mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-27 05:50:05 +00:00
eb09b9e14c
Further leverage cmake object libraries to share object files for CPU and GPU OSD libraries, avoiding duplicate complation for dynamic/static build passes. CMake restricts object library inputs to header and source files, so the .inc files were renamed to .gen.h (which seems like a better name anyway) to make CMake happy. Also updated the .gitignore file to ignore .gen.h files. Conflicts: opensubdiv/osd/CMakeLists.txt
311 lines
12 KiB
C++
311 lines
12 KiB
C++
//
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// Copyright 2013 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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#include "../osd/glDrawRegistry.h"
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#include "../osd/error.h"
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#include "../osd/opengl.h"
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#include <sstream>
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namespace OpenSubdiv {
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namespace OPENSUBDIV_VERSION {
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OsdGLDrawConfig::~OsdGLDrawConfig()
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{
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glDeleteProgram(program);
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}
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#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
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static const char *commonShaderSource =
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#include "glslPatchCommon.gen.h"
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;
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static const char *ptexShaderSource =
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#include "glslPtexCommon.gen.h"
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;
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static const char *bsplineShaderSource =
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#include "glslPatchBSpline.gen.h"
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;
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static const char *gregoryShaderSource =
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#include "glslPatchGregory.gen.h"
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;
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static const char *transitionShaderSource =
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#include "glslPatchTransition.gen.h"
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;
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#endif
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OsdGLDrawRegistryBase::~OsdGLDrawRegistryBase() {}
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OsdGLDrawSourceConfig *
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OsdGLDrawRegistryBase::_CreateDrawSourceConfig(
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OsdDrawContext::PatchDescriptor const & desc)
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{
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OsdGLDrawSourceConfig * sconfig = _NewDrawSourceConfig();
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#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
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sconfig->commonShader.source = commonShaderSource;
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if (IsPtexEnabled()) {
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sconfig->commonShader.source += ptexShaderSource;
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}
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{
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std::ostringstream ss;
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ss << (int)desc.GetMaxValence();
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sconfig->commonShader.AddDefine("OSD_MAX_VALENCE", ss.str());
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ss.str("");
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ss << (int)desc.GetNumElements();
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sconfig->commonShader.AddDefine("OSD_NUM_ELEMENTS", ss.str());
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}
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if (desc.GetPattern() == FarPatchTables::NON_TRANSITION) {
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switch (desc.GetType()) {
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case FarPatchTables::REGULAR:
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sconfig->vertexShader.source = bsplineShaderSource;
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sconfig->vertexShader.version = "#version 410\n";
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sconfig->vertexShader.AddDefine("OSD_PATCH_VERTEX_BSPLINE_SHADER");
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sconfig->tessControlShader.source = bsplineShaderSource;
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sconfig->tessControlShader.version = "#version 410\n";
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sconfig->tessControlShader.AddDefine("OSD_PATCH_TESS_CONTROL_BSPLINE_SHADER");
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sconfig->tessEvalShader.source = bsplineShaderSource;
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sconfig->tessEvalShader.version = "#version 410\n";
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sconfig->tessEvalShader.AddDefine("OSD_PATCH_TESS_EVAL_BSPLINE_SHADER");
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break;
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case FarPatchTables::BOUNDARY:
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sconfig->vertexShader.source = bsplineShaderSource;
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sconfig->vertexShader.version = "#version 410\n";
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sconfig->vertexShader.AddDefine("OSD_PATCH_VERTEX_BSPLINE_SHADER");
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sconfig->tessControlShader.source = bsplineShaderSource;
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sconfig->tessControlShader.version = "#version 410\n";
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sconfig->tessControlShader.AddDefine("OSD_PATCH_TESS_CONTROL_BSPLINE_SHADER");
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sconfig->tessControlShader.AddDefine("OSD_PATCH_BOUNDARY");
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sconfig->tessEvalShader.source = bsplineShaderSource;
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sconfig->tessEvalShader.version = "#version 410\n";
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sconfig->tessEvalShader.AddDefine("OSD_PATCH_TESS_EVAL_BSPLINE_SHADER");
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break;
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case FarPatchTables::CORNER:
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sconfig->vertexShader.source = bsplineShaderSource;
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sconfig->vertexShader.version = "#version 410\n";
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sconfig->vertexShader.AddDefine("OSD_PATCH_VERTEX_BSPLINE_SHADER");
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sconfig->tessControlShader.source = bsplineShaderSource;
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sconfig->tessControlShader.version = "#version 410\n";
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sconfig->tessControlShader.AddDefine("OSD_PATCH_TESS_CONTROL_BSPLINE_SHADER");
