mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-03 08:21:03 +00:00
224 lines
8.3 KiB
C++
224 lines
8.3 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.
|
|
//
|
|
// 1. Definitions
|
|
// The terms "reproduce," "reproduction," "derivative works," and
|
|
// "distribution" have the same meaning here as under U.S.
|
|
// copyright law. A "contribution" is the original software, or
|
|
// any additions or changes to the software.
|
|
// A "contributor" is any person or entity that distributes its
|
|
// contribution under this license.
|
|
// "Licensed patents" are a contributor's patent claims that read
|
|
// directly on its contribution.
|
|
//
|
|
// 2. Grant of Rights
|
|
// (A) Copyright Grant- Subject to the terms of this license,
|
|
// including the license conditions and limitations in section 3,
|
|
// each contributor grants you a non-exclusive, worldwide,
|
|
// royalty-free copyright license to reproduce its contribution,
|
|
// prepare derivative works of its contribution, and distribute
|
|
// its contribution or any derivative works that you create.
|
|
// (B) Patent Grant- Subject to the terms of this license,
|
|
// including the license conditions and limitations in section 3,
|
|
// each contributor grants you a non-exclusive, worldwide,
|
|
// royalty-free license under its licensed patents to make, have
|
|
// made, use, sell, offer for sale, import, and/or otherwise
|
|
// dispose of its contribution in the software or derivative works
|
|
// of the contribution in the software.
|
|
//
|
|
// 3. Conditions and Limitations
|
|
// (A) No Trademark License- This license does not grant you
|
|
// 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
|
|
// automatically.
|
|
// (C) If you distribute any portion of the software, you must
|
|
// retain all copyright, patent, trademark, and attribution
|
|
// notices that are present in the software.
|
|
// (D) If you distribute any portion of the software in source
|
|
// code form, you may do so only under this license by including a
|
|
// 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.
|
|
// (E) The software is licensed "as-is." You bear the risk of
|
|
// using it. The contributors give no express warranties,
|
|
// guarantees or conditions. You may have additional consumer
|
|
// rights under your local laws which this license cannot change.
|
|
// To the extent permitted under your local laws, the contributors
|
|
// exclude the implied warranties of merchantability, fitness for
|
|
// a particular purpose and non-infringement.
|
|
//
|
|
#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[10][4] = {
|
|
{ 1.0f, 1.0f, 1.0f, 1.0f }, // NON_PATCH
|
|
{ 1.0f, 1.0f, 1.0f, 1.0f }, // POLYGON
|
|
{ 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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|