// #### updateRegistry // // Evaluates dirty flags and updates the effect registry if any // attributes have changed that require the shader to be rebuilt // void OpenSubdivShader::updateRegistry() { /* If adaptive flag has changed, update the effectRegistry accordingly */ if (_adaptiveDirty) { g_effectRegistry.setIsAdaptive(_adaptive); _adaptiveDirty = false; } MHWRender::MRenderer *theRenderer = MHWRender::MRenderer::theRenderer(); _theTextureManager = theRenderer->getTextureManager(); /* If diffuse texture has changed, update the effectRegistry accordingly */ if (_diffuseMapDirty) { GLuint diffMapId = bindTexture( _diffuseMapFile, DIFF_TEXTURE_UNIT ); g_effectRegistry.setDiffuseId(diffMapId); _diffuseMapDirty = false; } /* If shader source has changed, update the effectRegistry accordingly */ if (_shaderSourceDirty) { if ( _shaderSource.empty() ) { if ( g_effectRegistry.getShaderSource() != defaultShaderSource ) { g_effectRegistry.setShaderSource(defaultShaderSource); } } else { if ( g_effectRegistry.getShaderSource() != _shaderSource ) { g_effectRegistry.setShaderSource(_shaderSource); } } _shaderSourceDirty = false; } }
GLuint OpenSubdivPtexShader::bindProgram(const MHWRender::MDrawContext & mDrawContext, OpenSubdiv::OsdGLDrawContext *osdDrawContext, const OpenSubdiv::OsdPatchArray & patch) { CHECK_GL_ERROR("bindProgram begin\n"); // Build shader Effect effect; effect.color = _enableColor; effect.occlusion = _enableOcclusion; effect.displacement = _enableDisplacement; effect.normal = _enableNormal; EffectDesc effectDesc( patch.desc, effect ); EffectDrawRegistry::ConfigType * config = effectRegistry.GetDrawConfig(effectDesc); // Install shader GLuint program = config->program; glUseProgram(program); // Update and bind transform state struct Transform { float ModelViewMatrix[16]; float ProjectionMatrix[16]; float ModelViewProjectionMatrix[16]; } transformData; setMatrix(mDrawContext.getMatrix(MHWRender::MDrawContext::kWorldViewMtx), transformData.ModelViewMatrix); setMatrix(mDrawContext.getMatrix(MHWRender::MDrawContext::kProjectionMtx), transformData.ProjectionMatrix); setMatrix(mDrawContext.getMatrix(MHWRender::MDrawContext::kWorldViewProjMtx), transformData.ModelViewProjectionMatrix); if (!g_transformUB) { glGenBuffers(1, &g_transformUB); glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB); glBufferData(GL_UNIFORM_BUFFER, sizeof(transformData), NULL, GL_STATIC_DRAW); }; glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(transformData), &transformData); glBindBuffer(GL_UNIFORM_BUFFER, 0); glBindBufferBase(GL_UNIFORM_BUFFER, g_transformBinding, g_transformUB); // Update and bind tessellation state struct Tessellation { float TessLevel; int GregoryQuadOffsetBase; int PrimitiveIdBase; } tessellationData; tessellationData.TessLevel = static_cast<float>(1 << _tessFactor); tessellationData.GregoryQuadOffsetBase = patch.GetQuadOffsetBase; tessellationData.PrimitiveIdBase = patch.GetPatchIndex();; if (!g_tessellationUB) { glGenBuffers(1, &g_tessellationUB); glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB); glBufferData(GL_UNIFORM_BUFFER, sizeof(tessellationData), NULL, GL_STATIC_DRAW); }; glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(tessellationData), &tessellationData); glBindBuffer(GL_UNIFORM_BUFFER, 0); glBindBufferBase(GL_UNIFORM_BUFFER, g_tessellationBinding, g_tessellationUB); #ifdef USE_NON_IMAGE_BASED_LIGHTING // Update and bind lighting state int numLights = mDrawContext.numberOfActiveLights(); struct Lighting { struct Light { float position[4]; float diffuse[4]; float ambient[4]; float specular[4]; } lightSource[2]; } lightingData; memset(&lightingData, 0, sizeof(lightingData)); for (int i = 0; i < numLights && i < 1; ++i) { MFloatPointArray