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authorDalai Felinto <dfelinto@gmail.com>2015-09-24 18:24:20 +0300
committerDalai Felinto <dfelinto@gmail.com>2015-09-24 18:24:20 +0300
commit27b3ea622f8bd313a8e2827dfec752bf2125566c (patch)
treef212e49d224ce8e1cfc3b17a64ae524711494391 /intern/opensubdiv/opensubdiv_gpu_capi.cc
parent372dff8d1dc7e24d4b2cd37de245588ecfce8bfa (diff)
parentde80e687689032cb85179a1f7e89750573631d5d (diff)
Merge remote-tracking branch 'origin/master' into cycles_camera_nodescycles_camera_nodes
Note: the branch currently crashes in blender_camera_nodes.cpp: BL::NodeTree b_ntree = b_data.node_groups[nodes_tree_name]; The crash was introduced in: cb7cf523e5c000609f32a382e2c0fcc57f635a42 Conflicts: intern/cycles/SConscript intern/cycles/blender/addon/__init__.py intern/cycles/blender/addon/properties.py intern/cycles/blender/blender_camera.cpp intern/cycles/kernel/kernel_types.h intern/cycles/kernel/svm/svm.h intern/cycles/kernel/svm/svm_types.h intern/cycles/render/camera.cpp intern/cycles/render/camera.h
Diffstat (limited to 'intern/opensubdiv/opensubdiv_gpu_capi.cc')
-rw-r--r--intern/opensubdiv/opensubdiv_gpu_capi.cc674
1 files changed, 674 insertions, 0 deletions
diff --git a/intern/opensubdiv/opensubdiv_gpu_capi.cc b/intern/opensubdiv/opensubdiv_gpu_capi.cc
new file mode 100644
index 00000000000..31996a1bab8
--- /dev/null
+++ b/intern/opensubdiv/opensubdiv_gpu_capi.cc
@@ -0,0 +1,674 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2013 Blender Foundation.
+ * All rights reserved.
+ *
+ * Contributor(s): Sergey Sharybin
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/* Do some compatibility hacks in order to make
+ * the code working with GPU_material pipeline.
+ */
+#define GLSL_COMPAT_WORKAROUND
+
+#include "opensubdiv_capi.h"
+
+#ifdef _MSC_VER
+# include "iso646.h"
+#endif
+
+#include <cstdio>
+#include <cmath>
+#include <GL/glew.h>
+
+#include <opensubdiv/osd/glMesh.h>
+
+#ifdef OPENSUBDIV_HAS_CUDA
+# include <opensubdiv/osd/cudaGLVertexBuffer.h>
+#endif /* OPENSUBDIV_HAS_CUDA */
+
+#include <opensubdiv/osd/cpuGLVertexBuffer.h>
+#include <opensubdiv/osd/cpuEvaluator.h>
+
+using OpenSubdiv::Osd::GLMeshInterface;
+
+extern "C" char datatoc_gpu_shader_opensubd_display_glsl[];
+
+#define MAX_LIGHTS 8
+typedef struct Light {
+ float position[4];
+ float ambient[4];
+ float diffuse[4];
+ float specular[4];
+ float spot_direction[4];
+#ifdef SUPPORT_COLOR_MATERIAL
+ float constant_attenuation;
+ float linear_attenuation;
+ float quadratic_attenuation;
+ float spot_cutoff;
+ float spot_exponent;
+ float spot_cos_cutoff;
+#endif
+} Light;
+
+typedef struct Lighting {
+ Light lights[MAX_LIGHTS];
+ int num_enabled;
+} Lighting;
+
+typedef struct Transform {
+ float projection_matrix[16];
+ float model_view_matrix[16];
+ float normal_matrix[9];
+} Transform;
+
+static bool g_use_osd_glsl = false;
+static int g_active_uv_index = -1;
+
+static GLuint g_flat_fill_solid_program = 0;
+static GLuint g_flat_fill_texture2d_program = 0;
