
This removes glGetBooleanv queries for GL_LIGHTING. This has been #ifdef'd out with legacy opengl disabled. Thus a false positive still shows up in the gl queries. Also, note that this removes support for wireframes in opensubdiv, when desabling legacy opengl, which should be fixed later. Part of T49043
846 lines
25 KiB
C++
846 lines
25 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 *version,
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const char *define,
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const char *source)
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{
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const char *sources[] = {
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version,
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define,
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#ifdef SUPPORT_COLOR_MATERIAL
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"#define SUPPORT_COLOR_MATERIAL\n",
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#else
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"",
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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, 4, 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\n", 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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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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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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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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#ifdef WITH_LEGACY_OPENGL
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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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#else
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{
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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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#endif
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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;
|
|
}
|
|
|
|
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);
|
|
|
|
#ifdef WITH_LEGACY_OPENGL
|
|
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
|
|
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;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
}
|
|
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);
|
|
}
|
|
}
|