OpenSubdiv/examples/mayaPtexViewer_siggraph2012/OpenSubdivPtexShader.cpp
manuelk 5f5207999f Refactoring far (cliff notes):
- All data representation classes are now single-templated for a vertex class 'U'

    - All constructors / instancing code has been moved into "Factory" functions that are dual-templated
      for two vertex classes <class T, class U=T>. This allows hbr specialization with a placeholder
      vertex flass 'T' for faster analysis without paying interpolation costs, while far can still specialize
      a fully implemented vertex class 'U' with full subdivision functionality.

    - Some preliminary clean-up work on FarVertexEditTables with the addition of a FarVertexEdit class
      as a replacement for the former HbrVertedEdit which was introducing back dependencies on hbr. The
      implementation is very lightweight. Some slight renaming / cleanup of the code, with some more to
      be done.

    - there are no more dependencies on hbr (not even #include) from far's data structure !

Notes :
    - the FarDispatcher mechanism has become somewhat awkward and should be re-evaluated when refactoring osd.

    - the "Factory" pattern survives this round of refactoring until we can find something better.

Closes #34
2012-09-17 18:41:48 -07:00

1521 lines
51 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
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// 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,
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// its contribution or any derivative works that you create.
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// including the license conditions and limitations in section 3,
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// 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.
//
#include <GL/glew.h>
// Include this first to avoid winsock2.h problems on Windows:
#include <maya/MTypes.h>
#include <maya/MFnPlugin.h>
#include <maya/MFnPluginData.h>
#include <maya/MGlobal.h>
#include <maya/MFnMesh.h>
#include <maya/MItMeshPolygon.h>
#include <maya/MIntArray.h>
#include <maya/MUintArray.h>
#include <maya/MDoubleArray.h>
#include <maya/MFnTypedAttribute.h>
#include <maya/MFnNumericAttribute.h>
#include <maya/MFnEnumAttribute.h>
#include <maya/MPointArray.h>
#include <maya/MItMeshEdge.h>
#include <maya/MShaderManager.h>
#include <maya/MViewport2Renderer.h>
#include <maya/MDrawRegistry.h>
#include <maya/MPxHwShaderNode.h>
#include <maya/MPxShaderOverride.h>
#include <maya/MPxGeometryOverride.h>
#include <maya/MUserData.h>
#include <maya/MDrawContext.h>
#include <maya/MHWShaderSwatchGenerator.h>
#include <maya/MPxVertexBufferGenerator.h>
#include <maya/MStateManager.h>
#include <osd/mutex.h>
#include <hbr/mesh.h>
#include <hbr/bilinear.h>
#include <hbr/catmark.h>
#include <hbr/loop.h>
#include <osd/mesh.h>
#include <osd/pTexture.h>
#include <osd/cpuDispatcher.h>
#include <osd/elementArrayBuffer.h>
#include <osd/ptexCoordinatesTextureBuffer.h>
#include <Ptexture.h>
#include <PtexUtils.h>
#include <iostream>
#include <fstream>
#include <sstream>
#include <osd/cudaDispatcher.h>
extern void cudaInit();
#include "hbrUtil.h"
static const char *defaultShaderSource =
#include "shader.inc"
;
#define CHECK_GL_ERROR(...) \
if(GLuint err = glGetError()) { \
printf("GL error %x :", err); \
printf(__VA_ARGS__); \
}
#ifdef __linux__
#define MAYA2013_PREVIEW
#endif
//---------------------------------------------------------------------------
template<class T> static int
FindAttribute( MFnDependencyNode &fnDN, const char *nm, T *val )
{
MStatus s;
MPlug p;
T ss;
p = fnDN.findPlug(nm, &s);
if(s != MS::kSuccess) return -1;
s = p.getValue(ss);
if( s != MS::kSuccess ) return -1;
*val = ss;
return 0;
}
//---------------------------------------------------------------------------
template<class T> static bool
CompareArray(const T &a, const T &b)
{
if(a.length() != b.length()) return false;
for(unsigned int i = 0; i < a.length(); ++i){
if(a[i] != b[i]) return false;
}
return true;
}
//---------------------------------------------------------------------------
class OpenSubdivPtexShader : public MPxHwShaderNode
{
public:
OpenSubdivPtexShader();
virtual ~OpenSubdivPtexShader();
static void *creator();
static MStatus initialize();
virtual void postConstructor()
{
setMPSafe(false);
}
virtual MStatus compute(const MPlug &plug, MDataBlock &data);
virtual MStatus bind(const MDrawRequest &request, M3dView &view);
virtual MStatus unbind(const MDrawRequest &request, M3dView &view);
virtual MStatus geometry( const MDrawRequest& request,
M3dView& view,
int prim,
unsigned int writable,
int indexCount,
const unsigned int * indexArray,
int vertexCount,
const int * vertexIDs,
const float * vertexArray,
int normalCount,
const float ** normalArrays,
int colorCount,
const float ** colorArrays,
int texCoordCount,
const float ** texCoordArrays);
virtual MStatus glBind(const MDagPath &);
virtual MStatus glUnBind(const MDagPath &);
virtual MStatus glGeometry(const MDagPath &path,
int prim,
unsigned int writable,
int indexCount,
const unsigned int * indexArray,
int vertexCount,
const int * vertexIDs,
const float * vertexArray,
int normalCount,
const float ** normalArrays,
int colorCount,