+static GLuint g_smooth_fill_solid_program = 0;
+static GLuint g_smooth_fill_texture2d_program = 0;
+static GLuint g_wireframe_program = 0;
+
+static GLuint g_lighting_ub = 0;
+static Lighting g_lighting_data;
+static Transform g_transform;
+
+/* TODO(sergey): This is actually duplicated code from BLI. */
+namespace {
+void copy_m3_m3(float m1[3][3], float m2[3][3])
+{
+ /* destination comes first: */
+ memcpy(&m1[0], &m2[0], 9 * sizeof(float));
+}
+
+void copy_m3_m4(float m1[3][3], float m2[4][4])
+{
+ m1[0][0] = m2[0][0];
+ m1[0][1] = m2[0][1];
+ m1[0][2] = m2[0][2];
+
+ m1[1][0] = m2[1][0];
+ m1[1][1] = m2[1][1];
+ m1[1][2] = m2[1][2];
+
+ m1[2][0] = m2[2][0];
+ m1[2][1] = m2[2][1];
+ m1[2][2] = m2[2][2];
+}
+
+void adjoint_m3_m3(float m1[3][3], float m[3][3])
+{
+ m1[0][0] = m[1][1] * m[2][2] - m[1][2] * m[2][1];
+ m1[0][1] = -m[0][1] * m[2][2] + m[0][2] * m[2][1];
+ m1[0][2] = m[0][1] * m[1][2] - m[0][2] * m[1][1];
+
+ m1[1][0] = -m[1][0] * m[2][2] + m[1][2] * m[2][0];
+ m1[1][1] = m[0][0] * m[2][2] - m[0][2] * m[2][0];
+ m1[1][2] = -m[0][0] * m[1][2] + m[0][2] * m[1][0];
+
+ m1[2][0] = m[1][0] * m[2][1] - m[1][1] * m[2][0];
+ m1[2][1] = -m[0][0] * m[2][1] + m[0][1] * m[2][0];
+ m1[2][2] = m[0][0] * m[1][1] - m[0][1] * m[1][0];
+}
+
+float determinant_m3_array(float m[3][3])
+{
+ return (m[0][0] * (m[1][1] * m[2][2] - m[1][2] * m[2][1]) -
+ m[1][0] * (m[0][1] * m[2][2] - m[0][2] * m[2][1]) +
+ m[2][0] * (m[0][1] * m[1][2] - m[0][2] * m[1][1]));
+}
+
+bool invert_m3_m3(float m1[3][3], float m2[3][3])
+{
+ float det;
+ int a, b;
+ bool success;
+
+ /* calc adjoint */
+ adjoint_m3_m3(m1, m2);
+
+ /* then determinant old matrix! */
+ det = determinant_m3_array(m2);
+
+ success = (det != 0.0f);
+
+ if (det != 0.0f) {
+ det = 1.0f / det;
+ for (a = 0; a < 3; a++) {
+ for (b = 0; b < 3; b++) {
+ m1[a][b] *= det;
+ }
+ }
+ }
+
+ return success;
+}
+
+bool invert_m3(float m[3][3])
+{
+ float tmp[3][3];
+ bool success;
+
+ success = invert_m3_m3(tmp, m);
+ copy_m3_m3(m, tmp);
+
+ return success;
+}
+
+void transpose_m3(float mat[3][3])
+{
+ float t;
+
+ t = mat[0][1];
+ mat[0][1] = mat[1][0];
+ mat[1][0] = t;
+ t = mat[0][2];
+ mat[0][2] = mat[2][0];
+ mat[2][0] = t;
+ t = mat[1][2];
+ mat[1][2] = mat[2][1];
+ mat[2][1] = t;
+}
+
+GLuint compileShader(GLenum shaderType,
+ const char *section,
+ const char *define)
+{
+ const char *sources[3];
+ char sdefine[64];
+ sprintf(sdefine, "#define %s\n#define GLSL_COMPAT_WORKAROUND\n", section);
+
+ sources[0] = define;
+ sources[1] = sdefine;
+ sources[2] = datatoc_gpu_shader_opensubd_display_glsl;
+
+ GLuint shader = glCreateShader(shaderType);
+ glShaderSource(shader, 3, 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);
+ fprintf(stderr, "Section: %s\n", sdefine);
+ fprintf(stderr, "Defines: %s\n", define);
+ fprintf(stderr, "Source: %s\n", sources[2]);
+ return 0;
+ }
+
+ return shader;
+}
+
+GLuint linkProgram(const char *define)
+{
+ GLuint vertexShader = compileShader(GL_VERTEX_SHADER,
+ "VERTEX_SHADER",
+ define);
+ if (vertexShader == 0) {
