OpenSubdiv/examples/glBatchViewer/effectRegistry.cpp
manuelk 3ae50d1c50 Amending Apache license language & file headers.
New text:

     Copyright 2013 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.
2013-09-26 12:04:57 -07:00

171 lines
6.3 KiB
C++

//
// Copyright 2013 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 "effectRegistry.h"
#include <osd/opengl.h>
static const char *shaderSource =
#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
#include "shader.inc"
#else
#include "shader_gl3.inc"
#endif
;
MyEffectRegistry::SourceConfigType *
MyEffectRegistry::_CreateDrawSourceConfig(DescType const & desc) {
SourceConfigType * sconfig =
BaseRegistry::_CreateDrawSourceConfig(desc.first);
assert(sconfig);
EffectDesc effectDesc = desc.second;
if (effectDesc.GetScreenSpaceTess()) {
sconfig->commonShader.AddDefine("OSD_ENABLE_PATCH_CULL");
sconfig->commonShader.AddDefine("OSD_ENABLE_SCREENSPACE_TESSELLATION");
}
const char *glslVersion = "#version 400\n";
if (desc.first.GetType() == OpenSubdiv::FarPatchTables::QUADS or
desc.first.GetType() == OpenSubdiv::FarPatchTables::TRIANGLES) {
sconfig->vertexShader.source = shaderSource;
sconfig->vertexShader.version = glslVersion;
sconfig->vertexShader.AddDefine("VERTEX_SHADER");
} else {
sconfig->geometryShader.AddDefine("SMOOTH_NORMALS");
}
sconfig->geometryShader.source = shaderSource;
sconfig->geometryShader.version = glslVersion;
sconfig->geometryShader.AddDefine("GEOMETRY_SHADER");
sconfig->fragmentShader.source = shaderSource;
sconfig->fragmentShader.version = glslVersion;
sconfig->fragmentShader.AddDefine("FRAGMENT_SHADER");
if (desc.first.GetType() == OpenSubdiv::FarPatchTables::QUADS) {
// uniform catmark, bilinear
sconfig->geometryShader.AddDefine("PRIM_QUAD");
sconfig->fragmentShader.AddDefine("PRIM_QUAD");
sconfig->commonShader.AddDefine("UNIFORM_SUBDIVISION");
} else if (desc.first.GetType() == OpenSubdiv::FarPatchTables::TRIANGLES) {
// uniform loop
sconfig->geometryShader.AddDefine("PRIM_TRI");
sconfig->fragmentShader.AddDefine("PRIM_TRI");
sconfig->commonShader.AddDefine("LOOP");
sconfig->commonShader.AddDefine("UNIFORM_SUBDIVISION");
} else {
// adaptive
sconfig->vertexShader.source = shaderSource + sconfig->vertexShader.source;
sconfig->tessControlShader.source = shaderSource + sconfig->tessControlShader.source;
sconfig->tessEvalShader.source = shaderSource + sconfig->tessEvalShader.source;
sconfig->geometryShader.AddDefine("PRIM_TRI");
sconfig->fragmentShader.AddDefine("PRIM_TRI");
}
int displayStyle = effectDesc.GetDisplayStyle();
switch (displayStyle) {
case kWire:
sconfig->commonShader.AddDefine("GEOMETRY_OUT_WIRE");
break;
case kWireShaded:
sconfig->commonShader.AddDefine("GEOMETRY_OUT_LINE");
break;
case kShaded:
sconfig->commonShader.AddDefine("GEOMETRY_OUT_FILL");
break;
case kVaryingColor:
sconfig->commonShader.AddDefine("VARYING_COLOR");
sconfig->commonShader.AddDefine("GEOMETRY_OUT_FILL");
break;
case kFaceVaryingColor:
sconfig->commonShader.AddDefine("OSD_FVAR_WIDTH", "2");
sconfig->commonShader.AddDefine("FACEVARYING_COLOR");
sconfig->commonShader.AddDefine("GEOMETRY_OUT_FILL");
break;
}
return sconfig;
}
MyEffectRegistry::ConfigType *
MyEffectRegistry::_CreateDrawConfig(DescType const & desc, SourceConfigType const * sconfig) {
// XXX: make sure is this downcast correct
ConfigType * config = (ConfigType *)BaseRegistry::_CreateDrawConfig(desc.first, sconfig);
assert(config);
GLuint uboIndex;
GLuint program = config->program;
GLuint g_transformBinding = 0,
g_tessellationBinding = 0,
g_lightingBinding = 0;
// XXXdyu can use layout(binding=) with GLSL 4.20 and beyond
g_transformBinding = 0;
uboIndex = glGetUniformBlockIndex(program, "Transform");
if (uboIndex != GL_INVALID_INDEX)
glUniformBlockBinding(program, uboIndex, g_transformBinding);
g_tessellationBinding = 1;
uboIndex = glGetUniformBlockIndex(program, "Tessellation");
if (uboIndex != GL_INVALID_INDEX)
glUniformBlockBinding(program, uboIndex, g_tessellationBinding);
g_lightingBinding = 3;
uboIndex = glGetUniformBlockIndex(program, "Lighting");
if (uboIndex != GL_INVALID_INDEX)
glUniformBlockBinding(program, uboIndex, g_lightingBinding);
// currently, these are used only in conjunction with tessellation shaders
#if defined(GL_EXT_direct_state_access) || defined(GL_VERSION_4_1)
GLint loc;
if ((loc = glGetUniformLocation(program, "OsdVertexBuffer")) != -1) {
glProgramUniform1i(program, loc, 0); // GL_TEXTURE0
}
if ((loc = glGetUniformLocation(program, "OsdValenceBuffer")) != -1) {
glProgramUniform1i(program, loc, 1); // GL_TEXTURE1
}
if ((loc = glGetUniformLocation(program, "OsdQuadOffsetBuffer")) != -1) {
glProgramUniform1i(program, loc, 2); // GL_TEXTURE2
}
if ((loc = glGetUniformLocation(program, "OsdPatchParamBuffer")) != -1) {
glProgramUniform1i(program, loc, 3); // GL_TEXTURE3
}
if ((loc = glGetUniformLocation(program, "OsdFVarDataBuffer")) != -1) {
glProgramUniform1i(program, loc, 4); // GL_TEXTURE4
}
#endif
config->diffuseColorUniform = glGetUniformLocation(program, "diffuseColor");
return config;
}