// // Copyright (C) Pixar. All rights reserved. // // This license governs use of the accompanying software. If you // use the software, you accept this license. If you do not accept // the license, do not use the software. // // 1. Definitions // The terms "reproduce," "reproduction," "derivative works," and // "distribution" have the same meaning here as under U.S. // copyright law. A "contribution" is the original software, or // any additions or changes to the software. // A "contributor" is any person or entity that distributes its // contribution under this license. // "Licensed patents" are a contributor's patent claims that read // directly on its contribution. // // 2. Grant of Rights // (A) Copyright Grant- Subject to the terms of this license, // including the license conditions and limitations in section 3, // each contributor grants you a non-exclusive, worldwide, // royalty-free copyright license to reproduce its contribution, // prepare derivative works of its contribution, and distribute // its contribution or any derivative works that you create. // (B) Patent Grant- Subject to the terms of this license, // including the license conditions and limitations in section 3, // each contributor grants you a non-exclusive, worldwide, // royalty-free license under its licensed patents to make, have // made, use, sell, offer for sale, import, and/or otherwise // dispose of its contribution in the software or derivative works // of the contribution in the software. // // 3. Conditions and Limitations // (A) No Trademark License- This license does not grant you // rights to use any contributor's name, logo, or trademarks. // (B) If you bring a patent claim against any contributor over // patents that you claim are infringed by the software, your // patent license from such contributor to the software ends // automatically. // (C) If you distribute any portion of the software, you must // retain all copyright, patent, trademark, and attribution // notices that are present in the software. // (D) If you distribute any portion of the software in source // code form, you may do so only under this license by including a // complete copy of this license with your distribution. If you // distribute any portion of the software in compiled or object // code form, you may only do so under a license that complies // with this license. // (E) The software is licensed "as-is." You bear the risk of // using it. The contributors give no express warranties, // guarantees or conditions. You may have additional consumer // rights under your local laws which this license cannot change. // To the extent permitted under your local laws, the contributors // exclude the implied warranties of merchantability, fitness for // a particular purpose and non-infringement. // #if defined(__APPLE__) #include #define GLFW_INCLUDE_GL3 #define GLFW_NO_GLU #else #include #include #if defined(WIN32) #include #endif #endif #if defined(GLFW_VERSION_3) #include GLFWwindow* g_window=0; GLFWmonitor* g_primary=0; #else #include #endif #define HBR_ADAPTIVE #include #include #include #include #include #include #include #include #include #include #include OpenSubdiv::OsdCpuComputeController * g_cpuComputeController = NULL; #ifdef OPENSUBDIV_HAS_OPENMP #include OpenSubdiv::OsdOmpComputeController * g_ompComputeController = NULL; #endif #ifdef OPENSUBDIV_HAS_OPENCL #include #include #include #include "../common/clInit.h" cl_context g_clContext; cl_command_queue g_clQueue; OpenSubdiv::OsdCLComputeController * g_clComputeController = NULL; #endif #ifdef OPENSUBDIV_HAS_CUDA #include #include #include #include #include #include "../common/cudaInit.h" bool g_cudaInitialized = false; OpenSubdiv::OsdCudaComputeController * g_cudaComputeController = NULL; #endif #ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK #include #include #include OpenSubdiv::OsdGLSLTransformFeedbackComputeController * g_glslTransformFeedbackComputeController = NULL; #endif #ifdef OPENSUBDIV_HAS_GLSL_COMPUTE #include #include #include OpenSubdiv::OsdGLSLComputeController * g_glslComputeController = NULL; #endif #include OpenSubdiv::OsdGLMeshInterface *g_mesh; #include "Ptexture.h" #include "PtexUtils.h" #include "../common/stopwatch.h" #include "../common/simple_math.h" #include "../common/gl_hud.h" #include "../common/hdr_reader.h" #include "../../regression/common/shape_utils.h" #include #include #include static const char *g_defaultShaderSource = #if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0) #include "shader.inc" #else #include "shader_gl3.inc" #endif ; static const