OpenSubdiv/examples/common/glControlMeshDisplay.cpp
David G Yu 28f2574bc5 Moved GLEW dependencies to glLoader wrapper
This introduces an internal glLoader library which allows
most of the implementation to be agnostic about the
implementation of the GL loading library.  Specifically,
this removes references to the GLEW headers and libraries
from the rest of the source code and build system.
2020-03-03 17:10:30 -08:00

231 lines
8.2 KiB
C++

//
// Copyright 2015 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the trade
// names, trademarks, service marks, or product names of the Licensor
// and its affiliates, except as required to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
#include "glLoader.h"
#include "glControlMeshDisplay.h"
#include "glUtils.h"
#include <vector>
GLControlMeshDisplay::GLControlMeshDisplay() :
_displayEdges(true), _displayVertices(false),
_program(0), _vao(0),
_vertSharpness(0), _edgeSharpnessTexture(0), _edgeIndices(0),
_numEdges(0), _numPoints(0) {
}
GLControlMeshDisplay::~GLControlMeshDisplay() {
if (_program) glDeleteProgram(_program);
if (_vertSharpness) glDeleteBuffers(1, &_vertSharpness);
if (_edgeSharpnessTexture) glDeleteTextures(1, &_edgeSharpnessTexture);
if (_edgeIndices) glDeleteBuffers(1, &_edgeIndices);
if (_vao) glDeleteVertexArrays(1, &_vao);
}
bool
GLControlMeshDisplay::createProgram() {
if (_program != 0) glDeleteProgram(_program);
const std::string glsl_version = GLUtils::GetShaderVersionInclude();
static const std::string vsSrc =
glsl_version +
"in vec3 position; \n"
"in float vertSharpness; \n"
"out float sharpness; \n"
"uniform mat4 mvpMatrix; \n"
"void main() { \n"
" sharpness = vertSharpness; \n"
" gl_Position = mvpMatrix * vec4(position, 1); \n"
"} \n";
static const std::string fsSrc =
glsl_version +
"in float sharpness; \n"
"out vec4 color; \n"
"uniform int drawMode = 0; \n"
"uniform samplerBuffer edgeSharpness; \n"
"vec4 sharpnessToColor(float s) { \n"
" // 0.0 2.0 4.0 \n"
" // green --- yellow --- red \n"
" return vec4(min(1, s * 0.5), \n"
" min(1, 2 - s * 0.5), \n"
" 0, 1); \n"
"} \n"
"void main() { \n"
" float sharp = sharpness; \n"
" if (drawMode == 1) { \n"
" sharp = texelFetch(edgeSharpness, gl_PrimitiveID).x; \n"
" } \n"
" color = sharpnessToColor(sharp); \n"
"} \n";
GLuint vertexShader =
GLUtils::CompileShader(GL_VERTEX_SHADER, vsSrc.c_str());
GLuint fragmentShader =
GLUtils::CompileShader(GL_FRAGMENT_SHADER, fsSrc.c_str());
_program = glCreateProgram();
glAttachShader(_program, vertexShader);
glAttachShader(_program, fragmentShader);
glLinkProgram(_program);
GLint status;
glGetProgramiv(_program, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
GLint infoLogLength;
glGetProgramiv(_program, GL_INFO_LOG_LENGTH, &infoLogLength);
char *infoLog = new char[infoLogLength];
glGetProgramInfoLog(_program, infoLogLength, NULL, infoLog);
printf("%s\n", infoLog);
delete[] infoLog;
exit(1);
return false;
}
_uniformMvpMatrix =
glGetUniformLocation(_program, "mvpMatrix");
_uniformDrawMode =
glGetUniformLocation(_program, "drawMode");
_uniformEdgeSharpness =
glGetUniformLocation(_program, "edgeSharpness");
_attrPosition = glGetAttribLocation(_program, "position");
_attrVertSharpness = glGetAttribLocation(_program, "vertSharpness");
return true;
}
void
GLControlMeshDisplay::Draw(GLuint vbo, GLint stride,
const float *modelViewProjectionMatrix) {
if (_program == 0) {
createProgram();
if (_program == 0) return;
}
if (_vao == 0) {
glGenVertexArrays(1, &_vao);
}
glBindVertexArray(_vao);
glUseProgram(_program);
glUniformMatrix4fv(_uniformMvpMatrix,
1, GL_FALSE, modelViewProjectionMatrix);
glUniform1i(_uniformEdgeSharpness, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_BUFFER, _edgeSharpnessTexture);
// bind vbo to points
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(_attrPosition, 3, GL_FLOAT, GL_FALSE, stride, 0);
glBindBuffer(GL_ARRAY_BUFFER, _vertSharpness);
glVertexAttribPointer(_attrVertSharpness, 1, GL_FLOAT, GL_FALSE, 0, 0);
glPointSize(10.0);
// draw edges
if (_displayEdges) {
glUniform1i(_uniformDrawMode, 1);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _edgeIndices);
glDrawElements(GL_LINES, _numEdges*2, GL_UNSIGNED_INT, 0);
}
// draw vertices
if (_displayVertices) {
glUniform1i(_uniformDrawMode, 0);
glDrawArrays(GL_POINTS, 0, _numPoints);
}
glPointSize(1.0f);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glUseProgram(0);
}
void
GLControlMeshDisplay::SetTopology(OpenSubdiv::Far::TopologyLevel const &level) {
int nEdges = level.GetNumEdges();
int nVerts = level.GetNumVertices();
std::vector<int> edgeIndices;
std::vector<float> edgeSharpnesses;
std::vector<float> vertSharpnesses;
edgeIndices.reserve(nEdges * 2);
edgeSharpnesses.reserve(nEdges);
vertSharpnesses.reserve(nVerts);
for (int i = 0; i < nEdges; ++i) {
OpenSubdiv::Far::ConstIndexArray verts = level.GetEdgeVertices(i);
edgeIndices.push_back(verts[0]);
edgeIndices.push_back(verts[1]);
edgeSharpnesses.push_back(level.GetEdgeSharpness(i));
}
for (int i = 0; i < nVerts; ++i) {
vertSharpnesses.push_back(level.GetVertexSharpness(i));
}
if (_vertSharpness == 0) glGenBuffers(1, &_vertSharpness);
if (_edgeIndices == 0) glGenBuffers(1, &_edgeIndices);
if (_edgeSharpnessTexture == 0) glGenTextures(1, &_edgeSharpnessTexture);
GLuint buffer = 0;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, _vertSharpness);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*nVerts,
&vertSharpnesses[0], GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, _edgeIndices);
glBufferData(GL_ARRAY_BUFFER, sizeof(int)*nEdges*2,
&edgeIndices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*nEdges,
&edgeSharpnesses[0], GL_STATIC_DRAW);
glBindTexture(GL_TEXTURE_BUFFER, _edgeSharpnessTexture);
glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, buffer);
glBindTexture(GL_TEXTURE_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDeleteBuffers(1, &buffer);
_numEdges = nEdges;
_numPoints = nVerts;
}