positions; MFloatVector direction; float intensity; MColor color; bool hasDirection, hasPosition; mDrawContext.getLightInformation(i, positions, direction, intensity, color, hasDirection, hasPosition); Lighting::Light &light = lightingData.lightSource[i]; if (hasDirection) { light.position[0] = -direction[0]; light.position[1] = -direction[1]; light.position[2] = -direction[2]; for (int j = 0; j < 4; ++j) { light.diffuse[j] = color[j] * intensity; light.ambient[j] = color[j] * intensity; light.specular[j] = color[j] * intensity; } } } if (!g_lightingUB) { glGenBuffers(1, &g_lightingUB); glBindBuffer(GL_UNIFORM_BUFFER, g_lightingUB); glBufferData(GL_UNIFORM_BUFFER, sizeof(lightingData), NULL, GL_STATIC_DRAW); }; glBindBuffer(GL_UNIFORM_BUFFER, g_lightingUB); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(lightingData), &lightingData); glBindBuffer(GL_UNIFORM_BUFFER, 0); glBindBufferBase(GL_UNIFORM_BUFFER, g_lightingBinding, g_lightingUB); #endif GLint eye = glGetUniformLocation(program, "eyePositionInWorld"); MPoint e = MPoint(0, 0, 0) * mDrawContext.getMatrix(MHWRender::MDrawContext::kWorldViewInverseMtx); glProgramUniform3f(program, eye, static_cast<float>(e.x), static_cast<float>(e.y), static_cast<float>(e.z)); // update other uniforms float color[4] = { 0, 0, 0, 1 }; _diffuse.get(color); glProgramUniform4fv(program, glGetUniformLocation(program, "diffuseColor"), 1, color); _ambient.get(color); glProgramUniform4fv(program, glGetUniformLocation(program, "ambientColor"), 1, color); _specular.get(color); glProgramUniform4fv(program, glGetUniformLocation(program, "specularColor"), 1, color); glProgramUniform1f(program, glGetUniformLocation(program, "fresnelBias"), _fresnelBias); glProgramUniform1f(program, glGetUniformLocation(program, "fresnelScale"), _fresnelScale); glProgramUniform1f(program, glGetUniformLocation(program, "fresnelPower"), _fresnelPower); // Ptex bindings // color ptex if (effectRegistry.getPtexColorValid()) { GLint texData = glGetUniformLocation(program, "textureImage_Data"); glProgramUniform1i(program, texData, CLR_TEXTURE_UNIT + 0); GLint texPacking = glGetUniformLocation(program, "textureImage_Packing"); glProgramUniform1i(program, texPacking, CLR_TEXTURE_UNIT + 1); GLint texPages = glGetUniformLocation(program, "textureImage_Pages"); glProgramUniform1i(program, texPages, CLR_TEXTURE_UNIT + 2); } // displacement ptex if (effectRegistry.getPtexDisplacementValid()) { GLint texData = glGetUniformLocation(program, "textureDisplace_Data"); glProgramUniform1i(program, texData, DISP_TEXTURE_UNIT + 0); GLint texPacking = glGetUniformLocation(program, "textureDisplace_Packing"); glProgramUniform1i(program, texPacking, DISP_TEXTURE_UNIT + 1); GLint texPages = glGetUniformLocation(program, "textureDisplace_Pages"); glProgramUniform1i(program, texPages, DISP_TEXTURE_UNIT + 2); } // occlusion ptex if (effectRegistry.getPtexOcclusionValid()) { GLint texData = glGetUniformLocation(program, "textureOcclusion_Data"); glProgramUniform1i(program, texData, OCC_TEXTURE_UNIT + 0); GLint texPacking = glGetUniformLocation(program, "textureOcclusion_Packing"); glProgramUniform1i(program, texPacking, OCC_TEXTURE_UNIT + 1); GLint texPages = glGetUniformLocation(program, "textureOcclusion_Pages"); glProgramUniform1i(program, texPages, OCC_TEXTURE_UNIT + 2); } // diffuse environment map if (effectRegistry.getDiffuseEnvironmentId() != 0) { GLint difmap = glGetUniformLocation(program, "diffuseEnvironmentMap"); glProgramUniform1i(program, difmap, DIFF_TEXTURE_UNIT); } // specular environment map if (effectRegistry.getSpecularEnvironmentId() != 0) { GLint envmap = glGetUniformLocation(program, "specularEnvironmentMap"); glProgramUniform1i(program, envmap, ENV_TEXTURE_UNIT); } glActiveTexture(GL_TEXTURE0); CHECK_GL_ERROR("bindProgram leave\n"); return program; }
