
|
int model;
|
|
GLboolean use_texture_2d, use_lighting;
|
|
glGetIntegerv(GL_SHADE_MODEL, &model);
|
|
glGetBooleanv(GL_TEXTURE_2D, &use_texture_2d);
|
|
glGetBooleanv(GL_LIGHTING, &use_lighting);
|
|
if (model == GL_FLAT) {
|
|
if (use_texture_2d) {
|
|
program = use_lighting
|
|
? g_flat_fill_texture2d_program
|
|
: g_flat_fill_texture2d_shadeless_program;
|
|
}
|
|
else {
|
|
program = use_lighting
|
|
? g_flat_fill_solid_program
|
|
: g_flat_fill_solid_shadeless_program;
|
|
}
|
|
}
|
|
else {
|
|
if (use_texture_2d) {
|
|
program = use_lighting
|
|
? g_smooth_fill_texture2d_program
|
|
: g_smooth_fill_texture2d_shadeless_program;
|
|
}
|
|
else {
|
|
program = use_lighting
|
|
? g_smooth_fill_solid_program
|
|
: g_smooth_fill_solid_shadeless_program;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
program = g_wireframe_program;
|
|
}
|
|
|
|
bindProgram(gl_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 + start_draw_patch,
|
|
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(gl_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);
|
|
}
|
|
|
|
void openSubdiv_osdGLAllocFVar(OpenSubdiv_TopologyRefinerDescr *topology_refiner,
|
|
OpenSubdiv_GLMesh *gl_mesh,
|
|
const float *fvar_data)
|
|
{
|
|
GLMeshInterface *mesh =
|
|
(GLMeshInterface *)(gl_mesh->descriptor);
|
|
gl_mesh->fvar_data = OBJECT_GUARDED_NEW(OpenSubdiv_GLMeshFVarData);
|
|
gl_mesh->fvar_data->Create(topology_refiner->osd_refiner,
|
|
mesh->GetFarPatchTable(),
|
|
2,
|
|
fvar_data);
|
|
}
|
|
|
|
void openSubdiv_osdGLDestroyFVar(OpenSubdiv_GLMesh *gl_mesh)
|
|
{
|
|
if (gl_mesh->fvar_data != NULL) {
|
|
OBJECT_GUARDED_DELETE(gl_mesh->fvar_data, OpenSubdiv_GLMeshFVarData);
|
|
}
|
|
}
|