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.
311 lines
8.5 KiB
C++
311 lines
8.5 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) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include "RAS_StorageIM.h"
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#include "RAS_MaterialBucket.h"
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#include "RAS_IPolygonMaterial.h"
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#include "glew-mx.h"
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#include "GPU_draw.h"
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#include "GPU_extensions.h"
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#include "GPU_material.h"
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extern "C"{
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#include "BKE_DerivedMesh.h"
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}
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RAS_StorageIM::RAS_StorageIM(int *texco_num, RAS_IRasterizer::TexCoGen *texco, int *attrib_num, RAS_IRasterizer::TexCoGen *attrib, int *attrib_layer) :
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m_drawingmode(RAS_IRasterizer::KX_TEXTURED),
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m_texco_num(texco_num),
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m_attrib_num(attrib_num),
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m_texco(texco),
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m_attrib(attrib),
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m_attrib_layer(attrib_layer)
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{
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}
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RAS_StorageIM::~RAS_StorageIM()
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{
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}
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bool RAS_StorageIM::Init()
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{
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return true;
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}
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void RAS_StorageIM::Exit()
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{
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}
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void RAS_StorageIM::IndexPrimitives(RAS_MeshSlot& ms)
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{
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IndexPrimitivesInternal(ms, false);
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}
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void RAS_StorageIM::IndexPrimitivesMulti(class RAS_MeshSlot& ms)
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{
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IndexPrimitivesInternal(ms, true);
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}
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void RAS_StorageIM::TexCoord(const RAS_TexVert &tv)
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{
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int unit;
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if (GLEW_ARB_multitexture) {
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for (unit = 0; unit < *m_texco_num; unit++) {
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switch (m_texco[unit]) {
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case RAS_IRasterizer::RAS_TEXCO_ORCO:
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case RAS_IRasterizer::RAS_TEXCO_GLOB:
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glMultiTexCoord3fvARB(GL_TEXTURE0_ARB + unit, tv.getXYZ());
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break;
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case RAS_IRasterizer::RAS_TEXCO_UV:
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glMultiTexCoord2fvARB(GL_TEXTURE0_ARB + unit, tv.getUV(unit));
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break;
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case RAS_IRasterizer::RAS_TEXCO_NORM:
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glMultiTexCoord3fvARB(GL_TEXTURE0_ARB + unit, tv.getNormal());
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break;
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case RAS_IRasterizer::RAS_TEXTANGENT:
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glMultiTexCoord4fvARB(GL_TEXTURE0_ARB + unit, tv.getTangent());
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break;
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default:
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break;
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}
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}
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}
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if (GLEW_ARB_vertex_program) {
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for (unit = 0; unit < *m_attrib_num; unit++) {
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switch (m_attrib[unit]) {
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case RAS_IRasterizer::RAS_TEXCO_ORCO:
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case RAS_IRasterizer::RAS_TEXCO_GLOB:
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glVertexAttrib3fvARB(unit, tv.getXYZ());
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break;
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case RAS_IRasterizer::RAS_TEXCO_UV:
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glVertexAttrib2fvARB(unit, tv.getUV(m_attrib_layer[unit]));
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break;
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case RAS_IRasterizer::RAS_TEXCO_NORM:
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glVertexAttrib3fvARB(unit, tv.getNormal());
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break;
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case RAS_IRasterizer::RAS_TEXTANGENT:
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glVertexAttrib4fvARB(unit, tv.getTangent());
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break;
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case RAS_IRasterizer::RAS_TEXCO_VCOL:
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glVertexAttrib4ubvARB(unit, tv.getRGBA());
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break;
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default:
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break;
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}
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}
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}
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}
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void RAS_StorageIM::SetCullFace(bool enable)
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{
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if (enable)
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glEnable(GL_CULL_FACE);
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else
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glDisable(GL_CULL_FACE);
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}
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static bool current_wireframe;
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static RAS_MaterialBucket *current_bucket;
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static RAS_IPolyMaterial *current_polymat;
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static RAS_MeshSlot *current_ms;
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static RAS_MeshObject *current_mesh;
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static int current_blmat_nr;
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static GPUVertexAttribs current_gpu_attribs;
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static Image *current_image;
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static int CheckMaterialDM(int matnr, void *attribs)
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{
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// only draw the current material
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if (matnr != current_blmat_nr)
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return 0;
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GPUVertexAttribs *gattribs = (GPUVertexAttribs *)attribs;
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if (gattribs)
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memcpy(gattribs, ¤t_gpu_attribs, sizeof(GPUVertexAttribs));
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return 1;
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}
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/*
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static int CheckTexfaceDM(void *mcol, int index)
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{
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// index is the original face index, retrieve the polygon
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RAS_Polygon* polygon = (index >= 0 && index < current_mesh->NumPolygons()) ?
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current_mesh->GetPolygon(index) : NULL;
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if (polygon && polygon->GetMaterial() == current_bucket) {
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// must handle color.
