// // 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. // #if defined(__APPLE__) #if defined(OSD_USES_GLEW) #include #else #include #endif #define GLFW_INCLUDE_GL3 #define GLFW_NO_GLU #else #include #include #if defined(WIN32) #include #endif #endif #include GLFWwindow* g_window = 0; GLFWmonitor* g_primary = 0; #include #include #include #include #include #include #include #include #include #include #include #include #ifdef OPENSUBDIV_HAS_OPENMP #include #endif #ifdef OPENSUBDIV_HAS_TBB #include #endif #ifdef OPENSUBDIV_HAS_OPENCL #include #include #include "../common/clDeviceContext.h" CLDeviceContext g_clDeviceContext; #endif #ifdef OPENSUBDIV_HAS_CUDA #include #include #include "../common/cudaDeviceContext.h" CudaDeviceContext g_cudaDeviceContext; #endif #ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK #include #include #endif #ifdef OPENSUBDIV_HAS_GLSL_COMPUTE #include #include #endif #include OpenSubdiv::Osd::GLMeshInterface *g_mesh; #include "Ptexture.h" #include "PtexUtils.h" #include #include "../common/stopwatch.h" #include "../common/simple_math.h" #include "../common/gl_hud.h" #include "../common/patchColors.h" #include "../common/hdr_reader.h" #include "../common/stb_image_write.h" #include "../common/glPtexMipmapTexture.h" static const char *g_defaultShaderSource = #if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0) #include "shader.gen.h" #else #include "shader_gl3.gen.h" #endif ; static const char *g_skyShaderSource = #include "skyshader.gen.h" ; static const char *g_imageShaderSource = #include "imageshader.gen.h" ; static std::string g_shaderSource; static const char *g_shaderFilename = NULL; enum KernelType { kCPU = 0, kOPENMP = 1, kTBB = 2, kCUDA = 3, kCL = 4, kGLSL = 5, kGLSLCompute = 6 }; enum HudCheckBox { HUD_CB_ADAPTIVE, HUD_CB_DISPLAY_OCCLUSION, HUD_CB_DISPLAY_NORMALMAP, HUD_CB_DISPLAY_SPECULAR, HUD_CB_CAGE_EDGES, HUD_CB_ANIMATE_VERTICES, HUD_CB_VIEW_LOD, HUD_CB_FRACTIONAL_SPACING, HUD_CB_PATCH_CULL, HUD_CB_IBL, HUD_CB_BLOOM, HUD_CB_SEAMLESS_MIPMAP, HUD_CB_FREEZE }; enum HudRadioGroup { HUD_RB_KERNEL, HUD_RB_LEVEL, HUD_RB_SCHEME, HUD_RB_WIRE, HUD_RB_COLOR, HUD_RB_DISPLACEMENT, HUD_RB_NORMAL }; enum DisplayType { DISPLAY_WIRE, DISPLAY_SHADED, DISPLAY_WIRE_ON_SHADED }; enum ColorType { COLOR_NONE, COLOR_PTEX_NEAREST, COLOR_PTEX_HW_BILINEAR, COLOR_PTEX_BILINEAR, COLOR_PTEX_BIQUADRATIC, COLOR_PATCHTYPE, COLOR_PATCHCOORD, COLOR_NORMAL }; enum DisplacementType { DISPLACEMENT_NONE, DISPLACEMENT_HW_BILINEAR, DISPLACEMENT_BILINEAR, DISPLACEMENT_BIQUADRATIC }; enum NormalType { NORMAL_SURFACE, NORMAL_FACET, NORMAL_HW_SCREENSPACE, NORMAL_SCREENSPACE, NORMAL_BIQUADRATIC, NORMAL_BIQUADRATIC_WG }; //----------------------------------------------------------------------------- int g_frame = 0, g_repeatCount = 0; // GUI variables int g_fullscreen = 0, g_wire = DISPLAY_SHADED, g_drawNormals = 0, g_drawCageEdges = 0, g_mbutton[3] = {0, 0, 0}, g_level = 1, g_tessLevel = 2, g_kernel = kCPU, g_scheme = 0, g_running = 1, g_maxMipmapLevels = 10, g_color = COLOR_PTEX_BILINEAR, g_displacement = DISPLACEMENT_NONE, g_normal = NORMAL_SURFACE; float g_moveScale = 0.0f, g_displacementScale = 1.0f, g_mipmapBias = 0.0; bool g_adaptive = false, g_yup = false, g_patchCull = true, g_screenSpaceTess = true, g_fractionalSpacing = true, g_ibl = false, g_bloom = false, g_freeze = false; GLuint g_transformUB = 0, g_transformBinding = 0, g_tessellationUB = 0, g_tessellationBinding = 0, g_lightingUB = 0, g_lightingBinding = 0; struct Transform { float ModelViewMatrix[16]; float ProjectionMatrix[16]; float ModelViewProjectionMatrix[16]; float ModelViewInverseMatrix[16]; } transformData; // ptex switch bool g_occlusion = false, g_specular = false; bool g_seamless = true; // camera float g_rotate[2] = {0, 0}, g_dolly = 5, g_pan[2] = {0, 0}, g_center[3] = {0, 0, 0}, g_size = 0; int g_prev_x = 0, g_prev_y = 0; // viewport int g_width = 1024, g_height = 1024; GLhud g_hud; // performance float g_cpuTime = 0; float g_gpuTime = 0; #define NUM_FPS_TIME_SAMPLES 6 float g_fpsTimeSamples[NUM_FPS_TIME_SAMPLES] = {0, 0, 0, 0, 0, 0}; int g_currentFpsTimeSample = 0; Stopwatch g_fpsTimer; float g_animTime = 0; // geometry std::vector g_positions, g_normals; std::vector > g_animPositions; GLuint g_queries[2] = {0, 0}; GLuint g_vao = 0; GLuint g_cageEdgeVAO = 0; GLuint g_skyVAO = 0; GLuint g_edgeIndexBuffer = 0; GLuint g_numCageEdges = 0; GLuint g_diffuseEnvironmentMap = 0; GLuint g_specularEnvironmentMap = 0; //------------------------------------------------------------------------------ struct Sky { int numIndices; GLuint vertexBuffer; GLuint elementBuffer; GLuint mvpMatrix; GLuint program; Sky() : numIndices(0), vertexBuffer(0), elementBuffer(0), mvpMatrix(0), program(0) {} } g_sky; //------------------------------------------------------------------------------ struct ImageShader { GLuint blurProgram; GLuint hipassProgram; GLuint compositeProgram; GLuint frameBuffer; GLuint frameBufferTexture; GLuint frameBufferDepthTexture; GLuint smallFrameBuffer[2]; GLuint smallFrameBufferTexture[2]; GLuint smallWidth, smallHeight; GLuint vao; GLuint vbo; ImageShader() : blurProgram(0), hipassProgram(0), compositeProgram(0), frameBuffer(0), frameBufferTexture(0), frameBufferDepthTexture(0) { smallFrameBuffer[0] = smallFrameBuffer[1] = 0; smallFrameBufferTexture[0] = smallFrameBufferTexture[1] = 0; } } g_imageShader; //------------------------------------------------------------------------------ GLPtexMipmapTexture * g_osdPTexImage = 0; GLPtexMipmapTexture * g_osdPTexDisplacement = 0; GLPtexMipmapTexture * g_osdPTexOcclusion = 0; GLPtexMipmapTexture * g_osdPTexSpecular = 0; const char * g_ptexColorFilename; size_t g_ptexMemoryUsage = 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"; } } //------------------------------------------------------------------------------ static void calcNormals(OpenSubdiv::Far::TopologyRefiner * refiner, std::vector const & pos, std::vector & result ) { typedef OpenSubdiv::Far::ConstIndexArray IndexArray; // calc normal vectors int nverts = refiner->GetNumVertices(0), nfaces = refiner->GetNumFaces(0); for (int face = 0; face < nfaces; ++face) { IndexArray fverts = refiner->GetFaceVertices(0, face); float const * p0 = &pos[fverts[0]*3], * p1 = &pos[fverts[1]*3], * p2 = &pos[fverts[2]*3]; float n[3]; cross(n, p0, p1, p2); for (int vert = 0; vert < fverts.size(); ++vert) { int idx = fverts[vert] * 3; result[idx ] += n[0]; result[idx+1] += n[1]; result[idx+2] += n[2]; } } for (int i = 0; i < nverts; ++i) normalize(&result[i*3]); } //------------------------------------------------------------------------------ void updateGeom() { int nverts = (int)g_positions.size() / 3; if (g_moveScale and g_adaptive and not g_animPositions.empty()) { // baked animation only works with adaptive for now // (since non-adaptive requires normals) int nkey = (int)g_animPositions.size(); const float fps = 24.0f; float p = fmodf(g_animTime * fps, (float)nkey); int key = (int)p; float b = p - key; std::vector vertex; vertex.reserve(nverts*3); for (int i = 0; i < nverts*3; ++i) { float p0 = g_animPositions[key][i]; float p1 = g_animPositions[(key+1)%nkey][i]; vertex.push_back(p0*(1-b) + p1*b); } g_mesh->UpdateVertexBuffer(&vertex[0], 0, nverts); } else { std::vector vertex; vertex.reserve(nverts*6); const float *p = &g_positions[0]; const float *n = &g_normals[0]; for (int i = 0; i < nverts; ++i) { float move = g_size*0.005f*cosf(p[0]*100/g_size+g_frame*0.01f); vertex.push_back(p[0]); vertex.push_back(p[1]+g_moveScale*move); vertex.push_back(p[2]); p += 3; if (g_adaptive == false) { vertex.push_back(n[0]); vertex.push_back(n[1]); vertex.push_back(n[2]); n += 3; } } g_mesh->UpdateVertexBuffer(&vertex[0], 0, nverts); } Stopwatch s; s.Start(); g_mesh->Refine(); s.Stop(); g_cpuTime = float(s.GetElapsed() * 1000.0f); s.Start(); g_mesh->Synchronize(); s.Stop(); g_gpuTime = float(s.GetElapsed() * 1000.0f); } //------------------------------------------------------------------------------- void fitFrame() { g_pan[0] = g_pan[1] = 0; g_dolly = g_size; } //------------------------------------------------------------------------------- Shape * createPTexGeo(PtexTexture * r) { PtexMetaData* meta = r->getMetaData(); if (meta->numKeys() < 3) { return NULL; } float const * vp; int const *vi, *vc; int nvp, nvi, nvc; meta->getValue("PtexFaceVertCounts", vc, nvc); if (nvc == 0) { return NULL; } meta->getValue("PtexVertPositions", vp, nvp); if (nvp == 0) { return NULL; } meta->getValue("PtexFaceVertIndices", vi, nvi); if (nvi == 0) { return NULL; } Shape * shape = new Shape; shape->scheme = kCatmark; shape->verts.resize(nvp); for (int i=0; iverts[i] = vp[i]; } shape->nvertsPerFace.resize(nvc); for (int i=0; invertsPerFace[i] = vc[i]; } shape->faceverts.resize(nvi); for (int i=0; ifaceverts[i] = vi[i]; } // compute model bounding float min[3] = {vp[0], vp[1], vp[2]}; float max[3] = {vp[0], vp[1], vp[2]}; for (int i = 0; i < nvp/3; ++i) { for (int j = 0; j < 3; ++j) { float v = vp[i*3+j]; min[j] = std::min(min[j], v); max[j] = std::max(max[j], v); } } for (int j = 0; j < 3; ++j) { g_center[j] = (min[j] + max[j]) * 0.5f; g_size += (max[j]-min[j])*(max[j]-min[j]); } g_size = sqrtf(g_size); return shape; } //------------------------------------------------------------------------------ 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); // resize framebuffers glBindTexture(GL_TEXTURE_2D, g_imageShader.frameBufferTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); glBindTexture(GL_TEXTURE_2D, g_imageShader.frameBufferDepthTexture); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0); glBindFramebuffer(GL_FRAMEBUFFER, g_imageShader.frameBuffer); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, g_imageShader.frameBufferTexture, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, g_imageShader.frameBufferDepthTexture, 0); const int d = 4; g_imageShader.smallWidth = width/d; g_imageShader.smallHeight = height/d; for (int i = 0; i < 2; ++i) { glBindTexture(GL_TEXTURE_2D, g_imageShader.smallFrameBufferTexture[i]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width/d, height/d, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); glBindFramebuffer(GL_FRAMEBUFFER, g_imageShader.smallFrameBuffer[i]); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, g_imageShader.smallFrameBufferTexture[i], 0); } GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) assert(false); glBindTexture(GL_TEXTURE_2D, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0); checkGLErrors("Reshape"); } void reshape() { reshape(g_window, g_width, g_height); } void windowClose(GLFWwindow*) { g_running = false; } //------------------------------------------------------------------------------ const char *getKernelName(int kernel) { if (kernel == kCPU) return "CPU"; else if (kernel == kOPENMP) return "OpenMP"; else if (kernel == kCUDA) return "Cuda"; else if (kernel == kGLSL) return "GLSL"; else if (kernel == kCL) return "OpenCL"; return "Unknown"; } //------------------------------------------------------------------------------ static GLuint compileShader(GLenum shaderType, OpenSubdiv::Osd::DrawShaderSource const & common, OpenSubdiv::Osd::DrawShaderSource const & source) { const char *sources[4]; std::stringstream definitions; for (int i = 0; i < (int)common.defines.size(); ++i) { definitions << "#define " << common.defines[i].first << " " << common.defines[i].second << "\n"; } for (int i = 0; i < (int)source.defines.size(); ++i) { definitions << "#define " << source.defines[i].first << " " << source.defines[i].second << "\n"; } std::string defString = definitions.str(); sources[0] = source.version.c_str(); sources[1] = defString.c_str(); sources[2] = common.source.c_str(); sources[3] = source.source.c_str(); GLuint shader = glCreateShader(shaderType); glShaderSource(shader, 4, sources, NULL); glCompileShader(shader); GLint status; glGetShaderiv(shader, GL_COMPILE_STATUS, &status); if (status == GL_FALSE) { GLchar emsg[40960]; glGetShaderInfoLog(shader, sizeof(emsg), 0, emsg); fprintf(stderr, "Error compiling GLSL shader: %s\n", emsg); fprintf(stderr, "Defines: %s\n", defString.c_str()); return 0; } return shader; } //------------------------------------------------------------------------------ int bindPTexture(GLint program, GLPtexMipmapTexture *osdPTex, GLuint data, GLuint packing, int samplerUnit) { #if defined(GL_ARB_separate_shader_objects) || defined(GL_VERSION_4_1) glProgramUniform1i(program, data, samplerUnit + 0); glProgramUniform1i(program, packing, samplerUnit + 1); #else glUniform1i(data, samplerUnit + 0); glUniform1i(packing, samplerUnit + 1); #endif glActiveTexture(GL_TEXTURE0 + samplerUnit + 0); glBindTexture(GL_TEXTURE_2D_ARRAY, osdPTex->GetTexelsTexture()); glActiveTexture(GL_TEXTURE0 + samplerUnit + 1); glBindTexture(GL_TEXTURE_BUFFER, osdPTex->GetLayoutTextureBuffer()); glActiveTexture(GL_TEXTURE0); return samplerUnit + 2; } //------------------------------------------------------------------------------ union Effect { struct { unsigned int wire:2; unsigned int color:3; unsigned int displacement:2; unsigned int normal:3; int occlusion:1; int specular:1; int patchCull:1; int screenSpaceTess:1; int fractionalSpacing:1; int ibl:1; int seamless:1; }; int value; bool operator < (const Effect &e) const { return value < e.value; } }; typedef std::pair EffectDesc; class EffectDrawRegistry : public OpenSubdiv::Osd::GLDrawRegistry { protected: virtual ConfigType * _CreateDrawConfig(DescType const & desc, SourceConfigType const * sconfig); virtual SourceConfigType * _CreateDrawSourceConfig(DescType const & desc); }; //------------------------------------------------------------------------------ EffectDrawRegistry::SourceConfigType * EffectDrawRegistry::_CreateDrawSourceConfig(DescType const & desc) { Effect effect = desc.second; SourceConfigType * sconfig = BaseRegistry::_CreateDrawSourceConfig(desc.first); // add ptex functions sconfig->commonShader.source += GLPtexMipmapTexture::GetShaderSource(); if (effect.patchCull) sconfig->commonShader.AddDefine("OSD_ENABLE_PATCH_CULL"); if (effect.screenSpaceTess) sconfig->commonShader.AddDefine("OSD_ENABLE_SCREENSPACE_TESSELLATION"); if (effect.fractionalSpacing) sconfig->commonShader.AddDefine("OSD_FRACTIONAL_ODD_SPACING"); #if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0) const char *glslVersion = "#version 400\n"; #else const char *glslVersion = "#version 330\n"; #endif int nverts = 4; if (desc.first.GetType() == OpenSubdiv::Far::PatchDescriptor::QUADS) { sconfig->vertexShader.source = g_shaderSource; sconfig->vertexShader.version = glslVersion; sconfig->vertexShader.AddDefine("VERTEX_SHADER"); if (effect.displacement) { sconfig->geometryShader.AddDefine("FLAT_NORMALS"); } } else if (desc.first.GetType() == OpenSubdiv::Far::PatchDescriptor::LINES) { nverts = 2; sconfig->vertexShader.source = g_shaderSource; sconfig->vertexShader.version = glslVersion; sconfig->vertexShader.AddDefine("VERTEX_SHADER"); } else { nverts = 3; sconfig->vertexShader.source = g_shaderSource + sconfig->vertexShader.source; sconfig->tessControlShader.source = g_shaderSource + sconfig->tessControlShader.source; sconfig->tessEvalShader.source = g_shaderSource + sconfig->tessEvalShader.source; sconfig->tessEvalShader.version = glslVersion; if (effect.displacement and (not effect.normal)) sconfig->geometryShader.AddDefine("FLAT_NORMALS"); } assert(sconfig); sconfig->geometryShader.source = g_shaderSource; sconfig->geometryShader.version = glslVersion; sconfig->geometryShader.AddDefine("GEOMETRY_SHADER"); sconfig->fragmentShader.source = g_shaderSource; sconfig->fragmentShader.version = glslVersion; sconfig->fragmentShader.AddDefine("FRAGMENT_SHADER"); switch (effect.color) { case COLOR_NONE: break; case COLOR_PTEX_NEAREST: sconfig->fragmentShader.AddDefine("COLOR_PTEX_NEAREST"); break; case COLOR_PTEX_HW_BILINEAR: sconfig->fragmentShader.AddDefine("COLOR_PTEX_HW_BILINEAR"); break; case COLOR_PTEX_BILINEAR: sconfig->fragmentShader.AddDefine("COLOR_PTEX_BILINEAR"); break; case COLOR_PTEX_BIQUADRATIC: sconfig->fragmentShader.AddDefine("COLOR_PTEX_BIQUADRATIC"); break; case COLOR_PATCHTYPE: sconfig->fragmentShader.AddDefine("COLOR_PATCHTYPE"); break; case COLOR_PATCHCOORD: sconfig->fragmentShader.AddDefine("COLOR_PATCHCOORD"); break; case COLOR_NORMAL: sconfig->fragmentShader.AddDefine("COLOR_NORMAL"); break; } switch (effect.displacement) { case DISPLACEMENT_NONE: break; case DISPLACEMENT_HW_BILINEAR: sconfig->commonShader.AddDefine("DISPLACEMENT_HW_BILINEAR"); break; case DISPLACEMENT_BILINEAR: sconfig->commonShader.AddDefine("DISPLACEMENT_BILINEAR"); break; case DISPLACEMENT_BIQUADRATIC: sconfig->commonShader.AddDefine("DISPLACEMENT_BIQUADRATIC"); break; } switch (effect.normal) { case NORMAL_FACET: sconfig->commonShader.AddDefine("NORMAL_FACET"); break; case NORMAL_HW_SCREENSPACE: sconfig->commonShader.AddDefine("NORMAL_HW_SCREENSPACE"); break; case NORMAL_SCREENSPACE: sconfig->commonShader.AddDefine("NORMAL_SCREENSPACE"); break; case NORMAL_BIQUADRATIC: sconfig->commonShader.AddDefine("NORMAL_BIQUADRATIC"); break; case NORMAL_BIQUADRATIC_WG: sconfig->commonShader.AddDefine("OSD_COMPUTE_NORMAL_DERIVATIVES"); sconfig->commonShader.AddDefine("NORMAL_BIQUADRATIC_WG"); break; } if (effect.occlusion) sconfig->fragmentShader.AddDefine("USE_PTEX_OCCLUSION"); if (effect.specular) sconfig->fragmentShader.AddDefine("USE_PTEX_SPECULAR"); if (effect.ibl) sconfig->fragmentShader.AddDefine("USE_IBL"); if (nverts == 4) { sconfig->geometryShader.AddDefine("PRIM_QUAD"); sconfig->fragmentShader.AddDefine("PRIM_QUAD"); } else if (nverts == 3) { sconfig->geometryShader.AddDefine("PRIM_TRI"); sconfig->fragmentShader.AddDefine("PRIM_TRI"); } else { sconfig->geometryShader.AddDefine("PRIM_LINE"); sconfig->fragmentShader.AddDefine("PRIM_LINE"); } if (effect.seamless) { sconfig->commonShader.AddDefine("SEAMLESS_MIPMAP"); } if (effect.wire == 0) { sconfig->geometryShader.AddDefine("GEOMETRY_OUT_WIRE"); sconfig->fragmentShader.AddDefine("GEOMETRY_OUT_WIRE"); } else if (effect.wire == 1) { sconfig->geometryShader.AddDefine("GEOMETRY_OUT_FILL"); sconfig->fragmentShader.AddDefine("GEOMETRY_OUT_FILL"); } else if (effect.wire == 2) { sconfig->geometryShader.AddDefine("GEOMETRY_OUT_LINE"); sconfig->fragmentShader.AddDefine("GEOMETRY_OUT_LINE"); } return sconfig; } EffectDrawRegistry::ConfigType * EffectDrawRegistry::_CreateDrawConfig( DescType const & desc, SourceConfigType const * sconfig) { ConfigType * config = BaseRegistry::_CreateDrawConfig(desc.first, sconfig); assert(config); // XXXdyu can use layout(binding=) with GLSL 4.20 and beyond g_transformBinding = 0; GLint transformIndex = glGetUniformBlockIndex(config->program, "Transform"); if (transformIndex != -1) glUniformBlockBinding(config->program, transformIndex, g_transformBinding); g_tessellationBinding = 1; #if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0) GLint tessellationIndex = glGetUniformBlockIndex(config->program, "Tessellation"); if (tessellationIndex != -1) glUniformBlockBinding(config->program, tessellationIndex, g_tessellationBinding); #endif g_lightingBinding = 2; GLint lightingIndex = glGetUniformBlockIndex(config->program, "Lighting"); if (lightingIndex != -1) glUniformBlockBinding(config->program, lightingIndex, g_lightingBinding); GLint loc; #if defined(GL_ARB_separate_shader_objects) || defined(GL_VERSION_4_1) if ((loc = glGetUniformLocation(config->program, "OsdVertexBuffer")) != -1) { glProgramUniform1i(config->program, loc, 0); // GL_TEXTURE0 } if ((loc = glGetUniformLocation(config->program, "OsdValenceBuffer")) != -1) { glProgramUniform1i(config->program, loc, 1); // GL_TEXTURE1 } if ((loc = glGetUniformLocation(config->program, "OsdQuadOffsetBuffer")) != -1) { glProgramUniform1i(config->program, loc, 2); // GL_TEXTURE2 } if ((loc = glGetUniformLocation(config->program, "OsdPatchParamBuffer")) != -1) { glProgramUniform1i(config->program, loc, 3); // GL_TEXTURE3 } #else glUseProgram(config->program); if ((loc = glGetUniformLocation(config->program, "OsdVertexBuffer")) != -1) { glUniform1i(loc, 0); // GL_TEXTURE0 } if ((loc = glGetUniformLocation(config->program, "OsdValenceBuffer")) != -1) { glUniform1i(loc, 1); // GL_TEXTURE1 } if ((loc = glGetUniformLocation(config->program, "OsdQuadOffsetBuffer")) != -1) { glUniform1i(loc, 2); // GL_TEXTURE2 } if ((loc = glGetUniformLocation(config->program, "OsdPatchParamBuffer")) != -1) { glUniform1i(loc, 3); // GL_TEXTURE3 } #endif return config; } EffectDrawRegistry effectRegistry; EffectDrawRegistry::ConfigType * getInstance(Effect effect, OpenSubdiv::Osd::DrawContext::PatchDescriptor const & patchDesc) { EffectDesc desc(patchDesc, effect); EffectDrawRegistry::ConfigType * config = effectRegistry.GetDrawConfig(desc); assert(config); return config; } //------------------------------------------------------------------------------ GLPtexMipmapTexture * createPtex(const char *filename, int memLimit) { Ptex::String ptexError; printf("Loading ptex : %s\n", filename); #define USE_PTEX_CACHE #define PTEX_CACHE_SIZE (512*1024*1024) #ifdef USE_PTEX_CACHE PtexCache *cache = PtexCache::create(1, PTEX_CACHE_SIZE); PtexTexture *ptex = cache->get(filename, ptexError); #else PtexTexture *ptex = PtexTexture::open(filename, ptexError, true); #endif if (ptex == NULL) { printf("Error in reading %s\n", filename); exit(1); } size_t targetMemory = memLimit * 1024 * 1024; // MB GLPtexMipmapTexture *osdPtex = GLPtexMipmapTexture::Create( ptex, g_maxMipmapLevels, targetMemory); GLuint texture = osdPtex->GetTexelsTexture(); glBindTexture(GL_TEXTURE_2D_ARRAY, texture); GLint w, h, d; glGetTexLevelParameteriv(GL_TEXTURE_2D_ARRAY, 0, GL_TEXTURE_WIDTH, &w); glGetTexLevelParameteriv(GL_TEXTURE_2D_ARRAY, 0, GL_TEXTURE_HEIGHT, &h); glGetTexLevelParameteriv(GL_TEXTURE_2D_ARRAY, 0, GL_TEXTURE_DEPTH, &d); printf("PageSize = %d x %d x %d\n", w, h, d); glBindTexture(GL_TEXTURE_2D_ARRAY, 0); ptex->release(); #ifdef USE_PTEX_CACHE cache->release(); #endif return osdPtex; } //------------------------------------------------------------------------------ void createOsdMesh(int level, int kernel) { checkGLErrors("createOsdMesh"); Ptex::String ptexError; PtexTexture *ptexColor = PtexTexture::open(g_ptexColorFilename, ptexError, true); if (ptexColor == NULL) { printf("Error in reading %s\n", g_ptexColorFilename); exit(1); } // generate Shape representation from ptex Shape * shape = createPTexGeo(ptexColor); if (not shape) { return; } g_positions=shape->verts; typedef OpenSubdiv::Far::ConstIndexArray IndexArray; // create Vtr mesh (topology) OpenSubdiv::Sdc::SchemeType sdctype = GetSdcType(*shape); OpenSubdiv::Sdc::Options sdcoptions = GetSdcOptions(*shape); OpenSubdiv::Far::TopologyRefiner * refiner = OpenSubdiv::Far::TopologyRefinerFactory::Create(*shape, OpenSubdiv::Far::TopologyRefinerFactory::Options(sdctype, sdcoptions)); // save coarse topology (used for coarse mesh drawing) // create cage edge index int nedges = refiner->GetNumEdges(0); std::vector edgeIndices(nedges*2); for(int i=0; iGetEdgeVertices(0, i); edgeIndices[i*2 ]=verts[0]; edgeIndices[i*2+1]=verts[1]; } delete shape; g_normals.resize(g_positions.size(), 0.0f); calcNormals(refiner, g_positions, g_normals); delete g_mesh; g_mesh = NULL; // Adaptive refinement currently supported only for catmull-clark scheme bool doAdaptive = (g_adaptive != 0 and g_scheme == 0); OpenSubdiv::Osd::MeshBitset bits; bits.set(OpenSubdiv::Osd::MeshAdaptive, doAdaptive); bits.set(OpenSubdiv::Osd::MeshPtexData, true); bits.set(OpenSubdiv::Osd::MeshEndCapGregoryBasis, true); int numVertexElements = g_adaptive ? 