OpenSubdiv/examples/glEvalLimit/glEvalLimit.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
2013-07-18 21:19:50 +00:00
//
// 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.
//
#include "../common/glUtils.h"
#include <GLFW/glfw3.h>
GLFWwindow* g_window=0;
GLFWmonitor* g_primary=0;
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
#include <osd/cpuEvaluator.h>
#include <osd/cpuVertexBuffer.h>
#include <osd/cpuPatchTable.h>
#include <osd/cpuGLVertexBuffer.h>
#include <osd/mesh.h>
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
#ifdef OPENSUBDIV_HAS_TBB
#include <osd/tbbEvaluator.h>
#endif
#ifdef OPENSUBDIV_HAS_OPENMP
#include <osd/ompEvaluator.h>
#endif
#ifdef OPENSUBDIV_HAS_CUDA
#include <osd/cudaEvaluator.h>
#include <osd/cudaVertexBuffer.h>
#include <osd/cudaGLVertexBuffer.h>
#include <osd/cudaPatchTable.h>
#include "../common/cudaDeviceContext.h"
CudaDeviceContext g_cudaDeviceContext;
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
#include <osd/clVertexBuffer.h>
#include <osd/clGLVertexBuffer.h>
#include <osd/clEvaluator.h>
#include <osd/clPatchTable.h>
#include "../common/clDeviceContext.h"
CLDeviceContext g_clDeviceContext;
#endif
#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
#include <osd/glXFBEvaluator.h>
#include <osd/glVertexBuffer.h>
#include <osd/glPatchTable.h>
#endif
#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
#include <osd/glComputeEvaluator.h>
#include <osd/glVertexBuffer.h>
#include <osd/glPatchTable.h>
#endif
#include <far/topologyRefiner.h>
#include <far/stencilTableFactory.h>
#include <far/patchTableFactory.h>
#include <far/error.h>
#include "../../regression/common/far_utils.h"
#include "../common/stopwatch.h"
#include "../common/simple_math.h"
#include "../common/glControlMeshDisplay.h"
#include "../common/glHud.h"
#include "init_shapes.h"
#include "particles.h"
#include <cfloat>
#include <vector>
#include <iostream>
#include <fstream>
#include <sstream>
#include <stdlib.h>
using namespace OpenSubdiv;
//------------------------------------------------------------------------------
enum KernelType { kCPU = 0,
kOPENMP = 1,
kTBB = 2,
kCUDA = 3,
kCL = 4,
kGLXFB = 5,
kGLCompute = 6 };
enum EndCap { kEndCapBSplineBasis,
kEndCapGregoryBasis };
enum HudCheckBox { kHUD_CB_DISPLAY_CONTROL_MESH_EDGES,
kHUD_CB_DISPLAY_CONTROL_MESH_VERTS,
kHUD_CB_ANIMATE_VERTICES,
kHUD_CB_ANIMATE_PARTICLES,
kHUD_CB_RANDOM_START,
kHUD_CB_FREEZE };
enum DrawMode { kUV,
kVARYING,
kNORMAL,
kSHADE,
kFACEVARYING };
std::vector<float> g_orgPositions,
g_positions,
g_varyingColors;
int g_currentShape = 0,
g_level = 3,
g_kernel = kCPU,
g_endCap = kEndCapBSplineBasis,
g_numElements = 3;
int g_running = 1,
g_width = 1024,
g_height = 1024,
g_fullscreen = 0,
g_drawMode = kUV,
g_prev_x = 0,
g_prev_y = 0,
g_mbutton[3] = {0, 0, 0},
g_frame=0,
g_freeze=0,
g_repeatCount;
float g_rotate[2] = {0, 0},
g_dolly = 5,
g_pan[2] = {0, 0},
g_center[3] = {0, 0, 0},
g_size = 0,
g_moveScale = 0.0f;
GLuint g_transformUB = 0,
g_transformBinding = 0;
struct Transform {
float ModelViewMatrix[16];
float ProjectionMatrix[16];
float ModelViewProjectionMatrix[16];
} g_transformData;
// performance
float g_evalTime = 0;
float g_computeTime = 0;
float g_prevTime = 0;
float g_currentTime = 0;
Stopwatch g_fpsTimer;
//------------------------------------------------------------------------------
int g_nParticles = 65536;
2014-10-23 21:17:49 +00:00
bool g_randomStart = true;//false;
bool g_animParticles = true;
GLuint g_samplesVAO=0;
GLhud g_hud;
GLControlMeshDisplay g_controlMeshDisplay;
//------------------------------------------------------------------------------
struct Program {
GLuint program;
GLuint uniformModelViewMatrix;
GLuint uniformProjectionMatrix;
GLuint uniformDrawMode;
GLuint attrPosition;
GLuint attrColor;
GLuint attrTangentU;
GLuint attrTangentV;
GLuint attrPatchCoord;
} g_defaultProgram;
//------------------------------------------------------------------------------
static void
createRandomColors(int nverts, int stride, float * colors) {
// large Pell prime number
srand( static_cast<int>(2147483647) );
for (int i=0; i<nverts; ++i) {
colors[i*stride+0] = (float)rand()/(float)RAND_MAX;
colors[i*stride+1] = (float)rand()/(float)RAND_MAX;
colors[i*stride+2] = (float)rand()/(float)RAND_MAX;
}
}
//------------------------------------------------------------------------------
Far::PatchTable const * g_patchTable = NULL;
// input and output vertex data
class EvalOutputBase {
public:
virtual ~EvalOutputBase() {}
virtual GLuint BindSourceData() const = 0;
virtual GLuint BindVertexData() const = 0;
virtual GLuint BindDerivatives() const = 0;
virtual GLuint BindPatchCoords() const = 0;
virtual void UpdateData(const float *src, int startVertex, int numVertices) = 0;
virtual void UpdateVaryingData(const float *src, int startVertex, int numVertices) = 0;
virtual void Refine() = 0;
virtual void EvalPatches() = 0;
virtual void EvalPatchesWithDerivatives() = 0;
virtual void EvalPatchesVarying() = 0;
virtual void UpdatePatchCoords(
std::vector<Osd::PatchCoord> const &patchCoords) = 0;
};
// note: Since we don't have a class for device-patchcoord container in osd,
// we cheat to use vertexbuffer as a patch-coord (5int) container.
