f997449f84
GLSL 130, 140, 150 with extensions as needed. Similar logic to my recent gpu_extensions changes. Partially fixes T46706. Matcaps now work with OpenSubdiv, as do basic materials. Anything with UV coordinates is still broken.
678 lines
19 KiB
C++
678 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 *****
|
|
*/
|
|
|
|
#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)
|
|
{
|
|
char sdefine[64];
|
|
sprintf(sdefine, "#define %s\n", section);
|
|
|
|
const char *version;
|
|
if (GLEW_VERSION_3_2 && GLEW_ARB_compatibility) {
|
|
version = "#version 150 compatibility\n";
|
|
}
|
|
else if (GLEW_VERSION_3_1 && GLEW_ARB_compatibility) {
|
|
version = "#version 140\n"
|
|
"#extension GL_ARB_compatibility: enable\n";
|
|
}
|
|
else if (GLEW_VERSION_3_0) {
|
|
version = "#version 130\n";
|
|
/* minimum supported for OpenSubdiv */
|
|
}
|
|
|
|
const char *sources[] = {
|
|
version,
|
|
define,
|
|
sdefine,
|
|
datatoc_gpu_shader_opensubd_display_glsl
|
|
};
|
|
|
|
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: %s\n", section, emsg);
|
|
fprintf(stderr, "Version: %s\n", version);
|
|
fprintf(stderr, "Defines: %s\n", define);
|
|
fprintf(stderr, "Source: %s\n", datatoc_gpu_shader_opensubd_display_glsl);
|
|
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");
|
|
|
|
|
|
if (!(GLEW_VERSION_3_2 && GLEW_ARB_compatibility)) {
|
|
/* 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, "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);
|
|
}
|