OpenSubdiv/examples/mayaPtexViewer/OpenSubdivPtexShaderOverride.cpp
manuelk 10c687ecd5 Release Candidate 1.0 :
- [Feature Adaptive GPU Rendering of Catmull-Clark Surfaces](http://research.microsoft.com/en-us/um/people/cloop/tog2012.pdf).

- New API architecture : we are planning to lock on to this new framework as the basis for backward compatibility, which we will enforce from Release 1.0 onward. Subsequent releases of OpenSubdiv should not break client code.

- DirectX 11 support

- and much more...
2012-12-10 17:15:13 -08:00

507 lines
16 KiB
C++

//
// 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.
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// 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.
//
#include <GL/glew.h>
// Include this first to avoid winsock2.h problems on Windows:
#include <maya/MTypes.h>
#include <maya/MFnPlugin.h>
#include <maya/MFnPluginData.h>
#include <maya/MFnMesh.h>
#include <maya/MItMeshPolygon.h>
#include <maya/MIntArray.h>
#include <maya/MUintArray.h>
#include <maya/MPointArray.h>
#include <maya/MNodeMessage.h>
#include <maya/MShaderManager.h>
#include <maya/MViewport2Renderer.h>
#include <maya/MDrawRegistry.h>
#include <maya/MDrawContext.h>
#include <maya/MHWShaderSwatchGenerator.h>
#include <maya/MPxVertexBufferGenerator.h>
#include <maya/MStateManager.h>
#include "../common/maya_util.h" // for CHECK_GL_ERROR
#include "OpenSubdivPtexShaderOverride.h"
#include "OpenSubdivPtexShader.h"
#include "osdPtexMeshData.h"
using MHWRender::MVertexBuffer;
using MHWRender::MVertexBufferDescriptor;
using MHWRender::MDepthStencilState;
using MHWRender::MDepthStencilStateDesc;
using MHWRender::MBlendState;
using MHWRender::MBlendStateDesc;
using MHWRender::MComponentDataIndexing;
#if MAYA_API_VERSION >= 201350
using MHWRender::MVertexBufferArray;
#endif
#include <osd/cpuComputeController.h>
OpenSubdiv::OsdCpuComputeController *g_cpuComputeController = 0;
#ifdef OPENSUBDIV_HAS_OPENMP
#include <osd/ompComputeController.h>
OpenSubdiv::OsdOmpComputeController *g_ompComputeController = 0;
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
#include <osd/clComputeController.h>
cl_context g_clContext;
cl_command_queue g_clQueue;
#include "../common/clInit.h"
OpenSubdiv::OsdCLComputeController *g_clComputeController = 0;
#endif
#ifdef OPENSUBDIV_HAS_CUDA
#include <osd/cudaComputeController.h>
extern void cudaInit();
OpenSubdiv::OsdCudaComputeController *g_cudaComputeController = 0;
#endif
OpenSubdivPtexShaderOverride::OpenSubdivPtexShaderOverride(const MObject &obj)
: MHWRender::MPxShaderOverride(obj),
_shader(NULL)
{
}
OpenSubdivPtexShaderOverride::~OpenSubdivPtexShaderOverride()
{
MMessage::removeCallbacks(_callbackIds);
}
MHWRender::MPxShaderOverride*
OpenSubdivPtexShaderOverride::creator(const MObject &obj)
{
return new OpenSubdivPtexShaderOverride(obj);
}
//
// attrChangedCB
//
// Informs us whenever an attribute on the shape node changes.
// Overkill since we really only want to know if the topology changes
// (e.g. an edge crease is added or changed) but Maya doesn't give us
// access to a callback that fine-grained.
// MMessage::PolyTopologyChangedCallback sounds promising but only
// calls back on a single change for any edit (i.e. not while dragging).
//
/*static*/
void
OpenSubdivPtexShaderOverride::attrChangedCB(MNodeMessage::AttributeMessage msg, MPlug & plug,
MPlug & otherPlug, void* clientData)
{
// We only care if the plug is outMesh and the action is "evaluate"
if ( msg & MNodeMessage::kAttributeEval ) {
OsdPtexMeshData *meshData = (OsdPtexMeshData*)clientData;
MFnDependencyNode depNodeFn(meshData->getDagPath().node());
if ( plug == depNodeFn.attribute("outMesh")) {
meshData->setMeshTopoDirty();
}
}
}
void
OpenSubdivPtexShaderOverride::addTopologyChangedCallbacks( const MDagPath& dagPath, OsdPtexMeshData *data )
{
MStatus status = MS::kSuccess;
// Extract shape node and add callback to let us know when an attribute changes
MDagPath meshDagPath = dagPath;
meshDagPath.extendToShape();
MObject shapeNode = meshDagPath.node();
