OpenSubdiv/examples/glBatchViewer/viewer.cpp

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//
// Copyright 2013 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the trade
// names, trademarks, service marks, or product names of the Licensor
// and its affiliates, except as required to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
//
// http://www.apache.org/licenses/LICENSE-2.0
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//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
#if defined(__APPLE__)
#if defined(OSD_USES_GLEW)
#include <GL/glew.h>
#else
#include <OpenGL/gl3.h>
#endif
#define GLFW_INCLUDE_GL3
#define GLFW_NO_GLU
#else
#include <stdlib.h>
#include <GL/glew.h>
#if defined(WIN32)
#include <GL/wglew.h>
#endif
#endif
#if defined(GLFW_VERSION_3)
#include <GLFW/glfw3.h>
GLFWwindow* g_window=0;
GLFWmonitor* g_primary=0;
#else
#include <GL/glfw.h>
#endif
#include <osd/error.h>
#include <osd/vertex.h>
#include <osd/glDrawContext.h>
#include <osd/glDrawRegistry.h>
#include <osd/cpuGLVertexBuffer.h>
#include <osd/cpuComputeContext.h>
#include <osd/cpuComputeController.h>
#ifdef OPENSUBDIV_HAS_OPENMP
#include <osd/ompComputeController.h>
#endif
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#ifdef OPENSUBDIV_HAS_TBB
#include <osd/tbbComputeController.h>
#endif
#ifdef OPENSUBDIV_HAS_GCD
#include <osd/gcdComputeController.h>
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
#include <osd/clGLVertexBuffer.h>
#include <osd/clComputeContext.h>
#include <osd/clComputeController.h>
#include "../common/clInit.h"
cl_context g_clContext;
cl_command_queue g_clQueue;
#endif
#ifdef OPENSUBDIV_HAS_CUDA
#include <osd/cudaGLVertexBuffer.h>
#include <osd/cudaComputeContext.h>
#include <osd/cudaComputeController.h>
#include <cuda_runtime_api.h>
#include <cuda_gl_interop.h>
#include "../common/cudaInit.h"
bool g_cudaInitialized = false;
#endif
#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
#include <osd/glslTransformFeedbackComputeContext.h>
#include <osd/glslTransformFeedbackComputeController.h>
#include <osd/glVertexBuffer.h>
#endif
#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
#include <osd/glslComputeContext.h>
#include <osd/glslComputeController.h>
#include <osd/glVertexBuffer.h>
#endif
#include <far/meshFactory.h>
#include <osdutil/batch.h>
#ifdef OPENSUBDIV_HAS_OPENCL
#include <osdutil/batchCL.h>
#endif
#include <osdutil/drawItem.h>
#include <osdutil/drawController.h>
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#include "delegate.h"
#include "effect.h"
#include <common/shape_utils.h>
#include "../common/stopwatch.h"
#include "../common/simple_math.h"
#include "../common/gl_hud.h"
#include <cfloat>
#include <vector>
#include <fstream>
#include <sstream>
template <class CONTROLLER> class Controller
{
public:
static CONTROLLER *GetInstance() {
static CONTROLLER *instance = NULL;
if (not instance) instance = new CONTROLLER();
return instance;
}
};
#ifdef OPENSUBDIV_HAS_OPENCL
template<> class Controller<OpenSubdiv::OsdCLComputeController>
{
public:
static OpenSubdiv::OsdCLComputeController *GetInstance() {
static OpenSubdiv::OsdCLComputeController *instance = NULL;
if (not instance) instance = new OpenSubdiv::OsdCLComputeController(g_clContext, g_clQueue);
return instance;
}
};
#endif
typedef OpenSubdiv::HbrMesh<OpenSubdiv::OsdVertex> OsdHbrMesh;
typedef OpenSubdiv::HbrVertex<OpenSubdiv::OsdVertex> OsdHbrVertex;
typedef OpenSubdiv::HbrFace<OpenSubdiv::OsdVertex> OsdHbrFace;
typedef OpenSubdiv::HbrHalfedge<OpenSubdiv::OsdVertex> OsdHbrHalfedge;
enum KernelType { kCPU = 0,
kOPENMP = 1,
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kTBB = 2,
kGCD = 3,
kCUDA = 4,
kCL = 5,
kGLSL = 6,
kGLSLCompute = 7 };
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enum HudCheckBox { HUD_CB_BATCHING,
HUD_CB_ADAPTIVE,
HUD_CB_DISPLAY_PATCH_COLOR,
HUD_CB_VIEW_LOD,
HUD_CB_FREEZE };
struct SimpleShape {
std::string name;
Scheme scheme;
std::string data;
SimpleShape() { }
SimpleShape( std::string const & idata, char const * iname, Scheme ischeme )
: name(iname), scheme(ischeme), data(idata) { }
};
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OpenSubdiv::OsdUtilMeshBatchBase<MyDrawContext> *g_batch = NULL;
MyDrawDelegate g_drawDelegate;
MyEffect g_effect;
std::vector<SimpleShape> g_defaultShapes;
