OpenSubdiv/opensubdiv/osd/glDrawRegistry.cpp

374 lines
15 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.
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// 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.
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// 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.
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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 "../osd/glDrawRegistry.h"
#include "../osd/error.h"
#include <sstream>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
OsdGLDrawConfig::~OsdGLDrawConfig()
{
glDeleteProgram(program);
}
#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
static const char *commonShaderSource =
#include "glslPatchCommon.inc"
;
static const char *regularShaderSource =
#include "glslPatchRegular.inc"
;
static const char *boundaryShaderSource =
#include "glslPatchBoundary.inc"
;
static const char *cornerShaderSource =
#include "glslPatchCorner.inc"
;
static const char *gregoryShaderSource =
#include "glslPatchGregory.inc"
;
static const char *boundaryGregoryShaderSource =
#include "glslPatchBoundaryGregory.inc"
;
static const char *transitionShaderSource =
#include "glslPatchTransition.inc"
;
#endif
OsdGLDrawRegistryBase::~OsdGLDrawRegistryBase() {}
OsdGLDrawSourceConfig *
OsdGLDrawRegistryBase::_CreateDrawSourceConfig(OsdDrawContext::PatchDescriptor const & desc)
{
OsdGLDrawSourceConfig * sconfig = _NewDrawSourceConfig();
#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
sconfig->commonShader.source = commonShaderSource;
{
std::ostringstream ss;
ss << (int)desc.GetMaxValence();
sconfig->commonShader.AddDefine("OSD_MAX_VALENCE", ss.str());
ss.str("");
ss << (int)desc.GetNumElements();
sconfig->commonShader.AddDefine("OSD_NUM_ELEMENTS", ss.str());
}
if (desc.GetPattern() == FarPatchTables::NON_TRANSITION) {
switch (desc.GetType()) {
case FarPatchTables::QUADS:
case FarPatchTables::TRIANGLES:
sconfig->vertexShader.source = regularShaderSource;
sconfig->vertexShader.version = "#version 410\n";
sconfig->vertexShader.AddDefine("VERTEX_SHADER");
sconfig->fragmentShader.source = regularShaderSource;
sconfig->fragmentShader.AddDefine("FRAGMENT_SHADER");
sconfig->fragmentShader.version = "#version 410\n";
break;
case FarPatchTables::REGULAR:
sconfig->vertexShader.source = regularShaderSource;
sconfig->vertexShader.version = "#version 410\n";
sconfig->vertexShader.AddDefine("PATCH_VERTEX_SHADER");
sconfig->tessControlShader.source = regularShaderSource;
sconfig->tessControlShader.version = "#version 410\n";
sconfig->tessControlShader.AddDefine("PATCH_TESS_CONTROL_REGULAR_SHADER");
sconfig->tessEvalShader.source = regularShaderSource;
sconfig->tessEvalShader.version = "#version 410\n";
sconfig->tessEvalShader.AddDefine("PATCH_TESS_EVAL_REGULAR_SHADER");
sconfig->fragmentShader.source = regularShaderSource;
sconfig->fragmentShader.version = "#version 410\n";
sconfig->fragmentShader.AddDefine("FRAGMENT_SHADER");
break;
case FarPatchTables::BOUNDARY:
sconfig->vertexShader.source = boundaryShaderSource;
sconfig->vertexShader.version = "#version 410\n";
sconfig->vertexShader.AddDefine("PATCH_VERTEX_SHADER");
sconfig->tessControlShader.source = boundaryShaderSource;
sconfig->tessControlShader.version = "#version 410\n";
sconfig->tessControlShader.AddDefine("PATCH_TESS_CONTROL_BOUNDARY_SHADER");
sconfig->tessEvalShader.source = boundaryShaderSource;
sconfig->tessEvalShader.version = "#version 410\n";
sconfig->tessEvalShader.AddDefine("PATCH_TESS_EVAL_BOUNDARY_SHADER");
sconfig->fragmentShader.source = boundaryShaderSource;
sconfig->fragmentShader.version = "#version 410\n";