// // updateRegistry // // When attributes change which affect the shader compilation the // effectRegistry needs to be updated with the new values // void OpenSubdivPtexShader::updateRegistry() { // adaptive toggle if (_adaptiveDirty) { effectRegistry.setIsAdaptive(_adaptive); _adaptiveDirty = false; } // ptex color file if (_ptexColorDirty) { bool ptexColorValid = bindPtexTexture(_colorFile, &_ptexColor, CLR_TEXTURE_UNIT); effectRegistry.setPtexColorValid(ptexColorValid); _ptexColorDirty = false; } // ptex displacement file if (_ptexDisplacementDirty) { bool ptexDisplacementValid = bindPtexTexture(_displacementFile, &_ptexDisplacement, DISP_TEXTURE_UNIT); effectRegistry.setPtexDisplacementValid(ptexDisplacementValid); _ptexDisplacementDirty = false; } // ptex occlusion file if (_ptexOcclusionDirty) { bool ptexOcclusionValid = bindPtexTexture(_occlusionFile, &_ptexOcclusion, OCC_TEXTURE_UNIT); effectRegistry.setPtexOcclusionValid(ptexOcclusionValid); _ptexOcclusionDirty = false; } MHWRender::MRenderer *theRenderer = MHWRender::MRenderer::theRenderer(); _theTextureManager = theRenderer->getTextureManager(); // diffuse environment map file if (_diffEnvMapDirty) { GLuint diffEnvMapId = bindTexture( _diffEnvMapFile, DIFF_TEXTURE_UNIT ); effectRegistry.setDiffuseEnvironmentId(diffEnvMapId); _diffEnvMapDirty = false; } // specular environment map file if (_specEnvMapDirty) { GLuint specEnvMapId = bindTexture( _specEnvMapFile, ENV_TEXTURE_UNIT ); effectRegistry.setSpecularEnvironmentId(specEnvMapId); _specEnvMapDirty = false; } // shader source if (_shaderSourceDirty) { if ( _shaderSource.empty() ) { if ( effectRegistry.getShaderSource() != defaultShaderSource ) { effectRegistry.setShaderSource(defaultShaderSource); } } else { if ( effectRegistry.getShaderSource() != _shaderSource ) { effectRegistry.setShaderSource(_shaderSource); } } _shaderSourceDirty = false; } }
// #### bindProgram // // Do all the work to build and install shader including // set up buffer blocks for uniform variables, set up // default lighting parameters, pass material uniforms // and bind texture buffers used by texture maps and by // OpenSubdiv's built-in shading code. // GLuint OpenSubdivShader::bindProgram(const MHWRender::MDrawContext & mDrawContext, OpenSubdiv::OsdGLDrawContext *osdDrawContext, const OpenSubdiv::OsdDrawContext::PatchArray & patch) { CHECK_GL_ERROR("bindProgram begin\n"); // Primitives are triangles for Loop subdivision, quads otherwise Effect effect = kFill; EffectDesc effectDesc( patch.GetDescriptor(), effect ); // Build shader EffectDrawRegistry::ConfigType * config = g_effectRegistry.GetDrawConfig(effectDesc); // Install shader GLuint program = config->program; glUseProgram(program); // Update and bind transform state struct Transform { float ModelViewMatrix[16]; float ProjectionMatrix[16]; float ModelViewProjectionMatrix[16]; } transformData; setMatrix(mDrawContext.getMatrix(MHWRender::MDrawContext::kWorldViewMtx), transformData.ModelViewMatrix); setMatrix(mDrawContext.getMatrix(MHWRender::MDrawContext::kProjectionMtx), transformData.ProjectionMatrix); setMatrix(mDrawContext.getMatrix(MHWRender::MDrawContext::kWorldViewProjMtx), transformData.ModelViewProjectionMatrix); if (!g_transformUB) { glGenBuffers(1, &g_transformUB); glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB); glBufferData(GL_UNIFORM_BUFFER, sizeof(transformData), NULL, GL_STATIC_DRAW); }; glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(transformData), &transformData); glBindBuffer(GL_UNIFORM_BUFFER, 0); glBindBufferBase(GL_UNIFORM_BUFFER, g_transformBinding, g_transformUB); // Update and bind tessellation state struct Tessellation { float