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sconfig->tessControlShader.AddDefine("OSD_PATCH_CORNER");
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sconfig->tessEvalShader.source = bsplineShaderSource;
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sconfig->tessEvalShader.version = "#version 410\n";
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sconfig->tessEvalShader.AddDefine("OSD_PATCH_TESS_EVAL_BSPLINE_SHADER");
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break;
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case FarPatchTables::GREGORY:
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sconfig->vertexShader.source = gregoryShaderSource;
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sconfig->vertexShader.version = "#version 410\n";
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sconfig->vertexShader.AddDefine("OSD_PATCH_VERTEX_GREGORY_SHADER");
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sconfig->tessControlShader.source = gregoryShaderSource;
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sconfig->tessControlShader.version = "#version 410\n";
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sconfig->tessControlShader.AddDefine("OSD_PATCH_TESS_CONTROL_GREGORY_SHADER");
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sconfig->tessEvalShader.source = gregoryShaderSource;
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sconfig->tessEvalShader.version = "#version 410\n";
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sconfig->tessEvalShader.AddDefine("OSD_PATCH_TESS_EVAL_GREGORY_SHADER");
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break;
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case FarPatchTables::GREGORY_BOUNDARY:
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sconfig->vertexShader.source = gregoryShaderSource;
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sconfig->vertexShader.version = "#version 410\n";
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sconfig->vertexShader.AddDefine("OSD_PATCH_VERTEX_GREGORY_SHADER");
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sconfig->vertexShader.AddDefine("OSD_PATCH_GREGORY_BOUNDARY");
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sconfig->tessControlShader.source = gregoryShaderSource;
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sconfig->tessControlShader.version = "#version 410\n";
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sconfig->tessControlShader.AddDefine("OSD_PATCH_TESS_CONTROL_GREGORY_SHADER");
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sconfig->tessControlShader.AddDefine("OSD_PATCH_GREGORY_BOUNDARY");
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sconfig->tessEvalShader.source = gregoryShaderSource;
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sconfig->tessEvalShader.version = "#version 410\n";
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sconfig->tessEvalShader.AddDefine("OSD_PATCH_TESS_EVAL_GREGORY_SHADER");
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sconfig->tessEvalShader.AddDefine("OSD_PATCH_GREGORY_BOUNDARY");
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break;
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default: // POINTS, LINES, QUADS, TRIANGLES
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// do nothing
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break;
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}
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} else { // pattern != NON_TRANSITION
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sconfig->vertexShader.source = bsplineShaderSource;
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sconfig->vertexShader.version = "#version 410\n";
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sconfig->vertexShader.AddDefine("OSD_PATCH_VERTEX_BSPLINE_SHADER");
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sconfig->tessControlShader.source =
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std::string(transitionShaderSource) + bsplineShaderSource;
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sconfig->tessControlShader.version = "#version 410\n";
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sconfig->tessControlShader.AddDefine("OSD_PATCH_TESS_CONTROL_BSPLINE_SHADER");
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sconfig->tessControlShader.AddDefine("OSD_PATCH_TRANSITION");
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sconfig->tessEvalShader.source =
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std::string(transitionShaderSource) + bsplineShaderSource;
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sconfig->tessEvalShader.version = "#version 410\n";
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sconfig->tessEvalShader.AddDefine("OSD_PATCH_TESS_EVAL_BSPLINE_SHADER");
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sconfig->tessEvalShader.AddDefine("OSD_PATCH_TRANSITION");
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int pattern = desc.GetPattern() - 1;
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int rotation = desc.GetRotation();
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int subpatch = desc.GetSubPatch();
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std::ostringstream ss;
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ss << "OSD_TRANSITION_PATTERN" << pattern << subpatch;
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sconfig->tessControlShader.AddDefine(ss.str());
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sconfig->tessEvalShader.AddDefine(ss.str());
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ss.str("");
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ss << rotation;
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sconfig->tessControlShader.AddDefine("OSD_TRANSITION_ROTATE", ss.str());
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sconfig->tessEvalShader.AddDefine("OSD_TRANSITION_ROTATE", ss.str());
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if (desc.GetType() == FarPatchTables::BOUNDARY) {
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sconfig->tessControlShader.AddDefine("OSD_PATCH_BOUNDARY");
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} else if (desc.GetType() == FarPatchTables::CORNER) {
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sconfig->tessControlShader.AddDefine("OSD_PATCH_CORNER");
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}
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}
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#endif
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return sconfig;
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}
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static GLuint
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_CompileShader(
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GLenum shaderType,
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OpenSubdiv::OsdDrawShaderSource const & common,
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OpenSubdiv::OsdDrawShaderSource const & source)
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{
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const char *sources[4];
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std::stringstream definitions;
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for (int i=0; i<(int)common.defines.size(); ++i) {
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definitions << "#define "
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<< common.defines[i].first << " "
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<< common.defines[i].second << "\n";