const float ** colorArrays,
int texCoordCount,
const float ** texCoordArrays);
virtual MStatus renderSwatchImage( MImage & image )
{
unsigned int width, height;
image.getSize(width, height);
unsigned char *p = image.pixels();
for(unsigned int i=0; i<width*height; i++){
*p++ = 0;
*p++ = 0;
*p++ = 0;
*p++ = 255;
}
return MS::kSuccess;
}
// virtual bool isBounded() const;
// virtual MBoundingBox boundingBox() const;
virtual bool setInternalValueInContext(const MPlug &plug, const MDataHandle &handle, MDGContext &);
void bindTextures();
GLuint getProgram() const {return _program; }
void updateUniforms();
bool isWireframe() const { return _wireframe; }
int getLevel() const { return _level; }
int getScheme() const { return _scheme; }
static MTypeId id;
static MString drawRegistrantId;
private:
OpenSubdiv::OsdPTexture * loadPtex(MString &filename);
void bindPTexture(OpenSubdiv::OsdPTexture *osdPTex, GLuint data, GLuint packing, GLuint pages, int samplerUnit) const;
void linkProgram();
GLuint compileShader(GLenum shaderType, const char *section, const char *shaderSource);
static MObject colorFile;
static MObject displacementFile;
static MObject occlusionFile;
static MObject level;
static MObject scheme;
static MObject diffuseMapFile;
static MObject environmentMapFile;
static MObject shaderSource;
static MObject enableDisplacement;
static MObject enableColor;
static MObject enableOcclusion;
static MObject aDiffuse;
static MObject aSpecular;
static MObject aAmbient;
static MObject aFresnelBias;
static MObject aFresnelScale;
static MObject aFresnelPower;
static MObject aLight;
static MObject aWireframe;
enum { kCatmark, kLoop, kBilinear };
MString _ptexColorFile, _ptexDisplacementFile, _ptexOcclusionFile;
OpenSubdiv::OsdPTexture * _ptexColor;
OpenSubdiv::OsdPTexture * _ptexDisplacement;
OpenSubdiv::OsdPTexture * _ptexOcclusion;
MString _diffuseMap;
MString _environmentMap;
bool _invalidateDiffuseMap;
bool _invalidateEnvMap;
bool _enableColor;
bool _enableDisplacement;
bool _enableOcclusion;
GLuint _program;
bool _wireframe;
int _level;
int _scheme;
std::string _shaderSource;
};
MTypeId OpenSubdivPtexShader::id(0x88111);
MString OpenSubdivPtexShader::drawRegistrantId("OpenSubdivPtexShaderPlugin");
MObject OpenSubdivPtexShader::colorFile;
MObject OpenSubdivPtexShader::displacementFile;
MObject OpenSubdivPtexShader::occlusionFile;
MObject OpenSubdivPtexShader::level;
MObject OpenSubdivPtexShader::scheme;
MObject OpenSubdivPtexShader::diffuseMapFile;
MObject OpenSubdivPtexShader::environmentMapFile;
MObject OpenSubdivPtexShader::shaderSource;
MObject OpenSubdivPtexShader::enableDisplacement;
MObject OpenSubdivPtexShader::enableColor;
MObject OpenSubdivPtexShader::enableOcclusion;
MObject OpenSubdivPtexShader::aDiffuse;
MObject OpenSubdivPtexShader::aSpecular;
MObject OpenSubdivPtexShader::aAmbient;
MObject OpenSubdivPtexShader::aFresnelBias;
MObject OpenSubdivPtexShader::aFresnelScale;
MObject OpenSubdivPtexShader::aFresnelPower;
MObject OpenSubdivPtexShader::aLight;
MObject OpenSubdivPtexShader::aWireframe;
OpenSubdivPtexShader::OpenSubdivPtexShader()
: _ptexColor(NULL), _ptexDisplacement(NULL), _ptexOcclusion(NULL),
_invalidateDiffuseMap(true),
_invalidateEnvMap(true),
_enableColor(true),
_enableDisplacement(true),
_enableOcclusion(true),
_program(0),
_wireframe(false),
_level(1),
_scheme(0)
{
_shaderSource = defaultShaderSource;
linkProgram();
}
OpenSubdivPtexShader::~OpenSubdivPtexShader()
{
if (_ptexColor) delete _ptexColor;
if (_ptexDisplacement) delete _ptexDisplacement;
if (_ptexOcclusion) delete _ptexOcclusion;
if (_program)
glDeleteProgram(_program);
}
void *
OpenSubdivPtexShader::creator()
{
return new OpenSubdivPtexShader();
}
MStatus
OpenSubdivPtexShader::initialize()
{
MStatus stat;
MFnTypedAttribute typedAttr;
MFnNumericAttribute numAttr;
MFnEnumAttribute enumAttr;
colorFile = typedAttr.create("colorFile", "cf", MFnData::kString, &stat);
typedAttr.setInternal(true);
displacementFile = typedAttr.create("displacementFile", "df", MFnData::kString, &stat);
typedAttr.setInternal(true);
occlusionFile = typedAttr.create("occlusionFile", "of", MFnData::kString, &stat);
typedAttr.setInternal(true);
level = numAttr.create("level", "lv", MFnNumericData::kLong, 1);
numAttr.setInternal(true);
numAttr.setMin(1);
numAttr.setSoftMax(5);
scheme = enumAttr.create("scheme", "sc");
enumAttr.addField("Catmull-Clark", kCatmark);
enumAttr.addField("Loop", kLoop);
enumAttr.addField("Bilinear", kBilinear);
enumAttr.setInternal(true);
diffuseMapFile = typedAttr.create("diffuseMap", "difmap", MFnData::kString);
typedAttr.setInternal(true);
environmentMapFile = typedAttr.create("environmentMap", "envmap", MFnData::kString);
typedAttr.setInternal(true);
shaderSource = typedAttr.create("shaderSource", "ssrc", MFnData::kString);
typedAttr.setInternal(true);
enableColor = numAttr.create("enableColor", "enc", MFnNumericData::kBoolean, 1);
numAttr.setInternal(true);
enableDisplacement = numAttr.create("enableDisplacement", "end", MFnNumericData::kBoolean, 1);
numAttr.setInternal(true);
enableOcclusion = numAttr.create("enableOcclusion", "eno", MFnNumericData::kBoolean, 1);
numAttr.setInternal(true);
aDiffuse = numAttr.createColor("diffuse", "d");
