Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
578 lines
20 KiB
C++
578 lines
20 KiB
C++
// Copyright 2013 Blender Foundation. All rights reserved.
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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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// Author: Sergey Sharybin
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#include "internal/opensubdiv_gl_mesh_draw.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 <GL/glew.h>
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#include <cmath>
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#include <cstdio>
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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/cpuEvaluator.h>
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#include <opensubdiv/osd/cpuGLVertexBuffer.h>
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#include "internal/opensubdiv_gl_mesh_fvar.h"
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#include "internal/opensubdiv_gl_mesh_internal.h"
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#include "internal/opensubdiv_util.h"
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#include "opensubdiv_capi.h"
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#include "opensubdiv_gl_mesh_capi.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): Those are a 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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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(
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GL_VERTEX_SHADER, version, define, 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(
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GL_GEOMETRY_SHADER, version, define, 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(
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GL_FRAGMENT_SHADER, version, define, 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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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, glGetUniformBlockIndex(program, "Lighting"), 0);
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if (GLEW_VERSION_4_1) {
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glProgramUniform1i(program, glGetUniformLocation(program, "texture_buffer"), 0);
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glProgramUniform1i(program, glGetUniformLocation(program, "FVarDataOffsetBuffer"), 30);
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glProgramUniform1i(program, glGetUniformLocation(program, "FVarDataBuffer"), 31);
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}
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else {
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glUseProgram(program);
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glUniform1i(glGetUniformLocation(program, "texture_buffer"), 0);
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glUniform1i(glGetUniformLocation(program, "FVarDataOffsetBuffer"), 30);
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glUniform1i(glGetUniformLocation(program, "FVarDataBuffer"), 31);
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glUseProgram(0);
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}
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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(
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glGetUniformLocation(program, "modelViewMatrix"), 1, false, g_transform.model_view_matrix);
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glUniformMatrix4fv(
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glGetUniformLocation(program, "projectionMatrix"), 1, false, g_transform.projection_matrix);
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glUniformMatrix3fv(
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glGetUniformLocation(program, "normalMatrix"), 1, false, 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, 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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{
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// TODO(sergey): Stop using glGetMaterial.
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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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// Face-vertex data.
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opensubdiv_capi::GLMeshFVarData *fvar_data = gl_mesh->internal->fvar_data;
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if (fvar_data != NULL) {
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if (fvar_data->texture_buffer) {
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glActiveTexture(GL_TEXTURE31);
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glBindTexture(GL_TEXTURE_BUFFER, fvar_data->texture_buffer);
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glActiveTexture(GL_TEXTURE0);
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}
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if (fvar_data->offset_buffer) {
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glActiveTexture(GL_TEXTURE30);
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glBindTexture(GL_TEXTURE_BUFFER, 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"), fvar_data->fvar_width);
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if (fvar_data->channel_offsets.size() > 0 && g_active_uv_index >= 0) {
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glUniform1i(glGetUniformLocation(program, "osd_active_uv_offset"),
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fvar_data->channel_offsets[g_active_uv_index]);
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}
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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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}
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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_initGLMeshDrawingResources(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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return init_success;
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}
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// TODO(sergey): Update OSD drawing to OpenGL 3.3 core,
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// then remove following line.
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return false;
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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 =
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"#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(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(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(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(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(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(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(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(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(version, "#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, 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 && g_flat_fill_texture2d_program != 0 &&
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g_smooth_fill_solid_program != 0 && g_smooth_fill_texture2d_program != 0 &&
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g_wireframe_program;
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return init_success;
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}
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void openSubdiv_deinitGLMeshDrawingResources(void)
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{
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if (g_lighting_ub != 0) {
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glDeleteBuffers(1, &g_lighting_ub);
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}
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#define SAFE_DELETE_PROGRAM(program) \
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do { \
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if (program) { \
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glDeleteProgram(program); \
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} \
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} while (false)
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SAFE_DELETE_PROGRAM(g_flat_fill_solid_program);
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SAFE_DELETE_PROGRAM(g_flat_fill_texture2d_program);
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SAFE_DELETE_PROGRAM(g_smooth_fill_solid_program);
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SAFE_DELETE_PROGRAM(g_smooth_fill_texture2d_program);
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SAFE_DELETE_PROGRAM(g_flat_fill_solid_shadeless_program);
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SAFE_DELETE_PROGRAM(g_flat_fill_texture2d_shadeless_program);
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SAFE_DELETE_PROGRAM(g_smooth_fill_solid_shadeless_program);
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SAFE_DELETE_PROGRAM(g_smooth_fill_texture2d_shadeless_program);
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SAFE_DELETE_PROGRAM(g_wireframe_program);
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#undef SAFE_DELETE_PROGRAM
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}
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namespace opensubdiv_capi {
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namespace {
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GLuint prepare_patchDraw(OpenSubdiv_GLMesh *gl_mesh, bool fill_quads)
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{
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GLint program = 0;
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if (!g_use_osd_glsl) {
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glGetIntegerv(GL_CURRENT_PROGRAM, &program);
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if (program) {
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GLint model;
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glGetIntegerv(GL_SHADE_MODEL, &model);
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GLint location = glGetUniformLocation(program, "osd_flat_shading");
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if (location != -1) {
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glUniform1i(location, model == GL_FLAT);
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}
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// Face-vertex data.