int g_currentShape = 0;
int g_frame = 0,
g_repeatCount = 0;
// GUI variables
int g_fullscreen = 0,
g_freeze = 0,
g_displayStyle = kWireShaded,
g_adaptive = 1,
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g_batching = 1,
g_mbutton[3] = {0, 0, 0},
g_running = 1;
int g_displayPatchColor = 1;
float g_rotate[2] = {0, 0},
g_dolly = 5,
g_pan[2] = {0, 0},
g_center[3] = {0, 0, 0},
g_size = 1;
int g_prev_x = 0,
g_prev_y = 0;
int g_width = 1024,
g_height = 1024;
GLhud g_hud;
// performance
float g_cpuTime = 0;
float g_gpuTime = 0;
Stopwatch g_fpsTimer;
double g_totalTime = 0;
// geometry
std::vector<std::vector<float> > g_positions;
std::vector<int> g_vertexOffsets;
struct BBox {
BBox(const float *min, const float *max) {
for (int i = 0; i < 3; ++i) {
_p[0][i] = min[i];
_p[1][i] = max[i];
}
}
bool OutOfFrustum(const float *modelViewProjection) {
int clip_or = 0;
for (int i = 0; i < 2; ++i) {
for (int j = 0; j < 2; ++j) {
for (int k = 0; k < 2; ++k) {
float v[4];
v[0] = _p[i][0];
v[1] = _p[j][1];
v[2] = _p[k][2];
v[3] = 1.0f;
apply(v, modelViewProjection);
int clip = 0;
clip = (v[0] < v[3]);
clip = (v[1] < v[3]) | (clip << 1);
clip = (v[0] > -v[3]) | (clip << 1);
clip = (v[1] > -v[3]) | (clip << 1);
clip_or |= clip;
}
}
}
return clip_or != 0xf;
}
float _p[2][3];
};
std::vector<BBox> g_bboxes;
struct Matrix {
float value[16];
};
std::vector<Matrix> g_transforms;
Scheme g_scheme;
int g_level = 2;
int g_tessLevel = 1;
int g_tessLevelMin = 0;
int g_screenSpaceTess = 1;
int g_kernel = kCPU;
#define MAX_MODELS 600
int g_modelCount = 4;
int g_moveModels = g_modelCount;
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GLuint g_queries[2] = {0, 0};
static void
checkGLErrors(std::string const & where = "")
{
GLuint err;
while ((err = glGetError()) != GL_NO_ERROR) {
std::cerr << "GL error: "
<< (where.empty() ? "" : where + " ")
<< err << "\n";
}
}
//------------------------------------------------------------------------------
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#include "shapes.h"
static void
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updateGeom(bool forceAll) {
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float r = (float)sin(g_totalTime);
for (int j = 0; j < g_modelCount * g_modelCount; ++j) {
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if (forceAll == false && j >= g_moveModels) break;
int nverts = (int)g_positions[j].size()/3;
std::vector<float> vertex, varying;
vertex.reserve(nverts * 3);
if (g_displayStyle == kVaryingColor)
varying.reserve(nverts * 3);
const float *p = &g_positions[j][0];
for (int i = 0; i < nverts; ++i) {
float ct = cos(p[2] * r);
float st = sin(p[2] * r);
float v[4];
v[0] = p[0]*ct + p[1]*st;
v[1] = -p[0]*st + p[1]*ct;
v[2] = p[2];
v[3] = 1;
apply(v, g_transforms[j].value);
vertex.push_back(v[0]);
vertex.push_back(v[1]);
vertex.push_back(v[2]);
if (g_displayStyle == kVaryingColor) {
varying.push_back(p[2]);
varying.push_back(p[1]);
varying.push_back(p[0]);
}
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p += 3;
}
g_batch->UpdateCoarseVertices(j, &vertex[0], nverts);
if (g_displayStyle == kVaryingColor) {
g_batch->UpdateCoarseVaryings(j, &varying[0], nverts);
}
}
Stopwatch s;
s.Start();
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g_batch->FinalizeUpdate();
s.Stop();
g_cpuTime = float(s.GetElapsed() * 1000.0f);
s.Start();
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if (g_kernel == kCPU) Controller<OpenSubdiv::OsdCpuComputeController>::GetInstance()->Synchronize();
#ifdef OPENSUBDIV_HAS_OPENMP
else if (g_kernel == kOPENMP) Controller<OpenSubdiv::OsdOmpComputeController>::GetInstance()->Synchronize();
#endif
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#ifdef OPENSUBDIV_HAS_TBB
else if (g_kernel == kTBB) Controller<OpenSubdiv::OsdTbbComputeController>::GetInstance()->Synchronize();
#endif
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#ifdef OPENSUBDIV_HAS_OPENCL
else if (g_kernel == kCL) Controller<OpenSubdiv::OsdCLComputeController>::GetInstance()->Synchronize();
#endif
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#ifdef OPENSUBDIV_HAS_CUDA
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else if (g_kernel == kCUDA) Controller<OpenSubdiv::OsdCudaComputeController>::GetInstance()->Synchronize();
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#endif