aSpecular = numAttr.createColor("specular", "s");
aAmbient = numAttr.createColor("ambient", "a");
aLight = numAttr.create("light", "l", MFnNumericData::k3Float);
aWireframe = numAttr.create("wireframe", "wf", MFnNumericData::kBoolean);
aFresnelBias = numAttr.create("fresnelBias", "fb", MFnNumericData::kFloat, 0.2f);
numAttr.setMin(0);
numAttr.setMax(1);
aFresnelScale = numAttr.create("fresnelScale", "fs", MFnNumericData::kFloat, 1.0f);
numAttr.setMin(0);
numAttr.setSoftMax(1);
aFresnelPower = numAttr.create("fresnelPower", "fp", MFnNumericData::kFloat, 5.0f);
numAttr.setMin(0);
numAttr.setSoftMax(10);
addAttribute(colorFile);
addAttribute(displacementFile);
addAttribute(occlusionFile);
addAttribute(level);
addAttribute(scheme);
addAttribute(diffuseMapFile);
addAttribute(environmentMapFile);
addAttribute(shaderSource);
addAttribute(enableColor);
addAttribute(enableDisplacement);
addAttribute(enableOcclusion);
addAttribute(aDiffuse);
addAttribute(aSpecular);
addAttribute(aAmbient);
addAttribute(aFresnelBias);
addAttribute(aFresnelScale);
addAttribute(aFresnelPower);
addAttribute(aLight);
addAttribute(aWireframe);
return MS::kSuccess;
}
MStatus
OpenSubdivPtexShader::compute(const MPlug &plug, MDataBlock &data)
{
return MS::kSuccess;
}
OpenSubdiv::OsdPTexture *
OpenSubdivPtexShader::loadPtex(MString &filename)
{
if (filename.length() ){
printf("Load ptex %s\n", filename.asChar());
Ptex::String ptexError;
PtexTexture *ptex = PtexTexture::open(filename.asChar(), ptexError, true);
if (ptex) {
// create osdptex
OpenSubdiv::OsdPTexture *osdptex = OpenSubdiv::OsdPTexture::Create(ptex, 0);
ptex->release();
return osdptex;
}
printf("Fail in load ptex\n");
}
return NULL;
}
void
OpenSubdivPtexShader::bindPTexture(OpenSubdiv::OsdPTexture *osdPTex, GLuint data, GLuint packing, GLuint pages, int samplerUnit) const
{
glProgramUniform1i(_program, data, samplerUnit + 0);
glActiveTexture(GL_TEXTURE0 + samplerUnit + 0);
glBindTexture(GL_TEXTURE_2D_ARRAY, osdPTex->GetTexelsTexture());
glProgramUniform1i(_program, packing, samplerUnit + 1);
glActiveTexture(GL_TEXTURE0 + samplerUnit + 1);
glBindTexture(GL_TEXTURE_BUFFER, osdPTex->GetLayoutTextureBuffer());
glProgramUniform1i(_program, pages, samplerUnit + 2);
glActiveTexture(GL_TEXTURE0 + samplerUnit + 2);
glBindTexture(GL_TEXTURE_BUFFER, osdPTex->GetPagesTextureBuffer());
glActiveTexture(GL_TEXTURE0);
}
void
OpenSubdivPtexShader::bindTextures()
{
if (_ptexColor)
{
// color ptex
GLint texData = glGetUniformLocation(_program, "textureImage_Data");
GLint texPacking = glGetUniformLocation(_program, "textureImage_Packing");
GLint texPages = glGetUniformLocation(_program, "textureImage_Pages");
bindPTexture(_ptexColor, texData, texPacking, texPages, 1);
}
// displacement ptex
if (_ptexDisplacement) {
GLint texData = glGetUniformLocation(_program, "textureDisplace_Data");
GLint texPacking = glGetUniformLocation(_program, "textureDisplace_Packing");
GLint texPages = glGetUniformLocation(_program, "textureDisplace_Pages");
bindPTexture(_ptexDisplacement, texData, texPacking, texPages, 4);
}
// occlusion ptex
if (_ptexOcclusion) {
GLint texData = glGetUniformLocation(_program, "textureOcclusion_Data");
GLint texPacking = glGetUniformLocation(_program, "textureOcclusion_Packing");
GLint texPages = glGetUniformLocation(_program, "textureOcclusion_Pages");
bindPTexture(_ptexOcclusion, texData, texPacking, texPages, 7);
}
MHWRender::MRenderer *theRenderer = MHWRender::MRenderer::theRenderer();
MHWRender::MTextureManager *theTextureManager = theRenderer->getTextureManager();
if (_invalidateDiffuseMap)
{
MHWRender::MTexture *texture = theTextureManager->acquireTexture(_diffuseMap);
if (texture) {
GLint difmap = glGetUniformLocation(_program, "diffuseMap");
glProgramUniform1i(_program, difmap, 10);
glActiveTexture(GL_TEXTURE0+10);
glBindTexture(GL_TEXTURE_2D, *(GLuint*)texture->resourceHandle());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
_invalidateDiffuseMap = false;
} else {
printf("Can't read %s\n", _diffuseMap.asChar());
}
}
if (_invalidateEnvMap)
{
MHWRender::MTexture *texture = theTextureManager->acquireTexture(_environmentMap);
if (texture) {
GLint envmap = glGetUniformLocation(_program, "environmentMap");
glProgramUniform1i(_program, envmap, 11);
glActiveTexture(GL_TEXTURE0+11);
glBindTexture(GL_TEXTURE_2D, *(GLuint*)texture->resourceHandle());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
_invalidateEnvMap = false;
} else {
printf("Can't read %s\n", _environmentMap.asChar());
}
}
}
static MColor getColor(MObject object, MObject attr)
{
MPlug plug(object, attr);
MObject data;
plug.getValue(data);
MFnNumericData numFn(data);
float color[3];
numFn.getData(color[0], color[1], color[2]);
return MColor(color[0], color[1], color[2]);
}
static MFloatVector getVector(MObject object, MObject attr)
{
MPlug plug(object, attr);
MObject data;
plug.getValue(data);
MFnNumericData numFn(data);
float color[3];
numFn.getData(color[0], color[1], color[2]);
return MVector(color[0], color[1], color[2]);
}
void
OpenSubdivPtexShader::updateUniforms()
{
MObject object = thisMObject();
MColor diffuse = getColor(object, aDiffuse);
MColor ambient = getColor(object, aAmbient);
MColor specular = getColor(object, aSpecular);