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}
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for (int i=0; i<(int)source.defines.size(); ++i) {
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definitions << "#define "
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<< source.defines[i].first << " "
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<< source.defines[i].second << "\n";
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}
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std::string defString = definitions.str();
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sources[0] = source.version.c_str();
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sources[1] = defString.c_str();
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sources[2] = common.source.c_str();
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sources[3] = source.source.c_str();
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GLuint shader = glCreateShader(shaderType);
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glShaderSource(shader, 4, sources, NULL);
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glCompileShader(shader);
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GLint status;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if( status == GL_FALSE ) {
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GLint infoLogLength;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
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char * infoLog = new char[infoLogLength];
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glGetShaderInfoLog(shader, infoLogLength, NULL, infoLog);
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OsdError(OSD_GLSL_COMPILE_ERROR,
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"Error compiling GLSL shader: %s\nDefines: \n%s\n",
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infoLog, defString.c_str());
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delete[] infoLog;
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}
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return shader;
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}
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OsdGLDrawConfig *
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OsdGLDrawRegistryBase::_CreateDrawConfig(
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OsdDrawContext::PatchDescriptor const & desc,
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OsdGLDrawSourceConfig const * sconfig)
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{
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assert(sconfig);
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OsdGLDrawConfig * config = _NewDrawConfig();
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assert(config);
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GLuint vertexShader =
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sconfig->vertexShader.source.empty() ? 0 :
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_CompileShader(GL_VERTEX_SHADER,
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sconfig->commonShader, sconfig->vertexShader);
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GLuint tessControlShader = 0;
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GLuint tessEvalShader = 0;
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#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
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tessControlShader =
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sconfig->tessControlShader.source.empty() ? 0 :
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_CompileShader(GL_TESS_CONTROL_SHADER,
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sconfig->commonShader, sconfig->tessControlShader);
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tessEvalShader =
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sconfig->tessEvalShader.source.empty() ? 0 :
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_CompileShader(GL_TESS_EVALUATION_SHADER,
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sconfig->commonShader, sconfig->tessEvalShader);
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#endif
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GLuint geometryShader = 0;
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#if defined(GL_ARB_geometry_shader4) || defined(GL_VERSION_3_1)
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geometryShader =
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sconfig->geometryShader.source.empty() ? 0 :
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_CompileShader(GL_GEOMETRY_SHADER,
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sconfig->commonShader, sconfig->geometryShader);
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#endif
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GLuint fragmentShader =
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sconfig->fragmentShader.source.empty() ? 0 :
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_CompileShader(GL_FRAGMENT_SHADER,
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sconfig->commonShader, sconfig->fragmentShader);
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GLuint program = glCreateProgram();
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if (vertexShader) glAttachShader(program, vertexShader);
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if (tessControlShader) glAttachShader(program, tessControlShader);
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if (tessEvalShader) glAttachShader(program, tessEvalShader);
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if (geometryShader) glAttachShader(program, geometryShader);
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if (fragmentShader) glAttachShader(program, fragmentShader);
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glLinkProgram(program);
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glDeleteShader(vertexShader);
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glDeleteShader(tessControlShader);
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glDeleteShader(tessEvalShader);
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glDeleteShader(geometryShader);
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glDeleteShader(fragmentShader);
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GLint status;
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glGetProgramiv(program, GL_LINK_STATUS, &status );
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if( status == GL_FALSE ) {
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GLint infoLogLength;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLength);
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char * infoLog = new char[infoLogLength];
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glGetProgramInfoLog(program, infoLogLength, NULL, infoLog);
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OsdError(OSD_GLSL_LINK_ERROR,
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"Error linking GLSL program: %s\n", infoLog);
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delete[] infoLog;
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}
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config->program = program;
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return config;
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}
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} // end namespace OPENSUBDIV_VERSION
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} // end namespace OpenSubdiv
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