+ return 0;
+ }
+ GLuint geometryShader = compileShader(GL_GEOMETRY_SHADER,
+ "GEOMETRY_SHADER",
+ define);
+ if (geometryShader == 0) {
+ return 0;
+ }
+ GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER,
+ "FRAGMENT_SHADER",
+ define);
+ if (fragmentShader == 0) {
+ return 0;
+ }
+
+ GLuint program = glCreateProgram();
+
+ glAttachShader(program, vertexShader);
+ glAttachShader(program, geometryShader);
+ glAttachShader(program, fragmentShader);
+
+ glBindAttribLocation(program, 0, "position");
+ glBindAttribLocation(program, 1, "normal");
+
+#ifdef GLSL_COMPAT_WORKAROUND
+ glProgramParameteriEXT(program,
+ GL_GEOMETRY_INPUT_TYPE_EXT,
+ GL_LINES_ADJACENCY_EXT);
+
+ if (strstr(define, "WIREFRAME") == NULL) {
+ glProgramParameteriEXT(program,
+ GL_GEOMETRY_OUTPUT_TYPE_EXT,
+ GL_TRIANGLE_STRIP);
+
+ glProgramParameteriEXT(program,
+ GL_GEOMETRY_VERTICES_OUT_EXT,
+ 4);
+ }
+ else {
+ glProgramParameteriEXT(program,
+ GL_GEOMETRY_OUTPUT_TYPE_EXT,
+ GL_LINE_STRIP);
+
+ glProgramParameteriEXT(program,
+ GL_GEOMETRY_VERTICES_OUT_EXT,
+ 8);
+ }
+#endif
+
+ glLinkProgram(program);
+
+ glDeleteShader(vertexShader);
+ glDeleteShader(geometryShader);
+ glDeleteShader(fragmentShader);
+
+ 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);
+ fprintf(stderr, "Defines: %s\n", define);
+ glDeleteProgram(program);
+ return 0;
+ }
+
+ glUniformBlockBinding(program,
+ glGetUniformBlockIndex(program, "Lighting"),
+ 0);
+
+ glProgramUniform1i(program,
+ glGetUniformLocation(program, "texture_buffer"),
+ 0); /* GL_TEXTURE0 */
+
+ glProgramUniform1i(program,
+ glGetUniformLocation(program, "FVarDataBuffer"),
+ 31); /* GL_TEXTURE31 */
+
+ return program;
+}
+
+void bindProgram(GLMeshInterface * /*mesh*/,
+ int program)
+{
+ glUseProgram(program);
+
+ /* Matricies */
+ glUniformMatrix4fv(glGetUniformLocation(program, "modelViewMatrix"),
+ 1, false,
+ g_transform.model_view_matrix);
+ glUniformMatrix4fv(glGetUniformLocation(program, "projectionMatrix"),
+ 1, false,
+ g_transform.projection_matrix);
+ glUniformMatrix3fv(glGetUniformLocation(program, "normalMatrix"),
+ 1, false,
+ g_transform.normal_matrix);
+
+ /* Ligthing */
+ glBindBuffer(GL_UNIFORM_BUFFER, g_lighting_ub);
+ glBufferSubData(GL_UNIFORM_BUFFER,
+ 0, sizeof(g_lighting_data), &g_lighting_data);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ glBindBufferBase(GL_UNIFORM_BUFFER, 0, g_lighting_ub);
+
+ /* Color */
+ GLboolean use_lighting;
+ glGetBooleanv(GL_LIGHTING, &use_lighting);
+
+ if (use_lighting) {
+ float color[4];
+ glGetMaterialfv(GL_FRONT, GL_DIFFUSE, color);
+ glUniform4fv(glGetUniformLocation(program, "diffuse"), 1, color);
+
+ glGetMaterialfv(GL_FRONT, GL_SPECULAR, color);
+ glUniform4fv(glGetUniformLocation(program, "specular"), 1, color);
+
+ glGetMaterialfv(GL_FRONT, GL_SHININESS, color);
+ glUniform1f(glGetUniformLocation(program, "shininess"), color[0]);
+ }
+ else {
+ float color[4];
+ glGetFloatv(GL_CURRENT_COLOR, color);
+ glUniform4fv(glGetUniformLocation(program, "diffuse"), 1, color);
+ }
+
