// // Copyright 2014 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 #ifdef OPENSUBDIV_HAS_OPENMP #include #endif #ifdef OPENSUBDIV_HAS_TBB #include #endif #ifdef OPENSUBDIV_HAS_OPENCL #include #include #include #include "../common/clInit.h" cl_context g_clContext; cl_command_queue g_clQueue; #endif #ifdef OPENSUBDIV_HAS_CUDA #include #include #include #include #include #include "../common/cudaInit.h" bool g_cudaInitialized = false; #endif #ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK #include #include #include #endif #ifdef OPENSUBDIV_HAS_GLSL_COMPUTE #include #include #include #endif #include #include #include #include #include #include "../common/stopwatch.h" #include "../common/simple_math.h" #include "../common/gl_hud.h" static const char *shaderSource = #include "shader.gen.h" ; #include #include #include #include #include using namespace OpenSubdiv; // --------------------------------------------------------------------------- class InstancesBase { public: virtual ~InstancesBase() {} virtual void UpdateVertexBuffer(int instance, std::vector const &src) = 0; virtual void UpdateVaryingBuffer(int instance, std::vector const &src) = 0; virtual GLuint BindVertexBuffer() = 0; virtual GLuint BindVaryingBuffer() = 0; Osd::VertexBufferDescriptor const &GetVertexDesc() const { return _vertexDesc; } Osd::VertexBufferDescriptor const &GetVaryingDesc() const { return _varyingDesc; } protected: InstancesBase(Osd::VertexBufferDescriptor const &vertexDesc, Osd::VertexBufferDescriptor const &varyingDesc, int numVertices) : _vertexDesc(vertexDesc), _varyingDesc(varyingDesc), _numVertices(numVertices) { } int getNumVertices() const { return _numVertices; } private: Osd::VertexBufferDescriptor _vertexDesc; Osd::VertexBufferDescriptor _varyingDesc; int _numVertices; // # of vertices of single instance }; template class Instances : public InstancesBase { public: Instances(int numInstances, Osd::VertexBufferDescriptor const &vertexDesc, Osd::VertexBufferDescriptor const &varyingDesc, bool interleaved, int numVertices) : InstancesBase(vertexDesc, varyingDesc, numVertices), _vertexBuffer(NULL), _varyingBuffer(NULL), _interleaved(interleaved) { if (interleaved) { assert(vertexDesc.stride == varyingDesc.stride); _vertexBuffer = createVertexBuffer( vertexDesc.stride, numInstances * numVertices); } else { if (vertexDesc.stride > 0) { _vertexBuffer = createVertexBuffer( vertexDesc.stride, numInstances * numVertices); } if (varyingDesc.stride > 0) { _varyingBuffer = createVertexBuffer( varyingDesc.stride, numInstances * numVertices); } } } virtual ~Instances() { delete _vertexBuffer; delete _varyingBuffer; } virtual void UpdateVertexBuffer(int instance, std::vector const &src) { updateVertexBuffer(_vertexBuffer, &src[0], instance * getNumVertices(), (int)src.size()/_vertexBuffer->GetNumElements()); } virtual void UpdateVaryingBuffer(int instance, std::vector const &src) { updateVertexBuffer(_varyingBuffer, &src[0], instance * getNumVertices(), (int)src.size()/_varyingBuffer->GetNumElements()); } virtual GLuint BindVertexBuffer() { return _vertexBuffer->BindVBO(); } virtual GLuint BindVaryingBuffer() { return _varyingBuffer->BindVBO(); } VERTEX_BUFFER *createVertexBuffer(int numElements, int numVertices) { return VERTEX_BUFFER::Create(numElements, numVertices); } void updateVertexBuffer(VERTEX_BUFFER *vertexBuffer, const float *src, int startVertex, int numVertices) { vertexBuffer->UpdateData(src, startVertex, numVertices); } VERTEX_BUFFER *GetVertexBuffer() const { return _vertexBuffer; } VERTEX_BUFFER *GetVaryingBuffer() const { return _interleaved ? _vertexBuffer :_varyingBuffer; } private: VERTEX_BUFFER *_vertexBuffer; VERTEX_BUFFER *_varyingBuffer; bool _interleaved; }; // --------------------------------------------------------------------------- class TopologyBase { public: virtual ~TopologyBase() { delete _drawContext; } virtual void Refine(InstancesBase *instance, int numInstances) = 0; virtual InstancesBase *CreateInstances( int numInstances, Osd::VertexBufferDescriptor const &vertexDesc, Osd::VertexBufferDescriptor const &varyingDesc, bool interleaved) = 0; virtual void UpdateVertexTexture(InstancesBase *instances) = 0; virtual void Synchronize() = 0; Osd::GLDrawContext *GetDrawContext() const { return _drawContext; } void SetRestPosition(std::vector const &restPosition) { _restPosition = restPosition; } std::vector const &GetRestPosition() const { return _restPosition; } int GetNumVertices() const { return _numVertices; } protected: TopologyBase(Far::PatchTables const * patchTables) { _drawContext = Osd::GLDrawContext::Create(patchTables, 7); } void updateVertexBufferStride(int stride) { // modifying patchArrays in drawcontext. Osd::DrawContext::PatchArrayVector &patchArrays = _drawContext->GetPatchArrays(); for (int i = 0; i < (int)patchArrays.size(); ++i) { Osd::DrawContext::PatchDescriptor desc = patchArrays[i].GetDescriptor(); desc.SetNumElements(stride); patchArrays[i].SetDescriptor(desc); } } int _numVertices; private: Osd::GLDrawContext *_drawContext; std::vector _restPosition; }; template class Topology : public TopologyBase { public: typedef typename COMPUTE_CONTROLLER::ComputeContext ComputeContext; Topology(Far::PatchTables const * patchTables, Far::StencilTables const * vertexStencils, Far::StencilTables const * varyingStencils) : TopologyBase(patchTables) { _computeContext = ComputeContext::Create(vertexStencils, varyingStencils); _kernelBatches.push_back(Far::StencilTablesFactory::Create(*vertexStencils)); _numVertices = vertexStencils->GetNumStencils() + vertexStencils->GetNumControlVertices(); } ~Topology() { delete _computeContext; } void Refine(InstancesBase *instance, int numInstances) { Osd::VertexBufferDescriptor const &globalVertexDesc = instance->GetVertexDesc(); Osd::VertexBufferDescriptor const &globalVaryingDesc = instance->GetVaryingDesc(); Instances *typedInstance = static_cast *>(instance); for (int i = 0; i < numInstances; ++i) { Osd::VertexBufferDescriptor vertexDesc( globalVertexDesc.offset + _numVertices*globalVertexDesc.stride*i, globalVertexDesc.length, globalVertexDesc.stride); Osd::VertexBufferDescriptor varyingDesc( globalVaryingDesc.offset + _numVertices*globalVaryingDesc.stride*i, globalVaryingDesc.length, globalVaryingDesc.stride); _computeController.Compute(_computeContext, _kernelBatches, typedInstance->GetVertexBuffer(), typedInstance->GetVaryingBuffer(), &vertexDesc, &varyingDesc); } } virtual InstancesBase *CreateInstances( int numInstances, Osd::VertexBufferDescriptor const &vertexDesc, Osd::VertexBufferDescriptor const &varyingDesc, bool interleaved) { return new Instances(numInstances, vertexDesc, varyingDesc, interleaved, _numVertices); } virtual void Synchronize() { _computeController.Synchronize(); } virtual void UpdateVertexTexture(InstancesBase *instances) { Instances *typedInstance = static_cast *>(instances); GetDrawContext()->UpdateVertexTexture(typedInstance->GetVertexBuffer()); updateVertexBufferStride(typedInstance->GetVertexBuffer()->GetNumElements()); } private: COMPUTE_CONTROLLER _computeController; ComputeContext *_computeContext; Far::KernelBatchVector _kernelBatches; }; // --------------------------------------------------------------------------- // CL specializations #ifdef OPENSUBDIV_HAS_OPENCL template<> Osd::CLGLVertexBuffer * Instances::createVertexBuffer( int numElements, int numVertices) { return Osd::CLGLVertexBuffer::Create( numElements, numVertices, g_clContext); } template<> void Instances::updateVertexBuffer( Osd::CLGLVertexBuffer *vertexBuffer, const float *src, int startVertex, int numVertices) { vertexBuffer->UpdateData(src, startVertex, numVertices, g_clQueue); } template<> Topology:: Topology(Far::PatchTables const * patchTables, Far::StencilTables const * vertexStencils, Far::StencilTables const * varyingStencils) : TopologyBase(patchTables), _computeController(g_clContext, g_clQueue) { _computeContext = ComputeContext::Create(g_clContext, vertexStencils, varyingStencils); _kernelBatches.push_back(Far::StencilTablesFactory::Create(*vertexStencils)); _numVertices = vertexStencils->GetNumStencils() + vertexStencils->GetNumControlVertices(); } #endif // --------------------------------------------------------------------------- TopologyBase *g_topology = NULL; InstancesBase *g_instances = NULL; enum KernelType { kCPU = 0, kOPENMP = 1, kTBB = 2, kCUDA = 3, kCL = 4, kGLSL = 5, kGLSLCompute = 6 }; enum DisplayStyle { kWire = 0, kShaded, kWireShaded, kVarying, kVaryingInterleaved }; enum HudCheckBox { kHUD_CB_FREEZE }; // GUI variables int g_displayStyle = kShaded, g_adaptive = 0, g_mbutton[3] = {0, 0, 0}, g_freeze = 0, g_running = 1; 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; int g_width = 1024, g_height = 1024; GLhud g_hud; // performance float g_cpuTime = 0; float g_gpuTime = 0; Stopwatch g_fpsTimer; int g_level = 2; int g_tessLevel = 1; int g_tessLevelMin = 1; int g_numInstances = 25; int g_frame = 0; int g_kernel = kCPU; 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]; } g_transformData; GLuint g_queries[2] = {0, 0}; GLuint g_vao = 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"; } } //------------------------------------------------------------------------------ struct SimpleShape { std::string name; Scheme scheme; std::string data; SimpleShape() { } SimpleShape( std::string const & idata, char const * iname, Scheme ischeme ) : name(iname), scheme(ischeme), data(idata) { } }; //------------------------------------------------------------------------------ static void updateGeom() { std::vector const &restPosition = g_topology->GetRestPosition(); int nverts = (int)restPosition.size()/3; int numVertexElements = (g_displayStyle == kVaryingInterleaved ? 7 : 3); int numVaryingElements = (g_displayStyle == kVarying ? 4 : 0); std::vector vertex(numVertexElements * nverts); std::vector varying(numVaryingElements * nverts); int column = (int)ceil(sqrt((float)g_numInstances)); for (int i = 0; i < g_numInstances; ++i) { float *d = &vertex[0]; const float *p = &restPosition[0]; for (int j = 0; j < nverts; ++j) { *d++ = p[0] + i%column - 0.5f*(column-1); *d++ = p[1] + i/column - 0.5f*(column-1); *d++ = p[2] * (float)(1+sin(0.1f*g_frame + i)); p += 3; if (g_displayStyle == kVaryingInterleaved) { *d++ = (1+(float)sin(0.1f*g_frame + i)) * 0.5f; *d++ = 1; *d++ = 1; *d++ = 1.0; } } g_instances->UpdateVertexBuffer(i, vertex); if (g_displayStyle == kVarying) { float *d = &varying[0]; for (int j = 0; j < nverts; ++j) { *d++ = 1; *d++ = (1+(float)sin(0.1f*g_frame + i)) * 0.5f; *d++ = 1; *d++ = 1.0; } g_instances->UpdateVaryingBuffer(i, varying); } } } static void refine() { Stopwatch s; s.Start(); g_topology->Refine(g_instances, g_numInstances); s.Stop(); g_cpuTime = float(s.GetElapsed() * 1000.0f); s.Start(); g_topology->Synchronize(); s.Stop(); g_gpuTime = float(s.GetElapsed() * 1000.0f); s.Stop(); } //------------------------------------------------------------------------------ static TopologyBase * createOsdMesh( const std::string &shapeStr, int level, Scheme scheme=kCatmark ) { checkGLErrors("create osd enter"); Shape * shape = Shape::parseObj(shapeStr.c_str(), scheme); std::vector restPosition(shape->verts); Far::TopologyRefiner * refiner = 0; { Sdc::Type type = GetSdcType(*shape); Sdc::Options options = GetSdcOptions(*shape); refiner = Far::TopologyRefinerFactory::Create(type, options, *shape); assert(refiner); } // material assignment std::vector idsOnPtexFaces; { int numFaces = refiner->GetNumFaces(0); // first, assign material ID to each coarse face std::vector idsOnCoarseFaces; for (int i = 0; i < numFaces; ++i) { int materialID = i%6; idsOnCoarseFaces.push_back(materialID); } // create ptex index to coarse face index mapping int numPtexFaces = refiner->GetNumPtexFaces(); // XXX: duped logic to simpleHbr std::vector ptexIndexToFaceMapping(numPtexFaces); int ptexIndex = 0; for (int face=0; face < numFaces; ++face) { ptexIndexToFaceMapping[ptexIndex++] = face; Far::IndexArray fverts = refiner->GetFaceVertices(0, face); if ( (scheme==kCatmark or scheme==kBilinear) and fverts.size() != 4 ) { for (int j = 0; j < (fverts.size()-1); ++j) { ptexIndexToFaceMapping[ptexIndex++] = face; } } } // convert ID array from coarse face index space to ptex index space for (int i = 0; i < numPtexFaces; ++i) { idsOnPtexFaces.push_back(idsOnCoarseFaces[ptexIndexToFaceMapping[i]]); } } // Adaptive refinement currently supported only for catmull-clark scheme bool doAdaptive = (g_adaptive!