OpenSubdiv: Fix wrong shading in BI texture mode

This probably makes code somewhat slower, but we can't easily know
whether we can use a shortcut and only use directional lighting from
the scene.

Need some better integration between GPU and OpenSubdiv for that.
This commit is contained in:
Sergey Sharybin 2016-07-19 12:47:20 +02:00
parent c883946441
commit eac9d2d430
1 changed files with 26 additions and 6 deletions

View File

@ -47,6 +47,7 @@ using OpenSubdiv::Osd::GLMeshInterface;
extern "C" char datatoc_gpu_shader_opensubd_display_glsl[];
#define MAX_LIGHTS 8
#define SUPPORT_COLOR_MATERIAL
typedef struct Light {
float position[4];
@ -198,11 +199,14 @@ GLuint compileShader(GLenum shaderType,
version,
define,
sdefine,
#ifdef SUPPORT_COLOR_MATERIAL
"#define SUPPORT_COLOR_MATERIAL\n",
#endif
datatoc_gpu_shader_opensubd_display_glsl
};
GLuint shader = glCreateShader(shaderType);
glShaderSource(shader, 4, sources, NULL);
glShaderSource(shader, 5, sources, NULL);
glCompileShader(shader);
GLint status;
@ -392,11 +396,27 @@ bool openSubdiv_osdGLDisplayInit(void)
/* 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");
g_flat_fill_solid_program = linkProgram(
version,
"#define USE_COLOR_MATERIAL\n"
"#define FLAT_SHADING\n");
g_flat_fill_texture2d_program = linkProgram(
version,
"#define USE_COLOR_MATERIAL\n"
"#define USE_TEXTURE_2D\n"
"#define FLAT_SHADING\n");
g_smooth_fill_solid_program = linkProgram(
version,
"#define USE_COLOR_MATERIAL\n"
"#define SMOOTH_SHADING\n");
g_smooth_fill_texture2d_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);