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opensubdiv_capi::GLMeshFVarData *fvar_data = gl_mesh->internal->fvar_data;
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if (fvar_data != NULL) {
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if (fvar_data->texture_buffer) {
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glActiveTexture(GL_TEXTURE31);
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glBindTexture(GL_TEXTURE_BUFFER, fvar_data->texture_buffer);
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glActiveTexture(GL_TEXTURE0);
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}
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if (fvar_data->offset_buffer) {
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glActiveTexture(GL_TEXTURE30);
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glBindTexture(GL_TEXTURE_BUFFER, fvar_data->offset_buffer);
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glActiveTexture(GL_TEXTURE0);
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}
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GLint location = glGetUniformLocation(program, "osd_fvar_count");
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if (location != -1) {
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glUniform1i(location, fvar_data->fvar_width);
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}
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location = glGetUniformLocation(program, "osd_active_uv_offset");
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if (location != -1) {
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if (fvar_data->channel_offsets.size() > 0 && g_active_uv_index >= 0) {
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glUniform1i(location, fvar_data->channel_offsets[g_active_uv_index]);
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}
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else {
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glUniform1i(location, 0);
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}
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}
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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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return program;
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}
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if (fill_quads) {
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int model;
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GLboolean use_texture_2d;
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glGetIntegerv(GL_SHADE_MODEL, &model);
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glGetBooleanv(GL_TEXTURE_2D, &use_texture_2d);
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if (model == GL_FLAT) {
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if (use_texture_2d) {
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program = g_flat_fill_texture2d_program;
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}
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else {
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program = g_flat_fill_solid_program;
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}
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}
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else {
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if (use_texture_2d) {
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program = g_smooth_fill_texture2d_program;
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}
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else {
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program = g_smooth_fill_solid_program;
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}
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}
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}
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else {
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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program = g_wireframe_program;
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}
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bindProgram(gl_mesh, program);
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return program;
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}
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void perform_drawElements(GLuint program, int patch_index, int num_elements, int start_element)
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{
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if (program) {
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glUniform1i(glGetUniformLocation(program, "PrimitiveIdBase"), patch_index);
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}
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glDrawElements(GL_LINES_ADJACENCY,
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num_elements,
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GL_UNSIGNED_INT,
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reinterpret_cast<void *>(start_element * sizeof(unsigned int)));
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}
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void finishPatchDraw(bool fill_quads)
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{
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// TODO(sergey): Some of the stuff could be done once after the whole
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// mesh is displayed.
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/// Restore state.
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if (!fill_quads) {
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}
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glBindVertexArray(0);
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if (g_use_osd_glsl) {
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// TODO(sergey): Store previously used program and roll back to it?
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glUseProgram(0);
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}
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}
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void drawPartitionPatchesRange(GLMeshInterface *mesh,
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GLuint program,
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int start_patch,
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int num_patches)
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{
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int traversed_patches = 0, num_remained_patches = num_patches;
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const OpenSubdiv::Osd::PatchArrayVector &patches = mesh->GetPatchTable()->GetPatchArrays();
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for (int i = 0; i < patches.size(); ++i) {
|
|
const OpenSubdiv::Osd::PatchArray &patch = patches[i];
|
|
OpenSubdiv::Far::PatchDescriptor desc = patch.GetDescriptor();
|
|
OpenSubdiv::Far::PatchDescriptor::Type patchType = desc.GetType();
|
|
if (patchType == OpenSubdiv::Far::PatchDescriptor::QUADS) {
|
|
const int num_block_patches = patch.GetNumPatches();
|
|
if (start_patch >= traversed_patches &&
|
|
start_patch < traversed_patches + num_block_patches) {
|
|
const int num_control_verts = desc.GetNumControlVertices();
|
|
const int start_draw_patch = start_patch - traversed_patches;
|
|
const int num_draw_patches = min(num_remained_patches,
|
|
num_block_patches - start_draw_patch);
|
|
perform_drawElements(program,
|
|
i + start_draw_patch,
|
|
num_draw_patches * num_control_verts,
|
|
patch.GetIndexBase() + start_draw_patch * num_control_verts);
|
|
num_remained_patches -= num_draw_patches;
|
|
}
|
|
if (num_remained_patches == 0) {
|
|
break;
|
|
}
|
|
traversed_patches += num_block_patches;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void drawAllPatches(GLMeshInterface *mesh, GLuint program)
|
|
{
|
|
const OpenSubdiv::Osd::PatchArrayVector &patches = mesh->GetPatchTable()->GetPatchArrays();
|
|
for (int i = 0; i < patches.size(); ++i) {
|
|
const OpenSubdiv::Osd::PatchArray &patch = patches[i];
|
|
OpenSubdiv::Far::PatchDescriptor desc = patch.GetDescriptor();
|
|
OpenSubdiv::Far::PatchDescriptor::Type patchType = desc.GetType();
|
|
|
|
if (patchType == OpenSubdiv::Far::PatchDescriptor::QUADS) {
|
|
perform_drawElements(
|
|
program, i, patch.GetNumPatches() * desc.GetNumControlVertices(), patch.GetIndexBase());
|
|
}
|
|
}
|
|
}
|
|
|
|
} // namespace
|
|
|
|
void GLMeshDisplayPrepare(struct OpenSubdiv_GLMesh * /*gl_mesh*/,
|
|
const bool use_osd_glsl,
|
|
const int active_uv_index)
|
|
{
|
|
g_active_uv_index = active_uv_index;
|
|
g_use_osd_glsl = (use_osd_glsl != 0);
|
|
// Update transformation matrices.