#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
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else if (g_kernel == kGLSL) Controller<OpenSubdiv::OsdGLSLTransformFeedbackComputeController>::GetInstance()->Synchronize();
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#endif
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#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
else if (g_kernel == kGLSLCompute) Controller<OpenSubdiv::OsdGLSLComputeController>::GetInstance()->Synchronize();
#endif
s.Stop();
g_gpuTime = float(s.GetElapsed() * 1000.0f);
}
//------------------------------------------------------------------------------
static OpenSubdiv::FarMesh<OpenSubdiv::OsdVertex> *
createFarMesh( const char * shape, int level, bool adaptive, Scheme scheme=kCatmark ) {
checkGLErrors("create osd enter");
// generate Hbr representation from "obj" description
std::vector<float> positions;
OsdHbrMesh * hmesh = simpleHbr<OpenSubdiv::OsdVertex>(shape, scheme, positions,
g_displayStyle == kFaceVaryingColor);
size_t nModel = g_bboxes.size();
float x = nModel%g_modelCount - g_modelCount*0.5f;
float y = nModel/g_modelCount - g_modelCount*0.5f;
// align origins
Matrix matrix;
identity(matrix.value);
translate(matrix.value, 3*x, 3*y, 0);
g_transforms.push_back(matrix);
g_positions.push_back(positions);
OpenSubdiv::FarMeshFactory<OpenSubdiv::OsdVertex> meshFactory(hmesh, level, adaptive);
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OpenSubdiv::FarMesh<OpenSubdiv::OsdVertex> *farMesh = meshFactory.Create(true);
// Hbr mesh can be deleted
delete hmesh;
// compute model bounding (vertex animation isn't taken into account)
float min[4] = { FLT_MAX, FLT_MAX, FLT_MAX, 1};
float max[4] = {-FLT_MAX, -FLT_MAX, -FLT_MAX, 1};
for (size_t i=0; i <positions.size()/3; ++i) {
float v[4] = {positions[i*3], positions[i*3+1], positions[i*3+2], 1 };
for(int j=0; j<3; ++j) {
min[j] = std::min(min[j], v[j]);
max[j] = std::max(max[j], v[j]);
}
}
g_bboxes.push_back(BBox(min, max));
return farMesh;
}
static void
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rebuild()
{
g_positions.clear();
g_bboxes.clear();
g_transforms.clear();
// align scheme and adaptive to the first shape
int shape = g_currentShape;
Scheme scheme = g_defaultShapes[ shape ].scheme;
bool adaptive = scheme==kCatmark ? g_adaptive!=0 : false;
g_vertexOffsets.clear();
int vertexOffset = 0;
// prepare meshes
std::vector<OpenSubdiv::FarMesh<OpenSubdiv::OsdVertex> const *> farMeshes;
for (int i = 0; i < g_modelCount*g_modelCount; ++i) {
g_vertexOffsets.push_back(vertexOffset);
while (g_defaultShapes[shape].scheme != scheme) {
++shape;
if (shape >= (int)g_defaultShapes.size()) shape = 0;
}
OpenSubdiv::FarMesh<OpenSubdiv::OsdVertex> *farMesh = createFarMesh(
g_defaultShapes[ shape ].data.c_str(), g_level, adaptive, scheme);
farMeshes.push_back(farMesh);
vertexOffset += farMesh->GetNumVertices();
++shape;
if (shape >= (int)g_defaultShapes.size()) shape = 0;
}
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delete g_batch;
g_batch = NULL;
int numVertexElements = 3;
int numVaryingElements = g_displayStyle == kVaryingColor ? 3 : 0;
bool requireFVarData = (g_displayStyle == kFaceVaryingColor);
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// create multimesh batch
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if (g_kernel == kCPU) {
g_batch = OpenSubdiv::OsdUtilMeshBatch<OpenSubdiv::OsdCpuGLVertexBuffer,
MyDrawContext, OpenSubdiv::OsdCpuComputeController>::Create(
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Controller<OpenSubdiv::OsdCpuComputeController>::GetInstance(),
farMeshes, numVertexElements, numVaryingElements, 0, requireFVarData);
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#ifdef OPENSUBDIV_HAS_OPENMP
} else if (g_kernel == kOPENMP) {
g_batch = OpenSubdiv::OsdUtilMeshBatch<OpenSubdiv::OsdCpuGLVertexBuffer,
MyDrawContext,
OpenSubdiv::OsdOmpComputeController>::Create(
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Controller<OpenSubdiv::OsdOmpComputeController>::GetInstance(),
farMeshes, numVertexElements, numVaryingElements, 0, requireFVarData);
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#endif
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#ifdef OPENSUBDIV_HAS_TBB
} else if (g_kernel == kTBB) {