MFnDependencyNode depFn(object);
float fresnelBias, fresnelScale, fresnelPower;
FindAttribute(depFn, "fresnelBias", &fresnelBias);
FindAttribute(depFn, "fresnelScale", &fresnelScale);
FindAttribute(depFn, "fresnelPower", &fresnelPower);
MFloatVector light = getVector(object, aLight);
FindAttribute(depFn, "wireframe", &_wireframe);
glProgramUniform3f(_program, glGetUniformLocation(_program, "diffuse"),
diffuse.r, diffuse.g, diffuse.b);
glProgramUniform3f(_program, glGetUniformLocation(_program, "ambient"),
ambient.r, ambient.g, ambient.b);
glProgramUniform3f(_program, glGetUniformLocation(_program, "specular"),
specular.r, specular.g, specular.b);
glProgramUniform3f(_program, glGetUniformLocation(_program, "light"),
light.x, light.y, light.z);
glProgramUniform1f(_program, glGetUniformLocation(_program, "fresnelBias"), fresnelBias);
glProgramUniform1f(_program, glGetUniformLocation(_program, "fresnelScale"), fresnelScale);
glProgramUniform1f(_program, glGetUniformLocation(_program, "fresnelPower"), fresnelPower);
}
//------------------------------------------------------------------------------
bool
OpenSubdivPtexShader::setInternalValueInContext(const MPlug &plug, const MDataHandle &handle, MDGContext &)
{
if(plug == level)
{
_level = handle.asLong();
}
else if(plug == scheme)
{
_scheme = handle.asShort();
}
else if(plug == environmentMapFile)
{
_invalidateEnvMap = true;
_environmentMap = handle.asString();
}
else if(plug == diffuseMapFile)
{
_invalidateDiffuseMap = true;
_diffuseMap = handle.asString();
}
else if(plug == colorFile)
{
MString filename = handle.asString();
if (_ptexColor) delete _ptexColor;
_ptexColor = loadPtex(filename);
}
else if(plug == displacementFile)
{
MString filename = handle.asString();
if (_ptexDisplacement) delete _ptexDisplacement;
_ptexDisplacement = loadPtex(filename);
}
else if(plug == occlusionFile)
{
MString filename = handle.asString();
if (_ptexOcclusion) delete _ptexOcclusion;
_ptexOcclusion = loadPtex(filename);
}
else if(plug == shaderSource)
{
MString filename = handle.asString();
std::ifstream ifs;
ifs.open(filename.asChar());
if (ifs.fail()) {
printf("link default shader\n");
_shaderSource = defaultShaderSource;
} else {
printf("link %s shader\n", filename.asChar());
std::stringstream buffer;
buffer << ifs.rdbuf();
_shaderSource = buffer.str();
}
ifs.close();
linkProgram();
}
else if(plug == enableColor)
{
_enableColor = handle.asBool();
linkProgram();
}
else if(plug == enableDisplacement)
{
_enableDisplacement = handle.asBool();
linkProgram();
}
else if(plug == enableOcclusion)
{
_enableOcclusion = handle.asBool();
linkProgram();
}
return false;
}
MStatus
OpenSubdivPtexShader::bind(const MDrawRequest& request, M3dView &view)
{
return MS::kSuccess;
}
MStatus
OpenSubdivPtexShader::unbind(const MDrawRequest& request, M3dView &view)
{
return MS::kSuccess;
}
MStatus
OpenSubdivPtexShader::geometry( const MDrawRequest& request,
M3dView& view,
int prim,
unsigned int writable,
int indexCount,
const unsigned int * indexArray,
int vertexCount,
const int * vertexIDs,
const float * vertexArray,
int normalCount,
const float ** normalArrays,
int colorCount,
const float ** colorArrays,
int texCoordCount,
const float ** texCoordArrays)
{
return MS::kSuccess;
}
MStatus OpenSubdivPtexShader::glBind(const MDagPath &)
{
return MS::kSuccess;
}
MStatus OpenSubdivPtexShader::glUnBind(const MDagPath &)
{
return MS::kSuccess;
}
MStatus OpenSubdivPtexShader::glGeometry(const MDagPath &path,
int prim,
unsigned int writable,
int indexCount,
const unsigned int * indexArray,
int vertexCount,
const int * vertexIDs,
const float * vertexArray,
int normalCount,
const float ** normalArrays,
int colorCount,
const float ** colorArrays,
int texCoordCount,
const float ** texCoordArrays)
{
return MS::kSuccess;
}
GLuint
OpenSubdivPtexShader::compileShader(GLenum shaderType, const char *section, const char *shaderSource)
{
int color = _enableColor ? 1 : 0;
int displacement = _enableDisplacement ? 1 : 0;
int occlusion = _enableOcclusion ? 1 : 0;
const char *sources[2];
char define[1024];
sprintf(define,
"#define %s\n"
"#define USE_PTEX_COLOR %d\n"
"#define USE_PTEX_OCCLUSION %d\n"
"#define USE_PTEX_DISPLACEMENT %d\n",
section, color, occlusion, displacement);
sources[0] = define;
sources[1] = shaderSource;
GLuint shader = glCreateShader(shaderType);
glShaderSource(shader, 2, sources, NULL);
glCompileShader(shader);
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if( status == GL_FALSE ) {
GLchar emsg[1024];
glGetShaderInfoLog(shader, sizeof(emsg), 0, emsg);
fprintf(stderr, "Error compiling GLSL shader (%s): %s\n", section, emsg );
return 0;
}
return shader;
}
void
OpenSubdivPtexShader::linkProgram()
{
printf( "Link Program\n");
CHECK_GL_ERROR("link program 1\n");
if (_program)
glDeleteProgram(_program);
_invalidateEnvMap = true;
_invalidateDiffuseMap = true;
_program = glCreateProgram();
CHECK_GL_ERROR("link program 2\n");
const char *src = _shaderSource.c_str();
GLuint vertexShader = compileShader(GL_VERTEX_SHADER,
"VERTEX_SHADER", src);
GLuint geometryShader = compileShader(GL_GEOMETRY_SHADER,
"GEOMETRY_SHADER", src);
GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER,
"FRAGMENT_SHADER", src);
glAttachShader(_program, vertexShader);