char *g_skyShaderSource = #include "skyshader.inc" ; static const char *g_imageShaderSource = #include "imageshader.inc" ; static std::string g_shaderSource; static const char *g_shaderFilename = NULL; typedef OpenSubdiv::HbrMesh OsdHbrMesh; typedef OpenSubdiv::HbrVertex OsdHbrVertex; typedef OpenSubdiv::HbrFace OsdHbrFace; typedef OpenSubdiv::HbrHalfedge OsdHbrHalfedge; enum KernelType { kCPU = 0, kOPENMP = 1, kCUDA = 2, kCL = 3, kGLSL = 4, kGLSLCompute = 5 }; enum HudCheckBox { HUD_CB_ADAPTIVE, HUD_CB_DISPLAY_COLOR, HUD_CB_DISPLAY_OCCLUSION, HUD_CB_DISPLAY_DISPLACEMENT, HUD_CB_DISPLAY_NORMALMAP, HUD_CB_DISPLAY_SPECULAR, HUD_CB_ANIMATE_VERTICES, HUD_CB_DISPLAY_PATCH_COLOR, HUD_CB_VIEW_LOD, HUD_CB_PATCH_CULL, HUD_CB_IBL, HUD_CB_BLOOM }; //----------------------------------------------------------------------------- int g_frame = 0, g_repeatCount = 0; // GUI variables int g_fullscreen=0, g_wire = 1, g_drawNormals = 0, g_mbutton[3] = {0, 0, 0}, g_level = 2, g_tessLevel = 2, g_kernel = kCPU, g_scheme = 0, g_gutterWidth = 1, g_running = 1; float g_moveScale = 0.0f, g_displacementScale = 1.0f, g_bumpScale = 1.0f; bool g_adaptive = false, g_yup = false, g_displayPatchColor = false, g_patchCull = true, g_screenSpaceTess = true, g_ibl = false, g_bloom = true; 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_color = true, g_occlusion = false, g_displacement = false, g_normal = false, g_specular = false; // 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; std::vector g_animPositionBuffers; GLuint g_primQuery = 0; GLuint g_vao = 0; GLuint g_skyVAO = 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; OpenSubdiv::OsdGLPtexTexture * g_osdPTexImage = 0; OpenSubdiv::OsdGLPtexTexture * g_osdPTexDisplacement = 0; OpenSubdiv::OsdGLPtexTexture * g_osdPTexOcclusion = 0; OpenSubdiv::OsdGLPtexTexture * g_osdPTexSpecular = 0; const char * g_ptexColorFilename; 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(OsdHbrMesh * mesh, std::vector const & pos, std::vector & result ) { // calc normal vectors int nverts = (int)pos.size()/3; int nfaces = mesh->GetNumCoarseFaces(); for (int i = 0; i < nfaces; ++i) { OsdHbrFace * f = mesh->GetFace(i); float const * p0 = &pos[f->GetVertex(0)->GetID()*3], * p1 = &pos[f->GetVertex(1)->GetID()*3], * p2 = &pos[f->GetVertex(2)->GetID()*3]; float n[3]; cross( n, p0, p1, p2 ); for (int j = 0; j < f->GetNumVertices(); j++) { int idx = f->GetVertex(j)->GetID() * 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); /* if (g_kernel != kCPU && g_kernel != kOPENMP) { glBindBuffer(GL_COPY_READ_BUFFER, g_animPositionBuffers[g_frame%nkey]); glBindBuffer(GL_COPY_WRITE_BUFFER, g_mesh->BindVertexBuffer()); glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, nverts * 3 * sizeof(float)); glBindBuffer(GL_COPY_READ_BUFFER, 0); glBindBuffer(GL_COPY_WRITE_BUFFER, 0); } else { g_mesh->UpdateVertexBuffer(&g_animPositions[g_frame%nkey][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; } //------------------------------------------------------------------------------- template OpenSubdiv::HbrMesh * createPTexGeo(PtexTexture * r) { PtexMetaData* meta = r->getMetaData(); if(meta->numKeys()<3) return NULL; const float* vp; const int *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; static OpenSubdiv::HbrCatmarkSubdivision _catmark; static OpenSubdiv::HbrBilinearSubdivision _bilinear; OpenSubdiv::HbrMesh * mesh; if(g_scheme == 0) mesh = new OpenSubdiv::HbrMesh(&_catmark); else mesh = new OpenSubdiv::HbrMesh(&_bilinear); g_positions.clear(); g_positions.reserve(nvp); // 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; iNewVertex(i, T()); } 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); const int *fv = vi; for (int i=0, ptxidx=0; i * face = mesh->NewFace(nv, (int *)fv, 0); face->SetPtexIndex(ptxidx); if(nv != 4) ptxidx+=nv; else ptxidx++; fv += nv; } mesh->SetInterpolateBoundaryMethod( OpenSubdiv::HbrMesh::k_InterpolateBoundaryEdgeOnly ); // set creases here // applyTags( mesh, sh ); mesh->Finish(); return mesh; } //------------------------------------------------------------------------------ void #if GLFW_VERSION_MAJOR>=3 reshape(GLFWwindow *, int width, int height) { #else reshape(int width, int height) { #endif g_width = width; g_height = height; g_hud.Rebuild(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() { #if GLFW_VERSION_MAJOR>=3 reshape(g_window, g_width, g_height); #else reshape(g_width, g_height); #endif } #if GLFW_VERSION_MAJOR>=3 void windowClose(GLFWwindow*) { g_running = false; } #else int windowClose() { g_running = false; return GL_TRUE; } #endif //------------------------------------------------------------------------------ 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::OsdDrawShaderSource const & common, OpenSubdiv::OsdDrawShaderSource 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, OpenSubdiv::OsdGLPtexTexture *osdPTex, GLuint data, GLuint packing, GLuint pages, int samplerUnit) { #if defined(GL_ARB_separate_shader_objects) || defined(GL_VERSION_4_1) glProgramUniform1i(program, data, samplerUnit + 0); glProgramUniform1i(program, packing, samplerUnit + 1); glProgramUniform1i(program, pages, samplerUnit + 2); #else glUniform1i(data, samplerUnit + 0); glUniform1i(packing, samplerUnit + 1); glUniform1i(pages, samplerUnit + 2); #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 + samplerUnit + 2); glBindTexture(GL_TEXTURE_BUFFER, osdPTex->GetPagesTextureBuffer()); glActiveTexture(GL_TEXTURE0); return samplerUnit + 3; } //------------------------------------------------------------------------------ union Effect { struct { int color:1; int occlusion:1; int displacement:1; int normal:1; int specular:1; int patchCull:1; int screenSpaceTess:1; int ibl:1; unsigned int wire:2; }; int value; bool operator < (const Effect &e) const { return value < e.value; } }; typedef std::pair EffectDesc; class EffectDrawRegistry : public OpenSubdiv::OsdGLDrawRegistry { 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); sconfig->commonShader.AddDefine("USE_PTEX_COORD"); if (effect.patchCull) sconfig->commonShader.AddDefine("OSD_ENABLE_PATCH_CULL"); if (effect.screenSpaceTess) sconfig->commonShader.AddDefine("OSD_ENABLE_SCREENSPACE_TESSELLATION"); #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 bool quad = true; if (desc.first.type != OpenSubdiv::kNonPatch) { quad = false; sconfig->tessEvalShader.source = g_shaderSource + sconfig->tessEvalShader.source; sconfig->tessEvalShader.version = glslVersion; if (effect.displacement and (not effect.normal)) sconfig->geometryShader.AddDefine("FLAT_NORMALS"); if (effect.displacement) sconfig->tessEvalShader.AddDefine("USE_PTEX_DISPLACEMENT"); } else { sconfig->vertexShader.source = g_shaderSource; sconfig->vertexShader.version = glslVersion; sconfig->vertexShader.AddDefine("VERTEX_SHADER"); if (effect.displacement) { sconfig->geometryShader.AddDefine("USE_PTEX_DISPLACEMENT"); 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"); if (effect.color) sconfig->fragmentShader.AddDefine("USE_PTEX_COLOR"); if (effect.occlusion) sconfig->fragmentShader.AddDefine("USE_PTEX_OCCLUSION"); if (effect.normal) sconfig->fragmentShader.AddDefine("USE_PTEX_NORMAL"); if (effect.specular) sconfig->fragmentShader.AddDefine("USE_PTEX_SPECULAR"); if (effect.ibl) sconfig->fragmentShader.AddDefine("USE_IBL"); if (quad) { sconfig->geometryShader.AddDefine("PRIM_QUAD"); sconfig->fragmentShader.AddDefine("PRIM_QUAD"); } else { sconfig->geometryShader.AddDefine("PRIM_TRI"); sconfig->fragmentShader.AddDefine("PRIM_TRI"); } 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; glUniformBlockBinding(config->program, glGetUniformBlockIndex(config->program, "Transform"), g_transformBinding); g_tessellationBinding = 1; #if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0) glUniformBlockBinding(config->program, glGetUniformBlockIndex(config->program, "Tessellation"), g_tessellationBinding); #endif g_lightingBinding = 2; glUniformBlockBinding(config->program, glGetUniformBlockIndex(config->program, "Lighting"), g_lightingBinding); GLint loc; #if defined(GL_ARB_separate_shader_objects) || defined(GL_VERSION_4_1) if ((loc = glGetUniformLocation(config->program, "g_VertexBuffer")) != -1) { glProgramUniform1i(config->program, loc, 0); // GL_TEXTURE0 } if ((loc = glGetUniformLocation(config->program, "g_ValenceBuffer")) != -1) { glProgramUniform1i(config->program, loc, 1); // GL_TEXTURE1 } if ((loc = glGetUniformLocation(config->program, "g_QuadOffsetBuffer")) != -1) { glProgramUniform1i(config->program, loc, 2); // GL_TEXTURE2 } if ((loc = glGetUniformLocation(config->program, "g_patchLevelBuffer")) != -1) { glProgramUniform1i(config->program, loc, 3); // GL_TEXTURE3 } if ((loc = glGetUniformLocation(config->program, "g_ptexIndicesBuffer")) != -1) { glProgramUniform1i(config->program, loc, 4); // GL_TEXTURE4 } #else glUseProgram(config->program); if ((loc = glGetUniformLocation(config->program, "g_VertexBuffer")) != -1) { glUniform1i(loc, 0); // GL_TEXTURE0 } if ((loc = glGetUniformLocation(config->program, "g_ValenceBuffer")) != -1) { glUniform1i(loc, 1); // GL_TEXTURE1 } if ((loc = glGetUniformLocation(config->program, "g_QuadOffsetBuffer")) != -1) { glUniform1i(loc, 