g_batch = OpenSubdiv::OsdUtilMeshBatch<OpenSubdiv::OsdCpuGLVertexBuffer,
MyDrawContext,
OpenSubdiv::OsdTbbComputeController>::Create(
Controller<OpenSubdiv::OsdTbbComputeController>::GetInstance(),
farMeshes, numVertexElements, numVaryingElements, 0, requireFVarData);
#endif
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#ifdef OPENSUBDIV_HAS_OPENCL
} else if (g_kernel == kCL) {
g_batch = OpenSubdiv::OsdUtilMeshBatch<OpenSubdiv::OsdCLGLVertexBuffer,
MyDrawContext, OpenSubdiv::OsdCLComputeController>::Create(
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Controller<OpenSubdiv::OsdCLComputeController>::GetInstance(),
farMeshes, numVertexElements, numVaryingElements, 0, requireFVarData);
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#endif
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#ifdef OPENSUBDIV_HAS_CUDA
} else if (g_kernel == kCUDA) {
g_batch = OpenSubdiv::OsdUtilMeshBatch<OpenSubdiv::OsdCudaGLVertexBuffer,
MyDrawContext, OpenSubdiv::OsdCudaComputeController>::Create(
Controller<OpenSubdiv::OsdCudaComputeController>::GetInstance(),
farMeshes, numVertexElements, numVaryingElements, 0, requireFVarData);
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#endif
#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
} else if (g_kernel == kGLSL) {
g_batch = OpenSubdiv::OsdUtilMeshBatch<OpenSubdiv::OsdGLVertexBuffer,
MyDrawContext, OpenSubdiv::OsdGLSLTransformFeedbackComputeController>::Create(
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Controller<OpenSubdiv::OsdGLSLTransformFeedbackComputeController>::GetInstance(),
farMeshes, numVertexElements, numVaryingElements, 0, requireFVarData);
#endif
#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
} else if (g_kernel == kGLSLCompute) {
g_batch = OpenSubdiv::OsdUtilMeshBatch<OpenSubdiv::OsdGLVertexBuffer,
MyDrawContext, OpenSubdiv::OsdGLSLComputeController>::Create(
Controller<OpenSubdiv::OsdGLSLComputeController>::GetInstance(),
farMeshes, numVertexElements, numVaryingElements, 0, requireFVarData);
#endif
} else {
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assert(false);
}
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assert(g_batch);
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g_scheme = scheme;
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for (size_t i = 0; i < farMeshes.size(); ++i) {
delete farMeshes[i];
}
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g_tessLevelMin = 0;
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g_tessLevel = std::max(g_tessLevel,g_tessLevelMin);
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updateGeom(true);
}
//------------------------------------------------------------------------------
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static void
fitFrame() {
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g_pan[0] = g_pan[1] = 0;
g_dolly = g_size;
}
//------------------------------------------------------------------------------
static void
display() {
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// set effect
g_effect.displayStyle = g_displayStyle;
g_effect.screenSpaceTess = (g_screenSpaceTess != 0);
g_effect.displayPatchColor = (g_displayPatchColor != 0);
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// prepare view matrix
float aspect = g_width/(float)g_height;
float modelview[16], projection[16];
identity(modelview);
translate(modelview, -g_pan[0], -g_pan[1], -g_dolly);
rotate(modelview, g_rotate[1], 1, 0, 0);
rotate(modelview, g_rotate[0], 0, 1, 0);
rotate(modelview, -90, 1, 0, 0);
translate(modelview, -g_center[0], -g_center[1], -g_center[2]);
perspective(projection, 45.0f, aspect, 0.01f, 500.0f);
g_effect.SetMatrix(modelview, projection);
g_effect.SetTessLevel((float)(1 << g_tessLevel));
g_effect.SetLighting();
// -----------------------------------------------------------------------
// prepare draw items
Stopwatch s;
s.Start();
OpenSubdiv::OsdUtilDrawItem<MyDrawDelegate::EffectHandle, MyDrawContext>::Collection items;
OpenSubdiv::OsdUtilDrawItem<MyDrawDelegate::EffectHandle, MyDrawContext>::Collection cachedDrawItems;
int numModels = g_modelCount*g_modelCount;
items.reserve(numModels);
for (int i = 0; i < numModels; ++i) {
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// Here, client can pack arbitrary mesh and effect into drawItems.