+ /* TODO(sergey): Bring face varying back. */
+#if 0
+ /* Face-vertex data */
+ if (mesh->GetDrawContext()->GetFvarDataTextureBuffer()) {
+ glActiveTexture(GL_TEXTURE31);
+ glBindTexture(GL_TEXTURE_BUFFER,
+ mesh->GetDrawContext()->GetFvarDataTextureBuffer());
+ glActiveTexture(GL_TEXTURE0);
+ }
+#endif
+
+ /* TODO(sergey): Bring face varying back. */
+ glUniform1i(glGetUniformLocation(program, "osd_fvar_count"),
+ 0/* * mesh->GetFVarCount()*/);
+
+ glUniform1i(glGetUniformLocation(program, "osd_active_uv_offset"),
+ g_active_uv_index * 2);
+}
+
+} /* namespace */
+
+bool openSubdiv_osdGLDisplayInit(void)
+{
+ static bool need_init = true;
+ static bool init_success = false;
+ if (need_init) {
+ g_flat_fill_solid_program = linkProgram("#define FLAT_SHADING\n");
+ g_flat_fill_texture2d_program = linkProgram("#define USE_TEXTURE_2D\n#define FLAT_SHADING\n");
+ g_smooth_fill_solid_program = linkProgram("#define SMOOTH_SHADING\n");
+ g_smooth_fill_texture2d_program = linkProgram("#define USE_TEXTURE_2D\n#define SMOOTH_SHADING\n");
+ g_wireframe_program = linkProgram("#define WIREFRAME\n");
+
+ glGenBuffers(1, &g_lighting_ub);
+ glBindBuffer(GL_UNIFORM_BUFFER, g_lighting_ub);
+ glBufferData(GL_UNIFORM_BUFFER,
+ sizeof(g_lighting_data), NULL, GL_STATIC_DRAW);
+
+ need_init = false;
+ init_success = g_flat_fill_solid_program != 0 &&
+ g_flat_fill_texture2d_program != 0 &&
+ g_smooth_fill_solid_program != 0 &&
+ g_smooth_fill_texture2d_program != 0 &&
+ g_wireframe_program;
+ }
+ return init_success;
+}
+
+void openSubdiv_osdGLDisplayDeinit(void)
+{
+ if (g_lighting_ub != 0) {
+ glDeleteBuffers(1, &g_lighting_ub);
+ }
+ if (g_flat_fill_solid_program) {
+ glDeleteProgram(g_flat_fill_solid_program);
+ }
+ if (g_flat_fill_texture2d_program) {
+ glDeleteProgram(g_flat_fill_texture2d_program);
+ }
+ if (g_smooth_fill_solid_program) {
+ glDeleteProgram(g_flat_fill_solid_program);
+ }
+ if (g_smooth_fill_texture2d_program) {
+ glDeleteProgram(g_smooth_fill_texture2d_program);
+ }
+ if (g_wireframe_program) {
+ glDeleteProgram(g_wireframe_program);
+ }
+}
+
+void openSubdiv_osdGLMeshDisplayPrepare(int use_osd_glsl,
+ int active_uv_index)
+{
+ g_use_osd_glsl = use_osd_glsl != 0;
+ g_active_uv_index = active_uv_index;
+
+ /* Update transformation matricies. */
+ glGetFloatv(GL_PROJECTION_MATRIX, g_transform.projection_matrix);
+ glGetFloatv(GL_MODELVIEW_MATRIX, g_transform.model_view_matrix);
+
+ copy_m3_m4((float (*)[3])g_transform.normal_matrix,
+ (float (*)[4])g_transform.model_view_matrix);
+ invert_m3((float (*)[3])g_transform.normal_matrix);
+ transpose_m3((float (*)[3])g_transform.normal_matrix);
+
+ /* Update OpenGL lights positions, colors etc. */
+ g_lighting_data.num_enabled = 0;
+ for (int i = 0; i < MAX_LIGHTS; ++i) {
+ GLboolean enabled;
+ glGetBooleanv(GL_LIGHT0 + i, &enabled);
+ if (enabled) {
+ g_lighting_data.num_enabled++;
+ }
+
+ glGetLightfv(GL_LIGHT0 + i,
+ GL_POSITION,
+ g_lighting_data.lights[i].position);
+ glGetLightfv(GL_LIGHT0 + i,
+ GL_AMBIENT,
+ g_lighting_data.lights[i].ambient);