glAttachShader(_program, geometryShader);
glAttachShader(_program, fragmentShader);
glLinkProgram(_program);
glDeleteShader(vertexShader);
glDeleteShader(geometryShader);
glDeleteShader(fragmentShader);
CHECK_GL_ERROR("link program done\n");
GLint status;
glGetProgramiv(_program, GL_LINK_STATUS, &status );
if( status == GL_FALSE ) {
GLchar emsg[1024];
glGetProgramInfoLog(_program, sizeof(emsg), 0, emsg);
fprintf(stderr, "Error linking GLSL program : %s\n", emsg );
_program = 0;
return;
}
}
//---------------------------------------------------------------------------
// Viewport 2.0 override implementation
//---------------------------------------------------------------------------
class OsdPtexMeshData : public MUserData
{
public:
OsdPtexMeshData(MObject mesh);
virtual ~OsdPtexMeshData();
void populateIfNeeded(int level, int scheme);
void updateGeometry(const MHWRender::MVertexBuffer *point, const MHWRender::MVertexBuffer *normal);
void prepare();
void draw(GLuint program) const;
void update();
private:
void initializeOsd();
void initializeIndexBuffer();
void bindPtexCoordinates(GLuint program) const;
MObject _mesh;
OpenSubdiv::OsdHbrMesh *_hbrmesh;
OpenSubdiv::OsdMesh *_osdmesh;
// OpenSubdiv::OsdVertexBuffer *_vertexBuffer;
OpenSubdiv::OsdVertexBuffer *_positionBuffer, *_normalBuffer;
OpenSubdiv::OsdElementArrayBuffer *_elementArrayBuffer;
OpenSubdiv::OsdPtexCoordinatesTextureBuffer *_ptexCoordinatesTextureBuffer;
MFloatPointArray _pointArray;
MFloatVectorArray _normalArray;
// topology cache
MIntArray _vertexList;
MUintArray _edgeIds, _vtxIds;
MDoubleArray _edgeCreaseData, _vtxCreaseData;
int _level;
int _maxlevel;
int _interpBoundary;
int _scheme;
bool _needsUpdate;
bool _needsInitializeOsd;
bool _needsInitializeIndexBuffer;
};
OsdPtexMeshData::OsdPtexMeshData(MObject mesh) :
MUserData(false), _mesh(mesh),
_hbrmesh(NULL), _osdmesh(NULL),
// _vertexBuffer(NULL),
_positionBuffer(NULL), _normalBuffer(NULL),
_elementArrayBuffer(NULL),
_ptexCoordinatesTextureBuffer(NULL),
_level(0),
_interpBoundary(0),
_scheme(0),
_needsUpdate(false),
_needsInitializeOsd(false),
_needsInitializeIndexBuffer(false)
{
}
OsdPtexMeshData::~OsdPtexMeshData()
{
if (_hbrmesh) delete _hbrmesh;
if (_osdmesh) delete _osdmesh;
// if (_vertexBuffer) delete _vertexBuffer;
if (_positionBuffer) delete _positionBuffer;
if (_normalBuffer) delete _normalBuffer;
if (_elementArrayBuffer) delete _elementArrayBuffer;
if (_ptexCoordinatesTextureBuffer) delete _ptexCoordinatesTextureBuffer;
}
void
OsdPtexMeshData::populateIfNeeded(int lv, int scheme)
{
MStatus s;
if (scheme == 1) scheme = 0; // avoid loop for now
MFnMesh meshFn(_mesh, &s);
if (s != MS::kSuccess) return;
if (lv < 1) lv =1;
MIntArray vertexCount, vertexList;
meshFn.getVertices(vertexCount, vertexList);
MUintArray edgeIds;
MDoubleArray edgeCreaseData;
meshFn.getCreaseEdges(edgeIds, edgeCreaseData);
MUintArray vtxIds;
MDoubleArray vtxCreaseData;
meshFn.getCreaseVertices(vtxIds, vtxCreaseData );
if (vertexCount.length() == 0) return;
short interpBoundary = 0;
FindAttribute(meshFn, "boundaryRule", &interpBoundary);
if(CompareArray(_vertexList, vertexList) &&
CompareArray(_edgeIds, edgeIds) &&
CompareArray(_edgeCreaseData, edgeCreaseData) &&
CompareArray(_vtxIds, vtxIds) &&
CompareArray(_vtxCreaseData, vtxCreaseData) &&
_interpBoundary == interpBoundary &&
_scheme == scheme &&
_maxlevel >= lv)
{
if(_level != lv) {
_level = lv;
_needsInitializeIndexBuffer = true;
}
return;
}
printf("Populate %s, level = %d < %d\n", meshFn.name().asChar(), lv, _level);
// update topology
_vertexList = vertexList;
_edgeIds = edgeIds;
_edgeCreaseData = edgeCreaseData;
_vtxIds = vtxIds;
_vtxCreaseData = vtxCreaseData;
_maxlevel = std::max(lv, _maxlevel);
_level = lv;
_interpBoundary = interpBoundary;
_scheme = scheme;
std::vector<int> numIndices, faceIndices, edgeCreaseIndices, vtxCreaseIndices;
std::vector<float> edgeCreases, vtxCreases;
numIndices.resize(vertexCount.length());
faceIndices.resize(vertexList.length());
for(int i = 0; i < (int)vertexCount.length(); ++i) numIndices[i] = vertexCount[i];
for(int i = 0; i < (int)vertexList.length(); ++i) faceIndices[i] = vertexList[i];
vtxCreaseIndices.resize(vtxIds.length());
for(int i = 0; i < (int)vtxIds.length(); ++i) vtxCreaseIndices[i] = vtxIds[i];
vtxCreases.resize(vtxCreaseData.length());
for(int i = 0; i < (int)vtxCreaseData.length(); ++i)
vtxCreases[i] = (float)vtxCreaseData[i];
edgeCreases.resize(edgeCreaseData.length());
for(int i = 0; i < (int)edgeCreaseData.length(); ++i)
edgeCreases[i] = (float)edgeCreaseData[i];
// edge crease index is stored as pair of <face id> <edge localid> ...
int nEdgeIds = edgeIds.length();
edgeCreaseIndices.resize(nEdgeIds*2);
for(int i = 0; i < nEdgeIds; ++i){
int2 vertices;
if (meshFn.getEdgeVertices(edgeIds[i], vertices) != MS::kSuccess) {
s.perror("ERROR can't get creased edge vertices");
continue;
}
edgeCreaseIndices[i*2] = vertices[0];
edgeCreaseIndices[i*2+1] = vertices[1];
}
_hbrmesh = ConvertToHBR(meshFn.numVertices(), numIndices, faceIndices,
vtxCreaseIndices, vtxCreases,
std::vector<int>(), std::vector<float>(),
edgeCreaseIndices, edgeCreases,
interpBoundary, scheme);
// GL function can't be used in prepareForDraw API.