3 : 6; int numVaryingElements = 0; if (kernel == kCPU) { g_mesh = new OpenSubdiv::Osd::Mesh( refiner, numVertexElements, numVaryingElements, level, bits); #ifdef OPENSUBDIV_HAS_OPENMP } else if (kernel == kOPENMP) { g_mesh = new OpenSubdiv::Osd::Mesh( refiner, numVertexElements, numVaryingElements, level, bits); #endif #ifdef OPENSUBDIV_HAS_TBB } else if (kernel == kTBB) { g_mesh = new OpenSubdiv::Osd::Mesh( refiner, numVertexElements, numVaryingElements, level, bits); #endif #ifdef OPENSUBDIV_HAS_OPENCL } else if (kernel == kCL) { static OpenSubdiv::Osd::EvaluatorCacheT clEvaluatorCache; g_mesh = new OpenSubdiv::Osd::Mesh( refiner, numVertexElements, numVaryingElements, level, bits, &clEvaluatorCache, &g_clDeviceContext); #endif #ifdef OPENSUBDIV_HAS_CUDA } else if (kernel == kCUDA) { g_mesh = new OpenSubdiv::Osd::Mesh( refiner, numVertexElements, numVaryingElements, level, bits); #endif #ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK } else if (kernel == kGLSL) { static OpenSubdiv::Osd::EvaluatorCacheT glXFBEvaluatorCache; g_mesh = new OpenSubdiv::Osd::Mesh( refiner, numVertexElements, numVaryingElements, level, bits, &glXFBEvaluatorCache); #endif #ifdef OPENSUBDIV_HAS_GLSL_COMPUTE } else if (kernel == kGLSLCompute) { static OpenSubdiv::Osd::EvaluatorCacheT glComputeEvaluatorCache; g_mesh = new OpenSubdiv::Osd::Mesh( refiner, numVertexElements, numVaryingElements, level, bits, &glComputeEvaluatorCache); #endif } else { printf("Unsupported kernel %s\n", getKernelName(kernel)); } if (glGetError() != GL_NO_ERROR) { printf("GLERROR\n"); } updateGeom(); // ------ VAO glBindVertexArray(g_vao); glBindBuffer(GL_ARRAY_BUFFER, g_mesh->BindVertexBuffer()); if (g_adaptive) { glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); } else { glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); 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_ELEMENT_ARRAY_BUFFER, g_mesh->GetDrawContext()->GetPatchIndexBuffer()); // ------ Cage VAO glBindVertexArray(g_cageEdgeVAO); glBindBuffer(GL_ARRAY_BUFFER, g_mesh->BindVertexBuffer()); if (g_adaptive) { glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); } else { glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 6, 0); } if (not g_edgeIndexBuffer) glGenBuffers(1, &g_edgeIndexBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_edgeIndexBuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*edgeIndices.size(), &edgeIndices[0], GL_STATIC_DRAW); g_numCageEdges = (int)edgeIndices.size(); glBindVertexArray(0); } //------------------------------------------------------------------------------ void createSky() { const int U_DIV = 20; const int V_DIV = 20; std::vector vbo; std::vector indices; for (int u = 0; u <= U_DIV; ++u) { for (int v = 0; v < V_DIV; ++v) { float s = float(2*M_PI*float(u)/U_DIV); float t = float(M_PI*float(v)/(V_DIV-1)); vbo.push_back(-sin(t)*sin(s)); vbo.push_back(cos(t)); vbo.push_back(-sin(t)*cos(s)); vbo.push_back(u/float(U_DIV)); vbo.push_back(v/float(V_DIV)); if (v > 0 && u > 0) { indices.push_back((u-1)*V_DIV+v-1); indices.push_back(u*V_DIV+v-1); indices.push_back((u-1)*V_DIV+v); indices.push_back((u-1)*V_DIV+v); indices.push_back(u*V_DIV+v-1); indices.push_back(u*V_DIV+v); } } } glGenBuffers(1, &g_sky.vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, g_sky.vertexBuffer); glBufferData(GL_ARRAY_BUFFER, sizeof(float)*vbo.size(), &vbo[0], GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); glGenBuffers(1, &g_sky.elementBuffer); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_sky.elementBuffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*indices.size(), &indices[0], GL_STATIC_DRAW); g_sky.numIndices = (int)indices.size(); g_sky.program = glCreateProgram(); OpenSubdiv::Osd::DrawShaderSource common, vertexShader, fragmentShader; vertexShader.source = g_skyShaderSource; vertexShader.version = "#version 410\n"; vertexShader.AddDefine("SKY_VERTEX_SHADER"); fragmentShader.source = g_skyShaderSource; fragmentShader.version = "#version 410\n"; fragmentShader.AddDefine("SKY_FRAGMENT_SHADER"); GLuint vs = compileShader(GL_VERTEX_SHADER, common, vertexShader); GLuint fs = compileShader(GL_FRAGMENT_SHADER, common, fragmentShader); glAttachShader(g_sky.program, vs); glAttachShader(g_sky.program, fs); glLinkProgram(g_sky.program); glDeleteShader(vs); glDeleteShader(fs); GLint environmentMap = glGetUniformLocation(g_sky.program, "environmentMap"); #if defined(GL_ARB_separate_shader_objects) || defined(GL_VERSION_4_1) if (g_specularEnvironmentMap) glProgramUniform1i(g_sky.program, environmentMap, 6); else glProgramUniform1i(g_sky.program, environmentMap, 5); #else glUseProgram(g_sky.program); if (g_specularEnvironmentMap) glUniform1i(environmentMap, 6); else glUniform1i(environmentMap, 5); #endif g_sky.mvpMatrix = glGetUniformLocation(g_sky.program, "ModelViewProjectionMatrix"); } GLuint compileImageShader(const char *define) { GLuint program = glCreateProgram(); OpenSubdiv::Osd::DrawShaderSource common, vertexShader, fragmentShader; vertexShader.source = g_imageShaderSource; vertexShader.version = "#version 410\n"; vertexShader.AddDefine("IMAGE_VERTEX_SHADER"); fragmentShader.source = g_imageShaderSource; fragmentShader.version = "#version 410\n"; fragmentShader.AddDefine("IMAGE_FRAGMENT_SHADER"); fragmentShader.AddDefine(define); GLuint vs = compileShader(GL_VERTEX_SHADER, common, vertexShader); GLuint fs = compileShader(GL_FRAGMENT_SHADER, common, fragmentShader); glAttachShader(program, vs); glAttachShader(program, fs); glLinkProgram(program); glDeleteShader(vs); glDeleteShader(fs); #if defined(GL_ARB_separate_shader_objects) || defined(GL_VERSION_4_1) GLint colorMap = glGetUniformLocation(program, "colorMap"); if (colorMap != -1) glProgramUniform1i(program, colorMap, 0); // GL_TEXTURE0 GLint depthMap = glGetUniformLocation(program, "depthMap"); if (depthMap != -1) glProgramUniform1i(program, depthMap, 1); // GL_TEXTURE1 #else glUseProgram(program); GLint colorMap = glGetUniformLocation(program, "colorMap"); if (colorMap != -1) glUniform1i(colorMap, 0); // GL_TEXTURE0 GLint depthMap = glGetUniformLocation(program, "depthMap"); if (depthMap != -1) glUniform1i(depthMap, 1); // GL_TEXTURE1 #endif return program; } //------------------------------------------------------------------------------ void createImageShader() { g_imageShader.blurProgram = compileImageShader("BLUR"); g_imageShader.hipassProgram = compileImageShader("HIPASS"); g_imageShader.compositeProgram = compileImageShader("COMPOSITE"); glGenVertexArrays(1, &g_imageShader.vao); glBindVertexArray(g_imageShader.vao); glGenBuffers(1, &g_imageShader.vbo); float pos[] = { -1, -1, 1, -1, -1, 1, 1, 1 }; glGenBuffers(1, &g_imageShader.vbo); glBindBuffer(GL_ARRAY_BUFFER, g_imageShader.vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(pos), pos, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, g_imageShader.vbo); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0); glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); } //------------------------------------------------------------------------------ void applyImageShader() { int w = g_imageShader.smallWidth, h = g_imageShader.smallHeight; const float hoffsets[10] = { -2.0f / w, 0, -1.0f / w, 0, 0, 0, +1.0f / w, 0, +2.0f / w, 0, }; const float voffsets[10] = { 0, -2.0f / h, 0, -1.0f / h, 0, 0, 0, +1.0f / h, 0, +2.0f / h, }; const float weights[5] = { 1.0f / 16.0f, 4.0f / 16.0f, 6.0f / 16.0f, 4.0f / 16.0f, 1.0f / 16.0f, }; checkGLErrors("image shader begin"); glBindVertexArray(g_imageShader.vao); GLint uniformAlpha = glGetUniformLocation(g_imageShader.compositeProgram, "alpha"); if (g_bloom) { // XXX: fix me GLint uniformOffsets = glGetUniformLocation(g_imageShader.blurProgram, "Offsets"); GLint uniformWeights = glGetUniformLocation(g_imageShader.blurProgram, "Weights"); // down sample glUseProgram(g_imageShader.hipassProgram); glViewport(0, 0, g_imageShader.smallWidth, g_imageShader.smallHeight); glBindFramebuffer(GL_FRAMEBUFFER, g_imageShader.smallFrameBuffer[0]); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, g_imageShader.frameBufferTexture); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); // horizontal blur pass glUseProgram(g_imageShader.blurProgram); glBindFramebuffer(GL_FRAMEBUFFER, g_imageShader.smallFrameBuffer[1]); glBindTexture(GL_TEXTURE_2D, g_imageShader.smallFrameBufferTexture[0]); glUniform2fv(uniformOffsets, 5, hoffsets); glUniform1fv(uniformWeights, 5, weights); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); // vertical blur pass glBindFramebuffer(GL_FRAMEBUFFER, g_imageShader.smallFrameBuffer[0]); glBindTexture(GL_TEXTURE_2D, g_imageShader.smallFrameBufferTexture[1]); glUniform2fv(uniformOffsets, 5, voffsets); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } glBindFramebuffer(GL_FRAMEBUFFER, 0); glClear(GL_COLOR_BUFFER_BIT); glViewport(0, 0, g_width, g_height); // blit full-res glUseProgram(g_imageShader.compositeProgram); glUniform1f(uniformAlpha, 1); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, g_imageShader.frameBufferTexture); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); if (g_bloom) { glUseProgram(g_imageShader.compositeProgram); glUniform1f(uniformAlpha, 0.5); glBlendFunc(GL_ONE, GL_ONE); glEnable(GL_BLEND); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, g_imageShader.smallFrameBufferTexture[0]); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDisable(GL_BLEND); } glBindVertexArray(0); glUseProgram(0); checkGLErrors("image shader"); } //------------------------------------------------------------------------------ static void updateUniformBlocks() { if (g_transformUB == 0) { glGenBuffers(1, &g_transformUB); glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB); glBufferData(GL_UNIFORM_BUFFER, sizeof(transformData), NULL, GL_STATIC_DRAW); }; glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(transformData), &transformData); glBindBuffer(GL_UNIFORM_BUFFER, 0); glBindBufferBase(GL_UNIFORM_BUFFER, g_transformBinding, g_transformUB); // Update and bind tessellation state struct Tessellation { float TessLevel; } tessellationData; tessellationData.TessLevel = static_cast(1 << g_tessLevel); if (g_tessellationUB == 0) { glGenBuffers(1, &g_tessellationUB); glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB); glBufferData(GL_UNIFORM_BUFFER, sizeof(tessellationData), NULL, GL_STATIC_DRAW); }; glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(tessellationData), &tessellationData); glBindBuffer(GL_UNIFORM_BUFFER, 0); glBindBufferBase(GL_UNIFORM_BUFFER, g_tessellationBinding, g_tessellationUB); // Update and bind lighting state struct Lighting { struct Light { float position[4]; float ambient[4]; float diffuse[4]; float specular[4]; } lightSource[2]; } lightingData = { {{ { 0.6f, 1.0f, 0.6f, 0.0f }, { 0.1f, 0.1f, 0.1f, 1.0f }, { 1.7f, 1.3f, 1.1f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f } }, { { -0.8f, 0.6f, -0.7f, 0.0f }, { 0.0f, 0.0f, 0.0f, 1.0f }, { 0.8f, 0.8f, 1.5f, 1.0f }, { 0.4f, 0.4f, 0.4f, 1.0f } }} }; if (g_lightingUB == 0) { glGenBuffers(1, &g_lightingUB); glBindBuffer(GL_UNIFORM_BUFFER, g_lightingUB); glBufferData(GL_UNIFORM_BUFFER, sizeof(lightingData), NULL, GL_STATIC_DRAW); }; glBindBuffer(GL_UNIFORM_BUFFER, g_lightingUB); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(lightingData), &lightingData); glBindBuffer(GL_UNIFORM_BUFFER, 0); glBindBufferBase(GL_UNIFORM_BUFFER, g_lightingBinding, g_lightingUB); } //------------------------------------------------------------------------------ static GLuint bindProgram(Effect effect, OpenSubdiv::Osd::DrawContext::PatchDescriptor const &desc) { EffectDrawRegistry::ConfigType * config = getInstance(effect, desc); GLuint program = config->program; glUseProgram(program); //----------------- int sampler = 7; // color ptex GLint texData = glGetUniformLocation(program, "textureImage_Data"); GLint texPacking = glGetUniformLocation(program, "textureImage_Packing"); sampler = bindPTexture(program, g_osdPTexImage, texData, texPacking, sampler); // displacement ptex if (g_displacement != DISPLACEMENT_NONE || g_normal) { texData = glGetUniformLocation(program, "textureDisplace_Data"); texPacking = glGetUniformLocation(program, "textureDisplace_Packing"); sampler = bindPTexture(program, g_osdPTexDisplacement, texData, texPacking, sampler); } // occlusion ptex if (g_occlusion) { texData = glGetUniformLocation(program, "textureOcclusion_Data"); texPacking = glGetUniformLocation(program, "textureOcclusion_Packing"); sampler = bindPTexture(program, g_osdPTexOcclusion, texData, texPacking, sampler); } // specular ptex if (g_specular) { texData = glGetUniformLocation(program, "textureSpecular_Data"); texPacking = glGetUniformLocation(program, "textureSpecular_Packing"); sampler = bindPTexture(program, g_osdPTexSpecular, texData, texPacking, sampler); } // other textures if (g_ibl) { if (g_diffuseEnvironmentMap) { #if defined(GL_ARB_separate_shader_objects) || defined(GL_VERSION_4_1) glProgramUniform1i(program, glGetUniformLocation(program, "diffuseEnvironmentMap"), 5); #else glUniform1i(glGetUniformLocation(program, "diffuseEnvironmentMap"), 5); #endif glActiveTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_2D, g_diffuseEnvironmentMap); } if (g_specularEnvironmentMap) { #if defined(GL_ARB_separate_shader_objects) || defined(GL_VERSION_4_1) glProgramUniform1i(program, glGetUniformLocation(program, "specularEnvironmentMap"), 6); #else glUniform1i(glGetUniformLocation(program, "specularEnvironmentMap"), 6); #endif glActiveTexture(GL_TEXTURE6); glBindTexture(GL_TEXTURE_2D, g_specularEnvironmentMap); } glActiveTexture(GL_TEXTURE0); } return program; } //------------------------------------------------------------------------------ void drawModel() { #if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0) GLuint bVertex = g_mesh->BindVertexBuffer(); #else g_mesh->BindVertexBuffer(); #endif OpenSubdiv::Osd::DrawContext::PatchArrayVector const & patches = g_mesh->GetDrawContext()->GetPatchArrays(); glBindVertexArray(g_vao); // patch drawing for (int i = 0; i < (int)patches.size(); ++i) { OpenSubdiv::Osd::DrawContext::PatchArray const & patch = patches[i]; OpenSubdiv::Osd::DrawContext::PatchDescriptor desc = patch.GetDescriptor(); OpenSubdiv::Far::PatchDescriptor::Type patchType = desc.GetType(); GLenum primType; switch (patchType) { case OpenSubdiv::Far::PatchDescriptor::QUADS: primType = GL_LINES_ADJACENCY; break; case OpenSubdiv::Far::PatchDescriptor::TRIANGLES: primType = GL_TRIANGLES; break; default: #if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0) primType = GL_PATCHES; glPatchParameteri(GL_PATCH_VERTICES, desc.GetNumControlVertices()); #else primType = GL_POINTS; #endif } #if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0) if (g_mesh->GetDrawContext()->GetVertexTextureBuffer()) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_BUFFER, g_mesh->GetDrawContext()->GetVertexTextureBuffer()); glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, bVertex); } if (g_mesh->GetDrawContext()->GetVertexValenceTextureBuffer()) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_BUFFER, g_mesh->GetDrawContext()->GetVertexValenceTextureBuffer()); } if (g_mesh->GetDrawContext()->GetQuadOffsetsTextureBuffer()) { glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_BUFFER, g_mesh->GetDrawContext()->GetQuadOffsetsTextureBuffer()); } #endif if (g_mesh->GetDrawContext()->GetPatchParamTextureBuffer()) { glActiveTexture(GL_TEXTURE3); glBindTexture(GL_TEXTURE_BUFFER, g_mesh->GetDrawContext()->GetPatchParamTextureBuffer()); } glActiveTexture(GL_TEXTURE0); Effect effect; effect.value = 0; effect.color = g_color; effect.displacement = g_displacement; effect.occlusion = g_occlusion; effect.normal = g_normal; effect.specular = g_specular; effect.patchCull = g_patchCull; effect.screenSpaceTess = g_screenSpaceTess; effect.fractionalSpacing = g_fractionalSpacing; effect.ibl = g_ibl; effect.wire = g_wire; effect.seamless = g_seamless; GLuint program = bindProgram(effect, patch.GetDescriptor()); GLint nonAdaptiveLevel = glGetUniformLocation(program, "nonAdaptiveLevel"); if (nonAdaptiveLevel != -1) { #if defined(GL_ARB_separate_shader_objects) || defined(GL_VERSION_4_1) glProgramUniform1i(program, nonAdaptiveLevel, g_level); #else glUniform1i(nonAdaptiveLevel, g_level); #endif } GLint displacementScale = glGetUniformLocation(program, "displacementScale"); if (displacementScale != -1) glUniform1f(displacementScale, g_displacementScale); GLint mipmapBias = glGetUniformLocation(program, "mipmapBias"); if (mipmapBias != -1) glUniform1f(mipmapBias, g_mipmapBias); #if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0) GLuint overrideColor = glGetUniformLocation(program, "overrideColor"); float const * color = getAdaptivePatchColor(desc); glProgramUniform4f(program, overrideColor, color[0], color[1], color[2], color[3]); #endif if (g_wire == DISPLAY_WIRE) { glDisable(GL_CULL_FACE); } GLuint uniformGregoryQuadOffsetBase = glGetUniformLocation(program, "GregoryQuadOffsetBase"); GLuint uniformPrimitiveIdBase = glGetUniformLocation(program, "PrimitiveIdBase"); #if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0) glProgramUniform1i(program, uniformGregoryQuadOffsetBase, patch.GetQuadOffsetIndex()); glProgramUniform1i(program, uniformPrimitiveIdBase, patch.GetPatchIndex()); #else