//
// Please don't follow the pattern in your actual application.
//
template<typename SRC_VERTEX_BUFFER, typename EVAL_VERTEX_BUFFER,
typename STENCIL_TABLE, typename PATCH_TABLE, typename EVALUATOR,
typename DEVICE_CONTEXT = void>
class EvalOutput : public EvalOutputBase {
public:
typedef OpenSubdiv::Osd::EvaluatorCacheT<EVALUATOR> EvaluatorCache;
EvalOutput(Far::StencilTable const *vertexStencils,
Far::StencilTable const *varyingStencils,
int numCoarseVerts, int numTotalVerts, int numParticles,
Far::PatchTable const *patchTable,
EvaluatorCache *evaluatorCache = NULL,
DEVICE_CONTEXT *deviceContext = NULL)
: _srcDesc( /*offset*/ 0, /*length*/ 3, /*stride*/ 3),
_srcVaryingDesc(/*offset*/ 0, /*length*/ 3, /*stride*/ 3),
_vertexDesc( /*offset*/ 0, /*legnth*/ 3, /*stride*/ 6),
_varyingDesc( /*offset*/ 3, /*legnth*/ 3, /*stride*/ 6),
_duDesc( /*offset*/ 0, /*legnth*/ 3, /*stride*/ 6),
_dvDesc( /*offset*/ 3, /*legnth*/ 3, /*stride*/ 6),
_deviceContext(deviceContext) {
_srcData = SRC_VERTEX_BUFFER::Create(3, numTotalVerts, _deviceContext);
_srcVaryingData = SRC_VERTEX_BUFFER::Create(3, numTotalVerts, _deviceContext);
_vertexData = EVAL_VERTEX_BUFFER::Create(6, numParticles, _deviceContext);
_derivatives = EVAL_VERTEX_BUFFER::Create(6, numParticles, _deviceContext);
_patchTable = PATCH_TABLE::Create(patchTable, _deviceContext);
_patchCoords = NULL;
_numCoarseVerts = numCoarseVerts;
_vertexStencils =
Osd::convertToCompatibleStencilTable<STENCIL_TABLE>(vertexStencils, _deviceContext);
_varyingStencils =
Osd::convertToCompatibleStencilTable<STENCIL_TABLE>(varyingStencils, _deviceContext);
_evaluatorCache = evaluatorCache;
}
~EvalOutput() {
delete _srcData;
delete _srcVaryingData;
delete _vertexData;
delete _derivatives;
delete _patchTable;
delete _patchCoords;
delete _vertexStencils;
delete _varyingStencils;
}
virtual GLuint BindSourceData() const {
return _srcData->BindVBO();
}
virtual GLuint BindVertexData() const {
return _vertexData->BindVBO();
}
virtual GLuint BindDerivatives() const {
return _derivatives->BindVBO();
}
virtual GLuint BindPatchCoords() const {
return _patchCoords->BindVBO();
}
virtual void UpdateData(const float *src, int startVertex, int numVertices) {
_srcData->UpdateData(src, startVertex, numVertices, _deviceContext);
}
virtual void UpdateVaryingData(const float *src, int startVertex, int numVertices) {
_srcVaryingData->UpdateData(src, startVertex, numVertices, _deviceContext);
}
virtual void Refine() {
Osd::BufferDescriptor dstDesc = _srcDesc;
dstDesc.offset += _numCoarseVerts * _srcDesc.stride;
EVALUATOR const *evalInstance = OpenSubdiv::Osd::GetEvaluator<EVALUATOR>(
_evaluatorCache, _srcDesc, dstDesc, _deviceContext);
EVALUATOR::EvalStencils(_srcData, _srcDesc,
_srcData, dstDesc,
_vertexStencils,
evalInstance,
_deviceContext);
dstDesc = _srcVaryingDesc;
dstDesc.offset += _numCoarseVerts * _srcVaryingDesc.stride;
evalInstance = OpenSubdiv::Osd::GetEvaluator<EVALUATOR>(
_evaluatorCache, _srcVaryingDesc, dstDesc, _deviceContext);
EVALUATOR::EvalStencils(_srcVaryingData, _srcVaryingDesc,
_srcVaryingData, dstDesc,
_varyingStencils,
evalInstance,
_deviceContext);
}
virtual void EvalPatches() {
EVALUATOR const *evalInstance = OpenSubdiv::Osd::GetEvaluator<EVALUATOR>(
_evaluatorCache, _srcDesc, _vertexDesc, _deviceContext);
EVALUATOR::EvalPatches(
_srcData, _srcDesc,
_vertexData, _vertexDesc,
_patchCoords->GetNumVertices(),
_patchCoords,
_patchTable, evalInstance, _deviceContext);
}
virtual void EvalPatchesWithDerivatives() {
EVALUATOR const *evalInstance = OpenSubdiv::Osd::GetEvaluator<EVALUATOR>(
_evaluatorCache, _srcDesc, _vertexDesc, _duDesc, _dvDesc, _deviceContext);
EVALUATOR::EvalPatches(
_srcData, _srcDesc,
_vertexData, _vertexDesc,
_derivatives, _duDesc,
_derivatives, _dvDesc,
_patchCoords->GetNumVertices(),
_patchCoords,
_patchTable, evalInstance, _deviceContext);
}
virtual void EvalPatchesVarying() {
EVALUATOR const *evalInstance = OpenSubdiv::Osd::GetEvaluator<EVALUATOR>(
_evaluatorCache, _srcVaryingDesc, _varyingDesc, _deviceContext);
EVALUATOR::EvalPatches(
_srcVaryingData, _srcVaryingDesc,
// varyingdata is interleved in vertexData.