_needsInitializeOsd = true;
}
void
OsdPtexMeshData::initializeOsd()
{
if (!_hbrmesh)
return;
// create Osd mesh
int kernel = OpenSubdiv::OsdKernelDispatcher::kCUDA;
// int kernel = OpenSubdiv::OsdKernelDispatcher::kCL;
// int kernel = OpenSubdiv::OsdKernelDispatcher::kCPU;
// if (OpenSubdiv::OsdKernelDispatcher::HasKernelType(OpenSubdiv::OsdKernelDispatcher::kOPENMP)) {
// kernel = OpenSubdiv::OsdKernelDispatcher::kOPENMP;
// }
if (_osdmesh)
delete _osdmesh;
_osdmesh = new OpenSubdiv::OsdMesh();
_osdmesh->Create(_hbrmesh, _level, kernel);
delete _hbrmesh;
_hbrmesh = NULL;
// create vertex buffer
// if (_vertexBuffer) delete _vertexBuffer;
// _vertexBuffer = _osdmesh->InitializeVertexBuffer(6 /* position + normal */);
if (_positionBuffer) delete _positionBuffer;
if (_normalBuffer) delete _normalBuffer;
_positionBuffer = _osdmesh->InitializeVertexBuffer(3);
_normalBuffer = _osdmesh->InitializeVertexBuffer(3);
_needsInitializeOsd = false;
_needsInitializeIndexBuffer = true;
// get geometry from maya mesh
MFnMesh meshFn(_mesh);
meshFn.getPoints(_pointArray);
meshFn.getVertexNormals(true, _normalArray);
_needsUpdate = true;
}
void
OsdPtexMeshData::updateGeometry(const MHWRender::MVertexBuffer *points, const MHWRender::MVertexBuffer *normals)
{
// Update vertex
// if (!_vertexBuffer) return;
if (!_positionBuffer) return;
if (!_normalBuffer) return;
int nCoarsePoints = _pointArray.length();
glBindBuffer(GL_COPY_READ_BUFFER, *(GLuint*)points->resourceHandle());
glBindBuffer(GL_COPY_WRITE_BUFFER, _positionBuffer->GetGpuBuffer());
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, nCoarsePoints*3*sizeof(float));
glBindBuffer(GL_COPY_READ_BUFFER, *(GLuint*)normals->resourceHandle());
glBindBuffer(GL_COPY_WRITE_BUFFER, _normalBuffer->GetGpuBuffer());
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, nCoarsePoints*3*sizeof(float));
glBindBuffer(GL_COPY_READ_BUFFER, 0);
glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
_osdmesh->Subdivide(_positionBuffer, NULL);
_osdmesh->Subdivide(_normalBuffer, NULL);
#if 0
float *pbuffer = new float[nCoarsePoints*3];
float *nbuffer = new float[nCoarsePoints*3];
glBindBuffer(GL_ARRAY_BUFFER, *(GLuint*)points->resourceHandle());
glGetBufferSubData(GL_ARRAY_BUFFER, 0, nCoarsePoints*3*sizeof(float), pbuffer);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, *(GLuint*)normals->resourceHandle());
glGetBufferSubData(GL_ARRAY_BUFFER, 0, nCoarsePoints*3*sizeof(float), nbuffer);
glBindBuffer(GL_ARRAY_BUFFER, 0);
const float *p = pbuffer, *n = nbuffer;;
for(int i = 0; i<nCoarsePoints; ++i) {
_pointArray[i] = MFloatPoint(p[0], p[1], p[2]);
_normalArray[i] = MFloatVector(n[0], n[1], n[2]);
p += 3;
n += 3;
}
delete[] pbuffer;
delete[] nbuffer;
int nPoints = _pointArray.length();
std::vector<float> vertex;
vertex.resize(nPoints*6);
for(int i = 0; i < nPoints; ++i){
vertex[i*6+0] = _pointArray[i].x;
vertex[i*6+1] = _pointArray[i].y;
vertex[i*6+2] = _pointArray[i].z;
vertex[i*6+3] = _normalArray[i].x;
vertex[i*6+4] = _normalArray[i].y;
vertex[i*6+5] = _normalArray[i].z;
}
_vertexBuffer->UpdateData(&vertex.at(0), nPoints);
_osdmesh->Subdivide(_vertexBuffer, NULL);
#endif
_needsUpdate = false;
}
void
OsdPtexMeshData::initializeIndexBuffer()
{
// create element array buffer
if (_elementArrayBuffer) delete _elementArrayBuffer;
_elementArrayBuffer = _osdmesh->CreateElementArrayBuffer(_level);
// create ptex coordinates texture buffer
if (_ptexCoordinatesTextureBuffer) delete _ptexCoordinatesTextureBuffer;
_ptexCoordinatesTextureBuffer = _osdmesh->CreatePtexCoordinatesTextureBuffer(_level);
_needsInitializeIndexBuffer = false;
}
void
OsdPtexMeshData::bindPtexCoordinates(GLuint program) const
{
if (!_osdmesh) return;
// bind ptexture
GLint texIndices = glGetUniformLocation(program, "ptexIndices");
GLint ptexLevel = glGetUniformLocation(program, "ptexLevel");
glProgramUniform1i(program, ptexLevel, 1<<_level);
glProgramUniform1i(program, texIndices, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_BUFFER, _ptexCoordinatesTextureBuffer->GetGlTexture());
}
void
OsdPtexMeshData::prepare()
{
if (_needsInitializeOsd) {
const_cast<OsdPtexMeshData*>(this)->initializeOsd();
}
if (_needsInitializeIndexBuffer) {
const_cast<OsdPtexMeshData*>(this)->initializeIndexBuffer();
}
}
void
OsdPtexMeshData::draw(GLuint program) const
{
MStatus status;
bindPtexCoordinates(program);
CHECK_GL_ERROR("draw begin\n");
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
#if 0
GLuint bVertex = _vertexBuffer->GetGpuBuffer();
glBindBuffer(GL_ARRAY_BUFFER, bVertex);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 6, 0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 6, (float*)12);
#else
GLuint bPosition = _positionBuffer->GetGpuBuffer();
GLuint bNormal = _normalBuffer->GetGpuBuffer();
glBindBuffer(GL_ARRAY_BUFFER, bPosition);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 3, 0);
glBindBuffer(GL_ARRAY_BUFFER, bNormal);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 3, 0);
#endif
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _elementArrayBuffer->GetGlBuffer());
CHECK_GL_ERROR("before draw elements\n");
glDrawElements(GL_LINES_ADJACENCY, _elementArrayBuffer->GetNumIndices(), GL_UNSIGNED_INT, 0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