sconfig->fragmentShader.AddDefine("FRAGMENT_SHADER");
break;
case FarPatchTables::CORNER:
sconfig->vertexShader.source = cornerShaderSource;
sconfig->vertexShader.version = "#version 410\n";
sconfig->vertexShader.AddDefine("PATCH_VERTEX_SHADER");
sconfig->tessControlShader.source = cornerShaderSource;
sconfig->tessControlShader.version = "#version 410\n";
sconfig->tessControlShader.AddDefine("PATCH_TESS_CONTROL_CORNER_SHADER");
sconfig->tessEvalShader.source = cornerShaderSource;
sconfig->tessEvalShader.version = "#version 410\n";
sconfig->tessEvalShader.AddDefine("PATCH_TESS_EVAL_CORNER_SHADER");
sconfig->fragmentShader.source = cornerShaderSource;
sconfig->fragmentShader.version = "#version 410\n";
sconfig->fragmentShader.AddDefine("FRAGMENT_SHADER");
break;
case FarPatchTables::GREGORY:
sconfig->vertexShader.source = gregoryShaderSource;
sconfig->vertexShader.version = "#version 410\n";
sconfig->vertexShader.AddDefine("PATCH_VERTEX_GREGORY_SHADER");
sconfig->tessControlShader.source = gregoryShaderSource;
sconfig->tessControlShader.version = "#version 410\n";
sconfig->tessControlShader.AddDefine("PATCH_TESS_CONTROL_GREGORY_SHADER");
sconfig->tessEvalShader.source = gregoryShaderSource;
sconfig->tessEvalShader.version = "#version 410\n";
sconfig->tessEvalShader.AddDefine("PATCH_TESS_EVAL_GREGORY_SHADER");
sconfig->fragmentShader.source = gregoryShaderSource;
sconfig->fragmentShader.version = "#version 410\n";
sconfig->fragmentShader.AddDefine("FRAGMENT_SHADER");
break;
case FarPatchTables::GREGORY_BOUNDARY:
sconfig->vertexShader.source = boundaryGregoryShaderSource;
sconfig->vertexShader.version = "#version 410\n";
sconfig->vertexShader.AddDefine("PATCH_VERTEX_BOUNDARY_GREGORY_SHADER");
sconfig->tessControlShader.source = boundaryGregoryShaderSource;
sconfig->tessControlShader.version = "#version 410\n";
sconfig->tessControlShader.AddDefine("PATCH_TESS_CONTROL_BOUNDARY_GREGORY_SHADER");
sconfig->tessEvalShader.source = boundaryGregoryShaderSource;
sconfig->tessEvalShader.version = "#version 410\n";
sconfig->tessEvalShader.AddDefine("PATCH_TESS_EVAL_BOUNDARY_GREGORY_SHADER");
sconfig->fragmentShader.source = boundaryGregoryShaderSource;
sconfig->fragmentShader.version = "#version 410\n";
sconfig->fragmentShader.AddDefine("FRAGMENT_SHADER");
break;
default:
// error
delete sconfig;
sconfig = NULL;
break;
}
} else { // pattern != NON_TRANSITION
sconfig->vertexShader.source = transitionShaderSource;
sconfig->vertexShader.version = "#version 410\n";
sconfig->vertexShader.AddDefine("PATCH_VERTEX_SHADER");
sconfig->tessControlShader.source = transitionShaderSource;;
sconfig->tessControlShader.version = "#version 410\n";
sconfig->tessControlShader.AddDefine("PATCH_TESS_CONTROL_TRANSITION_SHADER");
sconfig->tessEvalShader.source = transitionShaderSource;
sconfig->tessEvalShader.version = "#version 410\n";
sconfig->tessEvalShader.AddDefine("PATCH_TESS_EVAL_TRANSITION_SHADER");
sconfig->fragmentShader.source = transitionShaderSource;
sconfig->fragmentShader.version = "#version 410\n";
sconfig->fragmentShader.AddDefine("FRAGMENT_SHADER");
int pattern = desc.GetPattern() - 1;
int rotation = desc.GetRotation();
int subpatch = desc.GetSubPatch();
std::ostringstream ss;
ss << "CASE" << pattern << subpatch;
sconfig->tessControlShader.AddDefine(ss.str());
sconfig->tessEvalShader.AddDefine(ss.str());
ss.str("");
ss << rotation;
sconfig->tessControlShader.AddDefine("ROTATE", ss.str());
sconfig->tessEvalShader.AddDefine("ROTATE", ss.str());
if (desc.GetType() == FarPatchTables::BOUNDARY) {
sconfig->tessControlShader.AddDefine("BOUNDARY");
} else if (desc.GetType() == FarPatchTables::CORNER) {
