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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. // #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 "effect.h" #include "../common/simple_math.h" #include "../common/patchColors.h" #include #include GLuint g_transformUB = 0, g_tessellationUB = 0, g_lightingUB = 0; GLuint g_transformBinding = 0; GLuint g_tessellationBinding = 1; GLuint g_lightingBinding = 3; void MyEffect::SetMatrix(const float *modelview, const float *projection) { float mvp[16]; multMatrix(mvp, modelview, projection); struct Transform { float ModelViewMatrix[16]; float ProjectionMatrix[16]; float ModelViewProjectionMatrix[16]; } transformData; memcpy(transformData.ModelViewMatrix, modelview, sizeof(float)*16); memcpy(transformData.ProjectionMatrix, projection, sizeof(float)*16); memcpy(transformData.ModelViewProjectionMatrix, mvp, sizeof(float)*16); // set transform if (! g_transformUB) { glGenBuffers(1, &g_transformUB); glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB); glBufferData(GL_UNIFORM_BUFFER, sizeof(transformData), NULL, GL_STATIC_DRAW); }; glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(transformData), &transformData); glBindBuffer(GL_UNIFORM_BUFFER, 0); glBindBufferBase(GL_UNIFORM_BUFFER, g_transformBinding, g_transformUB); } void MyEffect::SetTessLevel(float tessLevel) { struct Tessellation { float TessLevel; } tessellationData; tessellationData.TessLevel = tessLevel; if (! g_tessellationUB) { glGenBuffers(1, &g_tessellationUB); glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB); glBufferData(GL_UNIFORM_BUFFER, sizeof(tessellationData), NULL, GL_STATIC_DRAW); }; glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(tessellationData), &tessellationData); glBindBuffer(GL_UNIFORM_BUFFER, 0); glBindBufferBase(GL_UNIFORM_BUFFER, g_tessellationBinding, g_tessellationUB); } void MyEffect::SetLighting() { struct Lighting { struct Light { float position[4]; float ambient[4]; float diffuse[4]; float specular[4]; } lightSource[2]; } lightingData = { {{ { 0.5, 0.2f, 1.0f, 0.0f }, { 0.1f, 0.1f, 0.1f, 1.0f }, { 0.7f, 0.7f, 0.7f, 1.0f }, { 0.8f, 0.8f, 0.8f, 1.0f } }, { { -0.8f, 0.4f, -1.0f, 0.0f }, { 0.0f, 0.0f, 0.0f, 1.0f }, { 0.5f, 0.5f, 0.5f, 1.0f }, { 0.8f, 0.8f, 0.8f, 1.0f } }} }; if (! g_lightingUB) { glGenBuffers(1, &g_lightingUB); glBindBuffer(GL_UNIFORM_BUFFER, g_lightingUB); glBufferData(GL_UNIFORM_BUFFER, sizeof(lightingData), NULL, GL_STATIC_DRAW); }; glBindBuffer(GL_UNIFORM_BUFFER, g_lightingUB); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(lightingData), &lightingData); glBindBuffer(GL_UNIFORM_BUFFER, 0); glBindBufferBase(GL_UNIFORM_BUFFER, g_lightingBinding, g_lightingUB); } void MyEffect::BindDrawConfig(MyDrawConfig *config, OpenSubdiv::OsdDrawContext::PatchDescriptor desc) { // bind uniforms // currently, these are used only in conjunction with tessellation shaders #if defined(GL_EXT_direct_state_access) || defined(GL_VERSION_4_1) GLint program = config->program; GLint diffuseColor = config->diffuseColorUniform; if (displayPatchColor) { float const * color = getAdaptivePatchColor( desc ); glProgramUniform4f(program, diffuseColor, color[0], color[1], color[2], color[3]); } #endif }