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Diffstat (limited to 'intern/opensubdiv/internal/opensubdiv_gl_mesh_draw.cc')
-rw-r--r--intern/opensubdiv/internal/opensubdiv_gl_mesh_draw.cc588
1 files changed, 588 insertions, 0 deletions
diff --git a/intern/opensubdiv/internal/opensubdiv_gl_mesh_draw.cc b/intern/opensubdiv/internal/opensubdiv_gl_mesh_draw.cc
new file mode 100644
index 00000000000..c1efc439b2e
--- /dev/null
+++ b/intern/opensubdiv/internal/opensubdiv_gl_mesh_draw.cc
@@ -0,0 +1,588 @@
+// Copyright 2013 Blender Foundation. All rights reserved.
+//
+// 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.
+//
+// Author: Sergey Sharybin
+
+#include "internal/opensubdiv_gl_mesh_draw.h"
+
+#ifdef _MSC_VER
+# include <iso646.h>
+#endif
+
+#include <GL/glew.h>
+#include <cmath>
+#include <cstdio>
+
+#include <opensubdiv/osd/glMesh.h>
+
+#ifdef OPENSUBDIV_HAS_CUDA
+# include <opensubdiv/osd/cudaGLVertexBuffer.h>
+#endif // OPENSUBDIV_HAS_CUDA
+
+#include <opensubdiv/osd/cpuEvaluator.h>
+#include <opensubdiv/osd/cpuGLVertexBuffer.h>
+
+#include "internal/opensubdiv_gl_mesh_fvar.h"
+#include "internal/opensubdiv_gl_mesh_internal.h"
+#include "internal/opensubdiv_util.h"
+#include "opensubdiv_capi.h"
+#include "opensubdiv_gl_mesh_capi.h"
+
+using OpenSubdiv::Osd::GLMeshInterface;
+
+extern "C" char datatoc_gpu_shader_opensubdiv_vertex_glsl[];
+extern "C" char datatoc_gpu_shader_opensubdiv_geometry_glsl[];
+extern "C" char datatoc_gpu_shader_opensubdiv_fragment_glsl[];
+
+// TODO(sergey): Those are a bit of bad level calls :S
+extern "C" {
+void copy_m3_m3(float m1[3][3], float m2[3][3]);
+void copy_m3_m4(float m1[3][3], float m2[4][4]);
+void adjoint_m3_m3(float m1[3][3], float m[3][3]);
+float determinant_m3_array(float m[3][3]);
+bool invert_m3_m3(float m1[3][3], float m2[3][3]);
+bool invert_m3(float m[3][3]);
+void transpose_m3(float mat[3][3]);
+}
+
+#define MAX_LIGHTS 8
+#define SUPPORT_COLOR_MATERIAL
+
+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;
+ float pad, pad2;
+#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 = 0;
+
+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_flat_fill_solid_shadeless_program = 0;
+static GLuint g_flat_fill_texture2d_shadeless_program = 0;
+static GLuint g_smooth_fill_solid_shadeless_program = 0;
+static GLuint g_smooth_fill_texture2d_shadeless_program = 0;
+
+static GLuint g_wireframe_program = 0;
+
+static GLuint g_lighting_ub = 0;
+static Lighting g_lighting_data;
+static Transform g_transform;
+
+namespace {
+
+GLuint compileShader(GLenum shaderType,
+ const char* version,
+ const char* define,
+ const char* source) {
+ const char* sources[] = {
+ version, define,
+#ifdef SUPPORT_COLOR_MATERIAL
+ "#define SUPPORT_COLOR_MATERIAL\n",
+#else
+ "",
+#endif
+ source,
+ };
+
+ GLuint shader = glCreateShader(shaderType);
+ glShaderSource(shader, 4, 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: %s\n", emsg);
+ fprintf(stderr, "Version: %s\n", version);
+ fprintf(stderr, "Defines: %s\n", define);
+ fprintf(stderr, "Source: %s\n", source);
+ return 0;
+ }
+
+ return shader;
+}
+
+GLuint linkProgram(const char* version, const char* define) {
+ GLuint vertexShader =
+ compileShader(GL_VERTEX_SHADER, version, define,
+ datatoc_gpu_shader_opensubdiv_vertex_glsl);
+ if (vertexShader == 0) {
+ return 0;
+ }
+ GLuint geometryShader =
+ compileShader(GL_GEOMETRY_SHADER, version, define,
+ datatoc_gpu_shader_opensubdiv_geometry_glsl);
+ if (geometryShader == 0) {
+ return 0;
+ }
+ GLuint fragmentShader =
+ compileShader(GL_FRAGMENT_SHADER, version, define,
+ datatoc_gpu_shader_opensubdiv_fragment_glsl);
+ 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");
+
+ 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);
+
+ if (GLEW_VERSION_4_1) {
+ glProgramUniform1i(
+ program, glGetUniformLocation(program, "texture_buffer"), 0);
+ glProgramUniform1i(
+ program, glGetUniformLocation(program, "FVarDataOffsetBuffer"), 30);
+ glProgramUniform1i(
+ program, glGetUniformLocation(program, "FVarDataBuffer"), 31);
+ } else {
+ glUseProgram(program);
+ glUniform1i(glGetUniformLocation(program, "texture_buffer"), 0);
+ glUniform1i(glGetUniformLocation(program, "FVarDataOffsetBuffer"), 30);
+ glUniform1i(glGetUniformLocation(program, "FVarDataBuffer"), 31);
+ glUseProgram(0);
+ }
+
+ return program;
+}
+
+void bindProgram(OpenSubdiv_GLMesh* gl_mesh, int program) {
+ glUseProgram(program);
+ // Matrices
+ 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);
+ // Lighting.