items.push_back(OpenSubdiv::OsdUtilDrawItem<MyDrawDelegate::EffectHandle, MyDrawContext>(
g_batch, &g_effect, g_batch->GetPatchArrays(i)));
}
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if (g_batching) {
// create cached draw items
OpenSubdiv::OsdUtil::OptimizeDrawItem(items, cachedDrawItems, &g_drawDelegate);
}
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s.Stop();
float prepCpuTime = float(s.GetElapsed() * 1000.0f);
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// -----------------------------------------------------------------------
// draw items
s.Start();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, g_width, g_height);
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// primitive counting
glBeginQuery(GL_PRIMITIVES_GENERATED, g_queries[0]);
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#if defined(GL_VERSION_3_3)
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glBeginQuery(GL_TIME_ELAPSED, g_queries[1]);
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#endif
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g_drawDelegate.ResetNumDrawCalls();
if (g_displayStyle == kWire) glDisable(GL_CULL_FACE);
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if (g_batching) {
OpenSubdiv::OsdUtil::DrawCollection(cachedDrawItems, &g_drawDelegate);
} else {
OpenSubdiv::OsdUtil::DrawCollection(items, &g_drawDelegate);
}
if (g_displayStyle == kWire) glEnable(GL_CULL_FACE);
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glEndQuery(GL_PRIMITIVES_GENERATED);
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#if defined(GL_VERSION_3_3)
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glEndQuery(GL_TIME_ELAPSED);
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#endif
s.Stop();
float drawCpuTime = float(s.GetElapsed() * 1000.0f);
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// -----------------------------------------------------------------------
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GLuint numPrimsGenerated = 0;
GLuint timeElapsed = 0;
glGetQueryObjectuiv(g_queries[0], GL_QUERY_RESULT, &numPrimsGenerated);
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#if defined(GL_VERSION_3_3)
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glGetQueryObjectuiv(g_queries[1], GL_QUERY_RESULT, &timeElapsed);
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#endif
float drawGpuTime = timeElapsed / 1000.0f / 1000.0f;
if (g_hud.IsVisible()) {
g_fpsTimer.Stop();
g_totalTime += g_fpsTimer.GetElapsed();
double fps = 1.0/g_fpsTimer.GetElapsed();
g_fpsTimer.Start();
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g_hud.DrawString(10, -200, "Draw Calls : %d", g_drawDelegate.GetNumDrawCalls());
g_hud.DrawString(10, -180, "Tess level : %d", g_tessLevel);
g_hud.DrawString(10, -160, "Primitives : %d", numPrimsGenerated);
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g_hud.DrawString(10, -120, "GPU Kernel : %.3f ms", g_gpuTime);
g_hud.DrawString(10, -100, "CPU Kernel : %.3f ms", g_cpuTime);
g_hud.DrawString(10, -80, "GPU Draw : %.3f ms", drawGpuTime);
g_hud.DrawString(10, -60, "CPU Draw : %.3f ms", drawCpuTime);
g_hud.DrawString(10, -40, "CPU Prep : %.3f ms", prepCpuTime);
g_hud.DrawString(10, -20, "FPS : %3.1f", fps);
g_hud.Flush();
}
//checkGLErrors("display leave");
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glFinish();
}
//------------------------------------------------------------------------------
static void
#if GLFW_VERSION_MAJOR>=3
motion(GLFWwindow *, double dx, double dy) {
int x=(int)dx, y=(int)dy;
#else
motion(int x, int y) {
#endif
if (g_mbutton[0] && !g_mbutton[1] && !g_mbutton[2]) {
// orbit
g_rotate[0] += x - g_prev_x;
g_rotate[1] += y - g_prev_y;
} else if (!g_mbutton[0] && !g_mbutton[1] && g_mbutton[2]) {
// pan
g_pan[0] -= g_dolly*(x - g_prev_x)/g_width;
g_pan[1] += g_dolly*(y - g_prev_y)/g_height;
} else if ((g_mbutton[0] && !g_mbutton[1] && g_mbutton[2]) or
