OpenSubdiv/examples/glBatchViewer/effectRegistry.cpp
2013-05-09 19:18:32 -07:00

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