+ 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.
+ {
+ // TODO(sergey): Stop using glGetMaterial.
+ 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]);
+ }
+ // Face-vertex data.
+ opensubdiv_capi::GLMeshFVarData* fvar_data = gl_mesh->internal->fvar_data;
+ if (fvar_data != NULL) {
+ if (fvar_data->texture_buffer) {
+ glActiveTexture(GL_TEXTURE31);
+ glBindTexture(GL_TEXTURE_BUFFER, fvar_data->texture_buffer);
+ glActiveTexture(GL_TEXTURE0);
+ }
+ if (fvar_data->offset_buffer) {
+ glActiveTexture(GL_TEXTURE30);
+ glBindTexture(GL_TEXTURE_BUFFER, fvar_data->offset_buffer);
+ glActiveTexture(GL_TEXTURE0);
+ }
+ glUniform1i(glGetUniformLocation(program, "osd_fvar_count"),
+ fvar_data->fvar_width);
+ if (fvar_data->channel_offsets.size() > 0 && g_active_uv_index >= 0) {
+ glUniform1i(glGetUniformLocation(program, "osd_active_uv_offset"),
+ fvar_data->channel_offsets[g_active_uv_index]);
+ } else {
+ glUniform1i(glGetUniformLocation(program, "osd_active_uv_offset"), 0);
+ }
+ } else {
+ glUniform1i(glGetUniformLocation(program, "osd_fvar_count"), 0);
+ glUniform1i(glGetUniformLocation(program, "osd_active_uv_offset"), 0);
+ }
+}
+
+} // namespace
+
+bool openSubdiv_initGLMeshDrawingResources(void) {
+ static bool need_init = true;
+ static bool init_success = false;
+ if (!need_init) {
+ return init_success;
+ }
+ // TODO(sergey): Update OSD drawing to OpenGL 3.3 core,
+ // then remove following line.
+ return false;
+ const char* version = "";
+ if (GLEW_VERSION_3_2) {
+ version = "#version 150 compatibility\n";
+ } else if (GLEW_VERSION_3_1) {
+ version = "#version 140\n"
+ "#extension GL_ARB_compatibility: enable\n";
+ } else {
+ version = "#version 130\n";
+ // Minimum supported for OpenSubdiv.
+ }
+ g_flat_fill_solid_program = linkProgram(version,
+ "#define USE_COLOR_MATERIAL\n"
+ "#define USE_LIGHTING\n"
+ "#define FLAT_SHADING\n");
+ g_flat_fill_texture2d_program = linkProgram(version,
+ "#define USE_COLOR_MATERIAL\n"
+ "#define USE_LIGHTING\n"
+ "#define USE_TEXTURE_2D\n"
+ "#define FLAT_SHADING\n");
+ g_smooth_fill_solid_program = linkProgram(version,
+ "#define USE_COLOR_MATERIAL\n"
+ "#define USE_LIGHTING\n"
+ "#define SMOOTH_SHADING\n");
+ g_smooth_fill_texture2d_program = linkProgram(version,
+ "#define USE_COLOR_MATERIAL\n"
+ "#define USE_LIGHTING\n"
+ "#define USE_TEXTURE_2D\n"
+ "#define SMOOTH_SHADING\n");
+
+ g_flat_fill_solid_shadeless_program =
+ linkProgram(version,
+ "#define USE_COLOR_MATERIAL\n"
+ "#define FLAT_SHADING\n");
+ g_flat_fill_texture2d_shadeless_program =
+ linkProgram(version,
+ "#define USE_COLOR_MATERIAL\n"
+ "#define USE_TEXTURE_2D\n"
+ "#define FLAT_SHADING\n");
+ g_smooth_fill_solid_shadeless_program =
+ linkProgram(version,
+ "#define USE_COLOR_MATERIAL\n"
+ "#define SMOOTH_SHADING\n");
+ g_smooth_fill_texture2d_shadeless_program =
+ linkProgram(version,
+ "#define USE_COLOR_MATERIAL\n"
+ "#define USE_TEXTURE_2D\n"
+ "#define SMOOTH_SHADING\n");
+ g_wireframe_program = linkProgram(version, "#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_deinitGLMeshDrawingResources(void) {
+ if (g_lighting_ub != 0) {
+ glDeleteBuffers(1, &g_lighting_ub);
+ }
+#define SAFE_DELETE_PROGRAM(program) \
+ do { \
+ if (program) { \
+ glDeleteProgram(program); \
+ } \
+ } while (false)
+
+ SAFE_DELETE_PROGRAM(g_flat_fill_solid_program);
+ SAFE_DELETE_PROGRAM(g_flat_fill_texture2d_program);
+ SAFE_DELETE_PROGRAM(g_smooth_fill_solid_program);
+ SAFE_DELETE_PROGRAM(g_smooth_fill_texture2d_program);
+ SAFE_DELETE_PROGRAM(g_flat_fill_solid_shadeless_program);
+ SAFE_DELETE_PROGRAM(g_flat_fill_texture2d_shadeless_program);
+ SAFE_DELETE_PROGRAM(g_smooth_fill_solid_shadeless_program);
+ SAFE_DELETE_PROGRAM(g_smooth_fill_texture2d_shadeless_program);
+ SAFE_DELETE_PROGRAM(g_wireframe_program);
+
+#undef SAFE_DELETE_PROGRAM
+}
+
+namespace opensubdiv_capi {
+
+namespace {
+
+GLuint prepare_patchDraw(OpenSubdiv_GLMesh* gl_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);
+ }
+ // Face-vertex data.