(!g_mbutton[0] && g_mbutton[1] && !g_mbutton[2])) {
// dolly
g_dolly -= g_dolly*0.01f*(x - g_prev_x);
if(g_dolly <= 0.01) g_dolly = 0.01f;
}
g_prev_x = x;
g_prev_y = y;
}
//------------------------------------------------------------------------------
static void
#if GLFW_VERSION_MAJOR>=3
mouse(GLFWwindow *, int button, int state, int /* mods */) {
#else
mouse(int button, int state) {
#endif
if (button == 0 && state == GLFW_PRESS && g_hud.MouseClick(g_prev_x, g_prev_y))
return;
if (button < 3) {
g_mbutton[button] = (state == GLFW_PRESS);
}
}
//------------------------------------------------------------------------------
static void
uninitGL() {
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glDeleteQueries(2, g_queries);
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delete g_batch;
g_batch = NULL;
#ifdef OPENSUBDIV_HAS_CUDA
cudaDeviceReset();
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
uninitCL(g_clContext, g_clQueue);
#endif
}
//------------------------------------------------------------------------------
static void
#if GLFW_VERSION_MAJOR>=3
reshape(GLFWwindow *, int width, int height) {
#else
reshape(int width, int height) {
#endif
g_width = width;
g_height = height;
int windowWidth = g_width, windowHeight = g_height;
#if GLFW_VERSION_MAJOR>=3
// window size might not match framebuffer size on a high DPI display
glfwGetWindowSize(g_window, &windowWidth, &windowHeight);
#endif
g_hud.Rebuild(windowWidth, windowHeight);
}
//------------------------------------------------------------------------------
#if GLFW_VERSION_MAJOR>=3
void windowClose(GLFWwindow*) {
g_running = false;
}
#else
int windowClose() {
g_running = false;
return GL_TRUE;
}
#endif
//------------------------------------------------------------------------------
static void
#if GLFW_VERSION_MAJOR>=3
keyboard(GLFWwindow *, int key, int /* scancode */, int event, int /* mods */) {
#else
#define GLFW_KEY_ESCAPE GLFW_KEY_ESC
keyboard(int key, int event) {
#endif
if (event == GLFW_RELEASE) return;
if (g_hud.KeyDown(tolower(key))) return;
switch (key) {
case 'Q': g_running = 0; break;
case 'F': fitFrame(); break;
case '+':
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case '=': g_tessLevel++; break;
case '-': g_tessLevel = std::max(g_tessLevelMin, g_tessLevel-1); break;
case '.': g_moveModels = std::max(g_moveModels*2, 1); break;
case ',': g_moveModels = std::max(g_moveModels/2, 0); break;
case 'I': g_modelCount = std::max(g_modelCount/2, 1); rebuild(); break;
case 'O': g_modelCount = std::min(g_modelCount*2, MAX_MODELS); rebuild(); break;
case GLFW_KEY_ESCAPE: g_hud.SetVisible(!g_hud.IsVisible()); break;
}
}
//------------------------------------------------------------------------------
static void
callbackDisplayStyle(int b)
{
if (g_displayStyle == kVaryingColor or b == kVaryingColor or
g_displayStyle == kFaceVaryingColor or b == kFaceVaryingColor) {
// need to rebuild for varying reconstruct
g_displayStyle = b;
rebuild();
return;
}
g_displayStyle = b;
}
static void
callbackKernel(int k)
{
g_kernel = k;
#ifdef OPENSUBDIV_HAS_OPENCL
if (g_kernel == kCL and g_clContext == NULL) {
if (initCL(&g_clContext, &g_clQueue) == false) {
printf("Error in initializing OpenCL\n");
exit(1);
}
}
#endif
#ifdef OPENSUBDIV_HAS_CUDA
if (g_kernel == kCUDA and g_cudaInitialized == false) {
g_cudaInitialized = true;
cudaGLSetGLDevice( cutGetMaxGflopsDeviceId() );
}
#endif
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rebuild();
}
static void
callbackLevel(int l)
{
g_level = l;
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rebuild();
}
static void
callbackModel(int m)
{
if (m < 0)
m = 0;
if (m >= (int)g_defaultShapes.size())
m = (int)g_defaultShapes.size() - 1;
g_currentShape = m;
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rebuild();
}
static void
callbackCheckBox(bool checked, int button)
{
switch(button) {
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case HUD_CB_BATCHING:
g_batching = checked;
break;
