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blender-archive/intern/opensubdiv/internal/opensubdiv_gl_mesh_draw.cc
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// Copyright 2013 Blender Foundation. All rights reserved.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software Foundation,
// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// Author: Sergey Sharybin
#include "internal/opensubdiv_gl_mesh_draw.h"
#ifdef _MSC_VER
# include <iso646.h>
#endif
#include <GL/glew.h>
#include <cmath>
#include <cstdio>
#include <opensubdiv/osd/glMesh.h>
#ifdef OPENSUBDIV_HAS_CUDA
# include <opensubdiv/osd/cudaGLVertexBuffer.h>
#endif // OPENSUBDIV_HAS_CUDA
#include <opensubdiv/osd/cpuEvaluator.h>
#include <opensubdiv/osd/cpuGLVertexBuffer.h>
#include "internal/opensubdiv_gl_mesh_fvar.h"
#include "internal/opensubdiv_gl_mesh_internal.h"
#include "internal/opensubdiv_util.h"
#include "opensubdiv_capi.h"
#include "opensubdiv_gl_mesh_capi.h"
using OpenSubdiv::Osd::GLMeshInterface;
extern "C" char datatoc_gpu_shader_opensubdiv_vertex_glsl[];
extern "C" char datatoc_gpu_shader_opensubdiv_geometry_glsl[];
extern "C" char datatoc_gpu_shader_opensubdiv_fragment_glsl[];
// TODO(sergey): Those are a bit of bad level calls :S
extern "C" {
void copy_m3_m3(float m1[3][3], float m2[3][3]);
void copy_m3_m4(float m1[3][3], float m2[4][4]);
void adjoint_m3_m3(float m1[3][3], float m[3][3]);
float determinant_m3_array(float m[3][3]);
bool invert_m3_m3(float m1[3][3], float m2[3][3]);
bool invert_m3(float m[3][3]);
void transpose_m3(float mat[3][3]);
}
#define MAX_LIGHTS 8
#define SUPPORT_COLOR_MATERIAL
typedef struct Light {
float position[4];
float ambient[4];
float diffuse[4];
float specular[4];
float spot_direction[4];
#ifdef SUPPORT_COLOR_MATERIAL
float constant_attenuation;
float linear_attenuation;
float quadratic_attenuation;
float spot_cutoff;
float spot_exponent;
float spot_cos_cutoff;
float pad, pad2;
#endif
} Light;
typedef struct Lighting {
Light lights[MAX_LIGHTS];
int num_enabled;
} Lighting;
typedef struct Transform {
float projection_matrix[16];
float model_view_matrix[16];
float normal_matrix[9];
} Transform;
static bool g_use_osd_glsl = false;
static int g_active_uv_index = 0;
static GLuint g_flat_fill_solid_program = 0;
static GLuint g_flat_fill_texture2d_program = 0;
static GLuint g_smooth_fill_solid_program = 0;
static GLuint g_smooth_fill_texture2d_program = 0;
static GLuint g_flat_fill_solid_shadeless_program = 0;
static GLuint g_flat_fill_texture2d_shadeless_program = 0;
static GLuint g_smooth_fill_solid_shadeless_program = 0;
static GLuint g_smooth_fill_texture2d_shadeless_program = 0;
static GLuint g_wireframe_program = 0;
static GLuint g_lighting_ub = 0;
static Lighting g_lighting_data;
static Transform g_transform;
namespace {
GLuint compileShader(GLenum shaderType,
const char *version,
const char *define,
const char *source)
{
const char *sources[] = {
version,
define,
#ifdef SUPPORT_COLOR_MATERIAL
"#define SUPPORT_COLOR_MATERIAL\n",
#else
"",
#endif
source,
};
GLuint shader = glCreateShader(shaderType);
glShaderSource(shader, 4, sources, NULL);
glCompileShader(shader);
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
GLchar emsg[1024];
glGetShaderInfoLog(shader, sizeof(emsg), 0, emsg);
fprintf(stderr, "Error compiling GLSL: %s\n", emsg);
fprintf(stderr, "Version: %s\n", version);
fprintf(stderr, "Defines: %s\n", define);
fprintf(stderr, "Source: %s\n", source);
return 0;
}
return shader;
}
GLuint linkProgram(const char *version, const char *define)
{
GLuint vertexShader = compileShader(
GL_VERTEX_SHADER, version, define, datatoc_gpu_shader_opensubdiv_vertex_glsl);
if (vertexShader == 0) {
return 0;
}
GLuint geometryShader = compileShader(
GL_GEOMETRY_SHADER, version, define, datatoc_gpu_shader_opensubdiv_geometry_glsl);
if (geometryShader == 0) {
return 0;
}
GLuint fragmentShader = compileShader(