+ opensubdiv_capi::GLMeshFVarData* fvar_data = gl_mesh->internal->fvar_data;
+ if (fvar_data != NULL) {
+ if (fvar_data->texture_buffer) {
+ glActiveTexture(GL_TEXTURE31);
+ glBindTexture(GL_TEXTURE_BUFFER, fvar_data->texture_buffer);
+ glActiveTexture(GL_TEXTURE0);
+ }
+ if (fvar_data->offset_buffer) {
+ glActiveTexture(GL_TEXTURE30);
+ glBindTexture(GL_TEXTURE_BUFFER, fvar_data->offset_buffer);
+ glActiveTexture(GL_TEXTURE0);
+ }
+ GLint location = glGetUniformLocation(program, "osd_fvar_count");
+ if (location != -1) {
+ glUniform1i(location, fvar_data->fvar_width);
+ }
+ location = glGetUniformLocation(program, "osd_active_uv_offset");
+ if (location != -1) {
+ if (fvar_data->channel_offsets.size() > 0 && g_active_uv_index >= 0) {
+ glUniform1i(location,
+ fvar_data->channel_offsets[g_active_uv_index]);
+ } else {
+ glUniform1i(location, 0);
+ }
+ }
+ } else {
+ glUniform1i(glGetUniformLocation(program, "osd_fvar_count"), 0);
+ glUniform1i(glGetUniformLocation(program, "osd_active_uv_offset"), 0);
+ }
+ }
+ 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(gl_mesh, program);
+ return program;
+}
+
+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,
+ reinterpret_cast<void*>(start_element * sizeof(unsigned int)));
+}
+
+void finishPatchDraw(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);
+ }
+}
+
+void drawPartitionPatchesRange(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 < 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 = min(
+ num_remained_patches, num_block_patches - start_draw_patch);
+ perform_drawElements(
+ program, i + start_draw_patch, 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 drawAllPatches(GLMeshInterface* mesh, GLuint program) {
+ const OpenSubdiv::Osd::PatchArrayVector &patches =
+ mesh->GetPatchTable()->GetPatchArrays();
+ for (int i = 0; i < 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());
+ }
+ }
+}
+
+} // namespace
+
+void GLMeshDisplayPrepare(struct OpenSubdiv_GLMesh* /*gl_mesh*/,
+ const bool use_osd_glsl,
+ const int active_uv_index) {
+ g_active_uv_index = active_uv_index;
+ g_use_osd_glsl = (use_osd_glsl != 0);
+ // Update transformation matrices.
+ 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++;
+ }
+ // TODO(sergey): Stop using glGetLight.
+ 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
+ }
+}
+
+void GLMeshDisplayDrawPatches(OpenSubdiv_GLMesh* gl_mesh,
+ const bool fill_quads,
+ const int start_patch,
+ const int num_patches) {
+ GLMeshInterface* mesh = gl_mesh->internal->mesh_interface;
+ // Make sure all global invariants are initialized.
+ if (!openSubdiv_initGLMeshDrawingResources()) {
+ return;
+ }
+ /// Setup GLSL/OpenGL to draw patches in current context.
+ GLuint program = prepare_patchDraw(gl_mesh, fill_quads != 0);
+ if (start_patch != -1) {
+ drawPartitionPatchesRange(mesh, program, start_patch, num_patches);
+ } else {
+ drawAllPatches(mesh, program);
+ }
+ // Finish patch drawing by restoring all changes to the OpenGL context.
+ finishPatchDraw(fill_quads != 0);
+}
+
+} // namespace opensubdiv_capi