MCallbackId id = MNodeMessage::addAttributeChangedCallback(shapeNode,
attrChangedCB, data, &status );
if ( status ) {
_callbackIds.append( id );
} else {
cerr << "MNodeMessage.addCallback failed" << endl;
}
}
MString
OpenSubdivPtexShaderOverride::initialize(const MInitContext &initContext,
MInitFeedback &initFeedback)
{
MString empty;
// Roundabout way of getting positions pulled into our OsdBufferGenerator
// where we can manage the VBO memory size.
// Needs to be re-visited, re-factored, optimized, etc.
{
MHWRender::MVertexBufferDescriptor positionDesc(
empty,
MHWRender::MGeometry::kPosition,
MHWRender::MGeometry::kFloat,
3);
addGeometryRequirement(positionDesc);
}
{
MHWRender::MVertexBufferDescriptor positionDesc(
"osdPosition",
MHWRender::MGeometry::kTangent,
MHWRender::MGeometry::kFloat,
3);
positionDesc.setSemanticName("osdPosition");
addGeometryRequirement(positionDesc);
MHWRender::MVertexBufferDescriptor normalDesc(
"osdNormal",
MHWRender::MGeometry::kBitangent,
MHWRender::MGeometry::kFloat,
3);
normalDesc.setSemanticName("osdNormal");
addGeometryRequirement(normalDesc);
}
if (initFeedback.customData == NULL) {
OsdPtexMeshData *data = new OsdPtexMeshData(initContext.dagPath);
initFeedback.customData = data;
}
// Add a Maya callback so we can rebuild HBR mesh if topology changes
addTopologyChangedCallbacks( initContext.dagPath, (OsdPtexMeshData*)initFeedback.customData );
return MString("OpenSubdivPtexShaderOverride");
}
void
OpenSubdivPtexShaderOverride::updateDG(MObject object)
{
if (object == MObject::kNullObj)
return;
_shader = static_cast<OpenSubdivPtexShader*>(
MPxHwShaderNode::getHwShaderNodePtr(object));
if (_shader) {
_shader->updateAttributes();
}
}
void
OpenSubdivPtexShaderOverride::updateDevice()
{
// only place to access GPU device safely
}
void
OpenSubdivPtexShaderOverride::endUpdate()
{
}
bool
OpenSubdivPtexShaderOverride::draw(
MHWRender::MDrawContext &context,
const MHWRender::MRenderItemList &renderItemList) const
{
{
MHWRender::MStateManager *stateMgr = context.getStateManager();
static const MDepthStencilState * depthState = NULL;
if (!depthState) {
MDepthStencilStateDesc desc;
depthState = stateMgr->acquireDepthStencilState(desc);
}
static const MBlendState *blendState = NULL;
if (!blendState) {
MBlendStateDesc desc;
int ntargets = desc.independentBlendEnable ?
MHWRender::MBlendState::kMaxTargets : 1;
for (int i = 0; i < ntargets; ++i) {
desc.targetBlends[i].blendEnable = false;
}
blendState = stateMgr->acquireBlendState(desc);
}
stateMgr->setDepthStencilState(depthState);
stateMgr->setBlendState(blendState);
}
for (int i = 0; i < renderItemList.length(); i++)
{
const MHWRender::MRenderItem *renderItem = renderItemList.itemAt(i);
OsdPtexMeshData *data =
static_cast<OsdPtexMeshData*>(renderItem->customData());
if (data == NULL) {
return false;
}
// pass attribute values into osdPtexMeshData
data->rebuildHbrMeshIfNeeded(_shader);
const MHWRender::MVertexBuffer *position = NULL, *normal = NULL;
{
const MHWRender::MGeometry *geometry = renderItem->geometry();
for (int i = 0; i < geometry->vertexBufferCount(); i++) {
const MHWRender::MVertexBuffer *vb = geometry->vertexBuffer(i);
const MHWRender::MVertexBufferDescriptor &vdesc = vb->descriptor();
if (vdesc.name() == "osdPosition")
position = vb;
else if (vdesc.name() == "osdNormal")
normal = vb;
}
}
// draw meshdata
data->prepare();
data->updateGeometry(position, normal);
_shader->draw(context, data);
}
return true;
}
// -----------------------------------------------------------------------------
class OsdBufferGenerator : public MHWRender::MPxVertexBufferGenerator
{
public:
OsdBufferGenerator(bool normal) : _normal(normal) {}
virtual ~OsdBufferGenerator() {}
virtual bool getSourceIndexing(
const MDagPath &dagPath,
MHWRender::MComponentDataIndexing &sourceIndexing) const
{
MStatus status;
MFnMesh mesh(dagPath.node());
if (!status) return false;
MIntArray vertexCount, vertexList;
mesh.getVertices(vertexCount, vertexList);
MUintArray &vertices = sourceIndexing.indices();
for (unsigned int i = 0; i < vertexList.length(); ++i)
vertices.append((unsigned int)vertexList[i]);
sourceIndexing.setComponentType(MComponentDataIndexing::kFaceVertex);
return true;
}
virtual bool getSourceStreams(const MDagPath &dagPath,
MStringArray &) const
{
return false;
}
#if MAYA_API_VERSION >= 201350
virtual void createVertexStream(
const MDagPath &dagPath,
MVertexBuffer &vertexBuffer,
const MComponentDataIndexing &targetIndexing,
const MComponentDataIndexing &,
const MVertexBufferArray &) const
{
#else
virtual void createVertexStream(
const MDagPath &dagPath, MVertexBuffer &vertexBuffer,
const MComponentDataIndexing &targetIndexing) const
{
#endif
const MVertexBufferDescriptor &desc = vertexBuffer.descriptor();
MFnMesh meshFn(dagPath);
int nVertices = meshFn.numVertices();
#if MAYA_API_VERSION >= 201350
float *buffer = static_cast<float*>(vertexBuffer.acquire(nVertices, true));
#else
float *buffer = static_cast<float*>(vertexBuffer.acquire(nVertices));
#endif
float *dst = buffer;
if (_normal) {
MFloatVectorArray normals;
meshFn.getVertexNormals(true, normals);
for (int i = 0; i < nVertices; ++i) {
*dst++ = normals[i].x;
*dst++ = normals[i].y;
*dst++ = normals[i].z;
}
} else {
MFloatPointArray points;
meshFn.getPoints(points);
for (int i = 0; i < nVertices; ++i) {
*dst++ = points[i].x;
*dst++ = points[i].y;
*dst++ = points[i].z;
}
}
vertexBuffer.commit(buffer);
}
static MPxVertexBufferGenerator *positionBufferCreator()
{
return new OsdBufferGenerator(/*normal = */false);
}
static MPxVertexBufferGenerator *normalBufferCreator()
{
return new OsdBufferGenerator(/*normal = */true);
}
private:
bool _normal;
};
//---------------------------------------------------------------------------
// Plugin Registration
//---------------------------------------------------------------------------
MStatus
initializePlugin(MObject obj)
{
MStatus status;
MFnPlugin plugin(obj, "Pixar", "3.0", "Any"); // vendor,version,apiversion
MString swatchName = MHWShaderSwatchGenerator::initialize();
MString userClassify("shader/surface/utility/:"
"drawdb/shader/surface/OpenSubdivPtexShader:"
"swatch/"+swatchName);
glewInit();
g_cpuComputeController = new OpenSubdiv::OsdCpuComputeController();
#ifdef OPENSUBDIV_HAS_OPENMP
g_ompComputeController = new OpenSubdiv::OsdOmpComputeController();
#endif
#ifdef OPENSUBDIV_HAS_CUDA
cudaInit();
g_cudaComputeController = new OpenSubdiv::OsdCudaComputeController();
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
if (initCL(&g_clContext, &g_clQueue) == false) {
// XXX
printf("Error in initializing OpenCL\n");
exit(1);
}
g_clComputeController = new OpenSubdiv::OsdCLComputeController(g_clContext,
g_clQueue);
#endif
// shader node
status = plugin.registerNode("openSubdivPtexShader",
OpenSubdivPtexShader::id,
&OpenSubdivPtexShader::creator,
&OpenSubdivPtexShader::initialize,
MPxNode::kHwShaderNode,
&userClassify);
MHWRender::MDrawRegistry::registerVertexBufferGenerator(
"osdPosition", OsdBufferGenerator::positionBufferCreator);
MHWRender::MDrawRegistry::registerVertexBufferGenerator(
"osdNormal", OsdBufferGenerator::normalBufferCreator);
// shaderoverride
status = MHWRender::MDrawRegistry::registerShaderOverrideCreator(
"drawdb/shader/surface/OpenSubdivPtexShader",
OpenSubdivPtexShader::drawRegistrantId,
OpenSubdivPtexShaderOverride::creator);
return status;
}
MStatus
uninitializePlugin(MObject obj)
{
MFnPlugin plugin(obj);
MStatus status;
status = plugin.deregisterNode(OpenSubdivPtexShader::id);
MHWRender::MDrawRegistry::deregisterVertexBufferGenerator("osdPosition");
MHWRender::MDrawRegistry::deregisterVertexBufferGenerator("osdNormal");
status = MHWRender::MDrawRegistry::deregisterShaderOverrideCreator(
"drawdb/shader/surface/OpenSubdivPtexShader",
OpenSubdivPtexShader::drawRegistrantId);
delete g_cpuComputeController;
#ifdef OPENSUBDIV_HAS_OPENMP
delete g_ompComputeController;
#endif
#ifdef OPENSUBDIV_HAS_CUDA
delete g_cudaComputeController;
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
delete g_clComputeController;
#endif
return status;
}