2); // GL_TEXTURE2 } if ((loc = glGetUniformLocation(config->program, "g_patchLevelBuffer")) != -1) { glUniform1i(loc, 3); // GL_TEXTURE3 } if ((loc = glGetUniformLocation(config->program, "g_ptexIndicesBuffer")) != -1) { glUniform1i(loc, 4); // GL_TEXTURE4 } #endif return config; } EffectDrawRegistry effectRegistry; EffectDrawRegistry::ConfigType * getInstance(Effect effect, OpenSubdiv::OsdPatchDescriptor const & patchDesc) { EffectDesc desc; desc.first = patchDesc; desc.second = effect; EffectDrawRegistry::ConfigType * config = effectRegistry.GetDrawConfig(desc); assert(config); return config; } //------------------------------------------------------------------------------ OpenSubdiv::OsdGLPtexTexture * createPtex(const char *filename) { Ptex::String ptexError; printf("Loading ptex : %s\n", filename); PtexTexture *ptex = PtexTexture::open(filename, ptexError, true); if (ptex == NULL) { printf("Error in reading %s\n", filename); exit(1); } OpenSubdiv::OsdGLPtexTexture *osdPtex = OpenSubdiv::OsdGLPtexTexture::Create( ptex, /*targetMemory =*/0, /*gutterWidth =*/g_gutterWidth, /*pageMargin = */g_gutterWidth*8); ptex->release(); 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 Hbr representation from ptex OsdHbrMesh * hmesh = createPTexGeo(ptexColor); if(hmesh == NULL) return; g_normals.resize(g_positions.size(),0.0f); calcNormals( hmesh, 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::OsdMeshBitset bits; bits.set(OpenSubdiv::MeshAdaptive, doAdaptive); bits.set(OpenSubdiv::MeshPtexData, true); int numVertexElements = g_adaptive ? 3 : 6; if (kernel == kCPU) { if (not g_cpuComputeController) { g_cpuComputeController = new OpenSubdiv::OsdCpuComputeController(); } g_mesh = new OpenSubdiv::OsdMesh( g_cpuComputeController, hmesh, numVertexElements, level, bits); #ifdef OPENSUBDIV_HAS_OPENMP } else if (kernel == kOPENMP) { if (not g_ompComputeController) { g_ompComputeController = new OpenSubdiv::OsdOmpComputeController(); } g_mesh = new OpenSubdiv::OsdMesh( g_ompComputeController, hmesh, numVertexElements, level, bits); #endif #ifdef OPENSUBDIV_HAS_OPENCL } else if(kernel == kCL) { if (not g_clComputeController) { g_clComputeController = new OpenSubdiv::OsdCLComputeController(g_clContext, g_clQueue); } g_mesh = new OpenSubdiv::OsdMesh( g_clComputeController, hmesh, numVertexElements, level, bits, g_clContext, g_clQueue); #endif #ifdef OPENSUBDIV_HAS_CUDA } else if(kernel == kCUDA) { if (not g_cudaComputeController) { g_cudaComputeController = new OpenSubdiv::OsdCudaComputeController(); } g_mesh = new OpenSubdiv::OsdMesh( g_cudaComputeController, hmesh, numVertexElements, level, bits); #endif #ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK } else if(kernel == kGLSL) { if (not g_glslComputeController) { g_glslTransformFeedbackComputeController = new OpenSubdiv::OsdGLSLTransformFeedbackComputeController(); } g_mesh = new OpenSubdiv::OsdMesh( g_glslTransformFeedbackComputeController, hmesh, numVertexElements, level, bits); #endif #ifdef OPENSUBDIV_HAS_GLSL_COMPUTE } else if(kernel == kGLSLCompute) { if (not g_glslComputeController) { g_glslComputeController = new OpenSubdiv::OsdGLSLComputeController(); } g_mesh = new OpenSubdiv::OsdMesh( g_glslComputeController, hmesh, numVertexElements, level, bits); #endif } else { printf("Unsupported kernel %s\n", getKernelName(kernel)); } delete hmesh; 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()->patchIndexBuffer); 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::OsdDrawShaderSource 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::OsdDrawShaderSource 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); 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 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 GLuint bindProgram(Effect effect, OpenSubdiv::OsdPatchArray const & patch) { OpenSubdiv::OsdPatchDescriptor const & desc = patch.desc; EffectDrawRegistry::ConfigType * config = getInstance(effect, desc); GLuint program = config->program; glUseProgram(program); if (! g_transformUB) { 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) { 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) { 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); //----------------- int sampler = 7; // color ptex GLint texData = glGetUniformLocation(program, "textureImage_Data"); GLint texPacking = glGetUniformLocation(program, "textureImage_Packing"); GLint texPages = glGetUniformLocation(program, "textureImage_Pages"); sampler = bindPTexture(program, g_osdPTexImage, texData, texPacking, texPages, sampler); // displacement