GL_FRAGMENT_SHADER, version, define, datatoc_gpu_shader_opensubdiv_fragment_glsl);
if (fragmentShader == 0) {
return 0;
}
GLuint program = glCreateProgram();
glAttachShader(program, vertexShader);
glAttachShader(program, geometryShader);
glAttachShader(program, fragmentShader);
glBindAttribLocation(program, 0, "position");
glBindAttribLocation(program, 1, "normal");
glLinkProgram(program);
glDeleteShader(vertexShader);
glDeleteShader(geometryShader);
glDeleteShader(fragmentShader);
GLint status;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
GLchar emsg[1024];
glGetProgramInfoLog(program, sizeof(emsg), 0, emsg);
fprintf(stderr, "Error linking GLSL program : %s\n", emsg);
fprintf(stderr, "Defines: %s\n", define);
glDeleteProgram(program);
return 0;
}
glUniformBlockBinding(program, glGetUniformBlockIndex(program, "Lighting"), 0);
if (GLEW_VERSION_4_1) {
glProgramUniform1i(program, glGetUniformLocation(program, "texture_buffer"), 0);
glProgramUniform1i(program, glGetUniformLocation(program, "FVarDataOffsetBuffer"), 30);
glProgramUniform1i(program, glGetUniformLocation(program, "FVarDataBuffer"), 31);
}
else {
glUseProgram(program);
glUniform1i(glGetUniformLocation(program, "texture_buffer"), 0);
glUniform1i(glGetUniformLocation(program, "FVarDataOffsetBuffer"), 30);
glUniform1i(glGetUniformLocation(program, "FVarDataBuffer"), 31);
glUseProgram(0);
}
return program;
}
void bindProgram(OpenSubdiv_GLMesh *gl_mesh, int program)
{
glUseProgram(program);
// Matrices
glUniformMatrix4fv(
glGetUniformLocation(program, "modelViewMatrix"), 1, false, g_transform.model_view_matrix);
glUniformMatrix4fv(
glGetUniformLocation(program, "projectionMatrix"), 1, false, g_transform.projection_matrix);
glUniformMatrix3fv(
glGetUniformLocation(program, "normalMatrix"), 1, false, g_transform.normal_matrix);
// Lighting.
glBindBuffer(GL_UNIFORM_BUFFER, g_lighting_ub);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(g_lighting_data), &g_lighting_data);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, g_lighting_ub);
// Color.
{
// TODO(sergey): Stop using glGetMaterial.
float color[4];
glGetMaterialfv(GL_FRONT, GL_DIFFUSE, color);
glUniform4fv(glGetUniformLocation(program, "diffuse"), 1, color);
glGetMaterialfv(GL_FRONT, GL_SPECULAR, color);
glUniform4fv(glGetUniformLocation(program, "specular"), 1, color);
glGetMaterialfv(GL_FRONT, GL_SHININESS, color);
glUniform1f(glGetUniformLocation(program, "shininess"), color[0]);
}
// Face-vertex data.
opensubdiv_capi::GLMeshFVarData *fvar_data = gl_mesh->internal->fvar_data;
if (fvar_data != NULL) {
if (fvar_data->texture_buffer) {
glActiveTexture(GL_TEXTURE31);
glBindTexture(GL_TEXTURE_BUFFER, fvar_data->texture_buffer);
glActiveTexture(GL_TEXTURE0);
}
if (fvar_data->offset_buffer) {
glActiveTexture(GL_TEXTURE30);
glBindTexture(GL_TEXTURE_BUFFER, fvar_data->offset_buffer);
glActiveTexture(GL_TEXTURE0);
}
glUniform1i(glGetUniformLocation(program, "osd_fvar_count"), fvar_data->fvar_width);
if (fvar_data->channel_offsets.size() > 0 && g_active_uv_index >= 0) {
glUniform1i(glGetUniformLocation(program, "osd_active_uv_offset"),
fvar_data->channel_offsets[g_active_uv_index]);
}
else {
glUniform1i(glGetUniformLocation(program, "osd_active_uv_offset"), 0);
}
}
else {
glUniform1i(glGetUniformLocation(program, "osd_fvar_count"), 0);
glUniform1i(glGetUniformLocation(program, "osd_active_uv_offset"), 0);
}
}
} // namespace
bool openSubdiv_initGLMeshDrawingResources(void)
{
static bool need_init = true;
static bool init_success = false;
if (!need_init) {
return init_success;
}
// TODO(sergey): Update OSD drawing to OpenGL 3.3 core,
// then remove following line.
return false;
const char *version = "";
if (GLEW_VERSION_3_2) {
version = "#version 150 compatibility\n";
}
else if (GLEW_VERSION_3_1) {
version =
"#version 140\n"
"#extension GL_ARB_compatibility: enable\n";
}
else {
version = "#version 130\n";
// Minimum supported for OpenSubdiv.