|
|
glGetFloatv(GL_PROJECTION_MATRIX, g_transform.projection_matrix);
|
|
glGetFloatv(GL_MODELVIEW_MATRIX, g_transform.model_view_matrix);
|
|
copy_m3_m4((float(*)[3])g_transform.normal_matrix, (float(*)[4])g_transform.model_view_matrix);
|
|
invert_m3((float(*)[3])g_transform.normal_matrix);
|
|
transpose_m3((float(*)[3])g_transform.normal_matrix);
|
|
// Update OpenGL lights positions, colors etc.
|
|
g_lighting_data.num_enabled = 0;
|
|
for (int i = 0; i < MAX_LIGHTS; ++i) {
|
|
GLboolean enabled;
|
|
glGetBooleanv(GL_LIGHT0 + i, &enabled);
|
|
if (enabled) {
|
|
g_lighting_data.num_enabled++;
|
|
}
|
|
// TODO(sergey): Stop using glGetLight.
|
|
glGetLightfv(GL_LIGHT0 + i, GL_POSITION, g_lighting_data.lights[i].position);
|
|
glGetLightfv(GL_LIGHT0 + i, GL_AMBIENT, g_lighting_data.lights[i].ambient);
|
|
glGetLightfv(GL_LIGHT0 + i, GL_DIFFUSE, g_lighting_data.lights[i].diffuse);
|
|
glGetLightfv(GL_LIGHT0 + i, GL_SPECULAR, g_lighting_data.lights[i].specular);
|
|
glGetLightfv(GL_LIGHT0 + i, GL_SPOT_DIRECTION, g_lighting_data.lights[i].spot_direction);
|
|
#ifdef SUPPORT_COLOR_MATERIAL
|
|
glGetLightfv(
|
|
GL_LIGHT0 + i, GL_CONSTANT_ATTENUATION, &g_lighting_data.lights[i].constant_attenuation);
|
|
glGetLightfv(
|
|
GL_LIGHT0 + i, GL_LINEAR_ATTENUATION, &g_lighting_data.lights[i].linear_attenuation);
|
|
glGetLightfv(
|
|
GL_LIGHT0 + i, GL_QUADRATIC_ATTENUATION, &g_lighting_data.lights[i].quadratic_attenuation);
|
|
glGetLightfv(GL_LIGHT0 + i, GL_SPOT_CUTOFF, &g_lighting_data.lights[i].spot_cutoff);
|
|
glGetLightfv(GL_LIGHT0 + i, GL_SPOT_EXPONENT, &g_lighting_data.lights[i].spot_exponent);
|
|
g_lighting_data.lights[i].spot_cos_cutoff = cos(g_lighting_data.lights[i].spot_cutoff);
|
|
#endif
|
|
}
|
|
}
|
|
|
|
void GLMeshDisplayDrawPatches(OpenSubdiv_GLMesh *gl_mesh,
|
|
const bool fill_quads,
|
|
const int start_patch,
|
|
const int num_patches)
|
|
{
|
|
GLMeshInterface *mesh = gl_mesh->internal->mesh_interface;
|
|
// Make sure all global invariants are initialized.
|
|
if (!openSubdiv_initGLMeshDrawingResources()) {
|
|
return;
|
|
}
|
|
/// Setup GLSL/OpenGL to draw patches in current context.
|
|
GLuint program = prepare_patchDraw(gl_mesh, fill_quads != 0);
|
|
if (start_patch != -1) {
|
|
drawPartitionPatchesRange(mesh, program, start_patch, num_patches);
|
|
}
|
|
else {
|
|
drawAllPatches(mesh, program);
|
|
}
|
|
// Finish patch drawing by restoring all changes to the OpenGL context.
|
|
finishPatchDraw(fill_quads != 0);
|
|
}
|
|
|
|
} // namespace opensubdiv_capi
|