ptex if (g_displacement || g_normal) { texData = glGetUniformLocation(program, "textureDisplace_Data"); texPacking = glGetUniformLocation(program, "textureDisplace_Packing"); texPages = glGetUniformLocation(program, "textureDisplace_Pages"); sampler = bindPTexture(program, g_osdPTexDisplacement, texData, texPacking, texPages, sampler); } // occlusion ptex if (g_occlusion) { texData = glGetUniformLocation(program, "textureOcclusion_Data"); texPacking = glGetUniformLocation(program, "textureOcclusion_Packing"); texPages = glGetUniformLocation(program, "textureOcclusion_Pages"); sampler = bindPTexture(program, g_osdPTexOcclusion, texData, texPacking, texPages, sampler); } // specular ptex if (g_specular) { texData = glGetUniformLocation(program, "textureSpecular_Data"); texPacking = glGetUniformLocation(program, "textureSpecular_Packing"); texPages = glGetUniformLocation(program, "textureSpecular_Pages"); sampler = bindPTexture(program, g_osdPTexSpecular, texData, texPacking, texPages, 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); sampler++; } 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); sampler++; } 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::OsdPatchArrayVector const & patches = g_mesh->GetDrawContext()->patchArrays; GLenum primType = GL_LINES_ADJACENCY; glBindVertexArray(g_vao); // patch drawing for (int i=0; i<(int)patches.size(); ++i) { OpenSubdiv::OsdPatchArray const & patch = patches[i]; #if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0) OpenSubdiv::OsdPatchType patchType = patch.desc.type; int patchPattern = patch.desc.pattern; //int patchRotation = patch.desc.rotation; if (g_mesh->GetDrawContext()->IsAdaptive()) { primType = GL_PATCHES; glPatchParameteri(GL_PATCH_VERTICES, patch.desc.GetPatchSize()); if (g_mesh->GetDrawContext()->vertexTextureBuffer) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_BUFFER, g_mesh->GetDrawContext()->vertexTextureBuffer); glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, bVertex); } if (g_mesh->GetDrawContext()->vertexValenceTextureBuffer) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_BUFFER, g_mesh->GetDrawContext()->vertexValenceTextureBuffer); } if (g_mesh->GetDrawContext()->quadOffsetTextureBuffer) { glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_BUFFER, g_mesh->GetDrawContext()->quadOffsetTextureBuffer); } if (g_mesh->GetDrawContext()->patchLevelTextureBuffer) { glActiveTexture(GL_TEXTURE3); glBindTexture(GL_TEXTURE_BUFFER, g_mesh->GetDrawContext()->patchLevelTextureBuffer); } if (g_mesh->GetDrawContext()->ptexCoordinateTextureBuffer) { glActiveTexture(GL_TEXTURE4); glBindTexture(GL_TEXTURE_BUFFER, g_mesh->GetDrawContext()->ptexCoordinateTextureBuffer); } glActiveTexture(GL_TEXTURE0); } else { if (g_mesh->GetDrawContext()->ptexCoordinateTextureBuffer) { glActiveTexture(GL_TEXTURE4); glBindTexture(GL_TEXTURE_BUFFER, g_mesh->GetDrawContext()->ptexCoordinateTextureBuffer); } glActiveTexture(GL_TEXTURE0); } #else if (g_mesh->GetDrawContext()->ptexCoordinateTextureBuffer) { glActiveTexture(GL_TEXTURE4); glBindTexture(GL_TEXTURE_BUFFER, g_mesh->GetDrawContext()->ptexCoordinateTextureBuffer); } glActiveTexture(GL_TEXTURE0); #endif Effect effect; effect.value = 0; effect.color = g_color; effect.occlusion = g_occlusion; effect.displacement = g_displacement; effect.normal = g_normal; effect.specular = g_specular; effect.patchCull = g_patchCull; effect.screenSpaceTess = g_screenSpaceTess; effect.ibl = g_ibl; effect.wire = g_wire; GLuint program = bindProgram(effect, patch); 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 bumpScale = glGetUniformLocation(program, "bumpScale"); if (bumpScale != -1) glUniform1f(bumpScale, g_bumpScale); #if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0) GLuint overrideColorEnable = glGetUniformLocation(program, "overrideColorEnable"); GLuint overrideColor = glGetUniformLocation(program, "overrideColor"); switch(patchType) { case OpenSubdiv::kRegular: glProgramUniform4f(program, overrideColor, 1.0f, 1.0f, 1.0f, 1); break; case OpenSubdiv::kBoundary: glProgramUniform4f(program, overrideColor, 0.8f, 0.0f, 0.0f, 1); break; case OpenSubdiv::kCorner: glProgramUniform4f(program, overrideColor, 0, 1.0, 0, 1); break; case OpenSubdiv::kGregory: glProgramUniform4f(program, overrideColor, 1.0f, 1.0f, 0.0f, 1); break; case OpenSubdiv::kBoundaryGregory: glProgramUniform4f(program, overrideColor, 1.0f, 0.5f, 0.0f, 1); break; case OpenSubdiv::kTransitionRegular: switch (patchPattern) { case 0: glProgramUniform4f(program, overrideColor, 0, 1.0f, 1.0f, 1); break; case 1: glProgramUniform4f(program, overrideColor, 0, 0.5f, 1.0f, 1); break; case 2: glProgramUniform4f(program, overrideColor, 0, 0.5f, 0.5f, 1); break; case 3: glProgramUniform4f(program, overrideColor, 0.5f, 0, 1.0f, 1); break; case 4: glProgramUniform4f(program, overrideColor, 1.0f, 0.5f, 1.0f, 1); break; } break; case OpenSubdiv::kTransitionBoundary: glProgramUniform4f(program, overrideColor, 0, 0, 0.5f, 1); break; case OpenSubdiv::kTransitionCorner: glProgramUniform4f(program, overrideColor, 0, 0, 0.5f, 1); break; default: glProgramUniform4f(program, overrideColor, 0.4f, 0.4f, 0.8f, 1); break; } if (g_displayPatchColor or g_wire == 2) { glProgramUniform1i(program, overrideColorEnable, 1); } else { glProgramUniform1i(program, overrideColorEnable, 0); } #endif if (g_wire == 0) { glDisable(GL_CULL_FACE); } GLuint uniformGregoryQuadOffset = glGetUniformLocation(program, "GregoryQuadOffsetBase"); GLuint uniformLevelBase = glGetUniformLocation(program, "LevelBase"); glProgramUniform1i(program, uniformGregoryQuadOffset, patch.gregoryQuadOffsetBase); glProgramUniform1i(program, uniformLevelBase, patch.levelBase); glDrawElements(primType, patch.numIndices, GL_UNSIGNED_INT, (void *)(patch.firstIndex * sizeof(unsigned int))); if (g_wire == 0) { 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); } 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_primQuery); 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); glEnable(GL_DEPTH_TEST); drawModel(); glDisable(GL_DEPTH_TEST); glUseProgram(0); glEndQuery(GL_PRIMITIVES_GENERATED); applyImageShader(); s.Stop(); float drawCpuTime = float(s.GetElapsed() * 1000.0f); s.Start(); glFinish(); s.Stop(); float drawGpuTime = float(s.GetElapsed() * 1000.0f); GLuint numPrimsGenerated = 0; glGetQueryObjectuiv(g_primQuery, GL_QUERY_RESULT, &numPrimsGenerated); if (g_hud.IsVisible()) { g_fpsTimer.Stop(); float elapsed = (float)g_fpsTimer.GetElapsed(); g_animTime += elapsed; double fps = 1.0/elapsed; g_fpsTimer.Start(); // 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, -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"); } //------------------------------------------------------------------------------ static void #if GLFW_VERSION_MAJOR>=3 mouse(GLFWwindow *, int button, int state) { #else mouse(int button, int state) { #endif if (button == 0 && state == GLFW_PRESS && g_hud.MouseClick(g_prev_x, g_prev_y)) return; g_mbutton[button] = (state == GLFW_PRESS); } //------------------------------------------------------------------------------ static void #if GLFW_VERSION_MAJOR>=3 motion(GLFWwindow *, double dx, double dy) { int x=(int)dx, y=(int)dy; #else motion(int x, int y) { #endif if (g_mbutton[0] && !g_mbutton[1] && !g_mbutton[2]) { // orbit g_rotate[0] += x - g_prev_x; g_rotate[1] += y - g_prev_y; } else if (!g_mbutton[0] && !g_mbutton[1] && g_mbutton[2]) { // pan g_pan[0] -= g_dolly*(x - g_prev_x)/g_width; g_pan[1] += g_dolly*(y - g_prev_y)/g_height; } else if ((g_mbutton[0] && !g_mbutton[1] && g_mbutton[2]) or (!g_mbutton[0] && g_mbutton[1] && !g_mbutton[2])) { // dolly g_dolly -= g_dolly*0.01f*(x - g_prev_x); if(g_dolly <= 0.01) g_dolly = 0.01f; } g_prev_x = x; g_prev_y = y; } //------------------------------------------------------------------------------ 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(1, &g_primQuery); glDeleteVertexArrays(1, &g_vao); glDeleteVertexArrays(1, &g_skyVAO); if(g_mesh) delete g_mesh; delete g_cpuComputeController; #ifdef OPENSUBDIV_HAS_OPENMP delete g_ompComputeController; #endif #ifdef OPENSUBDIV_HAS_OPENCL delete g_clComputeController; uninitCL(g_clContext, g_clQueue); #endif #ifdef OPENSUBDIV_HAS_CUDA delete g_cudaComputeController; cudaDeviceReset(); #endif #ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK delete g_glslTransformFeedbackComputeController; #endif #ifdef OPENSUBDIV_HAS_GLSL_COMPUTE delete g_glslComputeController; #endif if (g_animPositionBuffers.size()) glDeleteBuffers((int)g_animPositionBuffers.size(), &g_animPositionBuffers[0]); 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; 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 callbackCheckBox(bool checked, int button) { bool rebuild = false; switch(button) { case HUD_CB_ADAPTIVE: if (OpenSubdiv::OsdGLDrawContext::SupportsAdaptiveTessellation()) { g_adaptive = checked; rebuild = true; } break; case HUD_CB_DISPLAY_COLOR: g_color = checked; break; case HUD_CB_DISPLAY_OCCLUSION: g_occlusion = checked; break; case HUD_CB_DISPLAY_DISPLACEMENT: g_displacement = checked; break; case HUD_CB_DISPLAY_NORMALMAP: g_normal = checked; break; case HUD_CB_DISPLAY_SPECULAR: g_specular = checked; break; case HUD_CB_ANIMATE_VERTICES: g_moveScale = checked ? 