mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-05 01:10:05 +00:00
225 lines
8.4 KiB
C++
225 lines
8.4 KiB
C++
//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
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// the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and
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// "distribution" have the same meaning here as under U.S.
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// copyright law. A "contribution" is the original software, or
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// any additions or changes to the software.
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// A "contributor" is any person or entity that distributes its
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// contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read
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// directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free copyright license to reproduce its contribution,
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// prepare derivative works of its contribution, and distribute
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// its contribution or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free license under its licensed patents to make, have
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// made, use, sell, offer for sale, import, and/or otherwise
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// dispose of its contribution in the software or derivative works
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// of the contribution in the software.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you
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// rights to use any contributor's name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over
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// patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends
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// automatically.
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// (C) If you distribute any portion of the software, you must
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// retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source
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// code form, you may do so only under this license by including a
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// complete copy of this license with your distribution. If you
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// distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies
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// with this license.
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// (E) The software is licensed "as-is." You bear the risk of
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// using it. The contributors give no express warranties,
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// guarantees or conditions. You may have additional consumer
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// rights under your local laws which this license cannot change.
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// To the extent permitted under your local laws, the contributors
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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//
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#if defined(__APPLE__)
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#include "TargetConditionals.h"
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#if TARGET_OS_IPHONE or TARGET_IPHONE_SIMULATOR
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#include <OpenGLES/ES2/gl.h>
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#else
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#include <OpenGL/gl3.h>
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#endif
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#elif defined(ANDROID)
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#include <GLES2/gl2.h>
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#else
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#if defined(_WIN32)
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#include <windows.h>
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#endif
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#include <GL/glew.h>
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#endif
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#include "effect.h"
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#include "../common/simple_math.h"
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#include <stdio.h>
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#include <string.h>
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GLuint g_transformUB = 0,
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g_tessellationUB = 0,
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g_lightingUB = 0;
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GLuint g_transformBinding = 0;
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GLuint g_tessellationBinding = 1;
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GLuint g_lightingBinding = 3;
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void
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MyEffect::SetMatrix(const float *modelview, const float *projection) {
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float mvp[16];
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multMatrix(mvp, modelview, projection);
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struct Transform {
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float ModelViewMatrix[16];
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float ProjectionMatrix[16];
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float ModelViewProjectionMatrix[16];
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} transformData;
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memcpy(transformData.ModelViewMatrix, modelview, sizeof(float)*16);
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memcpy(transformData.ProjectionMatrix, projection, sizeof(float)*16);
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memcpy(transformData.ModelViewProjectionMatrix, mvp, sizeof(float)*16);
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// set transform
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if (! g_transformUB) {
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glGenBuffers(1, &g_transformUB);
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glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB);
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glBufferData(GL_UNIFORM_BUFFER,
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sizeof(transformData), NULL, GL_STATIC_DRAW);
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};
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glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB);
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glBufferSubData(GL_UNIFORM_BUFFER,
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0, sizeof(transformData), &transformData);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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glBindBufferBase(GL_UNIFORM_BUFFER, g_transformBinding, g_transformUB);
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}
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void
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MyEffect::SetTessLevel(float tessLevel) {
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struct Tessellation {