_vertexData, _varyingDesc,
_patchCoords->GetNumVertices(),
_patchCoords,
_patchTable, evalInstance, _deviceContext);
}
virtual void UpdatePatchCoords(
std::vector<Osd::PatchCoord> const &patchCoords) {
if (_patchCoords and
_patchCoords->GetNumVertices() != (int)patchCoords.size()) {
delete _patchCoords;
_patchCoords = NULL;
}
if (not _patchCoords) {
_patchCoords = EVAL_VERTEX_BUFFER::Create(5,
(int)patchCoords.size(),
_deviceContext);
}
_patchCoords->UpdateData((float*)&patchCoords[0], 0, (int)patchCoords.size(), _deviceContext);
}
private:
SRC_VERTEX_BUFFER *_srcData;
SRC_VERTEX_BUFFER *_srcVaryingData;
EVAL_VERTEX_BUFFER *_vertexData;
EVAL_VERTEX_BUFFER *_derivatives;
EVAL_VERTEX_BUFFER *_varyingData;
EVAL_VERTEX_BUFFER *_patchCoords;
PATCH_TABLE *_patchTable;
Osd::BufferDescriptor _srcDesc;
Osd::BufferDescriptor _srcVaryingDesc;
Osd::BufferDescriptor _vertexDesc;
Osd::BufferDescriptor _varyingDesc;
Osd::BufferDescriptor _duDesc;
Osd::BufferDescriptor _dvDesc;
int _numCoarseVerts;
STENCIL_TABLE const *_vertexStencils;
STENCIL_TABLE const *_varyingStencils;
EvaluatorCache *_evaluatorCache;
DEVICE_CONTEXT *_deviceContext;
};
EvalOutputBase *g_evalOutput = NULL;
STParticles * g_particles=0;
//------------------------------------------------------------------------------
static void
updateGeom() {
int nverts = (int)g_orgPositions.size() / 3;
const float *p = &g_orgPositions[0];
float r = sin(g_frame*0.1f) * g_moveScale;
for (int i = 0; i < nverts; ++i) {
//float move = 0.05f*cosf(p[0]*20+g_frame*0.01f);
float ct = cos(p[2] * r);
float st = sin(p[2] * r);
g_positions[i*3+0] = p[0]*ct + p[1]*st;
g_positions[i*3+1] = -p[0]*st + p[1]*ct;
g_positions[i*3+2] = p[2];
p+=3;
}
// Run Compute pass to pose the control vertices ---------------------------
Stopwatch s;
s.Start();
// update coarse vertices
g_evalOutput->UpdateData(&g_positions[0], 0, nverts);
// update coarse varying
if (g_drawMode == kVARYING) {
g_evalOutput->UpdateVaryingData(&g_varyingColors[0], 0, nverts);
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
}
// Refine
g_evalOutput->Refine();
s.Stop();
g_computeTime = float(s.GetElapsed() * 1000.0f);
// Run Eval pass to get the samples locations ------------------------------
s.Start();
// Apply 'dynamics' update
assert(g_particles);
float elapsed = g_currentTime - g_prevTime;
g_particles->Update(elapsed);
g_prevTime = g_currentTime;
std::vector<OpenSubdiv::Osd::PatchCoord> const &patchCoords
= g_particles->GetPatchCoords();
// update patchcoord to be evaluated
g_evalOutput->UpdatePatchCoords(patchCoords);
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
// Evaluate the positions of the samples on the limit surface
if (g_drawMode == kNORMAL || g_drawMode == kSHADE) {
// evaluate positions and derivatives
g_evalOutput->EvalPatchesWithDerivatives();
} else {
// evaluate positions
g_evalOutput->EvalPatches();
Refurbish osd layer API. In OpenSubdiv 2.x, we encapsulated subdivision tables into compute context in osd layer since those tables are order-dependent and have to be applied in a certain manner. In 3.0, we adopted stencil table based refinement. It's more simple and such an encapsulation is no longer needed. Also 2.0 API has several ownership issues of GPU kernel caching, and forces unnecessary instantiation of controllers even though the cpu kernels typically don't need instances unlike GPU ones. This change completely revisit osd client facing APIs. All contexts and controllers were replaced with device-specific tables and evaluators. While we can still use consistent API across various device backends, unnecessary complexities have been removed. For example, cpu evaluator is just a set of static functions and also there's no need to replicate FarStencilTables to ComputeContext. Also the new API delegates the ownership of compiled GPU kernels to clients, for the better management of resources especially in multiple GPU environment. In addition to integrating ComputeController and EvalStencilController into a single function Evaluator::EvalStencils(), EvalLimit API is also added into Evaluator. This is working but still in progress, and we'll make a followup change for the complete implementation. -some naming convention changes: GLSLTransformFeedback to GLXFBEvaluator GLSLCompute to GLComputeEvaluator -move LimitLocation struct into examples/glEvalLimit. We're still discussing patch evaluation interface. Basically we'd like to tease all ptex-specific parametrization out of far/osd layer. TODO: -implments EvalPatches() in the right way -derivative evaluation API is still interim. -VertexBufferDescriptor needs a better API to advance its location -synchronization mechanism is not ideal (too global). -OsdMesh class is hacky. need to fix it.
