// 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 #endif #include #include #include #include #ifdef OPENSUBDIV_HAS_CUDA # include #endif // OPENSUBDIV_HAS_CUDA #include #include #include "internal/opensubdiv_gl_mesh_fvar.h" #include "internal/opensubdiv_gl_mesh_internal.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(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 = std::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