mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-15 00:11:07 +00:00
10c687ecd5
- [Feature Adaptive GPU Rendering of Catmull-Clark Surfaces](http://research.microsoft.com/en-us/um/people/cloop/tog2012.pdf). - New API architecture : we are planning to lock on to this new framework as the basis for backward compatibility, which we will enforce from Release 1.0 onward. Subsequent releases of OpenSubdiv should not break client code. - DirectX 11 support - and much more...
229 lines
7.9 KiB
C++
229 lines
7.9 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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#ifndef EXAMPLES_MAYAPTEXVIEWER_OPENSUBDIVPTEXSHADER_H_
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#define EXAMPLES_MAYAPTEXVIEWER_OPENSUBDIVPTEXSHADER_H_
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// full include needed for scheme/interp enums
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// class OsdPtexMeshData;
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#include "osdPtexMeshData.h"
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#include <osd/glDrawContext.h>
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#include <osd/glPtexTexture.h>
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#include <maya/MPxHwShaderNode.h>
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#include <maya/MViewport2Renderer.h>
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#include <maya/MImage.h>
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class OpenSubdivPtexShader : public MPxHwShaderNode
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{
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public:
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OpenSubdivPtexShader();
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virtual ~OpenSubdivPtexShader();
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// MPxNode methods
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static void *creator();
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static MStatus initialize();
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// MPxNode virtuals
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virtual void postConstructor();
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virtual MStatus compute(const MPlug &plug, MDataBlock &data);
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virtual bool getInternalValueInContext(const MPlug &plug, MDataHandle &handle, MDGContext &);
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virtual bool setInternalValueInContext(const MPlug &plug, const MDataHandle &handle, MDGContext &);
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// MPxHwShaderNode virtuals
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virtual MStatus renderSwatchImage(MImage & image);
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//
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// Non-Viewport 2.0 rendering: geometry/glGeometry, bind/glBind and unbind/glUnbind
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// are not implemented at this time. mayaViewer must be run under Viewport 2.0.
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//
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void updateAttributes();
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void draw(const MHWRender::MDrawContext &context, OsdPtexMeshData *data);
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// Accessors
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void setHbrMeshDirty(bool dirty) { _hbrMeshDirty = dirty; }
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bool getHbrMeshDirty() { return _hbrMeshDirty; }
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int getLevel() const { return _level; }
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bool isAdaptive() const { return _adaptive; }
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OsdPtexMeshData::SchemeType getScheme() const { return _scheme; }
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OsdPtexMeshData::KernelType getKernel() const { return _kernel; }
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OsdPtexMeshData::InterpolateBoundaryType getInterpolateBoundary() const { return _interpolateBoundary; }
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// Identifiers
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static MTypeId id;
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static MString drawRegistrantId;
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// Offsets from GL_TEXTURE0
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static const int CLR_TEXTURE_UNIT = 5;
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static const int DISP_TEXTURE_UNIT = 8;
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static const int OCC_TEXTURE_UNIT = 11;
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static const int DIFF_TEXTURE_UNIT = 14;
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static const int ENV_TEXTURE_UNIT = 15;
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private:
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void updateRegistry();
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GLuint bindTexture(const MString& filename, int textureUnit);
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GLuint bindProgram(const MHWRender::MDrawContext & mDrawContext,
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OpenSubdiv::OsdGLDrawContext *osdDrawContext,
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const OpenSubdiv::OsdPatchArray & patch);
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OpenSubdiv::OsdGLPtexTexture * loadPtex(const MString &filename);
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bool bindPtexTexture(const MString& ptexFilename,
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OpenSubdiv::OsdGLPtexTexture **osdPtexPtr,
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int samplerUnit);
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// OSD attributes
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static MObject aLevel;
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static MObject aTessFactor;
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static MObject aScheme;
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static MObject aKernel;
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static MObject aInterpolateBoundary;
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static MObject aAdaptive;
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static MObject aWireframe;
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// Material attributes
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static MObject aDiffuse;
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static MObject aAmbient;
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static MObject aSpecular;
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// Shader
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static MObject aShaderSource;
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// Ptex-specific attributes
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static MObject aDiffuseEnvironmentMapFile;
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static MObject aSpecularEnvironmentMapFile;
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static MObject aColorFile;
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static MObject aDisplacementFile;
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static MObject aOcclusionFile;
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static MObject aEnableDisplacement;
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static MObject aEnableColor;
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static MObject aEnableOcclusion;
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static MObject aEnableNormal;
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static MObject aFresnelBias;
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static MObject aFresnelScale;
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static MObject aFresnelPower;
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private:
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// OSD parameters
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int _level;
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int _tessFactor;
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bool _adaptive;
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bool _wireframe;
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OsdPtexMeshData::SchemeType _scheme;
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OsdPtexMeshData::KernelType _kernel;
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OsdPtexMeshData::InterpolateBoundaryType _interpolateBoundary;
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// Material parameters
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MColor _diffuse;
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MColor _ambient;
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MColor _specular;
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// Texture manager
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MHWRender::MTextureManager *_theTextureManager;
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// Ptex-specific parameters
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bool _enableColor;
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bool _enableDisplacement;
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bool _enableOcclusion;
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bool _enableNormal;
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MString _ptexColorFile;
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MColor _ptexDisplacementFile;
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MColor _ptexOcclusionFile;
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OpenSubdiv::OsdGLPtexTexture * _ptexColor;
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OpenSubdiv::OsdGLPtexTexture * _ptexDisplacement;
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OpenSubdiv::OsdGLPtexTexture * _ptexOcclusion;
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MString _colorFile;
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MString _displacementFile;
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MString _occlusionFile;
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MString _diffEnvMapFile;
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MString _specEnvMapFile;
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float _fresnelBias;
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float _fresnelScale;
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float _fresnelPower;
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// Shader
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std::string _shaderSource;
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MString _shaderSourceFilename;
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// Plugin flags
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bool _hbrMeshDirty;
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bool _adaptiveDirty;
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bool _diffEnvMapDirty;
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bool _specEnvMapDirty;
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bool _ptexColorDirty;
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bool _ptexDisplacementDirty;
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bool _ptexOcclusionDirty;
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bool _shaderSourceDirty;
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};
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#endif // EXAMPLES_MAYAPTEXVIEWER_OPENSUBDIVPTEXSHADER_H_
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