+ glGetLightfv(GL_LIGHT0 + i,
+ GL_DIFFUSE,
+ g_lighting_data.lights[i].diffuse);
+ glGetLightfv(GL_LIGHT0 + i,
+ GL_SPECULAR,
+ g_lighting_data.lights[i].specular);
+ glGetLightfv(GL_LIGHT0 + i,
+ GL_SPOT_DIRECTION,
+ g_lighting_data.lights[i].spot_direction);
+#ifdef SUPPORT_COLOR_MATERIAL
+ glGetLightfv(GL_LIGHT0 + i,
+ GL_CONSTANT_ATTENUATION,
+ &g_lighting_data.lights[i].constant_attenuation);
+ glGetLightfv(GL_LIGHT0 + i,
+ GL_LINEAR_ATTENUATION,
+ &g_lighting_data.lights[i].linear_attenuation);
+ glGetLightfv(GL_LIGHT0 + i,
+ GL_QUADRATIC_ATTENUATION,
+ &g_lighting_data.lights[i].quadratic_attenuation);
+ glGetLightfv(GL_LIGHT0 + i,
+ GL_SPOT_CUTOFF,
+ &g_lighting_data.lights[i].spot_cutoff);
+ glGetLightfv(GL_LIGHT0 + i,
+ GL_SPOT_EXPONENT,
+ &g_lighting_data.lights[i].spot_exponent);
+ g_lighting_data.lights[i].spot_cos_cutoff =
+ cos(g_lighting_data.lights[i].spot_cutoff);
+#endif
+ }
+}
+
+static GLuint preapre_patchDraw(GLMeshInterface *mesh,
+ bool fill_quads)
+{
+ GLint program = 0;
+ if (!g_use_osd_glsl) {
+ glGetIntegerv(GL_CURRENT_PROGRAM, &program);
+ if (program) {
+ GLint model;
+ glGetIntegerv(GL_SHADE_MODEL, &model);
+
+ GLint location = glGetUniformLocation(program, "osd_flat_shading");
+ if (location != -1) {
+ glUniform1i(location, model == GL_FLAT);
+ }
+
+ /* TODO(sergey): Bring this back. */
+#if 0
+ /* Face-vertex data */
+ if (mesh->GetDrawContext()->GetFvarDataTextureBuffer()) {
+ glActiveTexture(GL_TEXTURE31);
+ glBindTexture(GL_TEXTURE_BUFFER,
+ mesh->GetDrawContext()->GetFvarDataTextureBuffer());
+ glActiveTexture(GL_TEXTURE0);
+
+ GLint location = glGetUniformLocation(program, "osd_fvar_count");
+ if (location != -1) {
+ glUniform1i(location, mesh->GetFVarCount());
+ }
+
+ location = glGetUniformLocation(program, "osd_active_uv_offset");
+ if (location != -1) {
+ glUniform1i(location,
+ g_active_uv_index * 2);
+ }
+ }
+#endif
+
+ }
+ return program;
+ }
+
+ if (fill_quads) {
+ int model;
+ GLboolean use_texture_2d;
+ glGetIntegerv(GL_SHADE_MODEL, &model);
+ glGetBooleanv(GL_TEXTURE_2D, &use_texture_2d);
+ if (model == GL_FLAT) {
+ if (use_texture_2d) {
+ program = g_flat_fill_texture2d_program;
+ }
+ else {
+ program = g_flat_fill_solid_program;
+ }
+ }
+ else {
+ if (use_texture_2d) {
+ program = g_smooth_fill_texture2d_program;
+ }
+ else {
+ program = g_smooth_fill_solid_program;
+ }
+ }
+ }
+ else {
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ program = g_wireframe_program;
+ }
+
+ bindProgram(mesh, program);
+
+ return program;
+}
+
+static void perform_drawElements(GLuint program,
+ int patch_index,
+ int num_elements,
+ int start_element)
+{
+ if (program) {
+ glUniform1i(glGetUniformLocation(program, "PrimitiveIdBase"),
+ patch_index);
+ }
+ glDrawElements(GL_LINES_ADJACENCY,
+ num_elements,
+ GL_UNSIGNED_INT,
+ (void *)(start_element * sizeof(unsigned int)));
+}
+
+static void finish_patchDraw(bool fill_quads)
+{
+ /* TODO(sergey): Some of the stuff could be done once after the whole
+ * mesh is displayed.
