// // Copyright (C) Pixar. All rights reserved. // // This license governs use of the accompanying software. If you // use the software, you accept this license. If you do not accept // the license, do not use the software. // // 1. Definitions // The terms "reproduce," "reproduction," "derivative works," and // "distribution" have the same meaning here as under U.S. // copyright law. A "contribution" is the original software, or // any additions or changes to the software. // A "contributor" is any person or entity that distributes its // contribution under this license. // "Licensed patents" are a contributor's patent claims that read // directly on its contribution. // // 2. Grant of Rights // (A) Copyright Grant- Subject to the terms of this license, // including the license conditions and limitations in section 3, // each contributor grants you a non-exclusive, worldwide, // royalty-free copyright license to reproduce its contribution, // prepare derivative works of its contribution, and distribute // its contribution or any derivative works that you create. // (B) Patent Grant- Subject to the terms of this license, // including the license conditions and limitations in section 3, // each contributor grants you a non-exclusive, worldwide, // royalty-free license under its licensed patents to make, have // made, use, sell, offer for sale, import, and/or otherwise // dispose of its contribution in the software or derivative works // of the contribution in the software. // // 3. Conditions and Limitations // (A) No Trademark License- This license does not grant you // rights to use any contributor's name, logo, or trademarks. // (B) If you bring a patent claim against any contributor over // patents that you claim are infringed by the software, your // patent license from such contributor to the software ends // automatically. // (C) If you distribute any portion of the software, you must // retain all copyright, patent, trademark, and attribution // notices that are present in the software. // (D) If you distribute any portion of the software in source // code form, you may do so only under this license by including a // complete copy of this license with your distribution. If you // distribute any portion of the software in compiled or object // code form, you may only do so under a license that complies // with this license. // (E) The software is licensed "as-is." You bear the risk of // using it. The contributors give no express warranties, // guarantees or conditions. You may have additional consumer // rights under your local laws which this license cannot change. // To the extent permitted under your local laws, the contributors // exclude the implied warranties of merchantability, fitness for // a particular purpose and non-infringement. // #ifndef EFFECT_H #define EFFECT_H #if defined(__APPLE__) #include "TargetConditionals.h" #if TARGET_OS_IPHONE or TARGET_IPHONE_SIMULATOR #include #else #include #endif #elif defined(ANDROID) #include #else #if defined(_WIN32) #include #endif #include #endif #include #include union EffectDesc { public: struct { unsigned int wire:2; unsigned int screenSpaceTess:1; }; int value; bool operator < (const EffectDesc &e) const { return value < e.value; } int GetWire() const { return wire; } bool GetScreenSpaceTess() const { return screenSpaceTess; } }; struct MyDrawConfig : public OpenSubdiv::OsdGLDrawConfig { MyDrawConfig() : diffuseColorUniform(-1) {} virtual ~MyDrawConfig() {} GLint diffuseColorUniform; }; class MyEffect { // formerly EffectHandle public: MyEffect() : displayPatchColor(false), screenSpaceTess(false), wire(0) {} EffectDesc GetEffectDescriptor() const { EffectDesc desc; desc.value = 0; desc.wire = wire; desc.screenSpaceTess = screenSpaceTess; return desc; } void BindDrawConfig(MyDrawConfig *config, OpenSubdiv::OsdDrawContext::PatchDescriptor desc); void SetMatrix(const float *modelview, const float *projection); void SetTessLevel(float tessLevel); void SetLighting(); bool operator == (const MyEffect &other) const { return (displayPatchColor == other.displayPatchColor) and (screenSpaceTess == other.screenSpaceTess) and (wire == other.wire); } bool operator != (const MyEffect &other) const { return !(*this == other); } enum { kWire, kFill, kLine }; bool displayPatchColor; // runtime switchable bool screenSpaceTess; // need recompile (should be considered in effect descriptor) int wire; // need recompile }; #endif /* EFFECT_H */