=0 and scheme==kCatmark); if (doAdaptive) { refiner->RefineAdaptive(level); } else { refiner->RefineUniform(level); } Far::StencilTables const * vertexStencils=0, * varyingStencils=0; { Far::StencilTablesFactory::Options options; options.generateOffsets = true; options.generateAllLevels = doAdaptive ? true : false; vertexStencils = Far::StencilTablesFactory::Create(*refiner, options); if (g_displayStyle==kVarying or g_displayStyle==kVaryingInterleaved) { varyingStencils = Far::StencilTablesFactory::Create(*refiner, options); } assert(vertexStencils); } Far::PatchTables const * patchTables = Far::PatchTablesFactory::Create(*refiner); // create partitioned patcharray TopologyBase *topology = NULL; if (g_kernel == kCPU) { topology = new Topology(patchTables, vertexStencils, varyingStencils); #ifdef OPENSUBDIV_HAS_OPENMP } else if (g_kernel == kOPENMP) { topology = new Topology(patchTables, vertexStencils, varyingStencils); #endif #ifdef OPENSUBDIV_HAS_TBB } else if (g_kernel == kTBB) { topology = new Topology(patchTables, vertexStencils, varyingStencils); #endif #ifdef OPENSUBDIV_HAS_CUDA } else if (g_kernel == kCUDA) { topology = new Topology(patchTables, vertexStencils, varyingStencils); #endif #ifdef OPENSUBDIV_HAS_OPENCL } else if (g_kernel == kCL) { topology = new Topology(patchTables, vertexStencils, varyingStencils); #endif #ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK } else if (g_kernel == kGLSL) { topology = new Topology(patchTables, vertexStencils, varyingStencils); #endif #ifdef OPENSUBDIV_HAS_GLSL_COMPUTE } else if (g_kernel == kGLSLCompute) { topology = new Topology(patchTables, vertexStencils, varyingStencils); #endif } else { } delete refiner; delete vertexStencils; delete varyingStencils; delete patchTables; // centering rest position float min[3] = { FLT_MAX, FLT_MAX, FLT_MAX}; float max[3] = {-FLT_MAX, -FLT_MAX, -FLT_MAX}; float center[3]; for (size_t i=0; i < restPosition.size()/3; ++i) { for (int j=0; j<3; ++j) { float v = restPosition[i*3+j]; min[j] = std::min(min[j], v); max[j] = std::max(max[j], v); } } for (int j=0; j<3; ++j) center[j] = (min[j] + max[j]) * 0.5f; for (size_t i=0; i < restPosition.size()/3; ++i) { restPosition[i*3+0] -= center[0]; restPosition[i*3+1] -= center[1]; restPosition[i*3+2] -= min[2]; } // save rest position topology->SetRestPosition(restPosition); return topology; } //------------------------------------------------------------------------------ static void fitFrame() { g_pan[0] = g_pan[1] = 0; g_dolly = g_size; } //------------------------------------------------------------------------------ union Effect { Effect(int displayStyle_) : value(0) { displayStyle = displayStyle_; } struct { unsigned int displayStyle:3; }; int value; bool operator < (const Effect &e) const { return value < e.value; } }; typedef std::pair EffectDesc; class EffectDrawRegistry : public 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); assert(sconfig); #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 if (desc.first.GetType() == Far::PatchTables::QUADS or desc.first.GetType() == Far::PatchTables::TRIANGLES) { sconfig->vertexShader.source = shaderSource; sconfig->vertexShader.version = glslVersion; sconfig->vertexShader.AddDefine("VERTEX_SHADER"); } else { sconfig->geometryShader.AddDefine("SMOOTH_NORMALS"); } sconfig->geometryShader.source = shaderSource; sconfig->geometryShader.version = glslVersion; sconfig->geometryShader.AddDefine("GEOMETRY_SHADER"); sconfig->fragmentShader.source = shaderSource; sconfig->fragmentShader.version = glslVersion; sconfig->fragmentShader.AddDefine("FRAGMENT_SHADER"); if (desc.first.GetType() == Far::PatchTables::QUADS) { // uniform catmark, bilinear sconfig->geometryShader.AddDefine("PRIM_QUAD"); sconfig->fragmentShader.AddDefine("PRIM_QUAD"); sconfig->commonShader.AddDefine("UNIFORM_SUBDIVISION"); } else if (desc.first.GetType() == Far::PatchTables::TRIANGLES) { // uniform loop sconfig->geometryShader.AddDefine("PRIM_TRI"); sconfig->fragmentShader.AddDefine("PRIM_TRI"); sconfig->commonShader.AddDefine("LOOP"); sconfig->commonShader.AddDefine("UNIFORM_SUBDIVISION"); } else { // adaptive sconfig->vertexShader.source = shaderSource + sconfig->vertexShader.source; sconfig->tessControlShader.source = shaderSource + sconfig->tessControlShader.source; sconfig->tessEvalShader.source = shaderSource + sconfig->tessEvalShader.source; sconfig->geometryShader.AddDefine("PRIM_TRI"); sconfig->fragmentShader.AddDefine("PRIM_TRI"); } switch (effect.displayStyle) { case kWire: sconfig->commonShader.AddDefine("GEOMETRY_OUT_WIRE"); break; case kWireShaded: sconfig->commonShader.AddDefine("GEOMETRY_OUT_LINE"); break; case kShaded: sconfig->commonShader.AddDefine("GEOMETRY_OUT_FILL"); break; case kVarying: sconfig->commonShader.AddDefine("VARYING_COLOR"); sconfig->commonShader.AddDefine("GEOMETRY_OUT_FILL"); break; case kVaryingInterleaved: sconfig->commonShader.AddDefine("VARYING_COLOR"); sconfig->commonShader.AddDefine("GEOMETRY_OUT_FILL"); break; } return sconfig; } EffectDrawRegistry::ConfigType * EffectDrawRegistry::_CreateDrawConfig( DescType const & desc, SourceConfigType const * sconfig) { ConfigType * config = BaseRegistry::_CreateDrawConfig(desc.first, sconfig); assert(config); GLuint uboIndex; // XXXdyu can use layout(binding=) with GLSL 4.20 and beyond g_transformBinding = 0; uboIndex = glGetUniformBlockIndex(config->program, "Transform"); if (uboIndex != GL_INVALID_INDEX) glUniformBlockBinding(config->program, uboIndex, g_transformBinding); g_tessellationBinding = 1; uboIndex = glGetUniformBlockIndex(config->program, "Tessellation"); if (uboIndex != GL_INVALID_INDEX) glUniformBlockBinding(config->program, uboIndex, g_tessellationBinding); g_lightingBinding = 2; uboIndex = glGetUniformBlockIndex(config->program, "Lighting"); if (uboIndex != GL_INVALID_INDEX) glUniformBlockBinding(config->program, uboIndex, g_lightingBinding); GLint loc; #if not defined(GL_ARB_separate_shader_objects) || defined(GL_VERSION_4_1) 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 } if ((loc = glGetUniformLocation(config->program, "OsdFVarDataBuffer")) != -1) { glUniform1i(loc, 4); // GL_TEXTURE4 } #else 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 } if ((loc = glGetUniformLocation(config->program, "OsdFVarDataBuffer")) != -1) { glProgramUniform1i(config->program, loc, 4); // GL_TEXTURE4 } #endif return config; } EffectDrawRegistry effectRegistry; static Effect GetEffect() { return Effect(g_displayStyle); } //------------------------------------------------------------------------------ static GLuint bindProgram(Effect effect, Osd::DrawContext::PatchArray const & patch) { EffectDesc effectDesc(patch.GetDescriptor(), effect); EffectDrawRegistry::ConfigType * config = effectRegistry.GetDrawConfig(effectDesc); GLuint program = config->program; glUseProgram(program); if (! g_transformUB) { glGenBuffers(1, &g_transformUB); glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB); glBufferData(GL_UNIFORM_BUFFER, sizeof(g_transformData), NULL, GL_STATIC_DRAW); }; glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB); glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(g_transformData), &g_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) { 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 = { {{ { 0.5, 0.2f, 1.0f, 0.0f }, { 0.1f, 0.1f, 0.1f, 1.0f }, { 0.7f, 0.7f, 0.7f, 1.0f }, { 0.8f, 0.8f, 0.8f, 1.0f } }, { { -0.8f, 0.4f, -1.0f, 0.0f }, { 0.0f, 0.0f, 0.0f, 1.0f }, { 0.5f, 0.5f, 0.5f, 1.0f }, { 0.8f, 0.8f, 0.8f, 1.0f } }} }; if (! g_lightingUB) { 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); Osd::GLDrawContext *drawContext = g_topology->GetDrawContext(); if (drawContext->GetVertexTextureBuffer()) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_BUFFER, drawContext->GetVertexTextureBuffer()); } if (drawContext->GetVertexValenceTextureBuffer()) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_BUFFER, drawContext->GetVertexValenceTextureBuffer()); } if (drawContext->GetQuadOffsetsTextureBuffer()) { glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_BUFFER, drawContext->GetQuadOffsetsTextureBuffer()); } if (drawContext->GetPatchParamTextureBuffer()) { glActiveTexture(GL_TEXTURE3); glBindTexture(GL_TEXTURE_BUFFER, drawContext->GetPatchParamTextureBuffer()); } if (drawContext->GetFvarDataTextureBuffer()) { glActiveTexture(GL_TEXTURE4); glBindTexture(GL_TEXTURE_BUFFER, drawContext->GetFvarDataTextureBuffer()); } glActiveTexture(GL_TEXTURE0); return program; } //------------------------------------------------------------------------------ static int drawPatches(Osd::DrawContext::PatchArrayVector const &patches, int instanceIndex, GLfloat const *color) { int numDrawCalls = 0; for (int i=0; i<(int)patches.size(); ++i) { Osd::DrawContext::PatchArray const & patch = patches[i]; Osd::DrawContext::PatchDescriptor desc = patch.GetDescriptor(); Far::PatchTables::Type patchType = desc.GetType(); GLenum primType; switch(patchType) { case Far::PatchTables::QUADS: primType = GL_LINES_ADJACENCY; break; case Far::PatchTables::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) GLuint program = bindProgram(GetEffect(), patch); GLuint uniformColor = glGetUniformLocation(program, "diffuseColor"); glProgramUniform4f(program, uniformColor, color[0], color[1], color[2], 1); GLuint uniformGregoryQuadOffsetBase = glGetUniformLocation(program, "GregoryQuadOffsetBase"); GLuint uniformPrimitiveIdBase = glGetUniformLocation(program, "PrimitiveIdBase"); glProgramUniform1i(program, uniformGregoryQuadOffsetBase, patch.GetQuadOffsetIndex()); glProgramUniform1i(program, uniformPrimitiveIdBase, patch.GetPatchIndex()); #else GLuint program = bindProgram(GetEffect(), patch); GLint uniformPrimitiveIdBase = glGetUniformLocation(program, "PrimitiveIdBase"); if (uniformPrimitiveIdBase != -1) glUniform1i(uniformPrimitiveIdBase, patch.GetPatchIndex()); #endif GLvoid *indices = (void *)(patch.GetVertIndex() * sizeof(unsigned int)); int baseVertex = g_topology->GetNumVertices() * instanceIndex; glProgramUniform1i(program, glGetUniformLocation(program, "BaseVertex"), baseVertex); glDrawElementsBaseVertex(primType, patch.GetNumIndices(), GL_UNSIGNED_INT, indices, baseVertex); ++numDrawCalls; } return numDrawCalls; } //------------------------------------------------------------------------------ static void display() { g_hud.GetFrameBuffer()->Bind(); Stopwatch s; s.Start(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glViewport(0, 0, g_width, g_height); // prepare view matrix double aspect = g_width/(double)g_height; identity(g_transformData.ModelViewMatrix); translate(g_transformData.ModelViewMatrix, -g_pan[0], -g_pan[1], -g_dolly); rotate(g_transformData.ModelViewMatrix, g_rotate[1], 1, 0, 0); rotate(g_transformData.ModelViewMatrix, g_rotate[0], 0, 1, 0); rotate(g_transformData.ModelViewMatrix, -90, 1, 0, 0); translate(g_transformData.ModelViewMatrix, -g_center[0], -g_center[1], -g_center[2]); perspective(g_transformData.ProjectionMatrix, 45.0f, (float)aspect, 0.01f, 500.0f); multMatrix(g_transformData.ModelViewProjectionMatrix, g_transformData.ModelViewMatrix, g_transformData.ProjectionMatrix); glEnable(GL_DEPTH_TEST); // make sure that the vertex buffer is interoped back as a GL resources. g_instances->BindVertexBuffer(); glBindVertexArray(g_vao); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_topology->GetDrawContext()->GetPatchIndexBuffer()); if (g_displayStyle == kVarying) { glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, g_instances->BindVertexBuffer()); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 3, 0); glEnableVertexAttribArray(1); glBindBuffer(GL_ARRAY_BUFFER, g_instances->BindVaryingBuffer()); glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 4, 0); } else if (g_displayStyle == kVaryingInterleaved) { glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glBindBuffer(GL_ARRAY_BUFFER, g_instances->BindVertexBuffer()); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 7, 0); glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 7, (void*)(sizeof(GLfloat)*3)); } else { glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, g_instances->BindVertexBuffer()); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 3, 0); glDisableVertexAttribArray(1); } // update vertex buffer to texture for gregory patch drawing. g_topology->UpdateVertexTexture(g_instances); Osd::DrawContext::PatchArrayVector const & patches = g_topology->GetDrawContext()->GetPatchArrays(); int numDrawCalls = 0; // primitive counting glBeginQuery(GL_PRIMITIVES_GENERATED, g_queries[0]); #if defined(GL_VERSION_3_3) glBeginQuery(GL_TIME_ELAPSED, g_queries[1]); #endif // draw instances with same topology for (int i = 0; i < g_numInstances; ++i) { GLfloat color[3] = {i/(float)g_numInstances, 0.5, 0.5}; numDrawCalls += drawPatches(patches, i, color); } glEndQuery(GL_PRIMITIVES_GENERATED); #if defined(GL_VERSION_3_3) glEndQuery(GL_TIME_ELAPSED); #endif glBindVertexArray(0); glUseProgram(0); 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_hud.GetFrameBuffer()->ApplyImageShader(); if (g_hud.IsVisible()) { g_fpsTimer.Stop(); double fps = 1.0/g_fpsTimer.GetElapsed(); g_fpsTimer.Start(); g_hud.DrawString(10, -180, "Tess level : %d", g_tessLevel); g_hud.DrawString(10, -160, "Primitives : %d", numPrimsGenerated); g_hud.DrawString(10, -140, "Draw calls : %d", numDrawCalls); g_hud.DrawString(10, -100, "GPU Compute : %.3f ms", g_gpuTime); g_hud.DrawString(10, -80, "CPU Compute : %.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", fps); g_hud.Flush(); } glFinish(); //checkGLErrors("display leave"); } //------------------------------------------------------------------------------ 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 uninitGL() { glDeleteQueries(2, g_queries); glDeleteVertexArrays(1, &g_vao); if (g_instances) delete g_instances; if (g_topology) delete g_topology; #ifdef OPENSUBDIV_HAS_OPENCL uninitCL(g_clContext, g_clQueue); #endif } //------------------------------------------------------------------------------ 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); } //------------------------------------------------------------------------------ void windowClose(GLFWwindow*) { g_running = false; } static void rebuildInstances() { delete g_instances; if (g_displayStyle == kVaryingInterleaved) { g_instances = g_topology->CreateInstances( g_numInstances, Osd::VertexBufferDescriptor(0, 3, 7), Osd::VertexBufferDescriptor(3, 4, 7), true); } else if (g_displayStyle == kVarying) { g_instances = g_topology->CreateInstances( g_numInstances, Osd::VertexBufferDescriptor(0, 3, 3), Osd::VertexBufferDescriptor(0, 4, 4), false); } else { g_instances = g_topology->CreateInstances( g_numInstances, Osd::VertexBufferDescriptor(0, 3, 3), Osd::VertexBufferDescriptor(0, 0, 0), false); } updateGeom(); refine(); } static void rebuildOsdMesh() { static SimpleShape g_modelCube = SimpleShape(catmark_cube, "catmark_cube", kCatmark); //static SimpleShape g_modelBishop = // SimpleShape(catmark_bishop, "catmark_bishop", kCatmark); static SimpleShape g_modelPawn = SimpleShape(catmark_pawn, "catmark_pawn", kCatmark); // static SimpleShape g_modelRook = // SimpleShape(catmark_rook, "catmark_rook", kCatmark); delete g_topology; g_topology = createOsdMesh(g_modelPawn.data, g_level); //g_topology = createOsdMesh(g_modelCube.data, g_level); rebuildInstances(); } //------------------------------------------------------------------------------ static void keyboard(GLFWwindow *, int key, int /* scancode */, int event, int /* mods */) { if (event == GLFW_RELEASE) return; if (g_hud.KeyDown(tolower(key))) return; if (key == 'G') { g_frame++; updateGeom(); refine(); } switch (key) { case 'Q': g_running = 0; break; case 'F': fitFrame(); break; case '+': case '=': g_tessLevel++; break; case '-': g_tessLevel = std::max(g_tessLevelMin, g_tessLevel-1); break; case '.': g_numInstances++; rebuildInstances(); break; case ',': g_numInstances = std::max(1, g_numInstances-1); rebuildInstances(); 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 g_clContext == NULL) { if (initCL(&g_clContext, &g_clQueue) == false) { printf("Error in initializing