TessLevel; } tessellationData; tessellationData.TessLevel = static_cast<float>(1 << _tessFactor); if (!g_tessellationUB) { glGenBuffers(1, &g_tessellationUB); glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB); glBufferData(GL_UNIFORM_BUFFER, sizeof(tessellationData), NULL, GL_STATIC_DRAW); }; glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(tessellationData), &tessellationData); glBindBuffer(GL_UNIFORM_BUFFER, 0); glBindBufferBase(GL_UNIFORM_BUFFER, g_tessellationBinding, g_tessellationUB); // Update and bind lighting state int numLights = mDrawContext.numberOfActiveLights(); struct Lighting { struct Light { float position[4]; float diffuse[4]; float ambient[4]; float specular[4]; } lightSource[2]; } lightingData; memset(&lightingData, 0, sizeof(lightingData)); for (int i = 0; i < numLights && i < 2; ++i) { MFloatPointArray positions; MFloatVector direction; float intensity; MColor color; bool hasDirection, hasPosition; mDrawContext.getLightInformation(i, positions, direction, intensity, color, hasDirection, hasPosition); MMatrix modelView = mDrawContext.getMatrix(MHWRender::MDrawContext::kWorldViewMtx); direction = MVector(direction) * modelView; Lighting::Light &light = lightingData.lightSource[i]; if (hasDirection) { light.position[0] = -direction[0]; light.position[1] = -direction[1]; light.position[2] = -direction[2]; for (int j = 0; j < 4; ++j) { light.diffuse[j] = color[j] * intensity; light.ambient[j] = color[j] * intensity; light.specular[j] = color[j] * intensity; } } } if (!g_lightingUB) { glGenBuffers(1, &g_lightingUB); glBindBuffer(GL_UNIFORM_BUFFER, g_lightingUB); glBufferData(GL_UNIFORM_BUFFER, sizeof(lightingData), NULL, GL_STATIC_DRAW); }; glBindBuffer(GL_UNIFORM_BUFFER, g_lightingUB); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(lightingData), &lightingData); glBindBuffer(GL_UNIFORM_BUFFER, 0); glBindBufferBase(GL_UNIFORM_BUFFER, g_lightingBinding, g_lightingUB); // Update other uniforms float color[4] = { 0, 0, 0, 1 }; _diffuse.get(color); glProgramUniform4fv(program, glGetUniformLocation(program, "diffuseColor"), 1, color); _ambient.get(color); glProgramUniform4fv(program, glGetUniformLocation(program, "ambientColor"), 1, color); _specular.get(color); glProgramUniform4fv(program, glGetUniformLocation(program, "specularColor"), 1, color); glProgramUniform1f(program, glGetUniformLocation(program, "shininess"), _shininess); // Bind diffuse map if (g_effectRegistry.getDiffuseId()!=0) { GLint difmap = glGetUniformLocation(program, "diffuseMap"); glProgramUniform1i(program, difmap, DIFF_TEXTURE_UNIT); } // Bind all texture buffers // OpenSubdiv's geometric shading code depends on additional // GL texture buffers. These are managed by the DrawContext // and must be bound for use by the program in addition to // any buffers used by the client/application shading code. if (osdDrawContext->GetVertexTextureBuffer()) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_BUFFER, osdDrawContext->GetVertexTextureBuffer()); } if (osdDrawContext->GetVertexValenceTextureBuffer()) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_BUFFER, osdDrawContext->GetVertexValenceTextureBuffer()); } if (osdDrawContext->GetQuadOffsetsTextureBuffer()) { glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_BUFFER, osdDrawContext->GetQuadOffsetsTextureBuffer()); } if (osdDrawContext->GetPatchParamTextureBuffer()) { glActiveTexture(GL_TEXTURE3); glBindTexture(GL_TEXTURE_BUFFER, osdDrawContext->GetPatchParamTextureBuffer()); } if (osdDrawContext->GetFvarDataTextureBuffer()) { glActiveTexture(GL_TEXTURE4); glBindTexture(GL_TEXTURE_BUFFER, osdDrawContext->GetFvarDataTextureBuffer() ); } glActiveTexture(GL_TEXTURE0); CHECK_GL_ERROR("bindProgram leave\n"); return program; }