blender/intern/opensubdiv/internal/opensubdiv_gl_mesh_draw.cc
Sergey Sharybin d920382046 OpenSubdiv: Re-work C-API integration
Main goal is to make API simpler to follow (at least ion terms what
is defined/declared where, as opposite of handful big headers which
includes all the declarations), and also avoid a big set of long and
obscure functions.

Now C-API files are split into smaller ones, following OpenSubdiv
behavior more closely, and also function pointers in structures
used a lot more, which shortens functions names,

UV integration part in GL Mesh is mainly stripped away, it needs
to be done differently. On a related topic, UV coordinates API in
converter needs to be removed as well, we do not need coordinates,
only island connectivity information there.

Additional changes:

- Varying interpolation in evaluator API are temporarily disabled,
  need to extend API somewhere (probably, evaluator's API) to inform
  layout information of vertex data (whether it contains varying
  data, width, stride and such).

- Evaluator now can interpolate face-varying data.
  Only works for adaptive refiner, since some issues in OpenSubdiv
  itself.

Planned changes:

- Remove uv coordinates from TopologyConverter.
- Support evaluation of patches (as opposite to individual coordinates
  as it happens currently).
- Support more flexible layout of varying and face-varying data.
  It is stupid to assume varying is 3 floats and face-varying 2 floats.
- Support of second order derivatives.
- Everything else what i'm missing in this list.
2018-07-16 09:52:37 +02:00

