blender/intern/opensubdiv/opensubdiv_gpu_capi.cc
Sergey Sharybin a27b54f6e2 OpenSubdiv: Split shader source files
Was a bit annoying to do tweaks in a file which contained all
vertex, geometry and fragment shaders.
2016-09-16 12:28:35 +02:00

817 lines
24 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 *****
*/
#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>
#include "MEM_guardedalloc.h"
#include "opensubdiv_capi.h"
#include "opensubdiv_topology_refiner.h"
using OpenSubdiv::Osd::GLMeshInterface;
extern "C" char datatoc_gpu_shader_opensubdiv_vertex_glsl[];
extern "C" char datatoc_gpu_shader_opensubdiv_geometry_glsl[];
extern "C" char datatoc_gpu_shader_opensubdiv_fragment_glsl[];
/* TODO(sergey): This is bit of bad level calls :S */
extern "C" {
void copy_m3_m3(float m1[3][3], float m2[3][3]);
void copy_m3_m4(float m1[3][3], float m2[4][4]);
void adjoint_m3_m3(float m1[3][3], float m[3][3]);
float determinant_m3_array(float m[3][3]);
bool invert_m3_m3(float m1[3][3], float m2[3][3]);
bool invert_m3(float m[3][3]);
void transpose_m3(float mat[3][3]);
}
#define MAX_LIGHTS 8
#define SUPPORT_COLOR_MATERIAL
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;
float pad, pad2;
#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 = 0;
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_flat_fill_solid_shadeless_program = 0;
static GLuint g_flat_fill_texture2d_shadeless_program = 0;
static GLuint g_smooth_fill_solid_shadeless_program = 0;
static GLuint g_smooth_fill_texture2d_shadeless_program = 0;
static GLuint g_wireframe_program = 0;
static GLuint g_lighting_ub = 0;
static Lighting g_lighting_data;
static Transform g_transform;
struct OpenSubdiv_GLMeshFVarData
{
OpenSubdiv_GLMeshFVarData() :
texture_buffer(0), offset_buffer(0) {
}
~OpenSubdiv_GLMeshFVarData()
{
Release();
}
void Release()
{
if (texture_buffer) {
glDeleteTextures(1, &texture_buffer);
}
if (offset_buffer) {
glDeleteTextures(1, &offset_buffer);
}
texture_buffer = 0;
offset_buffer = 0;
fvar_width = 0;
channel_offsets.clear();
}
void Create(const OpenSubdiv::Far::TopologyRefiner *refiner,
const OpenSubdiv::Far::PatchTable *patch_table,
int fvar_width,
const float *fvar_src_data)
{
Release();
this->fvar_width = fvar_width;
/* Expand fvar data to per-patch array */
const int max_level = refiner->GetMaxLevel();
const int num_channels = patch_table->GetNumFVarChannels();
std::vector<float> data;
int fvar_data_offset = 0;
channel_offsets.resize(num_channels);
for (int channel = 0; channel < num_channels; ++channel) {
OpenSubdiv::Far::ConstIndexArray indices =
patch_table->GetFVarValues(channel);
channel_offsets[channel] = data.size();
data.reserve(data.size() + indices.size() * fvar_width);
for (int fvert = 0; fvert < (int)indices.size(); ++fvert) {
int index = indices[fvert] * fvar_width;
for (int i = 0; i < fvar_width; ++i) {
data.push_back(fvar_src_data[fvar_data_offset + index++]);
}
}
if (refiner->IsUniform()) {
const int num_values_max = refiner->GetLevel(max_level).GetNumFVarValues(channel);
fvar_data_offset += num_values_max * fvar_width;
} else {
const int num_values_total = refiner->GetNumFVarValuesTotal(channel);
fvar_data_offset += num_values_total * fvar_width;
}
}
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, data.size()*sizeof(float),
&data[0], GL_STATIC_DRAW);
glGenTextures(1, &texture_buffer);
glBindTexture(GL_TEXTURE_BUFFER, texture_buffer);
glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, buffer);
glDeleteBuffers(1, &buffer);
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, channel_offsets.size()*sizeof(int),
&channel_offsets[0], GL_STATIC_DRAW);
glGenTextures(1, &offset_buffer);
glBindTexture(GL_TEXTURE_BUFFER, offset_buffer);
glTexBuffer(GL_TEXTURE_BUFFER, GL_R32I, buffer);
glBindTexture(GL_TEXTURE_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
GLuint texture_buffer;
GLuint offset_buffer;
std::vector<int> channel_offsets;
int fvar_width;
};
namespace {
GLuint compileShader(GLenum shaderType,
const char *section,
const char *version,
const char *define,
const char *source)
{
char sdefine[64];
sprintf(sdefine, "#define %s\n", section);
const char *sources[] = {
version,
define,
