/* * ***** 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 ***** */ #include "opensubdiv_capi.h" #ifdef _MSC_VER # include "iso646.h" #endif #include #include #include #include #ifdef OPENSUBDIV_HAS_CUDA # include #endif /* OPENSUBDIV_HAS_CUDA */ #include #include 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; 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 = -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 *version, const char *define) { char sdefine[64]; sprintf(sdefine, "#define %s\n", section); const char *sources[] = { version, define, sdefine, datatoc_gpu_shader_opensubd_display_glsl }; 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: %s\n", section, emsg); fprintf(stderr, "Version: %s\n", version); fprintf(stderr, "Defines: %s\n", define); fprintf(stderr, "Source: %s\n", datatoc_gpu_shader_opensubd_display_glsl); return 0; } return shader; } GLuint linkProgram(const char *version, const char *define) { GLuint vertexShader = compileShader(GL_VERTEX_SHADER, "VERTEX_SHADER", version, define); if (vertexShader == 0) { return 0; } GLuint geometryShader = compileShader(GL_GEOMETRY_SHADER, "GEOMETRY_SHADER", version, define); if (geometryShader == 0) { return 0; } GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER, "FRAGMENT_SHADER", version, 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"); if (!GLEW_VERSION_3_2) { /* provide input/output layout info */ glProgramParameteriEXT(program, GL_GEOMETRY_INPUT_TYPE_EXT, GL_LINES_ADJACENCY_EXT); bool wireframe = strstr(define, "WIREFRAME") != NULL; glProgramParameteriEXT(program, GL_GEOMETRY_OUTPUT_TYPE_EXT, wireframe ? GL_LINE_STRIP : GL_TRIANGLE_STRIP); glProgramParameteriEXT(program, GL_GEOMETRY_VERTICES_OUT_EXT, 8); } 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); /* 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 */ 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) { if (!openSubdiv_supportGPUDisplay()) { 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 FLAT_SHADING\n"); g_flat_fill_texture2d_program = linkProgram(version, "#define USE_TEXTURE_2D\n#define FLAT_SHADING\n"); g_smooth_fill_solid_program = linkProgram(version, "#define SMOOTH_SHADING\n"); g_smooth_fill_texture2d_program = linkProgram(version, "#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_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 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++; } 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 prepare_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 = prepare_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); }