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if (current_wireframe)
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return 2;
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if (current_ms->m_bObjectColor) {
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MT_Vector4& rgba = current_ms->m_RGBAcolor;
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glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
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// don't use mcol
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return 2;
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}
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if (!mcol) {
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// we have to set the color from the material
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unsigned char rgba[4];
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current_polymat->GetMaterialRGBAColor(rgba);
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glColor4ubv((const GLubyte *)rgba);
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return 2;
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}
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return 1;
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}
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return 0;
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}
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*/
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static DMDrawOption CheckTexDM(MTexPoly *mtexpoly, const bool has_mcol, int matnr)
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{
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// index is the original face index, retrieve the polygon
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if (matnr == current_blmat_nr &&
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(mtexpoly == NULL || mtexpoly->tpage == current_image)) {
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// must handle color.
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if (current_wireframe)
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return DM_DRAW_OPTION_NO_MCOL;
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if (current_ms->m_bObjectColor) {
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MT_Vector4& rgba = current_ms->m_RGBAcolor;
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glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
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// don't use mcol
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return DM_DRAW_OPTION_NO_MCOL;
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}
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if (!has_mcol) {
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// we have to set the color from the material
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unsigned char rgba[4];
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current_polymat->GetMaterialRGBAColor(rgba);
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glColor4ubv((const GLubyte *)rgba);
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return DM_DRAW_OPTION_NO_MCOL;
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}
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return DM_DRAW_OPTION_NORMAL;
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}
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return DM_DRAW_OPTION_SKIP;
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}
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void RAS_StorageIM::IndexPrimitivesInternal(RAS_MeshSlot& ms, bool multi)
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{
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bool obcolor = ms.m_bObjectColor;
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bool wireframe = m_drawingmode <= RAS_IRasterizer::KX_WIREFRAME;
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MT_Vector4& rgba = ms.m_RGBAcolor;
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RAS_MeshSlot::iterator it;
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if (ms.m_pDerivedMesh) {
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// mesh data is in derived mesh,
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current_bucket = ms.m_bucket;
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current_polymat = current_bucket->GetPolyMaterial();
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current_ms = &ms;
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current_mesh = ms.m_mesh;
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current_wireframe = wireframe;
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// MCol *mcol = (MCol*)ms.m_pDerivedMesh->getFaceDataArray(ms.m_pDerivedMesh, CD_MCOL); /* UNUSED */
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// handle two-side
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if (current_polymat->GetDrawingMode() & RAS_IRasterizer::KX_BACKCULL)
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this->SetCullFace(true);
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else
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this->SetCullFace(false);
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if (current_polymat->GetFlag() & RAS_BLENDERGLSL) {
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// GetMaterialIndex return the original mface material index,
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// increment by 1 to match what derived mesh is doing
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current_blmat_nr = current_polymat->GetMaterialIndex()+1;
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// For GLSL we need to retrieve the GPU material attribute
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Material* blmat = current_polymat->GetBlenderMaterial();
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Scene* blscene = current_polymat->GetBlenderScene();
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if (!wireframe && blscene && blmat)
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GPU_material_vertex_attributes(GPU_material_from_blender(blscene, blmat, false), ¤t_gpu_attribs);
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else
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memset(¤t_gpu_attribs, 0, sizeof(current_gpu_attribs));
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// DM draw can mess up blending mode, restore at the end
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int current_blend_mode = GPU_get_material_alpha_blend();
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ms.m_pDerivedMesh->drawFacesGLSL(ms.m_pDerivedMesh, CheckMaterialDM);
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GPU_set_material_alpha_blend(current_blend_mode);
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} else {
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//ms.m_pDerivedMesh->drawMappedFacesTex(ms.m_pDerivedMesh, CheckTexfaceDM, mcol);
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current_blmat_nr = current_polymat->GetMaterialIndex();
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current_image = current_polymat->GetBlenderImage();
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ms.m_pDerivedMesh->drawFacesTex(ms.m_pDerivedMesh, CheckTexDM, NULL, NULL, DM_DRAW_USE_ACTIVE_UV);
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}
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return;
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}
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// iterate over display arrays, each containing an index + vertex array
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for (ms.begin(it); !ms.end(it); ms.next(it)) {
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RAS_TexVert *vertex;
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size_t i, j, numvert;
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numvert = it.array->m_type;
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if (it.array->m_type == RAS_DisplayArray::LINE) {
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// line drawing
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glBegin(GL_LINES);
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for (i = 0; i < it.totindex; i += 2)
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{
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vertex = &it.vertex[it.index[i]];
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glVertex3fv(vertex->getXYZ());
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vertex = &it.vertex[it.index[i+1]];
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glVertex3fv(vertex->getXYZ());
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}
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glEnd();
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}
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else {
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// triangle and quad drawing
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if (it.array->m_type == RAS_DisplayArray::TRIANGLE)
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glBegin(GL_TRIANGLES);
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else
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glBegin(GL_QUADS);
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for (i = 0; i < it.totindex; i += numvert)
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{
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if (obcolor)
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glColor4d(rgba[0], rgba[1], rgba[2], rgba[3]);
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for (j = 0; j < numvert; j++) {
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vertex = &it.vertex[it.index[i+j]];
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if (!wireframe) {
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if (!obcolor)
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glColor4ubv((const GLubyte *)(vertex->getRGBA()));
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glNormal3fv(vertex->getNormal());
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if (multi)
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TexCoord(*vertex);
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else
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glTexCoord2fv(vertex->getUV(0));
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}
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glVertex3fv(vertex->getXYZ());
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}
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}
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glEnd();
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}
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}
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}
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