mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-03 08:21:03 +00:00
191 lines
7.4 KiB
C++
191 lines
7.4 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 "effectRegistry.h"
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static const char *shaderSource =
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#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
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#include "shader.inc"
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#else
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#include "shader_gl3.inc"
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#endif
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;
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MyEffectRegistry::SourceConfigType *
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MyEffectRegistry::_CreateDrawSourceConfig(DescType const & desc) {
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SourceConfigType * sconfig =
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BaseRegistry::_CreateDrawSourceConfig(desc.first);
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assert(sconfig);
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EffectDesc effectDesc = desc.second;
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if (effectDesc.GetScreenSpaceTess()) {
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sconfig->commonShader.AddDefine("OSD_ENABLE_PATCH_CULL");
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sconfig->commonShader.AddDefine("OSD_ENABLE_SCREENSPACE_TESSELLATION");
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}
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const char *glslVersion = "#version 400\n";
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if (desc.first.GetType() == OpenSubdiv::FarPatchTables::QUADS) {
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sconfig->vertexShader.source = shaderSource;
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sconfig->vertexShader.version = glslVersion;
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sconfig->vertexShader.AddDefine("VERTEX_SHADER");
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} else {
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sconfig->geometryShader.AddDefine("SMOOTH_NORMALS");
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}
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sconfig->geometryShader.source = shaderSource;
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sconfig->geometryShader.version = glslVersion;
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sconfig->geometryShader.AddDefine("GEOMETRY_SHADER");
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sconfig->fragmentShader.source = shaderSource;
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sconfig->fragmentShader.version = glslVersion;
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sconfig->fragmentShader.AddDefine("FRAGMENT_SHADER");
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if (desc.first.GetType() == OpenSubdiv::FarPatchTables::QUADS) {
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sconfig->geometryShader.AddDefine("PRIM_QUAD");
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sconfig->fragmentShader.AddDefine("PRIM_QUAD");
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} else {
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sconfig->geometryShader.AddDefine("PRIM_TRI");
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sconfig->fragmentShader.AddDefine("PRIM_TRI");
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}
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int wire = effectDesc.GetWire();
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if (wire == MyEffect::kWire) {
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sconfig->geometryShader.AddDefine("GEOMETRY_OUT_WIRE");
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sconfig->fragmentShader.AddDefine("GEOMETRY_OUT_WIRE");
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} else if (wire == MyEffect::kFill) {
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sconfig->geometryShader.AddDefine("GEOMETRY_OUT_FILL");
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sconfig->fragmentShader.AddDefine("GEOMETRY_OUT_FILL");
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} else if (wire == MyEffect::kLine) {
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sconfig->geometryShader.AddDefine("GEOMETRY_OUT_LINE");
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sconfig->fragmentShader.AddDefine("GEOMETRY_OUT_LINE");
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}
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return sconfig;
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}
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MyEffectRegistry::ConfigType *
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MyEffectRegistry::_CreateDrawConfig(DescType const & desc, SourceConfigType const * sconfig) {
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// XXX: make sure is this downcast correct
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ConfigType * config = (ConfigType *)BaseRegistry::_CreateDrawConfig(desc.first, sconfig);
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assert(config);
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GLuint uboIndex;
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GLuint program = config->program;
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GLuint g_transformBinding = 0,
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g_tessellationBinding = 0,
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g_lightingBinding = 0;
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// XXXdyu can use layout(binding=) with GLSL 4.20 and beyond
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g_transformBinding = 0;
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uboIndex = glGetUniformBlockIndex(program, "Transform");
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if (uboIndex != GL_INVALID_INDEX)
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glUniformBlockBinding(program, uboIndex, g_transformBinding);
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g_tessellationBinding = 1;
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uboIndex = glGetUniformBlockIndex(program, "Tessellation");
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if (uboIndex != GL_INVALID_INDEX)
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glUniformBlockBinding(program, uboIndex, g_tessellationBinding);
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g_lightingBinding = 3;
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uboIndex = glGetUniformBlockIndex(program, "Lighting");
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if (uboIndex != GL_INVALID_INDEX)
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glUniformBlockBinding(program, uboIndex, g_lightingBinding);
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// g_gregoryQuadOffsetBaseMap[program] = glGetUniformLocation(program, "GregoryQuadOffsetBase");
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// g_levelBaseMap[program] = glGetUniformLocation(program, "LevelBase");
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GLint loc;
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if ((loc = glGetUniformLocation(program, "g_VertexBuffer")) != -1) {
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glProgramUniform1i(program, loc, 0); // GL_TEXTURE0
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}
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if ((loc = glGetUniformLocation(program, "g_ValenceBuffer")) != -1) {
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glProgramUniform1i(program, loc, 1); // GL_TEXTURE1
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}
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if ((loc = glGetUniformLocation(program, "g_QuadOffsetBuffer")) != -1) {
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glProgramUniform1i(program, loc, 2); // GL_TEXTURE2
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}
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if ((loc = glGetUniformLocation(program, "g_ptexIndicesBuffer")) != -1) {
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glProgramUniform1i(program, loc, 3); // GL_TEXTURE3
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}
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config->diffuseColorUniform = glGetUniformLocation(program, "diffuseColor");
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return config;
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}
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