case HUD_CB_ADAPTIVE:
if (OpenSubdiv::OsdGLDrawContext::SupportsAdaptiveTessellation()) {
g_adaptive = checked;
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rebuild();
}
break;
case HUD_CB_DISPLAY_PATCH_COLOR:
g_displayPatchColor = checked;
break;
case HUD_CB_VIEW_LOD:
g_screenSpaceTess = checked;
break;
case HUD_CB_FREEZE:
g_freeze = checked;
break;
}
}
static void
initHUD()
{
int windowWidth = g_width, windowHeight = g_height;
#if GLFW_VERSION_MAJOR>=3
// window size might not match framebuffer size on a high DPI display
glfwGetWindowSize(g_window, &windowWidth, &windowHeight);
#endif
g_hud.Init(windowWidth, windowHeight);
g_hud.AddCheckBox("Batching (B)", g_batching != 0, 10, 10, callbackCheckBox, HUD_CB_BATCHING, 'b');
g_hud.AddCheckBox("Patch Color (P)", true, 10, 50, callbackCheckBox, HUD_CB_DISPLAY_PATCH_COLOR, 'p');
g_hud.AddCheckBox("Screen space LOD (V)", g_screenSpaceTess != 0, 10, 70, callbackCheckBox, HUD_CB_VIEW_LOD, 'v');
g_hud.AddCheckBox("Freeze (spc)", false, 10, 90, callbackCheckBox, HUD_CB_FREEZE, ' ');
int shading_pulldown = g_hud.AddPullDown("Shading (W)", 200, 10, 250, callbackDisplayStyle, 'w');
g_hud.AddPullDownButton(shading_pulldown, "Wire", kWire, g_displayStyle==kWire);
g_hud.AddPullDownButton(shading_pulldown, "Shaded", kShaded, g_displayStyle==kShaded);
g_hud.AddPullDownButton(shading_pulldown, "Wire+Shaded", kWireShaded, g_displayStyle==kWireShaded);
g_hud.AddPullDownButton(shading_pulldown, "Varying Color", kVaryingColor, g_displayStyle==kVaryingColor);
g_hud.AddPullDownButton(shading_pulldown, "FaceVarying Color", kFaceVaryingColor, g_displayStyle==kFaceVaryingColor);
int compute_pulldown = g_hud.AddPullDown("Compute (K)", 475, 10, 300, callbackKernel, 'k');
g_hud.AddPullDownButton(compute_pulldown, "CPU", kCPU);
#ifdef OPENSUBDIV_HAS_OPENMP
g_hud.AddPullDownButton(compute_pulldown, "OpenMP", kOPENMP);
#endif
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#ifdef OPENSUBDIV_HAS_OPENMP
g_hud.AddPullDownButton(compute_pulldown, "TBB", kTBB);
#endif
#ifdef OPENSUBDIV_HAS_GCD
g_hud.AddPullDownButton(compute_pulldown, "GCD", kGCD);
#endif
#ifdef OPENSUBDIV_HAS_CUDA
g_hud.AddPullDownButton(compute_pulldown, "CUDA", kCUDA);
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
if (HAS_CL_VERSION_1_1()) {
g_hud.AddPullDownButton(compute_pulldown, "OpenCL", kCL);
}
#endif
#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
g_hud.AddPullDownButton(compute_pulldown, "GLSL TransformFeedback", kGLSL);
#endif
#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
// Must also check at run time for OpenGL 4.3
if (GLEW_VERSION_4_3) {
g_hud.AddPullDownButton(compute_pulldown, "GLSL Compute", kGLSLCompute);
}
#endif
if (OpenSubdiv::OsdGLDrawContext::SupportsAdaptiveTessellation())
g_hud.AddCheckBox("Adaptive (`)", g_adaptive!=0, 10, 150, callbackCheckBox, HUD_CB_ADAPTIVE, '`');
for (int i = 1; i < 11; ++i) {
char level[16];
sprintf(level, "Lv. %d", i);
g_hud.AddRadioButton(3, level, i==g_level, 10, 170+i*20, callbackLevel, i, '0'+(i%10));
}
int pulldown_handle = g_hud.AddPullDown("Shape (N)", -300, 10, 300, callbackModel, 'n');
for (int i = 0; i < (int)g_defaultShapes.size(); ++i) {
g_hud.AddPullDownButton(pulldown_handle, g_defaultShapes[i].name.c_str(),i);
}
}
//------------------------------------------------------------------------------
static void
initGL()
{
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
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glGenQueries(2, g_queries);
}
//------------------------------------------------------------------------------
static void
idle() {
if (not g_freeze) {
g_frame++;
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updateGeom(false);
}
if (g_repeatCount != 0 and g_frame >= g_repeatCount)
g_running = 0;
}
//------------------------------------------------------------------------------
static void
callbackError(OpenSubdiv::OsdErrorType err, const char *message)
{
printf("OsdError: %d\n", err);
