forked from bartvdbraak/blender
3d36489672
This commit contains all the remained parts needed for initial integration of OpenSubdiv into Blender's subdivision surface code. Includes both GPU and CPU backends which works in the following way: - When SubSurf modifier is the last in the modifiers stack then GPU pipeline of OpenSubdiv is used, making viewport performance as fast as possible. This also requires graphscard with GLSL 1.5 support. If this requirement is not met, then no GPU pipeline is used at all. - If SubSurf is not a last modifier or if DerivesMesh is being evaluated for rendering then CPU limit evaluation API from OpenSubdiv is used. This only replaces the legacy evaluation code from CCGSubSurf_legacy, but keeps CCG structures exactly the same as they used to be for ages now. This integration is fully covered with ifdef and not enabled by default because there are several TODOs to be solved first: - Face varying data interpolation is not really cleanly implemented for GPU in OpenSubdiv 3.0. It is also not implemented for limit evaluation API. This basically means we'll have really hard time supporting UVs. - Limit evaluation only works with adaptivly subdivided meshes so far, which basically means all the points of CCG are pushed to the limit. This gives different result from old code. - There are some serious optimizations possible on the topology refiner creation, which would speed up initial OpenSubdiv mesh creation. - There are some hardcoded asumptions in the GPU and DerivedMesh areas which could be generalized. That's something where Antony and Campbell can help, making it so the code is structured in a way which is reusable by all planned viewport projects. - There are also some workarounds in the dependency graph to make sure OpenGL buffers are only freed from the main thread. Those who'll be wanting to make experiments with this code should grab dev branch (NOT master) from https://github.com/Nazg-Gul/OpenSubdiv/tree/dev There are some patches applied in there which we're working on on getting into upstream.
188 lines
5.1 KiB
C++
188 lines
5.1 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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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file gameengine/Ketsji/BL_BlenderShader.cpp
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* \ingroup ketsji
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*/
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#include "DNA_customdata_types.h"
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#include "DNA_material_types.h"
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#include "DNA_scene_types.h"
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#include "BLI_utildefines.h"
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#include "BKE_global.h"
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#include "BKE_main.h"
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#include "BKE_DerivedMesh.h"
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#include "BL_BlenderShader.h"
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#include "BL_Material.h"
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#include "GPU_extensions.h"
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#include "GPU_material.h"
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#include "RAS_BucketManager.h"
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#include "RAS_MeshObject.h"
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#include "RAS_IRasterizer.h"
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BL_BlenderShader::BL_BlenderShader(KX_Scene *scene, struct Material *ma, int lightlayer)
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:
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mMat(ma),
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mLightLayer(lightlayer),
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mGPUMat(NULL)
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{
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mBlenderScene = scene->GetBlenderScene();
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mAlphaBlend = GPU_BLEND_SOLID;
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ReloadMaterial();
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}
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BL_BlenderShader::~BL_BlenderShader()
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{
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if (mGPUMat)
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GPU_material_unbind(mGPUMat);
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}
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void BL_BlenderShader::ReloadMaterial()
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{
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mGPUMat = (mMat) ? GPU_material_from_blender(mBlenderScene, mMat, false) : NULL;
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}
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void BL_BlenderShader::SetProg(bool enable, double time, RAS_IRasterizer* rasty)
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{
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if (VerifyShader()) {
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if (enable) {
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assert(rasty != NULL); // XXX Kinda hacky, but SetProg() should always have the rasterizer if enable is true
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float viewmat[4][4], viewinvmat[4][4];
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const MT_Matrix4x4& view = rasty->GetViewMatrix();
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const MT_Matrix4x4& viewinv = rasty->GetViewInvMatrix();
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view.getValue((float*)viewmat);
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viewinv.getValue((float*)viewinvmat);
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GPU_material_bind(mGPUMat, mLightLayer, mBlenderScene->lay, time, 1, viewmat, viewinvmat, NULL, false);
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}
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else
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GPU_material_unbind(mGPUMat);
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}
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}
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int BL_BlenderShader::GetAttribNum()
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{
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GPUVertexAttribs attribs;
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int i, enabled = 0;
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if (!VerifyShader())
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return enabled;
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GPU_material_vertex_attributes(mGPUMat, &attribs);
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for (i = 0; i < attribs.totlayer; i++)
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if (attribs.layer[i].glindex+1 > enabled)
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enabled= attribs.layer[i].glindex+1;
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if (enabled > BL_MAX_ATTRIB)
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enabled = BL_MAX_ATTRIB;
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return enabled;
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}
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void BL_BlenderShader::SetAttribs(RAS_IRasterizer* ras, const BL_Material *mat)
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{
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GPUVertexAttribs attribs;
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GPUMaterial *gpumat;
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int i, attrib_num, uv = 0;
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ras->SetAttribNum(0);
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if (!VerifyShader())
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return;
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gpumat = mGPUMat;
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if (ras->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED || (ras->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW &&
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mat->alphablend != GEMAT_SOLID && !ras->GetUsingOverrideShader())) {
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GPU_material_vertex_attributes(gpumat, &attribs);
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attrib_num = GetAttribNum();
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ras->SetTexCoordNum(0);
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ras->SetAttribNum(attrib_num);
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for (i = 0; i < attrib_num; i++)
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ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_DISABLE, i);
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for (i = 0; i < attribs.totlayer; i++) {
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if (attribs.layer[i].glindex > attrib_num)
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continue;
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if (attribs.layer[i].type == CD_MTFACE)
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ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_UV, attribs.layer[i].glindex, uv++);
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else if (attribs.layer[i].type == CD_TANGENT)
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ras->SetAttrib(RAS_IRasterizer::RAS_TEXTANGENT, attribs.layer[i].glindex);
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else if (attribs.layer[i].type == CD_ORCO)
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ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_ORCO, attribs.layer[i].glindex);
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else if (attribs.layer[i].type == CD_NORMAL)
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ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_NORM, attribs.layer[i].glindex);
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else if (attribs.layer[i].type == CD_MCOL)
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ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_VCOL, attribs.layer[i].glindex);
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else
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ras->SetAttrib(RAS_IRasterizer::RAS_TEXCO_DISABLE, attribs.layer[i].glindex);
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}
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}
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}
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void BL_BlenderShader::Update(const RAS_MeshSlot & ms, RAS_IRasterizer* rasty )
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{
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float obmat[4][4], obcol[4];
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GPUMaterial *gpumat;
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gpumat = mGPUMat;
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if (!gpumat || !GPU_material_bound(gpumat))
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return;
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MT_Matrix4x4 model;
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model.setValue(ms.m_OpenGLMatrix);
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// note: getValue gives back column major as needed by OpenGL
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model.getValue((float*)obmat);
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if (ms.m_bObjectColor)
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ms.m_RGBAcolor.getValue((float *)obcol);
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else
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obcol[0] = obcol[1] = obcol[2] = obcol[3] = 1.0f;
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float auto_bump_scale = ms.m_pDerivedMesh!=0 ? ms.m_pDerivedMesh->auto_bump_scale : 1.0f;
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GPU_material_bind_uniforms(gpumat, obmat, obcol, auto_bump_scale, NULL);
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mAlphaBlend = GPU_material_alpha_blend(gpumat, obcol);
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}
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int BL_BlenderShader::GetAlphaBlend()
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{
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return mAlphaBlend;
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}
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bool BL_BlenderShader::Equals(BL_BlenderShader *blshader)
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{
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/* to avoid unneeded state switches */
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return (blshader && mMat == blshader->mMat && mLightLayer == blshader->mLightLayer);
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}
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// eof
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