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float TessLevel;
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} tessellationData;
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tessellationData.TessLevel = tessLevel;
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if (! g_tessellationUB) {
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glGenBuffers(1, &g_tessellationUB);
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glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB);
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glBufferData(GL_UNIFORM_BUFFER,
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sizeof(tessellationData), NULL, GL_STATIC_DRAW);
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};
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glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB);
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glBufferSubData(GL_UNIFORM_BUFFER,
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0, sizeof(tessellationData), &tessellationData);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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glBindBufferBase(GL_UNIFORM_BUFFER, g_tessellationBinding, g_tessellationUB);
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}
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void
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MyEffect::SetLighting() {
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struct Lighting {
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struct Light {
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float position[4];
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float ambient[4];
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float diffuse[4];
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float specular[4];
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} lightSource[2];
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} lightingData = {
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{{ { 0.5, 0.2f, 1.0f, 0.0f },
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{ 0.1f, 0.1f, 0.1f, 1.0f },
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{ 0.7f, 0.7f, 0.7f, 1.0f },
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{ 0.8f, 0.8f, 0.8f, 1.0f } },
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{ { -0.8f, 0.4f, -1.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f, 1.0f },
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{ 0.5f, 0.5f, 0.5f, 1.0f },
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{ 0.8f, 0.8f, 0.8f, 1.0f } }}
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};
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if (! g_lightingUB) {
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glGenBuffers(1, &g_lightingUB);
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glBindBuffer(GL_UNIFORM_BUFFER, g_lightingUB);
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glBufferData(GL_UNIFORM_BUFFER,
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sizeof(lightingData), NULL, GL_STATIC_DRAW);
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};
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glBindBuffer(GL_UNIFORM_BUFFER, g_lightingUB);
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glBufferSubData(GL_UNIFORM_BUFFER,
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0, sizeof(lightingData), &lightingData);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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glBindBufferBase(GL_UNIFORM_BUFFER, g_lightingBinding, g_lightingUB);
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}
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void
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MyEffect::BindDrawConfig(MyDrawConfig *config, OpenSubdiv::OsdDrawContext::PatchDescriptor desc) {
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// bind uniforms
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int patchType = desc.GetType();
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int patchPattern = desc.GetPattern();
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GLint program = config->program;
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GLint diffuseColor = config->diffuseColorUniform;
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if (displayPatchColor) {
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GLfloat patchColor[11][4] = {
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{ 1.0f, 1.0f, 1.0f, 1.0f }, // NON_PATCH
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{ 1.0f, 1.0f, 1.0f, 1.0f }, // POINTS
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{ 1.0f, 1.0f, 1.0f, 1.0f }, // LINES
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{ 1.0f, 1.0f, 1.0f, 1.0f }, // QUADS
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{ 1.0f, 1.0f, 1.0f, 1.0f }, // TRIANGLES
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{ 1.0f, 1.0f, 1.0f, 1.0f }, // LOOP
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{ 1.0f, 1.0f, 1.0f, 1.0f }, // REGULAR
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{ 0.8f, 0.0f, 0.0f, 1.0f }, // BOUNDARY
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{ 0.0f, 1.0f, 0.0f, 1.0f }, // CORNER
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{ 1.0f, 1.0f, 0.0f, 1.0f }, // GREGORY
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{ 1.0f, 0.5f, 0.0f, 1.0f }, // GREGORY_BOUNDARY
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};
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GLfloat regularTransitionColor[6][4] = {
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{ 1.0f, 1.0f, 1.0f, 1.0f }, // NON_TRANSITION
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{ 0.0f, 1.0f, 1.0f, 1.0f }, // PATTERN0
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{ 0.0f, 0.5f, 1.0f, 1.0f }, // PATTERN1
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{ 0.0f, 0.5f, 0.5f, 1.0f }, // PATTERN2
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{ 0.5f, 0.0f, 1.0f, 1.0f }, // PATTERN3
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{ 1.0f, 0.5f, 1.0f, 1.0f }, // PATTERN4
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};
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if (patchPattern == OpenSubdiv::FarPatchTables::NON_TRANSITION) {
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glProgramUniform4fv(program, diffuseColor, 1, patchColor[patchType]);
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} else {
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if (patchType == OpenSubdiv::FarPatchTables::REGULAR) {
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glProgramUniform4fv(program, diffuseColor, 1, regularTransitionColor[patchPattern]);
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} else if (patchType == OpenSubdiv::FarPatchTables::BOUNDARY) {
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glProgramUniform4f(program, diffuseColor, 0, 0, 0.5f, 1);
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} else if (patchType == OpenSubdiv::FarPatchTables::CORNER) {
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glProgramUniform4f(program, diffuseColor, 0, 0, 0.5f, 1);
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} else {
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glProgramUniform4f(program, diffuseColor, 0.4f, 0.4f, 0.8f, 1);
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}
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}
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}
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}
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