588 lines
20 KiB
C++

// Copyright 2013 Blender Foundation. All rights reserved.
//
// 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.
//
// Author: Sergey Sharybin
#include "internal/opensubdiv_gl_mesh_draw.h"
#ifdef _MSC_VER
# include <iso646.h>
#endif
#include <GL/glew.h>
#include <cmath>
#include <cstdio>
#include <opensubdiv/osd/glMesh.h>
#ifdef OPENSUBDIV_HAS_CUDA
# include <opensubdiv/osd/cudaGLVertexBuffer.h>
#endif // OPENSUBDIV_HAS_CUDA
#include <opensubdiv/osd/cpuEvaluator.h>
#include <opensubdiv/osd/cpuGLVertexBuffer.h>
#include "internal/opensubdiv_gl_mesh_fvar.h"
#include "internal/opensubdiv_gl_mesh_internal.h"
#include "opensubdiv_capi.h"
#include "opensubdiv_gl_mesh_capi.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): Those are a 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;
namespace {
GLuint compileShader(GLenum shaderType,
const char* version,
const char* define,
const char* source) {
const char* sources[] = {
version, define,
#ifdef SUPPORT_COLOR_MATERIAL
"#define SUPPORT_COLOR_MATERIAL\n",
#else
"",
#endif
source,
};
GLuint shader = glCreateShader(shaderType);
glShaderSource(shader, 4, 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\n", 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, version, define,
datatoc_gpu_shader_opensubdiv_vertex_glsl);
if (vertexShader == 0) {
return 0;
}
GLuint geometryShader =
compileShader(GL_GEOMETRY_SHADER, version, define,
datatoc_gpu_shader_opensubdiv_geometry_glsl);
if (geometryShader == 0) {
return 0;
}
GLuint fragmentShader =
compileShader(GL_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");
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);
if (GLEW_VERSION_4_1) {
glProgramUniform1i(
program, glGetUniformLocation(program, "texture_buffer"), 0);
glProgramUniform1i(
program, glGetUniformLocation(program, "FVarDataOffsetBuffer"), 30);
glProgramUniform1i(
program, glGetUniformLocation(program, "FVarDataBuffer"), 31);
} else {
glUseProgram(program);
glUniform1i(glGetUniformLocation(program, "texture_buffer"), 0);
glUniform1i(glGetUniformLocation(program, "FVarDataOffsetBuffer"), 30);
glUniform1i(glGetUniformLocation(program, "FVarDataBuffer"), 31);
glUseProgram(0);
}
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.
{
// TODO(sergey): Stop using glGetMaterial.
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]);
}
// Face-vertex data.
opensubdiv_capi::GLMeshFVarData* fvar_data = gl_mesh->internal->fvar_data;
if (fvar_data != NULL) {
if (fvar_data->texture_buffer) {
glActiveTexture(GL_TEXTURE31);
glBindTexture(GL_TEXTURE_BUFFER, fvar_data->texture_buffer);
glActiveTexture(GL_TEXTURE0);
}
if (fvar_data->offset_buffer) {
glActiveTexture(GL_TEXTURE30);
glBindTexture(GL_TEXTURE_BUFFER, fvar_data->offset_buffer);
glActiveTexture(GL_TEXTURE0);
}
glUniform1i(glGetUniformLocation(program, "osd_fvar_count"),
fvar_data->fvar_width);
if (fvar_data->channel_offsets.size() > 0 && g_active_uv_index >= 0) {
glUniform1i(glGetUniformLocation(program, "osd_active_uv_offset"),
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_initGLMeshDrawingResources(void) {
static bool need_init = true;
static bool init_success = false;
if (!need_init) {
return init_success;
}
// TODO(sergey): Update OSD drawing to OpenGL 3.3 core,
// then remove following line.
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_deinitGLMeshDrawingResources(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
}
namespace opensubdiv_capi {
namespace {
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.
opensubdiv_capi::GLMeshFVarData* fvar_data = gl_mesh->internal->fvar_data;
if (fvar_data != NULL) {
if (fvar_data->texture_buffer) {
glActiveTexture(GL_TEXTURE31);
glBindTexture(GL_TEXTURE_BUFFER, fvar_data->texture_buffer);
glActiveTexture(GL_TEXTURE0);
}
if (fvar_data->offset_buffer) {
glActiveTexture(GL_TEXTURE30);
glBindTexture(GL_TEXTURE_BUFFER, fvar_data->offset_buffer);
glActiveTexture(GL_TEXTURE0);
}
GLint location = glGetUniformLocation(program, "osd_fvar_count");
if (location != -1) {
glUniform1i(location, fvar_data->fvar_width);
}
location = glGetUniformLocation(program, "osd_active_uv_offset");
if (location != -1) {
if (fvar_data->channel_offsets.size() > 0 && g_active_uv_index >= 0) {
glUniform1i(location,
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;
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(gl_mesh, program);
return program;
}
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,
reinterpret_cast<void*>(start_element * sizeof(unsigned int)));
}
void finishPatchDraw(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);
}
}
void drawPartitionPatchesRange(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 < 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 drawAllPatches(GLMeshInterface* mesh, GLuint program) {
const OpenSubdiv::Osd::PatchArrayVector &patches =
mesh->GetPatchTable()->GetPatchArrays();
for (int i = 0; i < 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());
}
}
}
} // namespace
void GLMeshDisplayPrepare(struct OpenSubdiv_GLMesh* /*gl_mesh*/,
const bool use_osd_glsl,
const 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++;
}
// TODO(sergey): Stop using glGetLight.
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
}
}
void GLMeshDisplayDrawPatches(OpenSubdiv_GLMesh* gl_mesh,
const bool fill_quads,
const int start_patch,
const int num_patches) {
GLMeshInterface* mesh = gl_mesh->internal->mesh_interface;
// Make sure all global invariants are initialized.
if (!openSubdiv_initGLMeshDrawingResources()) {
return;
}
/// Setup GLSL/OpenGL to draw patches in current context.
GLuint program = prepare_patchDraw(gl_mesh, fill_quads != 0);
if (start_patch != -1) {
drawPartitionPatchesRange(mesh, program, start_patch, num_patches);
} else {
drawAllPatches(mesh, program);
}
// Finish patch drawing by restoring all changes to the OpenGL context.
finishPatchDraw(fill_quads != 0);
}
} // namespace opensubdiv_capi