1.0f : 0.0f; g_animTime = 0; break; case HUD_CB_DISPLAY_PATCH_COLOR: g_displayPatchColor = checked; break; case HUD_CB_VIEW_LOD: g_screenSpaceTess = 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; } if (rebuild) createOsdMesh(g_level, g_kernel); } //------------------------------------------------------------------------------- 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 #if GLFW_VERSION_MAJOR>=3 keyboard(GLFWwindow *, int key, int event) { #else keyboard(int key, int event) { #endif if (event == GLFW_RELEASE) return; if (g_hud.KeyDown(tolower(key))) return; switch (key) { case 'Q': g_running = 0; break; case 'E': g_drawNormals = (g_drawNormals+1)%2; break; case 'F': fitFrame(); break; case GLFW_KEY_TAB: toggleFullScreen(); break; case 'G': g_gutterWidth = (g_gutterWidth+1)%8; createOsdMesh(g_level, g_kernel); 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_ESC: g_hud.SetVisible(!g_hud.IsVisible()); break; } } //------------------------------------------------------------------------------ void idle() { g_frame++; updateGeom(); if(g_repeatCount != 0 && g_frame >= g_repeatCount) g_running = 0; } //------------------------------------------------------------------------------ void initGL() { glClearColor(0.1f, 0.1f, 0.1f, 1.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glEnable(GL_CULL_FACE); glGenQueries(1, &g_primQuery); glGenVertexArrays(1, &g_vao); 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(" --disp : Displacment scale\n"); printf(" --bump : Bump normal scale\n"); } //------------------------------------------------------------------------------ static void callbackError(OpenSubdiv::OsdErrorType err, const char *message) { printf("OsdError: %d\n", err); printf("%s", message); } //------------------------------------------------------------------------------ static void setGLCoreProfile() { #if GLFW_VERSION_MAJOR>=3 #define glfwOpenWindowHint glfwWindowHint #define GLFW_OPENGL_VERSION_MAJOR GLFW_CONTEXT_VERSION_MAJOR #define GLFW_OPENGL_VERSION_MINOR GLFW_CONTEXT_VERSION_MINOR #endif #if GLFW_VERSION_MAJOR>=2 and GLFW_VERSION_MINOR >=7 glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); #if not defined(__APPLE__) glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 4); glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2); glfwOpenWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); #else glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3); glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2); #endif #endif } //------------------------------------------------------------------------------ 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; 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], "--disp")) g_displacementScale = (float)atof(argv[++i]); else if (!strcmp(argv[i], "--bump")) g_bumpScale = (float)atof(argv[++i]); else if (colorFilename == NULL) colorFilename = argv[i]; else if (displacementFilename == NULL) { displacementFilename = argv[i]; g_displacement = 1; g_normal = 1; } else if (occlusionFilename == NULL) { occlusionFilename = argv[i]; g_occlusion = 1; } else if (specularFilename == NULL) { specularFilename = argv[i]; g_specular = 1; } } OsdSetErrorCallback(callbackError); g_shaderSource = g_defaultShaderSource; reloadShaderFile(); g_ptexColorFilename = colorFilename; if (g_ptexColorFilename == NULL) { usage(argv[0]); return 1; } if (not glfwInit()) { printf("Failed to initialize GLFW\n"); return 1; } static const char windowTitle[] = "OpenSubdiv ptexViewer"; #define CORE_PROFILE #ifdef CORE_PROFILE setGLCoreProfile(); #endif #if GLFW_VERSION_MAJOR>=3 if (fullscreen) { g_primary = glfwGetPrimaryMonitor(); // apparently glfwGetPrimaryMonitor fails under linux : if no primary, // settle for the first one in the list if (not g_primary) { int count=0; GLFWmonitor ** monitors = glfwGetMonitors(&count); if (count) g_primary = monitors[0]; } if (g_primary) { GLFWvidmode 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); #else if (glfwOpenWindow(g_width, g_height, 8, 8, 8, 8, 24, 8, fullscreen ? GLFW_FULLSCREEN : GLFW_WINDOW) == GL_FALSE) { printf("Failed to open window.