glUniform1i(uniformGregoryQuadOffsetBase, patch.GetQuadOffsetIndex()); glUniform1i(uniformPrimitiveIdBase, patch.GetPatchIndex()); #endif glDrawElements(primType, patch.GetNumIndices(), GL_UNSIGNED_INT, (void *)(patch.GetVertIndex() * sizeof(unsigned int))); if (g_wire == DISPLAY_WIRE) { glEnable(GL_CULL_FACE); } } glBindVertexArray(0); } //------------------------------------------------------------------------------ void drawSky() { glUseProgram(g_sky.program); glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); float modelView[16], projection[16], mvp[16]; double aspect = g_width/(double)g_height; identity(modelView); rotate(modelView, g_rotate[1], 1, 0, 0); rotate(modelView, g_rotate[0], 0, 1, 0); perspective(projection, 45.0f, (float)aspect, g_size*0.001f, g_size+g_dolly); multMatrix(mvp, modelView, projection); glUniformMatrix4fv(g_sky.mvpMatrix, 1, GL_FALSE, mvp); glBindVertexArray(g_skyVAO); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glBindBuffer(GL_ARRAY_BUFFER, g_sky.vertexBuffer); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 5, 0); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 5, (void*)(sizeof(GLfloat)*3)); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_sky.elementBuffer); glDrawElements(GL_TRIANGLES, g_sky.numIndices, GL_UNSIGNED_INT, 0); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glBindVertexArray(0); glEnable(GL_DEPTH_TEST); glDepthMask(GL_TRUE); checkGLErrors("draw model"); } //------------------------------------------------------------------------------ void drawCageEdges() { g_mesh->BindVertexBuffer(); glBindVertexArray(g_cageEdgeVAO); Effect effect; effect.value = 0; typedef OpenSubdiv::Far::PatchDescriptor FDesc; OpenSubdiv::Osd::DrawContext::PatchDescriptor desc( FDesc(FDesc::LINES), 0, 0); EffectDrawRegistry::ConfigType *config = getInstance(effect, desc); glUseProgram(config->program); glDrawElements(GL_LINES, g_numCageEdges, GL_UNSIGNED_INT, 0); glBindVertexArray(0); glUseProgram(0); checkGLErrors("draw cage edges"); } //------------------------------------------------------------------------------ void display() { glBindFramebuffer(GL_FRAMEBUFFER, g_imageShader.frameBuffer); Stopwatch s; s.Start(); glViewport(0, 0, g_width, g_height); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if (g_ibl) { glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); drawSky(); } // primitive counting glBeginQuery(GL_PRIMITIVES_GENERATED, g_queries[0]); #if defined(GL_VERSION_3_3) glBeginQuery(GL_TIME_ELAPSED, g_queries[1]); #endif double aspect = g_width/(double)g_height; identity(transformData.ModelViewMatrix); translate(transformData.ModelViewMatrix, -g_pan[0], -g_pan[1], -g_dolly); rotate(transformData.ModelViewMatrix, g_rotate[1], 1, 0, 0); rotate(transformData.ModelViewMatrix, g_rotate[0], 0, 1, 0); if (g_yup) rotate(transformData.ModelViewMatrix, -90, 1, 0, 0); translate(transformData.ModelViewMatrix, -g_center[0], -g_center[1], -g_center[2]); perspective(transformData.ProjectionMatrix, 45.0f, (float)aspect, g_size*0.001f, g_size+g_dolly); multMatrix(transformData.ModelViewProjectionMatrix, transformData.ModelViewMatrix, transformData.ProjectionMatrix); inverseMatrix(transformData.ModelViewInverseMatrix, transformData.ModelViewMatrix); updateUniformBlocks(); glEnable(GL_DEPTH_TEST); drawModel(); glEndQuery(GL_PRIMITIVES_GENERATED); #if defined(GL_VERSION_3_3) glEndQuery(GL_TIME_ELAPSED); #endif if (g_drawCageEdges) drawCageEdges(); glDisable(GL_DEPTH_TEST); glUseProgram(0); applyImageShader(); s.Stop(); float drawCpuTime = float(s.GetElapsed() * 1000.0f); GLuint numPrimsGenerated = 0; GLuint timeElapsed = 0; glGetQueryObjectuiv(g_queries[0], GL_QUERY_RESULT, &numPrimsGenerated); #if defined(GL_VERSION_3_3) glGetQueryObjectuiv(g_queries[1], GL_QUERY_RESULT, &timeElapsed); #endif float drawGpuTime = timeElapsed / 1000.0f / 1000.0f; g_fpsTimer.Stop(); float elapsed = (float)g_fpsTimer.GetElapsed(); if (not g_freeze) g_animTime += elapsed; g_fpsTimer.Start(); if (g_hud.IsVisible()) { double fps = 1.0/elapsed; // Avereage fps over a defined number of time samples for // easier reading in the HUD g_fpsTimeSamples[g_currentFpsTimeSample++] = float(fps); if (g_currentFpsTimeSample >= NUM_FPS_TIME_SAMPLES) g_currentFpsTimeSample = 0; double averageFps = 0; for (int i = 0; i < NUM_FPS_TIME_SAMPLES; ++i) { averageFps += g_fpsTimeSamples[i]/(float)NUM_FPS_TIME_SAMPLES; } g_hud.DrawString(10, -220, "Ptex memory use : %.1f mb", g_ptexMemoryUsage/1024.0/1024.0); g_hud.DrawString(10, -180, "Tess level (+/-): %d", g_tessLevel); if (numPrimsGenerated > 1000000) { g_hud.DrawString(10, -160, "Primitives : %3.1f million", (float)numPrimsGenerated/1000000.0); } else if (numPrimsGenerated > 1000) { g_hud.DrawString(10, -160, "Primitives : %3.1f thousand", (float)numPrimsGenerated/1000.0); } else { g_hud.DrawString(10, -160, "Primitives : %d", numPrimsGenerated); } g_hud.DrawString(10, -140, "Vertices : %d", g_mesh->GetNumVertices()); g_hud.DrawString(10, -120, "Scheme : %s", g_scheme == 0 ? "CATMARK" : "LOOP"); g_hud.DrawString(10, -100, "GPU Kernel : %.3f ms", g_gpuTime); g_hud.DrawString(10, -80, "CPU Kernel : %.3f ms", g_cpuTime); 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", averageFps); g_hud.Flush(); } glFinish(); checkGLErrors("draw end"); } //------------------------------------------------------------------------------ void screenshot(int multiplier=4) { int oldwidth = g_width, oldheight = g_height, width = multiplier * g_width, height = multiplier * g_height; reshape(g_window, width, height); display(); std::vector data(width*height*4 /*RGBA*/); glPixelStorei(GL_PACK_ROW_LENGTH, 0); glPixelStorei(GL_PACK_ALIGNMENT, 1); glPixelStorei(GL_PACK_SKIP_PIXELS, 0); glPixelStorei(GL_PACK_SKIP_ROWS, 0); GLint restoreBinding, restoreActiveTexture; glGetIntegerv( GL_TEXTURE_BINDING_2D, &restoreBinding ); glGetIntegerv( GL_ACTIVE_TEXTURE, & restoreActiveTexture); glActiveTexture( GL_TEXTURE0 ); glBindTexture( GL_TEXTURE_2D, g_imageShader.frameBufferTexture ); glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, &data[0]); glActiveTexture( restoreActiveTexture ); glBindTexture( GL_TEXTURE_2D, restoreBinding ); reshape(g_window, oldwidth, oldheight); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); static int counter=0; char fname[64]; snprintf(fname, 64, "screenshot.%d.png", counter++); // flip vertical stbi_write_png(fname, width, height, 4, &data[width*4*(height-1)], -width*4); fprintf(stdout, "Saved %s\n", fname); } //------------------------------------------------------------------------------ static void mouse(GLFWwindow *, int button, int state, int /* mods */) { if (state == GLFW_RELEASE) g_hud.MouseRelease(); if (button == 0 && state == GLFW_PRESS && g_hud.MouseClick(g_prev_x, g_prev_y)) return; g_mbutton[button] = (state == GLFW_PRESS); } //------------------------------------------------------------------------------ static void motion(GLFWwindow *, double dx, double dy) { int x = (int)dx, y = (int)dy; if (g_hud.MouseCapture()) { // check gui g_hud.MouseMotion(x, y); } else 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; } //------------------------------------------------------------------------------ void uninitGL() { if (g_osdPTexImage) delete g_osdPTexImage; if (g_osdPTexDisplacement) delete g_osdPTexDisplacement; if (g_osdPTexOcclusion) delete g_osdPTexOcclusion; if (g_osdPTexSpecular) delete g_osdPTexSpecular; glDeleteQueries(2, g_queries); glDeleteVertexArrays(1, &g_vao); glDeleteVertexArrays(1, &g_cageEdgeVAO); glDeleteVertexArrays(1, &g_skyVAO); if (g_mesh) delete g_mesh; if (g_diffuseEnvironmentMap) glDeleteTextures(1, &g_diffuseEnvironmentMap); if (g_specularEnvironmentMap) glDeleteTextures(1, &g_specularEnvironmentMap); if (g_sky.program) glDeleteProgram(g_sky.program); if (g_sky.vertexBuffer) glDeleteBuffers(1, &g_sky.vertexBuffer); if (g_sky.elementBuffer) glDeleteBuffers(1, &g_sky.elementBuffer); glDeleteFramebuffers(1, &g_imageShader.frameBuffer); glDeleteTextures(1, &g_imageShader.frameBufferTexture); glDeleteTextures(1, &g_imageShader.frameBufferDepthTexture); glDeleteFramebuffers(2, g_imageShader.smallFrameBuffer); glDeleteTextures(2, g_imageShader.smallFrameBufferTexture); glDeleteProgram(g_imageShader.blurProgram); glDeleteProgram(g_imageShader.hipassProgram); glDeleteProgram(g_imageShader.compositeProgram); glDeleteVertexArrays(1, &g_imageShader.vao); glDeleteBuffers(1, &g_imageShader.vbo); } //------------------------------------------------------------------------------ static void callbackWireframe(int b) { g_wire = b; } static void callbackKernel(int k) { g_kernel = k; #ifdef OPENSUBDIV_HAS_OPENCL if (g_kernel == kCL and (not g_clDeviceContext.IsInitialized())) { // Initialize OpenCL 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_level, g_kernel); } static void callbackScheme(int s) { g_scheme = s; createOsdMesh(g_level, g_kernel); } static void callbackLevel(int l) { g_level = l; createOsdMesh(g_level, g_kernel); } static void callbackColor(int c) { g_color = c; } static void callbackDisplacement(int d) { g_displacement = d; } static void callbackNormal(int n) { g_normal = n; } static void callbackCheckBox(bool checked, int button) { bool rebuild = false; switch (button) { case HUD_CB_ADAPTIVE: if (OpenSubdiv::Osd::GLDrawContext::SupportsAdaptiveTessellation()) { g_adaptive = checked; rebuild = true; } break; case HUD_CB_DISPLAY_OCCLUSION: g_occlusion = checked; break; case HUD_CB_DISPLAY_SPECULAR: g_specular = checked; break; case HUD_CB_CAGE_EDGES: g_drawCageEdges = checked; break; case HUD_CB_ANIMATE_VERTICES: g_moveScale = checked ? 1.0f : 0.0f; g_animTime = 0; break; case HUD_CB_VIEW_LOD: g_screenSpaceTess = checked; break; case HUD_CB_FRACTIONAL_SPACING: g_fractionalSpacing = checked; break; case HUD_CB_PATCH_CULL: g_patchCull = checked; break; case HUD_CB_IBL: g_ibl = checked; break; case HUD_CB_BLOOM: g_bloom = checked; break; case HUD_CB_SEAMLESS_MIPMAP: g_seamless = checked; break; case HUD_CB_FREEZE: g_freeze = checked; break; } if (rebuild) createOsdMesh(g_level, g_kernel); } static void callbackSlider(float value, int data) { switch (data) { case 0: g_mipmapBias = value; break; case 1: g_displacementScale = value; break; } } //------------------------------------------------------------------------------- void reloadShaderFile() { if (not g_shaderFilename) return; std::ifstream ifs(g_shaderFilename); if (not ifs) return; printf("Load shader %s\n", g_shaderFilename); std::stringstream ss; ss << ifs.rdbuf(); ifs.close(); g_shaderSource = ss.str(); effectRegistry.Reset(); } //------------------------------------------------------------------------------ static void toggleFullScreen() { // XXXX manuelk : to re-implement from glut } //------------------------------------------------------------------------------ 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 'E': g_drawNormals = (g_drawNormals+1)%2; break; case 'F': fitFrame(); break; case GLFW_KEY_TAB: toggleFullScreen(); break; case 'R': reloadShaderFile(); createOsdMesh(g_level, g_kernel); break; case '+': case '=': g_tessLevel++; break; case '-': g_tessLevel = std::max(1, g_tessLevel-1); break; case GLFW_KEY_ESCAPE: g_hud.SetVisible(!g_hud.IsVisible()); break; case 'X': screenshot(); break; } } //------------------------------------------------------------------------------ void idle() { if (not g_freeze) g_frame++; updateGeom(); if (g_repeatCount != 0 && g_frame >= g_repeatCount) g_running = 0; } //------------------------------------------------------------------------------ void initGL() { glClearColor(0.1f, 0.1f, 0.1f, 0.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glEnable(GL_CULL_FACE); glGenQueries(2, g_queries); glGenVertexArrays(1, &g_vao); glGenVertexArrays(1, &g_cageEdgeVAO); glGenVertexArrays(1, &g_skyVAO); glGenFramebuffers(1, &g_imageShader.frameBuffer); glGenTextures(1, &g_imageShader.frameBufferTexture); glGenTextures(1, &g_imageShader.frameBufferDepthTexture); glGenFramebuffers(2, g_imageShader.smallFrameBuffer); glGenTextures(2, g_imageShader.smallFrameBufferTexture); glBindTexture(GL_TEXTURE_2D, g_imageShader.frameBufferTexture); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindTexture(GL_TEXTURE_2D, g_imageShader.frameBufferDepthTexture); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); for (int i = 0; i < 2; ++i) { glBindTexture(GL_TEXTURE_2D, g_imageShader.smallFrameBufferTexture[i]); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } glBindTexture(GL_TEXTURE_2D, 0); } //------------------------------------------------------------------------------ void usage(const char *program) { printf("Usage: %s [options] [] [occlusion.ptx>] " "[specular.ptx] [pose.obj]...\n", program); printf("Options: -l level : subdivision level\n"); printf(" -c count : frame count until exit (for profiler)\n"); printf(" -d : diffuse environment map for IBL\n"); printf(" -e : specular environment map for IBL\n"); printf(" -s : custom shader file\n"); printf(" -y : Y-up model\n"); printf(" -m level : max mimmap level (default=10)\n"); printf(" -x : ptex target memory size\n"); printf(" --disp : Displacment scale\n"); } //------------------------------------------------------------------------------ static void callbackError(OpenSubdiv::Far::ErrorType err, const char *message) { printf("Error: %d\n", err); printf("%s", message); } //------------------------------------------------------------------------------ static void callbackErrorGLFW(int error, const char* description) { fprintf(stderr, "GLFW Error (%d) : %s\n", error, description); } //------------------------------------------------------------------------------ static void setGLCoreProfile() { #define glfwOpenWindowHint glfwWindowHint #define GLFW_OPENGL_VERSION_MAJOR GLFW_CONTEXT_VERSION_MAJOR #define GLFW_OPENGL_VERSION_MINOR GLFW_CONTEXT_VERSION_MINOR 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) { std::vector animobjs; const char *diffuseEnvironmentMap = NULL, *specularEnvironmentMap = NULL; const char *colorFilename = NULL, *displacementFilename = NULL, *occlusionFilename = NULL, *specularFilename = NULL; int memLimit = 0, colorMem = 0, displacementMem = 0, occlusionMem = 0, specularMem = 0; bool fullscreen = false; for (int i = 1; i < argc; ++i) { if (strstr(argv[i], ".obj")) animobjs.push_back(argv[i]); else if (!strcmp(argv[i], "-l")) g_level = atoi(argv[++i]); else if (!strcmp(argv[i], "-c")) g_repeatCount = atoi(argv[++i]); else if (!strcmp(argv[i], "-d")) diffuseEnvironmentMap = argv[++i]; else if (!strcmp(argv[i], "-e")) specularEnvironmentMap = argv[++i]; else if (!strcmp(argv[i], "-s")) g_shaderFilename = argv[++i]; else if (!strcmp(argv[i], "-f")) fullscreen = true; else if (!strcmp(argv[i], "-y")) g_yup = true; else if (!strcmp(argv[i], "-m")) g_maxMipmapLevels = atoi(argv[++i]); else if (!strcmp(argv[i], "-x")) memLimit = atoi(argv[++i]); else if (!strcmp(argv[i], "--disp")) g_displacementScale = (float)atof(argv[++i]); else if (colorFilename == NULL) { colorFilename = argv[i]; colorMem = memLimit; } else if (displacementFilename == NULL) { displacementFilename = argv[i]; displacementMem = memLimit; g_displacement = DISPLACEMENT_BILINEAR; g_normal = NORMAL_BIQUADRATIC; } else if (occlusionFilename == NULL) { occlusionFilename = argv[i]; occlusionMem = memLimit; g_occlusion = 1; } else if (specularFilename == NULL) { specularFilename = argv[i]; specularMem = memLimit; g_specular = 1; } } OpenSubdiv::Far::SetErrorCallback(callbackError); g_shaderSource = g_defaultShaderSource; reloadShaderFile(); g_ptexColorFilename = colorFilename; if (g_ptexColorFilename == NULL) { usage(argv[0]); return 1; } glfwSetErrorCallback(callbackErrorGLFW); if (not glfwInit()) { printf("Failed to initialize GLFW\n"); return 1; } static const char windowTitle[] = "OpenSubdiv glPtexViewer" OPENSUBDIV_VERSION_STRING; #define CORE_PROFILE #ifdef CORE_PROFILE setGLCoreProfile(); #endif 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); glfwSetKeyCallback(g_window, keyboard); glfwSetCursorPosCallback(g_window, motion); glfwSetMouseButtonCallback(g_window, mouse); #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 = %d\n", r); exit(1); } #ifdef CORE_PROFILE // clear GL errors which was generated during glewInit() glGetError(); #endif #endif initGL(); // accommodate high DPI displays (e.g. mac retina