OpenCL\n"); exit(1); } } #endif #ifdef OPENSUBDIV_HAS_CUDA if (g_kernel == kCUDA and g_cudaInitialized == false) { g_cudaInitialized = true; cudaGLSetGLDevice( cutGetMaxGflopsDeviceId() ); } #endif rebuildOsdMesh(); } static void callbackLevel(int l) { g_level = l; rebuildOsdMesh(); } static void callbackSlider(float value, int /* data */) { g_numInstances = (int)value; rebuildInstances(); } static void callbackDisplayStyle(int b) { g_displayStyle = b; rebuildInstances(); } static void callbackAdaptive(bool checked, int /* a */) { if (Osd::GLDrawContext::SupportsAdaptiveTessellation()) { g_adaptive = checked; rebuildOsdMesh(); } } static void callbackCheckBox(bool checked, int button) { switch (button) { case kHUD_CB_FREEZE: g_freeze = checked; break; } } static void initHUD() { int windowWidth = g_width, windowHeight = g_height, frameBufferWidth = g_width, frameBufferHeight = g_height; // window size might not match framebuffer size on a high DPI display glfwGetWindowSize(g_window, &windowWidth, &windowHeight); glfwGetFramebufferSize(g_window, &frameBufferWidth, &frameBufferHeight); g_hud.Init(windowWidth, windowHeight); g_hud.SetFrameBuffer(new GLFrameBuffer); int shading_pulldown = g_hud.AddPullDown("Shading (W)", 10, 10, 250, callbackDisplayStyle, 'w'); g_hud.AddPullDownButton(shading_pulldown, "Wire", kWire, g_displayStyle==kWire); g_hud.AddPullDownButton(shading_pulldown, "Shaded", kShaded, g_displayStyle==kShaded); g_hud.AddPullDownButton(shading_pulldown, "Wire+Shaded", kWireShaded, g_displayStyle==kWireShaded); g_hud.AddPullDownButton(shading_pulldown, "Varying", kVarying, g_displayStyle==kVarying); g_hud.AddPullDownButton(shading_pulldown, "Varying(Interleaved)", kVaryingInterleaved, g_displayStyle==kVaryingInterleaved); g_hud.AddCheckBox("Freeze (spc)", g_freeze != 0, 10, 150, callbackCheckBox, kHUD_CB_FREEZE, ' '); 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 (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 g_hud.AddSlider("Prim counts", 1, 100, 25, -200, 20, 20, false, callbackSlider, 0); if (Osd::GLDrawContext::SupportsAdaptiveTessellation()) g_hud.AddCheckBox("Adaptive (`)", g_adaptive!=0, 10, 190, callbackAdaptive, 0, '`'); for (int i = 1; i < 11; ++i) { char level[16]; sprintf(level, "Lv. %d", i); g_hud.AddRadioButton(3, level, i==2, 10, 210+i*20, callbackLevel, i, '0'+(i%10)); } g_hud.Rebuild(g_width, g_height); } //------------------------------------------------------------------------------ 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); glGenQueries(2, g_queries); glGenVertexArrays(1, &g_vao); } //------------------------------------------------------------------------------ static void idle() { if (not g_freeze) { ++g_frame; updateGeom(); refine(); } } //------------------------------------------------------------------------------ static void callbackError(Osd::ErrorType err, const char *message) { printf("OsdError: %d\n", err); printf("%s", message); } //------------------------------------------------------------------------------ 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::string str; for (int i = 1; i < argc; ++i) { if (!strcmp(argv[i], "-d")) { g_level = atoi(argv[++i]); } } Osd::SetErrorCallback(callbackError); if (not glfwInit()) { printf("Failed to initialize GLFW\n"); return 1; } static const char windowTitle[] = "OpenSubdiv face partitioning example"; #define CORE_PROFILE #ifdef CORE_PROFILE setGLCoreProfile(); #endif if (not (g_window=glfwCreateWindow(g_width, g_height, windowTitle, NULL, NULL))) { printf("Failed to open window.\n"); glfwTerminate(); return 1; } glfwMakeContextCurrent(g_window); // accommocate 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 // activate feature adaptive tessellation if OSD supports it g_adaptive = Osd::GLDrawContext::SupportsAdaptiveTessellation(); initGL(); glfwSwapInterval(0); initHUD(); rebuildOsdMesh(); while (g_running) { idle(); display(); glfwPollEvents(); glfwSwapBuffers(g_window); glFinish(); } uninitGL(); glfwTerminate(); } //------------------------------------------------------------------------------