\n"); glfwTerminate(); return 1; } glfwSetWindowTitle(windowTitle); glfwSetKeyCallback(keyboard); glfwSetMousePosCallback(motion); glfwSetMouseButtonCallback(mouse); #endif #if not defined(__APPLE__) #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(); #if GLFW_VERSION_MAJOR>=3 glfwSetWindowSizeCallback(g_window, reshape); glfwSetWindowCloseCallback(g_window, windowClose); #else glfwSetWindowSizeCallback(reshape); glfwSetWindowCloseCallback(windowClose); #endif // activate feature adaptive tessellation if OSD supports it g_adaptive = OpenSubdiv::OsdGLDrawContext::SupportsAdaptiveTessellation(); #ifdef OPENSUBDIV_HAS_OPENCL // Initialize OpenCL if (initCL(&g_clContext, &g_clQueue) == false) { printf("Error in initializing OpenCL\n"); exit(1); } #endif #if OPENSUBDIV_HAS_CUDA // Note: This function randomly crashes with linux 5.0-dev driver. // cudaGetDeviceProperties overrun stack..? cudaGLSetGLDevice( cutGetMaxGflopsDeviceId() ); #endif g_hud.Init(g_width, g_height); g_hud.AddRadioButton(0, "CPU (K)", true, 10, 10, callbackKernel, kCPU, 'k'); #ifdef OPENSUBDIV_HAS_OPENMP g_hud.AddRadioButton(0, "OPENMP", false, 10, 30, callbackKernel, kOPENMP, 'k'); #endif #ifdef OPENSUBDIV_HAS_CUDA g_hud.AddRadioButton(0, "CUDA", false, 10, 50, callbackKernel, kCUDA, 'k'); #endif #ifdef OPENSUBDIV_HAS_OPENCL g_hud.AddRadioButton(0, "OPENCL", false, 10, 70, callbackKernel, kCL, 'k'); #endif #ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK g_hud.AddRadioButton(0, "GLSL Transform Feedback", false, 10, 90, callbackKernel, kGLSL, 'k'); #endif #ifdef OPENSUBDIV_HAS_GLSL_COMPUTE // Must also check at run time for OpenGL 4.3 if (GLEW_VERSION_4_3) { g_hud.AddRadioButton(0, "GLSL Compute", false, 10, 110, callbackKernel, kGLSLCompute, 'k'); } #endif g_hud.AddRadioButton(1, "Wire (W)", (g_wire==0), 100, 10, callbackWireframe, 0, 'w'); g_hud.AddRadioButton(1, "Shaded", (g_wire==1), 100, 30, callbackWireframe, 1, 'w'); g_hud.AddRadioButton(1, "Wire on Shaded", (g_wire==2), 100, 50, callbackWireframe, 2, 'w'); g_hud.AddCheckBox("Color (C)", g_color, 250, 10, callbackCheckBox, HUD_CB_DISPLAY_COLOR, 'c'); if (occlusionFilename != NULL) g_hud.AddCheckBox("Ambient Occlusion (A)", g_occlusion, 250, 30, callbackCheckBox, HUD_CB_DISPLAY_OCCLUSION, 'a'); if (displacementFilename != NULL) { g_hud.AddCheckBox("Displacement (D)", g_displacement, 250, 50, callbackCheckBox, HUD_CB_DISPLAY_DISPLACEMENT, 'd'); g_hud.AddCheckBox("Normal (N)", g_normal, 250, 70, callbackCheckBox, HUD_CB_DISPLAY_NORMALMAP, 'n'); } if (specularFilename != NULL) g_hud.AddCheckBox("Specular (S)", g_specular, 250, 90, callbackCheckBox, HUD_CB_DISPLAY_SPECULAR, 's'); if (diffuseEnvironmentMap || specularEnvironmentMap) { g_hud.AddCheckBox("IBL (I)", g_ibl, 250, 110, callbackCheckBox, HUD_CB_IBL, 'i'); } g_hud.AddCheckBox("Animate vertices (M)", g_moveScale != 0.0, 450, 10, callbackCheckBox, HUD_CB_ANIMATE_VERTICES, 'm'); g_hud.AddCheckBox("Patch Color (P)", g_displayPatchColor, 450, 30, callbackCheckBox, HUD_CB_DISPLAY_PATCH_COLOR, 'p'); g_hud.AddCheckBox("Screen space LOD (V)", g_screenSpaceTess, 450, 50, callbackCheckBox, HUD_CB_VIEW_LOD, 'v'); g_hud.AddCheckBox("Frustum Patch Culling (B)", g_patchCull, 450, 70, callbackCheckBox, HUD_CB_PATCH_CULL, 'b'); g_hud.AddCheckBox("Bloom (Y)", g_bloom, 450, 90, callbackCheckBox, HUD_CB_BLOOM, 'y'); if (OpenSubdiv::OsdGLDrawContext::SupportsAdaptiveTessellation()) g_hud.AddCheckBox("Adaptive (`)", g_adaptive, 10, 150, callbackCheckBox, HUD_CB_ADAPTIVE, '`'); for (int i = 1; i < 8; ++i) { char level[16]; sprintf(level, "Lv. %d", i); g_hud.AddRadioButton(3, level, i==2, 10, 150+i*20, callbackLevel, i, '0'+i); } g_hud.AddRadioButton(4, "CATMARK", true, -220, 10, callbackScheme, 0); g_hud.AddRadioButton(4, "BILINEAR", false, -220, 30, callbackScheme, 1); // create mesh from ptex metadata createOsdMesh(g_level, g_kernel); // load ptex files if (colorFilename) g_osdPTexImage = createPtex(colorFilename); if (displacementFilename) g_osdPTexDisplacement = createPtex(displacementFilename); if (occlusionFilename) g_osdPTexOcclusion = createPtex(occlusionFilename); if (specularFilename) g_osdPTexSpecular = createPtex(specularFilename); // load animation obj sequences (optional) if (not animobjs.empty()) { // g_animPositionBuffers.resize(animobjs.size()); // glGenBuffers((int)animobjs.size(), &g_animPositionBuffers[0]); 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::parseShape(str.c_str()); if (shape->verts.size() != g_positions.size()) { printf("Error: vertex count doesn't match.\n"); goto error; } g_animPositions.push_back(shape->verts); // glBindBuffer(GL_ARRAY_BUFFER, g_animPositionBuffers[i]); // glBufferData(GL_ARRAY_BUFFER, shape->verts.size()*sizeof(float), &shape->verts[0], GL_STATIC_DRAW); 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(); #if GLFW_VERSION_MAJOR>=3 glfwPollEvents(); glfwSwapBuffers(g_window); #else glfwSwapBuffers(); #endif glFinish(); } error: uninitGL(); glfwTerminate(); }