2015-05-09 00:31:26 +00:00
}
// color
if (g_drawMode == kVARYING) {
// XXX: is this really varying?
g_evalOutput->EvalPatchesVarying();
}
s.Stop();
g_evalTime = float(s.GetElapsed());
}
//------------------------------------------------------------------------------
static void
createOsdMesh(ShapeDesc const & shapeDesc, int level) {
Shape * shape = Shape::parseObj(shapeDesc.data.c_str(), shapeDesc.scheme);
// create Far mesh (topology)
OpenSubdiv::Sdc::SchemeType sdctype = GetSdcType(*shape);
OpenSubdiv::Sdc::Options sdcoptions = GetSdcOptions(*shape);
Far::TopologyRefiner *topologyRefiner =
OpenSubdiv::Far::TopologyRefinerFactory<Shape>::Create(*shape,
OpenSubdiv::Far::TopologyRefinerFactory<Shape>::Options(sdctype, sdcoptions));
g_orgPositions=shape->verts;
g_positions.resize(g_orgPositions.size(), 0.0f);
delete shape;
float speed = g_particles ? g_particles->GetSpeed() : 0.2f;
// save coarse topology (used for coarse mesh drawing)
g_controlMeshDisplay.SetTopology(topologyRefiner->GetLevel(0));
// create random varying color
{
int numCoarseVerts = topologyRefiner->GetLevel(0).GetNumVertices();
g_varyingColors.resize(numCoarseVerts*3);
createRandomColors(numCoarseVerts, 3, &g_varyingColors[0]);
}
Far::StencilTable const * vertexStencils = NULL;
Far::StencilTable const * varyingStencils = NULL;
int nverts=0;
{
// Apply feature adaptive refinement to the mesh so that we can use the
// limit evaluation API features.
Far::TopologyRefiner::AdaptiveOptions options(level);
topologyRefiner->RefineAdaptive(options);
// Generate stencil table to update the bi-cubic patches control
// vertices after they have been re-posed (both for vertex & varying
// interpolation)
Far::StencilTableFactory::Options soptions;
soptions.generateOffsets=true;
soptions.generateIntermediateLevels=true;
vertexStencils =
Far::StencilTableFactory::Create(*topologyRefiner, soptions);
soptions.interpolationMode = Far::StencilTableFactory::INTERPOLATE_VARYING;
varyingStencils =
Far::StencilTableFactory::Create(*topologyRefiner, soptions);
// Generate bi-cubic patch table for the limit surface
Far::PatchTableFactory::Options poptions;
if (g_endCap == kEndCapBSplineBasis) {
poptions.SetEndCapType(
Far::PatchTableFactory::Options::ENDCAP_BSPLINE_BASIS);
} else {
poptions.SetEndCapType(
Far::PatchTableFactory::Options::ENDCAP_GREGORY_BASIS);
}
Far::PatchTable const * patchTable =
Far::PatchTableFactory::Create(*topologyRefiner, poptions);
// append local points stencils
if (Far::StencilTable const *localPointStencilTable =
patchTable->GetLocalPointStencilTable()) {
Far::StencilTable const *table =
Far::StencilTableFactory::AppendLocalPointStencilTable(
*topologyRefiner, vertexStencils, localPointStencilTable);
delete vertexStencils;
vertexStencils = table;
}
if (Far::StencilTable const *localPointVaryingStencilTable =
patchTable->GetLocalPointVaryingStencilTable()) {
Far::StencilTable const *table =
Far::StencilTableFactory::AppendLocalPointStencilTable(
*topologyRefiner,
varyingStencils, localPointVaryingStencilTable);
delete varyingStencils;
varyingStencils = table;
}
// total number of vertices = coarse verts + refined verts + gregory basis verts
nverts = vertexStencils->GetNumControlVertices() +
vertexStencils->GetNumStencils();
if (g_patchTable) delete g_patchTable;
g_patchTable = patchTable;
}
// note that for patch eval we need coarse+refined combined buffer.
int nCoarseVertices = topologyRefiner->GetLevel(0).GetNumVertices();
// In following template instantiations, same type of vertex buffers are
// used for both source and destination (first and second template
// parameters), since we'd like to draw control mesh wireframe too in
// this example viewer.