printf("%s", message);
}
//------------------------------------------------------------------------------
static void
setGLCoreProfile()
{
#if GLFW_VERSION_MAJOR>=3
#define glfwOpenWindowHint glfwWindowHint
#define GLFW_OPENGL_VERSION_MAJOR GLFW_CONTEXT_VERSION_MAJOR
#define GLFW_OPENGL_VERSION_MINOR GLFW_CONTEXT_VERSION_MINOR
#endif
glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#if not defined(__APPLE__)
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 4);
#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 3);
#else
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
#endif
#else
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3);
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
#endif
glfwOpenWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
}
//------------------------------------------------------------------------------
int main(int argc, char ** argv)
{
bool fullscreen = false;
std::string str;
for (int i = 1; i < argc; ++i) {
if (!strcmp(argv[i], "-d"))
g_level = atoi(argv[++i]);
else if (!strcmp(argv[i], "-c"))
g_repeatCount = atoi(argv[++i]);
else if (!strcmp(argv[i], "-f"))
fullscreen = true;
else {
std::ifstream ifs(argv[1]);
if (ifs) {
std::stringstream ss;
ss << ifs.rdbuf();
ifs.close();
str = ss.str();
g_defaultShapes.push_back(SimpleShape(str.c_str(), argv[1], kCatmark));
}
}
}
initializeShapes();
OsdSetErrorCallback(callbackError);
if (not glfwInit()) {
printf("Failed to initialize GLFW\n");
return 1;
}
static const char windowTitle[] = "OpenSubdiv glBatchViewer";
#define CORE_PROFILE
#ifdef CORE_PROFILE
setGLCoreProfile();
#endif
#if GLFW_VERSION_MAJOR>=3
if (fullscreen) {
g_primary = glfwGetPrimaryMonitor();
// apparently glfwGetPrimaryMonitor fails under linux : if no primary,
// settle for the first one in the list
if (not g_primary) {
int count=0;
GLFWmonitor ** monitors = glfwGetMonitors(&count);
if (count)
g_primary = monitors[0];
}
if (g_primary) {
GLFWvidmode const * vidmode = glfwGetVideoMode(g_primary);
g_width = vidmode->width;
g_height = vidmode->height;
}
}
if (not (g_window=glfwCreateWindow(g_width, g_height, windowTitle,
fullscreen and g_primary ? g_primary : NULL, NULL))) {
printf("Failed to open window.\n");
glfwTerminate();
return 1;
}
glfwMakeContextCurrent(g_window);
// accommodate high DPI displays (e.g. mac retina displays)
glfwGetFramebufferSize(g_window, &g_width, &g_height);
glfwSetFramebufferSizeCallback(g_window, reshape);
glfwSetKeyCallback(g_window, keyboard);
glfwSetCursorPosCallback(g_window, motion);
glfwSetMouseButtonCallback(g_window, mouse);
glfwSetWindowCloseCallback(g_window, windowClose);
#else
if (glfwOpenWindow(g_width, g_height, 8, 8, 8, 8, 24, 8,
fullscreen ? GLFW_FULLSCREEN : GLFW_WINDOW) == GL_FALSE) {
printf("Failed to open window.\n");
glfwTerminate();
return 1;
}
glfwSetWindowTitle(windowTitle);
glfwSetKeyCallback(keyboard);
glfwSetMousePosCallback(motion);
glfwSetMouseButtonCallback(mouse);
glfwSetWindowSizeCallback(reshape);
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glfwSetWindowCloseCallback(windowClose);
#endif
#if defined(OSD_USES_GLEW)
#ifdef CORE_PROFILE
// this is the only way to initialize glew correctly under core profile context.
glewExperimental = true;
#endif
if (GLenum r = glewInit() != GLEW_OK) {
printf("Failed to initialize glew. Error = %s\n", glewGetErrorString(r));
exit(1);
}
#ifdef CORE_PROFILE
// clear GL errors which was generated during glewInit()
glGetError();
#endif
#endif
// activate feature adaptive tessellation if OSD supports it
g_adaptive = OpenSubdiv::OsdGLDrawContext::SupportsAdaptiveTessellation();
initGL();
glfwSwapInterval(0);
initHUD();
callbackModel(g_currentShape);
g_fpsTimer.Start();
while (g_running) {
idle();
display();
#if GLFW_VERSION_MAJOR>=3
glfwPollEvents();
glfwSwapBuffers(g_window);
#else
glfwSwapBuffers();
#endif
}
uninitGL();
glfwTerminate();
}
//------------------------------------------------------------------------------