+ */
+
+ /* Restore state. */
+ if (!fill_quads) {
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+ }
+ glBindVertexArray(0);
+
+ if (g_use_osd_glsl) {
+ /* TODO(sergey): Store previously used program and roll back to it? */
+ glUseProgram(0);
+ }
+}
+
+static void draw_partition_patches_range(GLMeshInterface *mesh,
+ GLuint program,
+ int start_patch,
+ int num_patches)
+{
+ int traversed_patches = 0, num_remained_patches = num_patches;
+ const OpenSubdiv::Osd::PatchArrayVector& patches =
+ mesh->GetPatchTable()->GetPatchArrays();
+ for (int i = 0; i < (int)patches.size(); ++i) {
+ const OpenSubdiv::Osd::PatchArray& patch = patches[i];
+ OpenSubdiv::Far::PatchDescriptor desc = patch.GetDescriptor();
+ OpenSubdiv::Far::PatchDescriptor::Type patchType = desc.GetType();
+
+ if (patchType == OpenSubdiv::Far::PatchDescriptor::QUADS) {
+ const int num_block_patches = patch.GetNumPatches();
+ if (start_patch >= traversed_patches &&
+ start_patch < traversed_patches + num_block_patches)
+ {
+ const int num_control_verts = desc.GetNumControlVertices();
+ const int start_draw_patch = start_patch - traversed_patches;
+ const int num_draw_patches = std::min(num_remained_patches,
+ num_block_patches - start_draw_patch);
+ perform_drawElements(program,
+ i,
+ num_draw_patches * num_control_verts,
+ patch.GetIndexBase() + start_draw_patch * num_control_verts);
+ num_remained_patches -= num_draw_patches;
+ }
+ if (num_remained_patches == 0) {
+ break;
+ }
+ traversed_patches += num_block_patches;
+ }
+ }
+}
+
+static void draw_all_patches(GLMeshInterface *mesh,
+ GLuint program)
+{
+ const OpenSubdiv::Osd::PatchArrayVector& patches =
+ mesh->GetPatchTable()->GetPatchArrays();
+ for (int i = 0; i < (int)patches.size(); ++i) {
+ const OpenSubdiv::Osd::PatchArray& patch = patches[i];
+ OpenSubdiv::Far::PatchDescriptor desc = patch.GetDescriptor();
+ OpenSubdiv::Far::PatchDescriptor::Type patchType = desc.GetType();
+
+ if (patchType == OpenSubdiv::Far::PatchDescriptor::QUADS) {
+ perform_drawElements(program,
+ i,
+ patch.GetNumPatches() * desc.GetNumControlVertices(),
+ patch.GetIndexBase());
+ }
+ }
+}
+
+void openSubdiv_osdGLMeshDisplay(OpenSubdiv_GLMesh *gl_mesh,
+ int fill_quads,
+ int start_patch,
+ int num_patches)
+{
+ GLMeshInterface *mesh =
+ (GLMeshInterface *)(gl_mesh->descriptor);
+
+ /* Make sure all global invariants are initialized. */
+ if (!openSubdiv_osdGLDisplayInit()) {
+ return;
+ }
+
+ /* Setup GLSL/OpenGL to draw patches in current context. */
+ GLuint program = preapre_patchDraw(mesh, fill_quads != 0);
+
+ if (start_patch != -1) {
+ draw_partition_patches_range(mesh,
+ program,
+ start_patch,
+ num_patches);
+ }
+ else {
+ draw_all_patches(mesh, program);
+ }
+
+ /* Finish patch drawing by restoring all changes to the OpenGL context. */
+ finish_patchDraw(fill_quads != 0);
+}