// If we don't need to draw the coarse control mesh, the src buffer doesn't
// have to be interoperable to GL (it can be CpuVertexBuffer etc).
delete g_evalOutput;
if (g_kernel == kCPU) {
g_evalOutput = new EvalOutput<Osd::CpuGLVertexBuffer,
Osd::CpuGLVertexBuffer,
Far::StencilTable,
Osd::CpuPatchTable,
Osd::CpuEvaluator>
(vertexStencils, varyingStencils,
nCoarseVertices, nverts, g_nParticles, g_patchTable);
#ifdef OPENSUBDIV_HAS_OPENMP
} else if (g_kernel == kOPENMP) {
g_evalOutput = new EvalOutput<Osd::CpuGLVertexBuffer,
Osd::CpuGLVertexBuffer,
Far::StencilTable,
Osd::CpuPatchTable,
Osd::OmpEvaluator>
(vertexStencils, varyingStencils,
nCoarseVertices, nverts, g_nParticles, g_patchTable);
#endif
#ifdef OPENSUBDIV_HAS_TBB
} else if (g_kernel == kTBB) {
g_evalOutput = new EvalOutput<Osd::CpuGLVertexBuffer,
Osd::CpuGLVertexBuffer,
Far::StencilTable,
Osd::CpuPatchTable,
Osd::TbbEvaluator>
(vertexStencils, varyingStencils,
nCoarseVertices, nverts, g_nParticles, g_patchTable);
#endif
#ifdef OPENSUBDIV_HAS_CUDA
} else if (g_kernel == kCUDA) {
g_evalOutput = new EvalOutput<Osd::CudaGLVertexBuffer,
Osd::CudaGLVertexBuffer,
Osd::CudaStencilTable,
Osd::CudaPatchTable,
Osd::CudaEvaluator>
(vertexStencils, varyingStencils,
nCoarseVertices, nverts, g_nParticles, g_patchTable);
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
} else if (g_kernel == kCL) {
static Osd::EvaluatorCacheT<Osd::CLEvaluator> clEvaluatorCache;
g_evalOutput = new EvalOutput<Osd::CLGLVertexBuffer,
Osd::CLGLVertexBuffer,
Osd::CLStencilTable,
Osd::CLPatchTable,
Osd::CLEvaluator,
CLDeviceContext>
(vertexStencils, varyingStencils,
nCoarseVertices, nverts, g_nParticles, g_patchTable,
&clEvaluatorCache, &g_clDeviceContext);
#endif
#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
} else if (g_kernel == kGLXFB) {
static Osd::EvaluatorCacheT<Osd::GLXFBEvaluator> glXFBEvaluatorCache;
g_evalOutput = new EvalOutput<Osd::GLVertexBuffer,
Osd::GLVertexBuffer,
Osd::GLStencilTableTBO,
Osd::GLPatchTable,
Osd::GLXFBEvaluator>
(vertexStencils, varyingStencils,
nCoarseVertices, nverts, g_nParticles, g_patchTable,
&glXFBEvaluatorCache);
#endif
#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
} else if (g_kernel == kGLCompute) {
static Osd::EvaluatorCacheT<Osd::GLComputeEvaluator> glComputeEvaluatorCache;
g_evalOutput = new EvalOutput<Osd::GLVertexBuffer,
Osd::GLVertexBuffer,
Osd::GLStencilTableSSBO,
Osd::GLPatchTable,
Osd::GLComputeEvaluator>
(vertexStencils, varyingStencils,
nCoarseVertices, nverts, g_nParticles, g_patchTable,
&glComputeEvaluatorCache);
#endif
}
// Create the 'uv particles' manager - this class manages the limit
// location samples (ptex face index, (s,t) and updates them between frames.
// Note: the number of limit locations can be entirely arbitrary
delete g_particles;
g_particles = new STParticles(*topologyRefiner, g_patchTable,
g_nParticles, !g_randomStart);
g_nParticles = g_particles->GetNumParticles();
g_particles->SetSpeed(speed);
g_prevTime = -1;
g_currentTime = 0;
updateGeom();
delete topologyRefiner;
}
//------------------------------------------------------------------------------
static bool
linkDefaultProgram() {
#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
#define GLSL_VERSION_DEFINE "#version 400\n"
#else
#define GLSL_VERSION_DEFINE "#version 150\n"
#endif
static const char *vsSrc =
GLSL_VERSION_DEFINE
"in vec3 position;\n"
"in vec3 color;\n"
"in vec3 tangentU;\n"
"in vec3 tangentV;\n"
"in vec2 patchCoord;\n"
"out vec4 fragColor;\n"
"uniform mat4 ModelViewMatrix;\n"
"uniform mat4 ProjectionMatrix;\n"
"uniform int DrawMode;\n"
"void main() {\n"
" vec3 normal = (ModelViewMatrix * "
" vec4(normalize(cross(tangentU, tangentV)), 0)).xyz;\n"
" gl_Position = ProjectionMatrix * ModelViewMatrix * "
" vec4(position, 1);\n"
" if (DrawMode == 0) {\n" // UV
" fragColor = vec4(patchCoord.x, patchCoord.y, 0, 1);\n"
" } else if (DrawMode == 2) {\n"
" fragColor = vec4(normal*0.5+vec3(0.5), 1);\n"
" } else if (DrawMode == 3) {\n"
" fragColor = vec4(vec3(1)*dot(normal, vec3(0,0,1)), 1);\n"
" } else if (DrawMode == 4) {\n" // face varying
" fragColor = vec4(1);\n"
" } else {\n" // varying
" fragColor = vec4(color, 1);\n"
" }\n"
"}\n";
static const char *fsSrc =
GLSL_VERSION_DEFINE
"in vec4 fragColor;\n"
"out vec4 color;\n"
"void main() {\n"
" color = fragColor;\n"
"}\n";
GLuint program = glCreateProgram();
GLuint vertexShader = GLUtils::CompileShader(GL_VERTEX_SHADER, vsSrc);
GLuint fragmentShader = GLUtils::CompileShader(GL_FRAGMENT_SHADER, fsSrc);
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glBindAttribLocation(program, 0, "position");
glBindAttribLocation(program, 1, "color");
glBindAttribLocation(program, 2, "tangentU");
glBindAttribLocation(program, 3, "tangentV");