CHECK_GL_ERROR("draw done\n");
}
// ------------------------------------------------------------------------------
class OpenSubdivPtexShaderOverride : public MHWRender::MPxShaderOverride
{
public:
static MHWRender::MPxShaderOverride* creator(const MObject &obj)
{
return new OpenSubdivPtexShaderOverride(obj);
}
virtual ~OpenSubdivPtexShaderOverride();
virtual MString initialize(const MInitContext &initContext, MInitFeedback &initFeedback)
{
MString empty;
{
MHWRender::MVertexBufferDescriptor positionDesc(
empty,
MHWRender::MGeometry::kPosition,
MHWRender::MGeometry::kFloat,
3);
addGeometryRequirement(positionDesc);
}
MHWRender::MVertexBufferDescriptor positionDesc(
"osdPosition",
MHWRender::MGeometry::kTangent,
MHWRender::MGeometry::kFloat,
3);
positionDesc.setSemanticName("osdPosition");
addGeometryRequirement(positionDesc);
MHWRender::MVertexBufferDescriptor normalDesc(
"osdNormal",
MHWRender::MGeometry::kBitangent,
MHWRender::MGeometry::kFloat,
3);
normalDesc.setSemanticName("osdNormal");
addGeometryRequirement(normalDesc);
if (initFeedback.customData == NULL) {
OsdPtexMeshData *data = new OsdPtexMeshData(initContext.dagPath.node());
initFeedback.customData = data;
}
return MString("OpenSubdivPtexShaderOverride");
}
virtual void updateDG(MObject object)
{
if (object == MObject::kNullObj)
return;
_shader = (OpenSubdivPtexShader*)MPxHwShaderNode::getHwShaderNodePtr(object);
if (_shader) {
// MFnDependencyNode depFn(object);
// FindAttribute(depFn, "level", &_level);
_shader->updateUniforms();
}
}
virtual void updateDevice()
{
// only place to access GPU device safely
}
virtual void endUpdate()
{
}
/*
virtual void activateKey(MHWRender::MDrawContext &context, const MString &key)
{
}
virtual void terminateKey(MHWRender::MDrawContext &context, const MString &key)
{
}
*/
virtual bool draw(MHWRender::MDrawContext &context, const MHWRender::MRenderItemList &renderItemList) const;
virtual bool rebuildAlways()
{
return false;
}
virtual MHWRender::DrawAPI supportedDrawAPIs() const
{
return MHWRender::kOpenGL;
}
virtual bool isTransparent()
{
return true;
}
private:
OpenSubdivPtexShaderOverride(const MObject &obj);
OpenSubdivPtexShader *_shader;
int _level;
};
OpenSubdivPtexShaderOverride::OpenSubdivPtexShaderOverride(const MObject &obj)
: MHWRender::MPxShaderOverride(obj),
_shader(NULL)
{
}
OpenSubdivPtexShaderOverride::~OpenSubdivPtexShaderOverride()
{
}
bool
OpenSubdivPtexShaderOverride::draw(MHWRender::MDrawContext &context, const MHWRender::MRenderItemList &renderItemList) const
{
using namespace MHWRender;
{
MHWRender::MStateManager *stateMgr = context.getStateManager();
static const MDepthStencilState * depthState = NULL;
if (!depthState) {
MDepthStencilStateDesc desc;
depthState = stateMgr->acquireDepthStencilState(desc);
}
static const MBlendState *blendState = NULL;
if (!blendState) {
MBlendStateDesc desc;
for(int i = 0; i < (desc.independentBlendEnable ? MHWRender::MBlendState::kMaxTargets : 1); ++i)
{
desc.targetBlends[i].blendEnable = false;
}
blendState = stateMgr->acquireBlendState(desc);
}
stateMgr->setDepthStencilState(depthState);
stateMgr->setBlendState(blendState);
}
GLuint program = _shader->getProgram();
for(int i=0; i< renderItemList.length(); i++){
const MHWRender::MRenderItem *renderItem = renderItemList.itemAt(i);
// printf("draw: %d %s\n", i, renderItem->sourceDagPath().fullPathName().asChar());
// printf("# of indexBuffer = %d\n", renderItem->geometry()->indexBufferCount());
// const OsdPtexMeshData *data = (dynamic_cast<const OsdPtexMeshData*>(renderItem->customData());
OsdPtexMeshData *data = (OsdPtexMeshData*)(renderItem->customData());
if (data == NULL) {
return false;
}
data->populateIfNeeded(_shader->getLevel(), _shader->getScheme());
const MHWRender::MVertexBuffer *position = NULL, *normal = NULL;
{
const MHWRender::MGeometry *geometry = renderItem->geometry();
// printf("Vertex buffer count = %d\n", geometry->vertexBufferCount());
for(int i = 0; i < geometry->vertexBufferCount(); i++){
const MHWRender::MVertexBuffer *vb = geometry->vertexBuffer(i);
const MHWRender::MVertexBufferDescriptor &vdesc = vb->descriptor();
if (vdesc.name() == "osdPosition")
position = vb;
if (vdesc.name() == "osdNormal")
normal = vb;
// printf("%d: %s, offset=%d, stride=%d\n", i, vdesc.name().asChar(), vdesc.offset(), vdesc.stride());
}
}
glUseProgram(program);
{
// shader uniform setting
GLint position = glGetUniformLocation(program, "lightSource[0].position");
GLint ambient = glGetUniformLocation(program, "lightSource[0].ambient");
GLint diffuse = glGetUniformLocation(program, "lightSource[0].diffuse");
GLint specular = glGetUniformLocation(program, "lightSource[0].specular");
glProgramUniform4f(program, position, 0, 0.2f, 1, 0);
glProgramUniform4f(program, ambient, 0.4f, 0.4f, 0.4f, 1.0f);
glProgramUniform4f(program, diffuse, 0.3f, 0.3f, 0.3f, 1.0f);
glProgramUniform4f(program, specular, 0.2f, 0.2f, 0.2f, 1.0f);
GLint otcMatrix = glGetUniformLocation(program, "objectToClipMatrix");
GLint oteMatrix = glGetUniformLocation(program, "objectToEyeMatrix");
GLint etoMatrix = glGetUniformLocation(program, "eyeToObjectMatrix");
float modelview[4][4], mvp[4][4], modelviewI[4][4];
