OpenSubdiv/examples/glBatchViewer/effect.cpp

225 lines
8.4 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.
//
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// any additions or changes to the software.
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// contribution under this license.
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// directly on its contribution.
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// of the contribution in the software.
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// 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
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// 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.
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#if defined(__APPLE__)
#include "TargetConditionals.h"
#if TARGET_OS_IPHONE or TARGET_IPHONE_SIMULATOR
#include <OpenGLES/ES2/gl.h>
#else
#include <OpenGL/gl3.h>
#endif
#elif defined(ANDROID)
#include <GLES2/gl2.h>
#else
#if defined(_WIN32)
#include <windows.h>
#endif
#include <GL/glew.h>
#endif
#include "effect.h"
#include "../common/simple_math.h"
#include <stdio.h>
#include <string.h>
GLuint g_transformUB = 0,
g_tessellationUB = 0,
g_lightingUB = 0;
GLuint g_transformBinding = 0;
GLuint g_tessellationBinding = 1;
GLuint g_lightingBinding = 3;
void
MyEffect::SetMatrix(const float *modelview, const float *projection) {
float mvp[16];
multMatrix(mvp, modelview, projection);
struct Transform {
float ModelViewMatrix[16];
float ProjectionMatrix[16];
float ModelViewProjectionMatrix[16];
} transformData;
memcpy(transformData.ModelViewMatrix, modelview, sizeof(float)*16);
memcpy(transformData.ProjectionMatrix, projection, sizeof(float)*16);
memcpy(transformData.ModelViewProjectionMatrix, mvp, sizeof(float)*16);
// set transform
if (! g_transformUB) {
glGenBuffers(1, &g_transformUB);
glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB);
glBufferData(GL_UNIFORM_BUFFER,
sizeof(transformData), NULL, GL_STATIC_DRAW);
};
glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB);
glBufferSubData(GL_UNIFORM_BUFFER,
0, sizeof(transformData), &transformData);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glBindBufferBase(GL_UNIFORM_BUFFER, g_transformBinding, g_transformUB);
}
void
MyEffect::SetTessLevel(float tessLevel) {
struct Tessellation {
float TessLevel;
} tessellationData;
tessellationData.TessLevel = tessLevel;
if (! g_tessellationUB) {
glGenBuffers(1, &g_tessellationUB);
glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB);
glBufferData(GL_UNIFORM_BUFFER,
sizeof(tessellationData), NULL, GL_STATIC_DRAW);
};
glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB);
glBufferSubData(GL_UNIFORM_BUFFER,
0, sizeof(tessellationData), &tessellationData);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glBindBufferBase(GL_UNIFORM_BUFFER, g_tessellationBinding, g_tessellationUB);
}
void
MyEffect::SetLighting() {
struct Lighting {
struct Light {
float position[4];
float ambient[4];
float diffuse[4];
float specular[4];
} lightSource[2];
} lightingData = {
{{ { 0.5, 0.2f, 1.0f, 0.0f },
{ 0.1f, 0.1f, 0.1f, 1.0f },
{ 0.7f, 0.7f, 0.7f, 1.0f },
{ 0.8f, 0.8f, 0.8f, 1.0f } },
{ { -0.8f, 0.4f, -1.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f, 1.0f },
{ 0.5f, 0.5f, 0.5f, 1.0f },
{ 0.8f, 0.8f, 0.8f, 1.0f } }}
};
if (! g_lightingUB) {
glGenBuffers(1, &g_lightingUB);
glBindBuffer(GL_UNIFORM_BUFFER, g_lightingUB);
glBufferData(GL_UNIFORM_BUFFER,
sizeof(lightingData), NULL, GL_STATIC_DRAW);
};
glBindBuffer(GL_UNIFORM_BUFFER, g_lightingUB);
glBufferSubData(GL_UNIFORM_BUFFER,
0, sizeof(lightingData), &lightingData);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glBindBufferBase(GL_UNIFORM_BUFFER, g_lightingBinding, g_lightingUB);
}
void
MyEffect::BindDrawConfig(MyDrawConfig *config, OpenSubdiv::OsdDrawContext::PatchDescriptor desc) {
// bind uniforms
int patchType = desc.GetType();
int patchPattern = desc.GetPattern();
GLint program = config->program;
GLint diffuseColor = config->diffuseColorUniform;
if (displayPatchColor) {
GLfloat patchColor[11][4] = {
{ 1.0f, 1.0f, 1.0f, 1.0f }, // NON_PATCH
{ 1.0f, 1.0f, 1.0f, 1.0f }, // POINTS
{ 1.0f, 1.0f, 1.0f, 1.0f }, // LINES
{ 1.0f, 1.0f, 1.0f, 1.0f }, // QUADS
{ 1.0f, 1.0f, 1.0f, 1.0f }, // TRIANGLES
{ 1.0f, 1.0f, 1.0f, 1.0f }, // LOOP
{ 1.0f, 1.0f, 1.0f, 1.0f }, // REGULAR
{ 0.8f, 0.0f, 0.0f, 1.0f }, // BOUNDARY
{ 0.0f, 1.0f, 0.0f, 1.0f }, // CORNER
{ 1.0f, 1.0f, 0.0f, 1.0f }, // GREGORY
{ 1.0f, 0.5f, 0.0f, 1.0f }, // GREGORY_BOUNDARY
};
GLfloat regularTransitionColor[6][4] = {
{ 1.0f, 1.0f, 1.0f, 1.0f }, // NON_TRANSITION
{ 0.0f, 1.0f, 1.0f, 1.0f }, // PATTERN0
{ 0.0f, 0.5f, 1.0f, 1.0f }, // PATTERN1
{ 0.0f, 0.5f, 0.5f, 1.0f }, // PATTERN2
{ 0.5f, 0.0f, 1.0f, 1.0f }, // PATTERN3
{ 1.0f, 0.5f, 1.0f, 1.0f }, // PATTERN4
};
if (patchPattern == OpenSubdiv::FarPatchTables::NON_TRANSITION) {
glProgramUniform4fv(program, diffuseColor, 1, patchColor[patchType]);
} else {
if (patchType == OpenSubdiv::FarPatchTables::REGULAR) {
glProgramUniform4fv(program, diffuseColor, 1, regularTransitionColor[patchPattern]);
} else if (patchType == OpenSubdiv::FarPatchTables::BOUNDARY) {
glProgramUniform4f(program, diffuseColor, 0, 0, 0.5f, 1);
} else if (patchType == OpenSubdiv::FarPatchTables::CORNER) {
glProgramUniform4f(program, diffuseColor, 0, 0, 0.5f, 1);
} else {
glProgramUniform4f(program, diffuseColor, 0.4f, 0.4f, 0.8f, 1);
}
}
}
}