sdefine,
#ifdef SUPPORT_COLOR_MATERIAL
"#define SUPPORT_COLOR_MATERIAL\n",
#endif
source,
};
GLuint shader = glCreateShader(shaderType);
glShaderSource(shader, 5, 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 %s: %s\n", section, emsg);
fprintf(stderr, "Version: %s\n", version);
fprintf(stderr, "Defines: %s\n", define);
fprintf(stderr, "Source: %s\n", source);
return 0;
}
return shader;
}
GLuint linkProgram(const char *version, const char *define)
{
GLuint vertexShader = compileShader(GL_VERTEX_SHADER,
"VERTEX_SHADER",
version,
define,
datatoc_gpu_shader_opensubdiv_vertex_glsl);
if (vertexShader == 0) {
return 0;
}
GLuint geometryShader = compileShader(GL_GEOMETRY_SHADER,
"GEOMETRY_SHADER",
version,
define,
datatoc_gpu_shader_opensubdiv_geometry_glsl);
if (geometryShader == 0) {
return 0;
}
GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER,
"FRAGMENT_SHADER",
version,
define,
datatoc_gpu_shader_opensubdiv_fragment_glsl );
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");
if (!GLEW_VERSION_3_2) {
/* provide input/output layout info */
glProgramParameteriEXT(program,
GL_GEOMETRY_INPUT_TYPE_EXT,
GL_LINES_ADJACENCY_EXT);
bool wireframe = strstr(define, "WIREFRAME") != NULL;
glProgramParameteriEXT(program,
GL_GEOMETRY_OUTPUT_TYPE_EXT,
wireframe ? GL_LINE_STRIP : GL_TRIANGLE_STRIP);
glProgramParameteriEXT(program,
GL_GEOMETRY_VERTICES_OUT_EXT,
8);
}
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, "FVarDataOffsetBuffer"),
30); /* GL_TEXTURE30 */
glProgramUniform1i(program,
glGetUniformLocation(program, "FVarDataBuffer"),
31); /* GL_TEXTURE31 */
return program;
}
void bindProgram(OpenSubdiv_GLMesh *gl_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);
}
/* 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);
}
glUniform1i(glGetUniformLocation(program, "osd_fvar_count"),
gl_mesh->fvar_data->fvar_width);
if (gl_mesh->fvar_data->channel_offsets.size() > 0 &&
g_active_uv_index >= 0)
{
glUniform1i(glGetUniformLocation(program, "osd_active_uv_offset"),
gl_mesh->fvar_data->channel_offsets[g_active_uv_index]);
} else {
glUniform1i(glGetUniformLocation(program, "osd_active_uv_offset"), 0);
}
} else {
glUniform1i(glGetUniformLocation(program, "osd_fvar_count"), 0);
glUniform1i(glGetUniformLocation(program, "osd_active_uv_offset"), 0);
}
}
} /* namespace */
bool openSubdiv_osdGLDisplayInit(void)
{
static bool need_init = true;
static bool init_success = false;
if (need_init) {
if (!openSubdiv_supportGPUDisplay()) {
return false;
}
const char *version = "";
if (GLEW_VERSION_3_2) {
version = "#version 150 compatibility\n";
}
else if (GLEW_VERSION_3_1) {
version = "#version 140\n"
"#extension GL_ARB_compatibility: enable\n";
}
else {
version = "#version 130\n";
/* minimum supported for OpenSubdiv */
}
g_flat_fill_solid_program = linkProgram(
version,
"#define USE_COLOR_MATERIAL\n"
"#define USE_LIGHTING\n"
"#define FLAT_SHADING\n");
g_flat_fill_texture2d_program = linkProgram(
version,
"#define USE_COLOR_MATERIAL\n"
"#define USE_LIGHTING\n"
"#define USE_TEXTURE_2D\n"
"#define FLAT_SHADING\n");
g_smooth_fill_solid_program = linkProgram(
version,
"#define USE_COLOR_MATERIAL\n"
"#define USE_LIGHTING\n"
"#define SMOOTH_SHADING\n");
g_smooth_fill_texture2d_program = linkProgram(
version,
"#define USE_COLOR_MATERIAL\n"
"#define USE_LIGHTING\n"
"#define USE_TEXTURE_2D\n"
"#define SMOOTH_SHADING\n");
g_flat_fill_solid_shadeless_program = linkProgram(
version,
"#define USE_COLOR_MATERIAL\n"
"#define FLAT_SHADING\n");
g_flat_fill_texture2d_shadeless_program = linkProgram(
version,
"#define USE_COLOR_MATERIAL\n"
"#define USE_TEXTURE_2D\n"
"#define FLAT_SHADING\n");
g_smooth_fill_solid_shadeless_program = linkProgram(
version,
"#define USE_COLOR_MATERIAL\n"
"#define SMOOTH_SHADING\n");
g_smooth_fill_texture2d_shadeless_program = linkProgram(
version,
"#define USE_COLOR_MATERIAL\n"
"#define USE_TEXTURE_2D\n"
"#define SMOOTH_SHADING\n");
g_wireframe_program = linkProgram(
version,
"#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);
}
#define SAFE_DELETE_PROGRAM(program) \
do { \
if (program) { \
glDeleteProgram(program); \
} \
} while (false)
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);
}
}