context.getMatrix(MHWRender::MDrawContext::kWorldViewMtx).get(modelview);
context.getMatrix(MHWRender::MDrawContext::kWorldViewProjMtx).get(mvp);
context.getMatrix(MHWRender::MDrawContext::kWorldViewInverseMtx).get(modelviewI);
glProgramUniformMatrix4fv(program, otcMatrix, 1, false, (float*)mvp);
glProgramUniformMatrix4fv(program, oteMatrix, 1, false, (float*)modelview);
glProgramUniformMatrix4fv(program, etoMatrix, 1, false, (float*)modelviewI);
GLint eye = glGetUniformLocation(program, "eyePositionInWorld");
MPoint e = MPoint(0,0,0) * context.getMatrix(MHWRender::MDrawContext::kWorldViewInverseMtx);
glProgramUniform3f(program, eye, (float)e.x, (float)e.y, (float)e.z);
}
if (_shader->isWireframe()) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
} else {
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
_shader->bindTextures();
// CHECK_GL_ERROR("pre draw");
// draw meshdata
data->prepare();
data->updateGeometry(position, normal);
data->draw(program);
// CHECK_GL_ERROR("post draw");
glUseProgram(0);
}
return true;
}
// ------------------------------------------------------------------------------
using namespace MHWRender;
class OsdBufferGenerator : public MHWRender::MPxVertexBufferGenerator
{
public:
OsdBufferGenerator(bool normal) : _normal(normal) {}
virtual ~OsdBufferGenerator() {}
virtual bool getSourceIndexing(const MDagPath &dagPath, MHWRender::MComponentDataIndexing &sourceIndexing) const
{
MStatus status;
MFnMesh mesh(dagPath.node());
if (!status) return false;
MIntArray vertexCount, vertexList;
mesh.getVertices(vertexCount, vertexList);
MUintArray &vertices = sourceIndexing.indices();
for(unsigned int i = 0; i < vertexList.length(); ++i)
vertices.append((unsigned int)vertexList[i]);
sourceIndexing.setComponentType(MComponentDataIndexing::kFaceVertex); // .... although not facevertex
return true;
}
virtual bool getSourceStreams(const MDagPath &dagPath, MStringArray &) const
{
return false;
}
#ifdef MAYA2013_PREVIEW
virtual void createVertexStream(const MDagPath &dagPath, MVertexBuffer &vertexBuffer,
const MComponentDataIndexing &targetIndexing, const MComponentDataIndexing &,
const MVertexBufferArray &) const
#else
virtual void createVertexStream(const MDagPath &dagPath, MVertexBuffer &vertexBuffer,
const MComponentDataIndexing &targetIndexing) const
#endif
{
const MVertexBufferDescriptor &desc = vertexBuffer.descriptor();
MFnMesh meshFn(dagPath);
int nVertices = meshFn.numVertices();
if (!_normal) {
MFloatPointArray points;
meshFn.getPoints(points);
#ifdef MAYA2013_PREVIEW
float *buffer = (float*)vertexBuffer.acquire(nVertices, true);
#else
float *buffer = (float*)vertexBuffer.acquire(nVertices);
#endif
float *dst = buffer;
for(int i=0; i < nVertices; ++i){
*dst++ = points[i].x;
*dst++ = points[i].y;
*dst++ = points[i].z;
}
vertexBuffer.commit(buffer);
} else {
MFloatVectorArray normals;
meshFn.getVertexNormals(true, normals);
#ifdef MAYA2013_PREVIEW
float *buffer = (float*)vertexBuffer.acquire(nVertices, true);
#else
float *buffer = (float*)vertexBuffer.acquire(nVertices);
#endif
float *dst = buffer;
for(int i=0; i < nVertices; ++i){
*dst++ = normals[i].x;
*dst++ = normals[i].y;
*dst++ = normals[i].z;
}
vertexBuffer.commit(buffer);
}
}
static MPxVertexBufferGenerator *positionCreator()
{
return new OsdBufferGenerator(false);
}
static MPxVertexBufferGenerator *normalCreator()
{
return new OsdBufferGenerator(true);
}
private:
bool _normal;
};
//---------------------------------------------------------------------------
// Plugin Registration
//---------------------------------------------------------------------------
MStatus
initializePlugin( MObject obj )
{
MStatus status;
MFnPlugin plugin( obj, "Pixar", "3.0", "Any" );// vender,version,apiversion
MString swatchName = MHWShaderSwatchGenerator::initialize();
MString userClassify("shader/surface/utility/:drawdb/shader/surface/OpenSubdivPtexShader:swatch/"+swatchName);
// shader node
status = plugin.registerNode( "openSubdivPtexShader",
OpenSubdivPtexShader::id,
&OpenSubdivPtexShader::creator,
&OpenSubdivPtexShader::initialize,
MPxNode::kHwShaderNode,
&userClassify);
MHWRender::MDrawRegistry::registerVertexBufferGenerator("osdPosition",
OsdBufferGenerator::positionCreator);
MHWRender::MDrawRegistry::registerVertexBufferGenerator("osdNormal",
OsdBufferGenerator::normalCreator);
// shaderoverride
status = MHWRender::MDrawRegistry::registerShaderOverrideCreator(
"drawdb/shader/surface/OpenSubdivPtexShader",
OpenSubdivPtexShader::drawRegistrantId,
OpenSubdivPtexShaderOverride::creator);
glewInit();
OpenSubdiv::OsdCpuKernelDispatcher::Register();
OpenSubdiv::OsdCudaKernelDispatcher::Register();
cudaInit();
OpenSubdiv::OsdPTexture::SetGutterWidth(1);
OpenSubdiv::OsdPTexture::SetPageMargin(8);
OpenSubdiv::OsdPTexture::SetGutterDebug(0);
return status;
}
MStatus
uninitializePlugin( MObject obj )
{
MFnPlugin plugin( obj );
MStatus status;
status = plugin.deregisterNode(OpenSubdivPtexShader::id);
MHWRender::MDrawRegistry::deregisterVertexBufferGenerator("osdPosition");
MHWRender::MDrawRegistry::deregisterVertexBufferGenerator("osdNormal");
status = MHWRender::MDrawRegistry::deregisterShaderOverrideCreator(
"drawdb/shader/surface/OpenSubdivPtexShader",
OpenSubdivPtexShader::drawRegistrantId);
return status;
}