displays) glfwGetFramebufferSize(g_window, &g_width, &g_height); glfwSetFramebufferSizeCallback(g_window, reshape); glfwSetWindowCloseCallback(g_window, windowClose); // as of GLFW 3.0.1 this callback is not implicit reshape(); // activate feature adaptive tessellation if OSD supports it g_adaptive = OpenSubdiv::Osd::GLDrawContext::SupportsAdaptiveTessellation(); 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.Init(windowWidth, windowHeight, g_width, g_height); if (occlusionFilename != NULL) { g_hud.AddCheckBox("Ambient Occlusion (A)", g_occlusion, -200, 570, callbackCheckBox, HUD_CB_DISPLAY_OCCLUSION, 'a'); } if (specularFilename != NULL) g_hud.AddCheckBox("Specular (S)", g_specular, -200, 590, callbackCheckBox, HUD_CB_DISPLAY_SPECULAR, 's'); if (diffuseEnvironmentMap or specularEnvironmentMap) { g_hud.AddCheckBox("IBL (I)", g_ibl, -200, 610, callbackCheckBox, HUD_CB_IBL, 'i'); } g_hud.AddCheckBox("Cage Edges (H)", g_drawCageEdges != 0, 10, 10, callbackCheckBox, HUD_CB_CAGE_EDGES, 'h'); g_hud.AddCheckBox("Animate vertices (M)", g_moveScale != 0.0, 10, 30, callbackCheckBox, HUD_CB_ANIMATE_VERTICES, 'm'); g_hud.AddCheckBox("Screen space LOD (V)", g_screenSpaceTess, 10, 50, callbackCheckBox, HUD_CB_VIEW_LOD, 'v'); g_hud.AddCheckBox("Fractional spacing (T)", g_fractionalSpacing, 10, 70, callbackCheckBox, HUD_CB_FRACTIONAL_SPACING, 't'); g_hud.AddCheckBox("Frustum Patch Culling (B)", g_patchCull, 10, 90, callbackCheckBox, HUD_CB_PATCH_CULL, 'b'); g_hud.AddCheckBox("Bloom (Y)", g_bloom, 10, 110, callbackCheckBox, HUD_CB_BLOOM, 'y'); g_hud.AddCheckBox("Freeze (spc)", g_freeze, 10, 130, callbackCheckBox, HUD_CB_FREEZE, ' '); g_hud.AddRadioButton(HUD_RB_SCHEME, "CATMARK", true, 10, 190, callbackScheme, 0); g_hud.AddRadioButton(HUD_RB_SCHEME, "BILINEAR", false, 10, 210, callbackScheme, 1); if (OpenSubdiv::Osd::GLDrawContext::SupportsAdaptiveTessellation()) g_hud.AddCheckBox("Adaptive (`)", g_adaptive, 10, 300, callbackCheckBox, HUD_CB_ADAPTIVE, '`'); for (int i = 1; i < 8; ++i) { char level[16]; sprintf(level, "Lv. %d", i); g_hud.AddRadioButton(HUD_RB_LEVEL, level, i == g_level, 10, 320+i*20, callbackLevel, i, '0'+i); } 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 if (CLDeviceContext::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 int shading_pulldown = g_hud.AddPullDown("Shading (W)", 250, 10, 250, callbackWireframe, 'w'); g_hud.AddPullDownButton(shading_pulldown, "Wire", DISPLAY_WIRE, g_wire==DISPLAY_WIRE); g_hud.AddPullDownButton(shading_pulldown, "Shaded", DISPLAY_SHADED, g_wire==DISPLAY_SHADED); g_hud.AddPullDownButton(shading_pulldown, "Wire+Shaded", DISPLAY_WIRE_ON_SHADED, g_wire==DISPLAY_WIRE_ON_SHADED); g_hud.AddLabel("Color (C)", -200, 10); g_hud.AddRadioButton(HUD_RB_COLOR, "None", (g_color == COLOR_NONE), -200, 30, callbackColor, COLOR_NONE, 'c'); g_hud.AddRadioButton(HUD_RB_COLOR, "Ptex Nearest", (g_color == COLOR_PTEX_NEAREST), -200, 50, callbackColor, COLOR_PTEX_NEAREST, 'c'); g_hud.AddRadioButton(HUD_RB_COLOR, "Ptex HW bilinear", (g_color == COLOR_PTEX_HW_BILINEAR), -200, 70, callbackColor, COLOR_PTEX_HW_BILINEAR, 'c'); g_hud.AddRadioButton(HUD_RB_COLOR, "Ptex bilinear", (g_color == COLOR_PTEX_BILINEAR), -200, 90, callbackColor, COLOR_PTEX_BILINEAR, 'c'); g_hud.AddRadioButton(HUD_RB_COLOR, "Ptex biquadratic", (g_color == COLOR_PTEX_BIQUADRATIC), -200, 110, callbackColor, COLOR_PTEX_BIQUADRATIC, 'c'); g_hud.AddRadioButton(HUD_RB_COLOR, "Patch type", (g_color == COLOR_PATCHTYPE), -200, 130, callbackColor, COLOR_PATCHTYPE, 'c'); g_hud.AddRadioButton(HUD_RB_COLOR, "Patch coord", (g_color == COLOR_PATCHCOORD), -200, 150, callbackColor, COLOR_PATCHCOORD, 'c'); g_hud.AddRadioButton(HUD_RB_COLOR, "Normal", (g_color == COLOR_NORMAL), -200, 170, callbackColor, COLOR_NORMAL, 'c'); if (displacementFilename != NULL) { g_hud.AddLabel("Displacement (D)", -200, 200); g_hud.AddRadioButton(HUD_RB_DISPLACEMENT, "None", (g_displacement == DISPLACEMENT_NONE), -200, 220, callbackDisplacement, DISPLACEMENT_NONE, 'd'); g_hud.AddRadioButton(HUD_RB_DISPLACEMENT, "HW bilinear", (g_displacement == DISPLACEMENT_HW_BILINEAR), -200, 240, callbackDisplacement, DISPLACEMENT_HW_BILINEAR, 'd'); g_hud.AddRadioButton(HUD_RB_DISPLACEMENT, "Bilinear", (g_displacement == DISPLACEMENT_BILINEAR), -200, 260, callbackDisplacement, DISPLACEMENT_BILINEAR, 'd'); g_hud.AddRadioButton(HUD_RB_DISPLACEMENT, "Biquadratic", (g_displacement == DISPLACEMENT_BIQUADRATIC), -200, 280, callbackDisplacement, DISPLACEMENT_BIQUADRATIC, 'd'); g_hud.AddLabel("Normal (N)", -200, 310); g_hud.AddRadioButton(HUD_RB_NORMAL, "Surface", (g_normal == NORMAL_SURFACE), -200, 330, callbackNormal, NORMAL_SURFACE, 'n'); g_hud.AddRadioButton(HUD_RB_NORMAL, "Facet", (g_normal == NORMAL_FACET), -200, 350, callbackNormal, NORMAL_FACET, 'n'); g_hud.AddRadioButton(HUD_RB_NORMAL, "HW Screen space", (g_normal == NORMAL_HW_SCREENSPACE), -200, 370, callbackNormal, NORMAL_HW_SCREENSPACE, 'n'); g_hud.AddRadioButton(HUD_RB_NORMAL, "Screen space", (g_normal == NORMAL_SCREENSPACE), -200, 390, callbackNormal, NORMAL_SCREENSPACE, 'n'); g_hud.AddRadioButton(HUD_RB_NORMAL, "Biquadratic", (g_normal == NORMAL_BIQUADRATIC), -200, 410, callbackNormal, NORMAL_BIQUADRATIC, 'n'); g_hud.AddRadioButton(HUD_RB_NORMAL, "Biquadratic WG", (g_normal == NORMAL_BIQUADRATIC_WG), -200, 430, callbackNormal, NORMAL_BIQUADRATIC_WG, 'n'); } g_hud.AddSlider("Mipmap Bias", 0, 5, 0, -200, 450, 20, false, callbackSlider, 0); g_hud.AddSlider("Displacement", 0, 5, 1, -200, 490, 20, false, callbackSlider, 1); g_hud.AddCheckBox("Seamless Mipmap", g_seamless, -200, 530, callbackCheckBox, HUD_CB_SEAMLESS_MIPMAP, 'j'); // create mesh from ptex metadata createOsdMesh(g_level, g_kernel); // load ptex files if (colorFilename) g_osdPTexImage = createPtex(colorFilename, colorMem); if (displacementFilename) g_osdPTexDisplacement = createPtex(displacementFilename, displacementMem); if (occlusionFilename) g_osdPTexOcclusion = createPtex(occlusionFilename, occlusionMem); if (specularFilename) g_osdPTexSpecular = createPtex(specularFilename, specularMem); g_ptexMemoryUsage = (g_osdPTexImage ? g_osdPTexImage->GetMemoryUsage() : 0) + (g_osdPTexDisplacement ? g_osdPTexDisplacement->GetMemoryUsage() : 0) + (g_osdPTexOcclusion ? g_osdPTexOcclusion->GetMemoryUsage() : 0) + (g_osdPTexSpecular ? g_osdPTexSpecular->GetMemoryUsage() : 0); // load animation obj sequences (optional) if (not animobjs.empty()) { for (int i = 0; i < (int)animobjs.size(); ++i) { std::ifstream ifs(animobjs[i].c_str()); if (ifs) { std::stringstream ss; ss << ifs.rdbuf(); ifs.close(); printf("Reading %s\r", animobjs[i].c_str()); std::string str = ss.str(); Shape *shape = Shape::parseObj(str.c_str(), kCatmark); if (shape->verts.size() != g_positions.size()) { printf("Error: vertex count doesn't match.\n"); goto error; } g_animPositions.push_back(shape->verts); delete shape; } else { printf("Error in reading %s\n", animobjs[i].c_str()); goto error; } } printf("\n"); glBindBuffer(GL_ARRAY_BUFFER, 0); } if (diffuseEnvironmentMap) { HdrInfo info; unsigned char * image = loadHdr(diffuseEnvironmentMap, &info, /*convertToFloat=*/true); if (image) { glGenTextures(1, &g_diffuseEnvironmentMap); glBindTexture(GL_TEXTURE_2D, g_diffuseEnvironmentMap); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, info.width, info.height, 0, GL_RGBA, GL_FLOAT, image); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glBindTexture(GL_TEXTURE_2D, 0); free(image); } } if (specularEnvironmentMap) { HdrInfo info; unsigned char * image = loadHdr(specularEnvironmentMap, &info, /*convertToFloat=*/true); if (image) { glGenTextures(1, &g_specularEnvironmentMap); glBindTexture(GL_TEXTURE_2D, g_specularEnvironmentMap); // glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); // deprecated glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, info.width, info.height, 0, GL_RGBA, GL_FLOAT, image); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glBindTexture(GL_TEXTURE_2D, 0); free(image); } } if (diffuseEnvironmentMap || specularEnvironmentMap) { createSky(); } createImageShader(); fitFrame(); while (g_running) { idle(); display(); glfwPollEvents(); glfwSwapBuffers(g_window); glFinish(); } error: uninitGL(); glfwTerminate(); }