}
g_flat_fill_solid_program = linkProgram(version,
"#define USE_COLOR_MATERIAL\n"
"#define USE_LIGHTING\n"
"#define FLAT_SHADING\n");
g_flat_fill_texture2d_program = linkProgram(version,
"#define USE_COLOR_MATERIAL\n"
"#define USE_LIGHTING\n"
"#define USE_TEXTURE_2D\n"
"#define FLAT_SHADING\n");
g_smooth_fill_solid_program = linkProgram(version,
"#define USE_COLOR_MATERIAL\n"
"#define USE_LIGHTING\n"
"#define SMOOTH_SHADING\n");
g_smooth_fill_texture2d_program = linkProgram(version,
"#define USE_COLOR_MATERIAL\n"
"#define USE_LIGHTING\n"
"#define USE_TEXTURE_2D\n"
"#define SMOOTH_SHADING\n");
g_flat_fill_solid_shadeless_program = linkProgram(version,
"#define USE_COLOR_MATERIAL\n"
"#define FLAT_SHADING\n");
g_flat_fill_texture2d_shadeless_program = linkProgram(version,
"#define USE_COLOR_MATERIAL\n"
"#define USE_TEXTURE_2D\n"
"#define FLAT_SHADING\n");
g_smooth_fill_solid_shadeless_program = linkProgram(version,
"#define USE_COLOR_MATERIAL\n"
"#define SMOOTH_SHADING\n");
g_smooth_fill_texture2d_shadeless_program = linkProgram(version,
"#define USE_COLOR_MATERIAL\n"
"#define USE_TEXTURE_2D\n"
"#define SMOOTH_SHADING\n");
g_wireframe_program = linkProgram(version, "#define WIREFRAME\n");
glGenBuffers(1, &g_lighting_ub);
glBindBuffer(GL_UNIFORM_BUFFER, g_lighting_ub);
glBufferData(GL_UNIFORM_BUFFER, sizeof(g_lighting_data), NULL, GL_STATIC_DRAW);
need_init = false;
init_success = g_flat_fill_solid_program != 0 && g_flat_fill_texture2d_program != 0 &&
g_smooth_fill_solid_program != 0 && g_smooth_fill_texture2d_program != 0 &&
g_wireframe_program;
return init_success;
}
void openSubdiv_deinitGLMeshDrawingResources(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
}
namespace opensubdiv_capi {
namespace {
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.
opensubdiv_capi::GLMeshFVarData *fvar_data = gl_mesh->internal->fvar_data;
if (fvar_data != NULL) {
if (fvar_data->texture_buffer) {
glActiveTexture(GL_TEXTURE31);
glBindTexture(GL_TEXTURE_BUFFER, fvar_data->texture_buffer);
glActiveTexture(GL_TEXTURE0);
}
if (fvar_data->offset_buffer) {
glActiveTexture(GL_TEXTURE30);
glBindTexture(GL_TEXTURE_BUFFER, fvar_data->offset_buffer);
glActiveTexture(GL_TEXTURE0);
}
GLint location = glGetUniformLocation(program, "osd_fvar_count");
if (location != -1) {
glUniform1i(location, fvar_data->fvar_width);
}
location = glGetUniformLocation(program, "osd_active_uv_offset");
if (location != -1) {
if (fvar_data->channel_offsets.size() > 0 && g_active_uv_index >= 0) {
glUniform1i(location, 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;
glGetIntegerv(GL_SHADE_MODEL, &model);
glGetBooleanv(GL_TEXTURE_2D, &use_texture_2d);
if (model == GL_FLAT) {
if (use_texture_2d) {
program = g_flat_fill_texture2d_program;
}
else {
program = g_flat_fill_solid_program;
}
}
else {
if (use_texture_2d) {
program = g_smooth_fill_texture2d_program;
}
else {
program = g_smooth_fill_solid_program;
}
}
}
else {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
program = g_wireframe_program;
}
bindProgram(gl_mesh, program);
return program;
}
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,
reinterpret_cast<void *>(start_element * sizeof(unsigned int)));
}
void finishPatchDraw(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);
}
}
void drawPartitionPatchesRange(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 < 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