glBindAttribLocation(program, 4, "patchCoord");
glBindFragDataLocation(program, 0, "color");
glLinkProgram(program);
GLint status;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
GLint infoLogLength;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLength);
char *infoLog = new char[infoLogLength];
glGetProgramInfoLog(program, infoLogLength, NULL, infoLog);
printf("%s\n", infoLog);
delete[] infoLog;
exit(1);
}
g_defaultProgram.program = program;
g_defaultProgram.uniformModelViewMatrix =
glGetUniformLocation(program, "ModelViewMatrix");
g_defaultProgram.uniformProjectionMatrix =
glGetUniformLocation(program, "ProjectionMatrix");
g_defaultProgram.uniformDrawMode =
glGetUniformLocation(program, "DrawMode");
g_defaultProgram.attrPosition = glGetAttribLocation(program, "position");
g_defaultProgram.attrColor = glGetAttribLocation(program, "color");
g_defaultProgram.attrTangentU = glGetAttribLocation(program, "tangentU");
g_defaultProgram.attrTangentV = glGetAttribLocation(program, "tangentV");
g_defaultProgram.attrPatchCoord = glGetAttribLocation(program, "patchCoord");
return true;
}
//------------------------------------------------------------------------------
static void
drawSamples() {
glUseProgram(g_defaultProgram.program);
glUniformMatrix4fv(g_defaultProgram.uniformModelViewMatrix,
1, GL_FALSE, g_transformData.ModelViewMatrix);
glUniformMatrix4fv(g_defaultProgram.uniformProjectionMatrix,
1, GL_FALSE, g_transformData.ProjectionMatrix);
glUniform1i(g_defaultProgram.uniformDrawMode, g_drawMode);
glBindVertexArray(g_samplesVAO);
glEnableVertexAttribArray(g_defaultProgram.attrPosition);
glEnableVertexAttribArray(g_defaultProgram.attrColor);
glEnableVertexAttribArray(g_defaultProgram.attrTangentU);
glEnableVertexAttribArray(g_defaultProgram.attrTangentV);
glBindBuffer(GL_ARRAY_BUFFER, g_evalOutput->BindVertexData());
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 6, 0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 6, (float*)12);
glBindBuffer(GL_ARRAY_BUFFER, g_evalOutput->BindDerivatives());
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 6, 0);
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 6, (float*)12);
glBindBuffer(GL_ARRAY_BUFFER, g_evalOutput->BindPatchCoords());
glVertexAttribPointer(4, 2, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 5, (float*)12);
glEnableVertexAttribArray(g_defaultProgram.attrPosition);
glEnableVertexAttribArray(g_defaultProgram.attrColor);
glEnableVertexAttribArray(g_defaultProgram.attrTangentU);
glEnableVertexAttribArray(g_defaultProgram.attrTangentV);
glEnableVertexAttribArray(g_defaultProgram.attrPatchCoord);
glPointSize(2.0f);
int nPatchCoords = (int)g_particles->GetPatchCoords().size();
glDrawArrays(GL_POINTS, 0, nPatchCoords);
glPointSize(1.0f);
glDisableVertexAttribArray(g_defaultProgram.attrPosition);
glDisableVertexAttribArray(g_defaultProgram.attrColor);
glDisableVertexAttribArray(g_defaultProgram.attrTangentU);
glDisableVertexAttribArray(g_defaultProgram.attrTangentV);
glDisableVertexAttribArray(g_defaultProgram.attrPatchCoord);
glBindVertexArray(0);
glUseProgram(0);
}
//------------------------------------------------------------------------------
static void
display() {
g_hud.GetFrameBuffer()->Bind();
Stopwatch s;
s.Start();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, g_width, g_height);
double aspect = g_width/(double)g_height;
identity(g_transformData.ModelViewMatrix);
translate(g_transformData.ModelViewMatrix, -g_pan[0], -g_pan[1], -g_dolly);
rotate(g_transformData.ModelViewMatrix, g_rotate[1], 1, 0, 0);
rotate(g_transformData.ModelViewMatrix, g_rotate[0], 0, 1, 0);
rotate(g_transformData.ModelViewMatrix, -90, 1, 0, 0);
translate(g_transformData.ModelViewMatrix,
-g_center[0], -g_center[1], -g_center[2]);
perspective(g_transformData.ProjectionMatrix,
45.0f, (float)aspect, 0.01f, 500.0f);
multMatrix(g_transformData.ModelViewProjectionMatrix,
g_transformData.ModelViewMatrix,
g_transformData.ProjectionMatrix);
glEnable(GL_DEPTH_TEST);
s.Stop();
float drawCpuTime = float(s.GetElapsed() * 1000.0f);
s.Start();
glFinish();
s.Stop();
float drawGpuTime = float(s.GetElapsed() * 1000.0f);
drawSamples();
// draw the control mesh
g_controlMeshDisplay.Draw(
g_evalOutput->BindSourceData(), 3*sizeof(float),
g_transformData.ModelViewProjectionMatrix);
g_hud.GetFrameBuffer()->ApplyImageShader();
if (g_hud.IsVisible()) {
g_fpsTimer.Stop();
double elapsed = g_fpsTimer.GetElapsed();
g_fpsTimer.Start();
double fps = 1.0/elapsed;
if (g_animParticles) g_currentTime += (float)elapsed;
int nPatchCoords = (int)g_particles->GetPatchCoords().size();
g_hud.DrawString(10, -150, "Particle Speed ([) (]): %.1f", g_particles->GetSpeed());
g_hud.DrawString(10, -120, "# Samples : (%d / %d)", nPatchCoords, g_nParticles);
g_hud.DrawString(10, -100, "Compute : %.3f ms", g_computeTime);
g_hud.DrawString(10, -80, "Eval : %.3f ms", g_evalTime * 1000.f);
g_hud.DrawString(10, -60, "GPU Draw : %.3f ms", drawGpuTime);
g_hud.DrawString(10, -40, "CPU Draw : %.3f ms", drawCpuTime);
g_hud.DrawString(10, -20, "FPS : %3.1f", fps);
if (g_drawMode==kFACEVARYING) {
static char msg[] = "Face-varying interpolation not implemented yet";
g_hud.DrawString(g_width/2-20/2*8, g_height/2, msg);
}
g_hud.Flush();
}
glFinish();
GLUtils::CheckGLErrors("display leave");
}
//------------------------------------------------------------------------------
static void
idle() {
if (not g_freeze)
g_frame++;
updateGeom();
if (g_repeatCount != 0 and g_frame >= g_repeatCount)
g_running = 0;
}
//------------------------------------------------------------------------------
static void
motion(GLFWwindow *, double dx, double dy) {
int x=(int)dx, y=(int)dy;
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
mouse(GLFWwindow *, int button, int state, int /* mods */) {
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
reshape(GLFWwindow *, int width, int height) {
g_width = width;
g_height = height;
int windowWidth = g_width, windowHeight = g_height;
// window size might not match framebuffer size on a high DPI display
glfwGetWindowSize(g_window, &windowWidth, &windowHeight);
g_hud.Rebuild(windowWidth, windowHeight, width, height);
}
//------------------------------------------------------------------------------
void windowClose(GLFWwindow*) {
g_running = false;
}
//------------------------------------------------------------------------------
static void
setSamples(bool add) {
if (add) {
g_nParticles = g_nParticles * 2;
} else {
g_nParticles = std::max(1, g_nParticles / 2);
}
createOsdMesh(g_defaultShapes[g_currentShape], g_level);
}
//------------------------------------------------------------------------------
static void
keyboard(GLFWwindow *, int key, int /* scancode */, int event, int /* mods */) {
if (event == GLFW_RELEASE) return;
if (g_hud.KeyDown(tolower(key))) return;
switch (key) {
case 'Q': g_running = 0; break;
case '=': setSamples(true); break;
case '-': setSamples(false); break;
case '[': if (g_particles) {
g_particles->SetSpeed(g_particles->GetSpeed()-0.1f);
} break;
case ']': if (g_particles) {
g_particles->SetSpeed(g_particles->GetSpeed()+0.1f);
} break;
case GLFW_KEY_ESCAPE: g_hud.SetVisible(!g_hud.IsVisible()); break;
}
}
//------------------------------------------------------------------------------
static void
callbackError(OpenSubdiv::Far::ErrorType err, const char *message) {
printf("Error: %d\n", err);
printf("%s", message);
}
//------------------------------------------------------------------------------
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;
createOsdMesh(g_defaultShapes[g_currentShape], g_level);
}
//------------------------------------------------------------------------------
static void
callbackEndCap(int endCap) {
g_endCap = endCap;
createOsdMesh(g_defaultShapes[g_currentShape], g_level);
}
//------------------------------------------------------------------------------
static void
callbackKernel(int k) {
g_kernel = k;
#ifdef OPENSUBDIV_HAS_OPENCL
if (g_kernel == kCL and (not g_clDeviceContext.IsInitialized())) {
if (g_clDeviceContext.Initialize() == false) {
printf("Error in initializing OpenCL\n");
exit(1);
}
}
#endif
#ifdef OPENSUBDIV_HAS_CUDA
if (g_kernel == kCUDA and (not g_cudaDeviceContext.IsInitialized())) {
if (g_cudaDeviceContext.Initialize() == false) {
printf("Error in initializing Cuda\n");
exit(1);
}
}
#endif
createOsdMesh(g_defaultShapes[g_currentShape], g_level);
}
//------------------------------------------------------------------------------
static void
callbackLevel(int l) {
g_level = l;
createOsdMesh(g_defaultShapes[g_currentShape], g_level);
}
//------------------------------------------------------------------------------
static void
callbackDisplayVaryingColors(int mode) {
g_drawMode = mode;
}
//------------------------------------------------------------------------------
static void
callbackCheckBox(bool checked, int button) {
switch (button) {
case kHUD_CB_DISPLAY_CONTROL_MESH_EDGES:
g_controlMeshDisplay.SetEdgesDisplay(checked);
break;
case kHUD_CB_DISPLAY_CONTROL_MESH_VERTS:
g_controlMeshDisplay.SetVerticesDisplay(checked);
break;
case kHUD_CB_ANIMATE_VERTICES:
g_moveScale = checked;
break;
case kHUD_CB_ANIMATE_PARTICLES:
g_animParticles = checked;
break;
case kHUD_CB_RANDOM_START:
g_randomStart = checked;
createOsdMesh(g_defaultShapes[g_currentShape], g_level);
break;
case kHUD_CB_FREEZE:
g_freeze = checked;
break;
}
}
//------------------------------------------------------------------------------