sconfig->tessControlShader.AddDefine("CORNER");
}
}
#endif
return sconfig;
}
static GLuint
_CompileShader(
GLenum shaderType,
OpenSubdiv::OsdDrawShaderSource const & common,
OpenSubdiv::OsdDrawShaderSource const & source)
{
const char *sources[4];
std::stringstream definitions;
for (int i=0; i<(int)common.defines.size(); ++i) {
definitions << "#define "
<< common.defines[i].first << " "
<< common.defines[i].second << "\n";
}
for (int i=0; i<(int)source.defines.size(); ++i) {
definitions << "#define "
<< source.defines[i].first << " "
<< source.defines[i].second << "\n";
}
std::string defString = definitions.str();
sources[0] = source.version.c_str();
sources[1] = defString.c_str();
sources[2] = common.source.c_str();
sources[3] = source.source.c_str();
GLuint shader = glCreateShader(shaderType);
glShaderSource(shader, 4, sources, NULL);
glCompileShader(shader);
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if( status == GL_FALSE ) {
GLint infoLogLength;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
char * infoLog = new char[infoLogLength];
glGetShaderInfoLog(shader, infoLogLength, NULL, infoLog);
OsdError(OSD_GLSL_COMPILE_ERROR,
"Error compiling GLSL shader: %s\nDefines: \n%s\n",
infoLog, defString.c_str());
delete[] infoLog;
}
return shader;
}
OsdGLDrawConfig *
OsdGLDrawRegistryBase::_CreateDrawConfig(
OsdDrawContext::PatchDescriptor const & desc,
OsdGLDrawSourceConfig const * sconfig)
{
assert(sconfig);
OsdGLDrawConfig * config = _NewDrawConfig();
assert(config);
GLuint vertexShader =
sconfig->vertexShader.source.empty() ? 0 :
_CompileShader(GL_VERTEX_SHADER,
sconfig->commonShader, sconfig->vertexShader);
GLuint tessControlShader = 0;
GLuint tessEvalShader = 0;
#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
tessControlShader =
sconfig->tessControlShader.source.empty() ? 0 :
_CompileShader(GL_TESS_CONTROL_SHADER,
sconfig->commonShader, sconfig->tessControlShader);
tessEvalShader =
sconfig->tessEvalShader.source.empty() ? 0 :
_CompileShader(GL_TESS_EVALUATION_SHADER,
sconfig->commonShader, sconfig->tessEvalShader);
#endif
GLuint geometryShader = 0;
#if defined(GL_ARB_geometry_shader4) || defined(GL_VERSION_3_1)
geometryShader =
sconfig->geometryShader.source.empty() ? 0 :
_CompileShader(GL_GEOMETRY_SHADER,
sconfig->commonShader, sconfig->geometryShader);
#endif
GLuint fragmentShader =
sconfig->fragmentShader.source.empty() ? 0 :
_CompileShader(GL_FRAGMENT_SHADER,
sconfig->commonShader, sconfig->fragmentShader);
GLuint program = glCreateProgram();
if (vertexShader) glAttachShader(program, vertexShader);
if (tessControlShader) glAttachShader(program, tessControlShader);
if (tessEvalShader) glAttachShader(program, tessEvalShader);
if (geometryShader) glAttachShader(program, geometryShader);
if (fragmentShader) glAttachShader(program, fragmentShader);
glLinkProgram(program);
glDeleteShader(vertexShader);
glDeleteShader(tessControlShader);
glDeleteShader(tessEvalShader);
glDeleteShader(geometryShader);
glDeleteShader(fragmentShader);
GLint status;
glGetProgramiv(program, GL_LINK_STATUS, &status );
if( status == GL_FALSE ) {
GLint infoLogLength;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLength);
char * infoLog = new char[infoLogLength];
glGetProgramInfoLog(program, infoLogLength, NULL, infoLog);
OsdError(OSD_GLSL_COMPILE_ERROR,
"Error linking GLSL program: %s\n", infoLog);
delete[] infoLog;
}
config->program = program;
config->levelBaseUniform = glGetUniformLocation(program, "LevelBase");
config->gregoryQuadOffsetBaseUniform = glGetUniformLocation(program, "GregoryQuadOffsetBase");
return config;
}
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv