OpenSubdiv/examples/glStencilViewer/glStencilViewer.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
//
// 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;
#include "../../regression/common/far_utils.h"
#include "../common/stopwatch.h"
#include "../common/simple_math.h"
#include "../common/glHud.h"
#include "../common/glControlMeshDisplay.h"
#include <far/patchTableFactory.h>
#include <far/ptexIndices.h>
#include <far/stencilTableFactory.h>
#include <osd/cpuGLVertexBuffer.h>
#include <osd/cpuVertexBuffer.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
#include <osd/cpuEvaluator.h>
#if defined(OPENSUBDIV_HAS_OPENMP)
#include <osd/ompEvaluator.h>
#endif
#ifdef OPENSUBDIV_HAS_TBB
#include <osd/tbbEvaluator.h>
#endif
#ifdef OPENSUBDIV_HAS_CUDA
#include <osd/cudaVertexBuffer.h>
#include <osd/cudaGLVertexBuffer.h>
#include <osd/cudaEvaluator.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 "../common/clDeviceContext.h"
CLDeviceContext g_clDeviceContext;
#endif
#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
#include <osd/glXFBEvaluator.h>
#include <osd/glVertexBuffer.h>
#endif
#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
#include <osd/glComputeEvaluator.h>
#include <osd/glVertexBuffer.h>
#endif
#include <osd/mesh.h>
#include <cfloat>
#include <list>
#include <vector>
#include <iostream>
#include <fstream>
#include <sstream>
#include <stdlib.h>
using namespace OpenSubdiv;
enum KernelType { kCPU = 0,
kOPENMP,
kTBB,
kCUDA,
kCL,
kGLXFB,
kGLCompute };
enum HudCheckBox { kHUD_CB_DISPLAY_CONTROL_MESH_EDGES,
kHUD_CB_DISPLAY_CONTROL_MESH_VERTS,
kHUD_CB_ANIMATE_VERTICES,
kHUD_CB_FREEZE,
kHUD_CB_BILINEAR };
int g_kernel = kCPU,
g_isolationLevel = 5; // max level of extraordinary feature isolation
int g_running = 1,
g_width = 1024,
g_height = 1024,
g_fullscreen = 0,
g_prev_x = 0,
g_prev_y = 0,
g_mbutton[3] = {0, 0, 0},
g_frame=0,
g_freeze=0,
g_repeatCount;
bool g_bilinear=false;
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;
struct Transform {
float ModelViewMatrix[16];
float ProjectionMatrix[16];
float ModelViewProjectionMatrix[16];
} g_transformData;
// performance
float g_evalTime = 0;
Stopwatch g_fpsTimer;
std::vector<float> g_orgPositions;
std::vector<float> g_positions;
int g_nsamples=2000,
g_nsamplesDrawn=0;
GLuint g_stencilsVAO = 0;
GLhud g_hud;
GLControlMeshDisplay g_controlMeshDisplay;
//------------------------------------------------------------------------------
#include "init_shapes.h"
int g_currentShape = 0;
//------------------------------------------------------------------------------
Far::LimitStencilTable const * g_controlStencils;
class StencilOutputBase {
public:
virtual ~StencilOutputBase() {}
virtual void UpdateData(const float *src, int startVertex, int numVertices) = 0;
virtual void EvalStencils() = 0;
virtual GLuint BindSrcBuffer() = 0;
virtual GLuint BindDstBuffer() = 0;
virtual int GetNumStencils() const = 0;
};
template<typename SRC_BUFFER, typename DST_BUFFER,
typename STENCIL_TABLE, typename EVALUATOR,
typename DEVICE_CONTEXT=void>
class StencilOutput : public StencilOutputBase {
public:
typedef OpenSubdiv::Osd::EvaluatorCacheT<EVALUATOR> EvaluatorCache;
StencilOutput(Far::LimitStencilTable const *limitStencils,
int numSrcVerts,
EvaluatorCache *evaluatorCache = NULL,
DEVICE_CONTEXT *deviceContext = NULL)
: _srcDesc(/*offset*/ 0, /*length*/ 3, /*stride*/ 3),
_dstDesc(/*offset*/ 0, /*length*/ 3, /*stride*/ 9),
_duDesc( /*offset*/ 3, /*length*/ 3, /*stride*/ 9),
_dvDesc( /*offset*/ 6, /*length*/ 3, /*stride*/ 9),
_deviceContext(deviceContext) {
// src buffer [ P(xyz) ]
// dst buffer [ P(xyz), du(xyz), dv(xyz) ]
_numStencils = limitStencils->GetNumStencils();
_srcData = SRC_BUFFER::Create(3, numSrcVerts, _deviceContext);
_dstData = DST_BUFFER::Create(9, _numStencils, _deviceContext);
_stencils =
Osd::convertToCompatibleStencilTable<STENCIL_TABLE>(
limitStencils, _deviceContext);
_evaluatorCache = evaluatorCache;
}
~StencilOutput() {
delete _srcData;
delete _dstData;
delete _stencils;
}
virtual int GetNumStencils() const {
return _numStencils;
}
virtual void UpdateData(const float *src, int startVertex, int numVertices) {
_srcData->UpdateData(src, startVertex, numVertices, _deviceContext);
};
virtual void EvalStencils() {
EVALUATOR const *evalInstance = OpenSubdiv::Osd::GetEvaluator<EVALUATOR>(
_evaluatorCache, _srcDesc, _dstDesc, _duDesc, _dvDesc, _deviceContext);
EVALUATOR::EvalStencils(_srcData, _srcDesc,
_dstData, _dstDesc,
_dstData, _duDesc,
_dstData, _dvDesc,
_stencils,
evalInstance,
_deviceContext);
}
virtual GLuint BindSrcBuffer() {
return _srcData->BindVBO();
}
virtual GLuint BindDstBuffer() {
return _dstData->BindVBO();
}
private:
SRC_BUFFER *_srcData;
DST_BUFFER *_dstData;
Osd::BufferDescriptor _srcDesc;
Osd::BufferDescriptor _dstDesc;
Osd::BufferDescriptor _duDesc;
Osd::BufferDescriptor _dvDesc;
STENCIL_TABLE const *_stencils;
int _numStencils;
EvaluatorCache *_evaluatorCache;
DEVICE_CONTEXT *_deviceContext;
};
StencilOutputBase *g_stencilOutput = NULL;
//------------------------------------------------------------------------------
#define SCALE_TAN 0.02f
#define SCALE_NORM 0.02f
static void
updateGeom() {
int nverts = (int)g_orgPositions.size() / 3;
const float *p = &g_orgPositions[0];
float r = sin(g_frame*0.001f) * g_moveScale;
g_positions.resize(nverts*3);
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;
}
Stopwatch s;
s.Start();
// update control points
g_stencilOutput->UpdateData(&g_positions[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
// Update random points by applying point & tangent stencils
g_stencilOutput->EvalStencils();
s.Stop();
g_evalTime = float(s.GetElapsed() * 1000.0f);
}
//------------------------------------------------------------------------------
static void
createMesh(ShapeDesc const & shapeDesc, int level) {
typedef Far::LimitStencilTableFactory::LocationArray LocationArray;
Shape const * 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);
OpenSubdiv::Far::TopologyRefiner * refiner =
OpenSubdiv::Far::TopologyRefinerFactory<Shape>::Create(*shape,
OpenSubdiv::Far::TopologyRefinerFactory<Shape>::Options(sdctype, sdcoptions));
// save coarse topology (used for coarse mesh drawing)
OpenSubdiv::Far::TopologyLevel const & refBaseLevel = refiner->GetLevel(0);
g_controlMeshDisplay.SetTopology(refBaseLevel);
int nverts = refBaseLevel.GetNumVertices();
// save rest pose
g_orgPositions = shape->verts;
if (g_bilinear) {
Far::TopologyRefiner::UniformOptions options(level);
options.fullTopologyInLastLevel = true;
refiner->RefineUniform(options);
} else {
Far::TopologyRefiner::AdaptiveOptions options(level);
options.useSingleCreasePatch = false;
refiner->RefineAdaptive(options);
}
Far::PtexIndices ptexIndices(*refiner);
int nfaces = ptexIndices.GetNumFaces();
float * u = new float[g_nsamples*nfaces], * uPtr = u,
* v = new float[g_nsamples*nfaces], * vPtr = v;
std::vector<LocationArray> locs(nfaces);
srand( static_cast<int>(2147483647) ); // use a large Pell prime number
for (int face=0; face<nfaces; ++face) {
LocationArray & larray = locs[face];
larray.ptexIdx = face;
larray.numLocations = g_nsamples;
larray.s = uPtr;
larray.t = vPtr;
for (int j=0; j<g_nsamples; ++j, ++uPtr, ++vPtr) {
*uPtr = (float)rand()/(float)RAND_MAX;
*vPtr = (float)rand()/(float)RAND_MAX;
}
}
delete g_controlStencils;
g_controlStencils = Far::LimitStencilTableFactory::Create(*refiner, locs);
delete [] u;
delete [] v;
g_nsamplesDrawn = g_controlStencils->GetNumStencils();
delete shape;
delete refiner;
delete g_stencilOutput;
if (g_kernel == kCPU) {
g_stencilOutput = new StencilOutput<Osd::CpuGLVertexBuffer,
Osd::CpuGLVertexBuffer,
Far::LimitStencilTable,
Osd::CpuEvaluator>(
g_controlStencils, nverts);
#ifdef OPENSUBDIV_HAS_OPENMP
} else if (g_kernel == kOPENMP) {
g_stencilOutput = new StencilOutput<Osd::CpuGLVertexBuffer,
Osd::CpuGLVertexBuffer,
Far::LimitStencilTable,
Osd::OmpEvaluator>(
g_controlStencils, nverts);
#endif
#ifdef OPENSUBDIV_HAS_TBB
} else if (g_kernel == kTBB) {
g_stencilOutput = new StencilOutput<Osd::CpuGLVertexBuffer,
Osd::CpuGLVertexBuffer,
Far::LimitStencilTable,
Osd::TbbEvaluator>(
g_controlStencils, nverts);
#endif
#ifdef OPENSUBDIV_HAS_CUDA
} else if (g_kernel == kCUDA) {
g_stencilOutput = new StencilOutput<Osd::CudaGLVertexBuffer,
Osd::CudaGLVertexBuffer,
Osd::CudaStencilTable,
Osd::CudaEvaluator>(
g_controlStencils, nverts);
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
} else if (g_kernel == kCL) {
static Osd::EvaluatorCacheT<Osd::CLEvaluator> clEvaluatorCache;
g_stencilOutput = new StencilOutput<Osd::CLGLVertexBuffer,
Osd::CLGLVertexBuffer,
Osd::CLStencilTable,
Osd::CLEvaluator,
CLDeviceContext>(
g_controlStencils, nverts,
&clEvaluatorCache,
&g_clDeviceContext);
#endif
#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
} else if (g_kernel == kGLXFB) {
static Osd::EvaluatorCacheT<Osd::GLXFBEvaluator> glXFBEvaluatorCache;
g_stencilOutput = new StencilOutput<Osd::GLVertexBuffer,
Osd::GLVertexBuffer,
Osd::GLStencilTableTBO,
Osd::GLXFBEvaluator>(
g_controlStencils, nverts,
&glXFBEvaluatorCache);
#endif
#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
} else if (g_kernel == kGLCompute) {
static Osd::EvaluatorCacheT<Osd::GLComputeEvaluator> glComptueEvaluatorCache;
g_stencilOutput = new StencilOutput<Osd::GLVertexBuffer,
Osd::GLVertexBuffer,
Osd::GLStencilTableSSBO,
Osd::GLComputeEvaluator>(
g_controlStencils, nverts,
&glComptueEvaluatorCache);
#endif
}
updateGeom();
}
//------------------------------------------------------------------------------
class GLSLProgram {
public:
GLSLProgram() : _program(0), _vtxSrc(0), _frgSrc(0) { }
struct Attribute {
std::string name;
GLuint location;
GLuint size;
};
void SetVertexShaderSource( char const * src ) {
_vtxSrc = src;
}
void SetGeometryShaderSource( char const * src) {
_geomSrc = src;
}
void SetFragShaderSource( char const * src ) {
_frgSrc = src;
}
void AddAttribute( char const * attr, int size ) {
Attribute a;
a.name = attr;
a.size = size;
_attrs.push_back(a);
}
void EnableVertexAttributes( ) {
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long int offset = 0;
for (AttrList::iterator i=_attrs.begin(); i!=_attrs.end(); ++i) {
glEnableVertexAttribArray( i->location );
glVertexAttribPointer( i->location, i->size,
GL_FLOAT, GL_FALSE, sizeof(GLfloat) * _attrStride, (void*)offset);
offset += sizeof(GLfloat) * i->size;
}
}
GLuint GetUniformScale() const {
return _uniformScale;
}
GLuint GetUniformProjectionMatrix() const {
return _uniformProjectionMatrix;
}
GLuint GetUniformModelViewMatrix() const {
return _uniformModelViewMatrix;
}
GLuint GetUniformModelViewProjectionMatrix() const {
return _uniformModelViewProjectionMatrix;
}
void Use( ) {
if (not _program) {
assert( _vtxSrc and _frgSrc );
_program = glCreateProgram();
GLuint vertexShader =
GLUtils::CompileShader(GL_VERTEX_SHADER, _vtxSrc);
GLuint fragmentShader =
GLUtils::CompileShader(GL_FRAGMENT_SHADER, _frgSrc);
glAttachShader(_program, vertexShader);
glAttachShader(_program, fragmentShader);
GLuint geomShader = 0;
if (_geomSrc) {
geomShader = GLUtils::CompileShader(GL_GEOMETRY_SHADER, _geomSrc);
glAttachShader(_program, geomShader);
}
_attrStride=0;
int count=0;
for (AttrList::iterator i=_attrs.begin(); i!=_attrs.end(); ++i, ++count) {
glBindAttribLocation(_program, count, i->name.c_str());
_attrStride += i->size;
}
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);
}
_uniformScale =
glGetUniformLocation(_program, "scale");
_uniformModelViewMatrix =
glGetUniformLocation(_program, "ModelViewMatrix");
_uniformProjectionMatrix =
glGetUniformLocation(_program, "ProjectionMatrix");
_uniformModelViewProjectionMatrix =
glGetUniformLocation(_program, "ModelViewProjectionMatrix");
for (AttrList::iterator i=_attrs.begin(); i!=_attrs.end(); ++i) {
i->location = glGetAttribLocation(_program, i->name.c_str());
}
}
glUseProgram(_program);
}
private:
GLuint _program;
GLuint _uniformScale;
GLuint _uniformModelViewMatrix;
GLuint _uniformProjectionMatrix;
GLuint _uniformModelViewProjectionMatrix;
char const * _vtxSrc,
* _geomSrc,
* _frgSrc;
typedef std::list<Attribute> AttrList;
AttrList _attrs;
int _attrStride;
};
GLSLProgram g_samplesProgram;
//------------------------------------------------------------------------------
static bool
linkDefaultPrograms() {
#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
{ // setup samples program
//
// this shader takes position, uTangent and vTangent for each point
// then generates 3 lines in the geometry shader.
//
static const char *vsSrc =
GLSL_VERSION_DEFINE
"in vec3 position;\n"
"in vec3 uTangent;\n"
"in vec3 vTangent;\n"
"out vec3 p;\n"
"out vec3 ut;\n"
"out vec3 vt;\n"
"uniform mat4 ModelViewMatrix;\n"
"void main() {\n"
" p = (ModelViewMatrix * vec4(position, 1)).xyz;\n"
" ut = (ModelViewMatrix * vec4(uTangent, 0)).xyz;\n"
" vt = (ModelViewMatrix * vec4(vTangent, 0)).xyz;\n"
"}\n";
static const char *gsSrc =
GLSL_VERSION_DEFINE
"layout(points) in;\n"
"layout(line_strip, max_vertices = 6) out;\n"
"in vec3 p[];\n"
"in vec3 ut[];\n"
"in vec3 vt[];\n"
"out vec4 c;\n"
"uniform mat4 ProjectionMatrix;\n"
"uniform float scale;\n"
"void main() {\n"
" vec3 pos = p[0]; \n"
" c = vec4(1, 0, 0, 1);\n"
" gl_Position = ProjectionMatrix * vec4(pos, 1);\n"
" EmitVertex();\n"
" \n"
" pos = p[0] + ut[0] * scale; \n"
" gl_Position = ProjectionMatrix * vec4(pos, 1);\n"
" EmitVertex();\n"
" EndPrimitive();\n"
" \n"
" pos = p[0]; \n"
" c = vec4(0, 1, 0, 1);\n"
" gl_Position = ProjectionMatrix * vec4(pos, 1);\n"
" EmitVertex();\n"
" \n"
" pos = p[0] + vt[0] * scale; \n"
" gl_Position = ProjectionMatrix * vec4(pos, 1);\n"
" EmitVertex();\n"
" EndPrimitive();\n"
" \n"
" pos = p[0]; \n"
" c = vec4(0, 0, 1, 1);\n"
" gl_Position = ProjectionMatrix * vec4(pos, 1);\n"
" EmitVertex();\n"
" \n"
" pos = p[0] + cross(ut[0], vt[0]) * scale; \n"
" gl_Position = ProjectionMatrix * vec4(pos, 1);\n"
" EmitVertex();\n"
" EndPrimitive();\n"
" \n"
"}\n";
static const char *fsSrc =
GLSL_VERSION_DEFINE
"in vec4 c;\n"
"out vec4 color;\n"
"void main() {\n"
" color = c;\n"
"}\n";
g_samplesProgram.SetVertexShaderSource(vsSrc);
g_samplesProgram.SetGeometryShaderSource(gsSrc);
g_samplesProgram.SetFragShaderSource(fsSrc);
g_samplesProgram.AddAttribute( "position",3 );
}
return true;
}
//------------------------------------------------------------------------------
static void
drawStencils() {
g_samplesProgram.Use( );
const float scale = 0.02f;
glUniform1f(g_samplesProgram.GetUniformScale(), scale);
glUniformMatrix4fv(g_samplesProgram.GetUniformModelViewMatrix(),
1, GL_FALSE, g_transformData.ModelViewMatrix);
glUniformMatrix4fv(g_samplesProgram.GetUniformProjectionMatrix(),
1, GL_FALSE, g_transformData.ProjectionMatrix);
glBindVertexArray(g_stencilsVAO);
glBindBuffer(GL_ARRAY_BUFFER, g_stencilOutput->BindDstBuffer());
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*9, 0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*9, (void*)(sizeof(GLfloat)*3));
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*9, (void*)(sizeof(GLfloat)*6));
glDrawArrays(GL_POINTS, 0, g_stencilOutput->GetNumStencils());
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
glBindVertexArray(0);
glUseProgram(0);
}
//------------------------------------------------------------------------------
static void
display() {
Stopwatch s;
s.Start();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, g_width, g_height);
g_hud.FillBackground();
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);
2014-09-18 00:52:37 +00:00
glEnable(GL_DEPTH_TEST);
drawStencils();
// draw the control mesh
g_controlMeshDisplay.Draw(g_stencilOutput->BindSrcBuffer(), 3*sizeof(float),
g_transformData.ModelViewProjectionMatrix);
s.Stop();
float drawCpuTime = float(s.GetElapsed() * 1000.0f);
s.Start();
glFinish();
s.Stop();
float drawGpuTime = float(s.GetElapsed() * 1000.0f);
if (g_hud.IsVisible()) {
g_fpsTimer.Stop();
double fps = 1.0/g_fpsTimer.GetElapsed();
g_fpsTimer.Start();
g_hud.DrawString(10, -100, "# stencils : %d", g_nsamplesDrawn);
g_hud.DrawString(10, -80, "EvalStencils : %.3f ms", g_evalTime);
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);
g_hud.Flush();
}
glFinish();
//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
rebuildMesh() {
createMesh( g_defaultShapes[g_currentShape], g_isolationLevel );
}
//------------------------------------------------------------------------------
static void
setSamples(bool add) {
g_nsamples += add ? 1000 : -1000;
g_nsamples = std::max(1000, g_nsamples);
rebuildMesh();
}
//------------------------------------------------------------------------------
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 GLFW_KEY_ESCAPE: g_hud.SetVisible(!g_hud.IsVisible()); break;
}
}
//------------------------------------------------------------------------------
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
rebuildMesh();
}
static void
callbackLevel(int l) {
g_isolationLevel = l;
rebuildMesh();
}
//------------------------------------------------------------------------------
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;
rebuildMesh();
}
//------------------------------------------------------------------------------
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_FREEZE:
g_freeze = checked;
break;
case kHUD_CB_BILINEAR:
g_bilinear = checked;
rebuildMesh();
}
}
//------------------------------------------------------------------------------
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.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("Freeze (spc)", g_freeze != 0,
10, 70, callbackCheckBox, kHUD_CB_FREEZE, ' ');
g_hud.AddCheckBox("Bilinear Stencils (`)", g_bilinear != 0,
10, 190, callbackCheckBox, kHUD_CB_BILINEAR, '`');
int compute_pulldown = g_hud.AddPullDown("Compute (K)", 250, 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
for (int i = 1; i < 11; ++i) {
char level[16];
sprintf(level, "Lv. %d", i);
g_hud.AddRadioButton(3, level, i==g_isolationLevel, 10, 210+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, 0.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
glGenVertexArrays(1, &g_stencilsVAO);
}
//------------------------------------------------------------------------------
static void
uninitGL() {
glDeleteVertexArrays(1, &g_stencilsVAO);
}
//------------------------------------------------------------------------------
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], "-d")) {
g_isolationLevel = 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(ShapeDesc(argv[1], str.c_str(), kCatmark));
}
}
}
initShapes();
glfwSetErrorCallback(callbackErrorGLFW);
if (not glfwInit()) {
printf("Failed to initialize GLFW\n");
return 1;
}
static const char windowTitle[] = "OpenSubdiv glStencilViewer " 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
initGL();
linkDefaultPrograms();
glfwSwapInterval(0);
initHUD();
callbackModel(g_currentShape);
while (g_running) {
idle();
display();
glfwPollEvents();
glfwSwapBuffers(g_window);
glFinish();
}
uninitGL();
glfwTerminate();
}