static void
initHUD() {
int windowWidth = g_width, windowHeight = g_height,
frameBufferWidth = g_width, frameBufferHeight = g_height;
// window size might not match framebuffer size on a high DPI display
glfwGetWindowSize(g_window, &windowWidth, &windowHeight);
glfwGetFramebufferSize(g_window, &frameBufferWidth, &frameBufferHeight);
g_hud.Init(windowWidth, windowHeight, frameBufferWidth, frameBufferHeight);
g_hud.SetFrameBuffer(new GLFrameBuffer);
g_hud.AddCheckBox("Control edges (H)",
g_controlMeshDisplay.GetEdgesDisplay(),
10, 10, callbackCheckBox,
kHUD_CB_DISPLAY_CONTROL_MESH_EDGES, 'h');
g_hud.AddCheckBox("Control vertices (J)",
g_controlMeshDisplay.GetVerticesDisplay(),
10, 30, callbackCheckBox,
kHUD_CB_DISPLAY_CONTROL_MESH_VERTS, 'j');
g_hud.AddCheckBox("Animate vertices (M)", g_moveScale != 0,
10, 50, callbackCheckBox, kHUD_CB_ANIMATE_VERTICES, 'm');
g_hud.AddCheckBox("Animate particles (P)", g_animParticles != 0,
10, 70, callbackCheckBox, kHUD_CB_ANIMATE_PARTICLES, 'p');
g_hud.AddCheckBox("Freeze (spc)", g_freeze != 0,
10, 90, callbackCheckBox, kHUD_CB_FREEZE, ' ');
g_hud.AddCheckBox("Random Start", g_randomStart,
10, 110, callbackCheckBox, kHUD_CB_RANDOM_START);
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
#ifdef OPENSUBDIV_HAS_TBB
g_hud.AddPullDownButton(compute_pulldown, "TBB", kTBB);
#endif
#ifdef OPENSUBDIV_HAS_CUDA
g_hud.AddPullDownButton(compute_pulldown, "CUDA", kCUDA);
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
g_hud.AddPullDownButton(compute_pulldown, "OpenCL", kCL);
#endif
#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
g_hud.AddPullDownButton(compute_pulldown, "GL XFB", kGLXFB);
#endif
#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
if (GLUtils::GL_ARBComputeShaderOrGL_VERSION_4_3()) {
g_hud.AddPullDownButton(compute_pulldown, "GL Compute", kGLCompute);
}
#endif
int endcap_pulldown = g_hud.AddPullDown("End cap (E)", 10, 140, 200,
callbackEndCap, 'e');
g_hud.AddPullDownButton(endcap_pulldown, "BSpline",
kEndCapBSplineBasis,
g_endCap == kEndCapBSplineBasis);
g_hud.AddPullDownButton(endcap_pulldown, "GregoryBasis",
kEndCapGregoryBasis,
g_endCap == kEndCapGregoryBasis);
int shading_pulldown = g_hud.AddPullDown("Shading (W)", 250, 10, 250, callbackDisplayVaryingColors, 'w');
g_hud.AddPullDownButton(shading_pulldown, "(u,v)", kUV, g_drawMode==kUV);
g_hud.AddPullDownButton(shading_pulldown, "Varying", kVARYING, g_drawMode==kVARYING);
g_hud.AddPullDownButton(shading_pulldown, "Normal", kNORMAL, g_drawMode==kNORMAL);
g_hud.AddPullDownButton(shading_pulldown, "Shade", kSHADE, g_drawMode==kSHADE);
g_hud.AddPullDownButton(shading_pulldown, "FaceVarying", kFACEVARYING, g_drawMode==kFACEVARYING);
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);
}
g_hud.Rebuild(windowWidth, windowHeight, frameBufferWidth, frameBufferHeight);
}
//------------------------------------------------------------------------------
static void
initGL() {
glClearColor(0.1f, 0.1f, 0.1f, 0.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
glGenVertexArrays(1, &g_samplesVAO);
}
//------------------------------------------------------------------------------
static void
uninitGL() {
glDeleteVertexArrays(1, &g_samplesVAO);
}
//------------------------------------------------------------------------------
static void
callbackErrorGLFW(int error, const char* description) {
fprintf(stderr, "GLFW Error (%d) : %s\n", error, description);
}
//------------------------------------------------------------------------------
int main(int argc, char **argv) {
bool fullscreen = false;
std::string str;
for (int i = 1; i < argc; ++i) {
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(ShapeDesc(argv[1], str.c_str(), kCatmark));
}
}
}
Far::SetErrorCallback(callbackError);
initShapes();
glfwSetErrorCallback(callbackErrorGLFW);
if (not glfwInit()) {
printf("Failed to initialize GLFW\n");
return 1;
}
static const char windowTitle[] = "OpenSubdiv glEvalLimit " OPENSUBDIV_VERSION_STRING;
GLUtils::SetMinimumGLVersion();
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))) {
std::cerr << "Failed to create OpenGL context.\n";
glfwTerminate();
return 1;
}
glfwMakeContextCurrent(g_window);
GLUtils::PrintGLVersion();
// 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);
#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
//std::string & data = g_defaultShapes[ g_currentShape ].data;
//Scheme scheme = g_defaultShapes[ g_currentShape ].scheme;
//createOsdMesh( data, g_level, scheme );
initGL();
linkDefaultProgram();
glfwSwapInterval(0);
initHUD();
callbackModel(g_currentShape);
g_fpsTimer.Start();
while (g_running) {
idle();
display();
glfwPollEvents();
glfwSwapBuffers(g_window);
glFinish();
}
uninitGL();
glfwTerminate();
}