OpenSubdiv/opensubdiv/osd/glslPatchShaderSource.cpp
Takahito Tejima 4a4322983f Osd drawing API refactoring.
Remove DrawRegistry from osd layer and put a simple shader caching
utility into examples/common. osd layer only provides patch shader
snippet and let client configure and compile the code. Clients also
maintain the lifetime of shader object, which is preferable for the
actual application integration.

update all examples to use the new scheme.
2015-05-13 17:35:46 -07:00

152 lines
4.9 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 "../osd/glslPatchShaderSource.h"
#include <sstream>
#include <string>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
namespace Osd {
static const char *commonShaderSource =
#include "glslPatchCommon.gen.h"
;
static const char *bsplineShaderSource =
#include "glslPatchBSpline.gen.h"
;
static const char *gregoryShaderSource =
#include "glslPatchGregory.gen.h"
;
static const char *gregoryBasisShaderSource =
#include "glslPatchGregoryBasis.gen.h"
;
/*static*/
std::string
GLSLPatchShaderSource::GetCommonShaderSource() {
return std::string(commonShaderSource);
}
/*static*/
std::string
GLSLPatchShaderSource::GetVertexShaderSource(Far::PatchDescriptor::Type type) {
std::stringstream ss;
switch (type) {
case Far::PatchDescriptor::REGULAR:
ss << "#define OSD_PATCH_BSPLINE\n"
<< "#define OSD_PATCH_VERTEX_BSPLINE_SHADER\n"
<< bsplineShaderSource;
break;
case Far::PatchDescriptor::GREGORY:
ss << "#define OSD_PATCH_GREGORY\n"
<< "#define OSD_PATCH_VERTEX_GREGORY_SHADER\n"
<< gregoryShaderSource;
break;
case Far::PatchDescriptor::GREGORY_BOUNDARY:
ss << "#define OSD_PATCH_GREGORY_BOUNDARY\n"
<< "#define OSD_PATCH_VERTEX_GREGORY_SHADER\n"
<< gregoryShaderSource;
break;
case Far::PatchDescriptor::GREGORY_BASIS:
ss << "#define OSD_PATCH_GREGORY_BASIS\n"
<< "#define OSD_PATCH_VERTEX_GREGORY_BASIS_SHADER\n"
<< gregoryBasisShaderSource;
break;
default:
break; // returns empty (points, lines, quads, ...)
}
return ss.str();
}
/*static*/
std::string
GLSLPatchShaderSource::GetTessControlShaderSource(
Far::PatchDescriptor::Type type) {
std::stringstream ss;
switch (type) {
case Far::PatchDescriptor::REGULAR:
ss << "#define OSD_PATCH_BSPLINE\n"
<< "#define OSD_PATCH_TESS_CONTROL_BSPLINE_SHADER\n"
<< bsplineShaderSource;
break;
case Far::PatchDescriptor::GREGORY:
ss << "#define OSD_PATCH_GREGORY\n"
<< "#define OSD_PATCH_TESS_CONTROL_GREGORY_SHADER\n"
<< gregoryShaderSource;
break;
case Far::PatchDescriptor::GREGORY_BOUNDARY:
ss << "#define OSD_PATCH_GREGORY_BOUNDARY\n"
<< "#define OSD_PATCH_TESS_CONTROL_GREGORY_SHADER\n"
<< gregoryShaderSource;
break;
case Far::PatchDescriptor::GREGORY_BASIS:
ss << "#define OSD_PATCH_GREGORY_BASIS\n"
<< "#define OSD_PATCH_TESS_CONTROL_GREGORY_BASIS_SHADER\n"
<< gregoryBasisShaderSource;
break;
default:
break; // returns empty (points, lines, quads, ...)
}
return ss.str();
}
/*static*/
std::string
GLSLPatchShaderSource::GetTessEvalShaderSource(
Far::PatchDescriptor::Type type) {
std::stringstream ss;
switch (type) {
case Far::PatchDescriptor::REGULAR:
ss << "#define OSD_PATCH_BSPLINE\n"
<< "#define OSD_PATCH_TESS_EVAL_BSPLINE_SHADER\n"
<< bsplineShaderSource;
break;
case Far::PatchDescriptor::GREGORY:
ss << "#define OSD_PATCH_GREGORY\n"
<< "#define OSD_PATCH_TESS_EVAL_GREGORY_SHADER\n"
<< gregoryShaderSource;
break;
case Far::PatchDescriptor::GREGORY_BOUNDARY:
ss << "#define OSD_PATCH_GREGORY_BOUNDARY\n"
<< "#define OSD_PATCH_TESS_EVAL_GREGORY_SHADER\n"
<< gregoryShaderSource;
break;
case Far::PatchDescriptor::GREGORY_BASIS:
ss << "#define OSD_PATCH_GREGORY_BASIS\n"
<< "#define OSD_PATCH_TESS_EVAL_GREGORY_BASIS_SHADER\n"
<< gregoryBasisShaderSource;
break;
default:
break; // returns empty (points, lines, quads, ...)
}
return ss.str();
}
} // end namespace Osd
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv