// // Copyright 2013 Pixar // // Licensed under the Apache License, Version 2.0 (the "Apache License") // with the following modification; you may not use this file except in // compliance with the Apache License and the following modification to it: // Section 6. Trademarks. is deleted and replaced with: // // 6. Trademarks. This License does not grant permission to use the trade // names, trademarks, service marks, or product names of the Licensor // and its affiliates, except as required to comply with Section 4(c) of // the License and to reproduce the content of the NOTICE file. // // You may obtain a copy of the Apache License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the Apache License with the above modification is // distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY // KIND, either express or implied. See the Apache License for the specific // language governing permissions and limitations under the Apache License. // #if defined(__APPLE__) #if defined(OSD_USES_GLEW) #include #else #include #endif #define GLFW_INCLUDE_GL3 #define GLFW_NO_GLU #else #include #include #if defined(WIN32) #include #endif #endif #include GLFWwindow* g_window=0; GLFWmonitor* g_primary=0; #include #include #include #include #include #include #include OpenSubdiv::Osd::CpuComputeController *g_cpuComputeController = NULL; #include OpenSubdiv::Osd::GLMeshInterface *g_mesh; #include #include "../common/stopwatch.h" #include "../common/simple_math.h" #include "../common/gl_hud.h" #include "init_shapes.h" static const char *shaderSource = #include "shader.gen.h" ; static const char *paintShaderSource = #include "paintShader.gen.h" ; #include #include #include #include #include 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; int g_level = 2; int g_tessLevel = 6; std::vector g_orgPositions; 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]; float ProjectionWithoutPickMatrix[16]; } g_transformData; GLuint g_primQuery = 0; GLuint g_vao = 0; GLuint g_paintTexture = 0; GLuint g_depthTexture = 0; int g_running = 1, g_wire = 2, g_displayColor = 1, g_displayDisplacement = 0, g_mbutton[3] = {0, 0, 0}; int g_brushSize = 500; int g_frame = 0; GLuint g_ptexPages = 0, g_ptexLayouts = 0, g_ptexTexels = 0; int g_pageSize = 512; 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) { } }; int g_currentShape = 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; 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 updateGeom() { int nverts = (int)g_orgPositions.size() / 3; std::vector vertex; vertex.reserve(nverts*3); const float *p = &g_orgPositions[0]; g_frame++; // float r = sin(frame*0.01f); // * g_moveScale; float r = 0; for (int i = 0; i < nverts; ++i) { //float move = 0.05f*cosf(p[0]*20+g_frame*0.01f); float ct = cos(p[2] * r); float st = sin(p[2] * r); vertex.push_back(p[0]*ct + p[1]*st); vertex.push_back(-p[0]*st + p[1]*ct); vertex.push_back(p[2]); p += 3; } g_mesh->UpdateVertexBuffer(&vertex[0], 0, nverts); g_mesh->Refine(); g_mesh->Synchronize(); } //------------------------------------------------------------------------------ static GLuint genTextureBuffer(GLenum format, GLsizeiptr size, GLvoid const * data) { GLuint buffer, result; glGenBuffers(1, &buffer); glBindBuffer(GL_TEXTURE_BUFFER, buffer); glBufferData(GL_TEXTURE_BUFFER, size, data, GL_STATIC_DRAW); glGenTextures(1, & result); glBindTexture(GL_TEXTURE_BUFFER, result); glTexBuffer(GL_TEXTURE_BUFFER, format, buffer); // need to reset texture binding before deleting the source buffer. glBindTexture(GL_TEXTURE_BUFFER, 0); glDeleteBuffers(1, &buffer); return result; } static void createOsdMesh() { ShapeDesc const & shapeDesc = g_defaultShapes[g_currentShape]; Shape * shape = Shape::parseObj(shapeDesc.data.c_str(), shapeDesc.scheme); checkGLErrors("create osd enter"); g_orgPositions=shape->verts; // create Vtr mesh (topology) OpenSubdiv::Sdc::Type sdctype = GetSdcType(*shape); OpenSubdiv::Sdc::Options sdcoptions = GetSdcOptions(*shape); OpenSubdiv::Far::TopologyRefiner * refiner = OpenSubdiv::Far::TopologyRefinerFactory::Create(sdctype, sdcoptions, *shape); // count ptex face id int numPtexFaces = refiner->GetNumPtexFaces(); delete g_mesh; g_mesh = NULL; bool doAdaptive = true; OpenSubdiv::Osd::MeshBitset bits; bits.set(OpenSubdiv::Osd::MeshAdaptive, doAdaptive); bits.set(OpenSubdiv::Osd::MeshPtexData, true); if (not g_cpuComputeController) { g_cpuComputeController = new OpenSubdiv::Osd::CpuComputeController(); } g_mesh = new OpenSubdiv::Osd::Mesh( g_cpuComputeController, refiner, 3, 0, g_level, bits); // compute model bounding float min[3] = { FLT_MAX, FLT_MAX, FLT_MAX}; float max[3] = {-FLT_MAX, -FLT_MAX, -FLT_MAX}; for (size_t i=0; i < g_orgPositions.size()/3; ++i) { for(int j=0; j<3; ++j) { float v = g_orgPositions[i*3+j]; min[j] = std::min(min[j], v); max[j] = std::max(max[j], v); } } for (int j=0; j<3; ++j) { g_center[j] = (min[j] + max[j]) * 0.5f; g_size += (max[j]-min[j])*(max[j]-min[j]); } g_size = sqrtf(g_size); updateGeom(); // -------- VAO glBindVertexArray(g_vao); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_mesh->GetDrawContext()->GetPatchIndexBuffer()); glBindBuffer(GL_ARRAY_BUFFER, g_mesh->BindVertexBuffer()); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 3, 0); glBindVertexArray(0); // -------- create ptex if (g_ptexPages) glDeleteTextures(1, &g_ptexPages); if (g_ptexLayouts) glDeleteTextures(1, &g_ptexLayouts); if (g_ptexTexels) glDeleteTextures(1, &g_ptexTexels); std::vector pages; std::vector layouts; for (int i = 0; i < numPtexFaces; ++i) { pages.push_back(i); layouts.push_back(0); layouts.push_back(0); layouts.push_back(1); layouts.push_back(1); } g_ptexPages = genTextureBuffer(GL_R32I, numPtexFaces * sizeof(GLint), &pages[0]); g_ptexLayouts = genTextureBuffer(GL_RGBA32F, numPtexFaces * 4 * sizeof(GLfloat), &layouts[0]); // actual texels texture array glGenTextures(1, &g_ptexTexels); glBindTexture(GL_TEXTURE_2D_ARRAY, g_ptexTexels); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); g_pageSize = std::min(512, (int)sqrt((float)1024*1024*1024/64/numPtexFaces)); int pageSize = g_pageSize; std::vector texels; texels.resize(pageSize*pageSize*numPtexFaces); // allocate ptex glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_R32F, pageSize, pageSize, numPtexFaces, 0, GL_RED, GL_FLOAT, &texels[0]); glBindTexture(GL_TEXTURE_2D_ARRAY, 0); checkGLErrors("create osd exit"); } //------------------------------------------------------------------------------ static void fitFrame() { g_pan[0] = g_pan[1] = 0; g_dolly = g_size; } //------------------------------------------------------------------------------ union Effect { struct { int color:1; int displacement:1; int paint: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::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); sconfig->commonShader.AddDefine("USE_PTEX_COORD"); if (effect.color) { sconfig->commonShader.AddDefine("USE_PTEX_COLOR"); } if (effect.displacement) { sconfig->commonShader.AddDefine("USE_PTEX_DISPLACEMENT"); } sconfig->commonShader.AddDefine("OSD_ENABLE_PATCH_CULL"); sconfig->commonShader.AddDefine("OSD_ENABLE_SCREENSPACE_TESSELLATION"); const char *glslVersion = "#version 420\n"; sconfig->vertexShader.source = shaderSource + sconfig->vertexShader.source; sconfig->tessControlShader.source = shaderSource + sconfig->tessControlShader.source; sconfig->tessEvalShader.source = shaderSource + sconfig->tessEvalShader.source; sconfig->vertexShader.version = glslVersion; sconfig->tessEvalShader.version = glslVersion; sconfig->tessControlShader.version = glslVersion; sconfig->geometryShader.version = glslVersion; sconfig->fragmentShader.version = glslVersion; if (effect.paint) { sconfig->geometryShader.source = paintShaderSource; sconfig->geometryShader.AddDefine("GEOMETRY_SHADER"); sconfig->fragmentShader.source = paintShaderSource; sconfig->fragmentShader.AddDefine("FRAGMENT_SHADER"); return sconfig; } sconfig->geometryShader.AddDefine("SMOOTH_NORMALS"); sconfig->geometryShader.source = shaderSource; sconfig->geometryShader.AddDefine("GEOMETRY_SHADER"); sconfig->fragmentShader.source = shaderSource; sconfig->fragmentShader.AddDefine("FRAGMENT_SHADER"); 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); 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 ((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 } return config; } EffectDrawRegistry effectRegistry; //------------------------------------------------------------------------------ static GLuint bindProgram(Effect effect, OpenSubdiv::Osd::DrawContext::PatchArray const & patch) { EffectDesc effectDesc(patch.GetDescriptor(), effect); EffectDrawRegistry::ConfigType * config = effectRegistry.GetDrawConfig(effectDesc); GLuint program = config->program; glUseProgram(program); if (effect.paint) { // set image GLint texImage = glGetUniformLocation(program, "outTextureImage"); glUniform1i(texImage, 0); glBindImageTexture(0, g_ptexTexels, 0, GL_TRUE, 0, GL_READ_WRITE, GL_R32F); GLint paintTexture = glGetUniformLocation(program, "paintTexture"); glUniform1i(paintTexture, 0); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, g_paintTexture); GLint depthTexture = glGetUniformLocation(program, "depthTexture"); glUniform1i(depthTexture, 1); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, g_depthTexture); GLint imageSize = glGetUniformLocation(program, "imageSize"); glUniform1i(imageSize, g_pageSize); glActiveTexture(GL_TEXTURE0); } // color ptex GLint texData = glGetUniformLocation(program, "textureImage_Data"); GLint texPacking = glGetUniformLocation(program, "textureImage_Packing"); GLint texPages = glGetUniformLocation(program, "textureImage_Pages"); glActiveTexture(GL_TEXTURE5); glBindTexture(GL_TEXTURE_2D_ARRAY, g_ptexTexels); glProgramUniform1i(program, texData, 5); glActiveTexture(GL_TEXTURE6); glBindTexture(GL_TEXTURE_BUFFER, g_ptexLayouts); glProgramUniform1i(program, texPacking, 6); glActiveTexture(GL_TEXTURE7); glBindTexture(GL_TEXTURE_BUFFER, g_ptexPages); glProgramUniform1i(program, texPages, 7); glActiveTexture(GL_TEXTURE0); return program; } //------------------------------------------------------------------------------ static void display() { g_hud.GetFrameBuffer()->Bind(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glViewport(0, 0, g_width, g_height); // primitive counting glBeginQuery(GL_PRIMITIVES_GENERATED, g_primQuery); // 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); 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); if (g_mesh->GetDrawContext()->GetVertexTextureBuffer()) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_BUFFER, g_mesh->GetDrawContext()->GetVertexTextureBuffer()); } if (g_mesh->GetDrawContext()->GetVertexValenceTextureBuffer()) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_BUFFER, g_mesh->GetDrawContext()->GetVertexValenceTextureBuffer()); } if (g_mesh->GetDrawContext()->GetQuadOffsetsTextureBuffer()) { glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_BUFFER, g_mesh->GetDrawContext()->GetQuadOffsetsTextureBuffer()); } if (g_mesh->GetDrawContext()->GetPatchParamTextureBuffer()) { glActiveTexture(GL_TEXTURE3); glBindTexture(GL_TEXTURE_BUFFER, g_mesh->GetDrawContext()->GetPatchParamTextureBuffer()); } glActiveTexture(GL_TEXTURE0); // make sure that the vertex buffer is interoped back as a GL resources. g_mesh->BindVertexBuffer(); glBindVertexArray(g_vao); OpenSubdiv::Osd::DrawContext::PatchArrayVector const & patches = g_mesh->GetDrawContext()->GetPatchArrays(); // patch drawing for (int i=0; i<(int)patches.size(); ++i) { OpenSubdiv::Osd::DrawContext::PatchArray const & patch = patches[i]; OpenSubdiv::Osd::DrawContext::PatchDescriptor desc = patch.GetDescriptor(); GLenum primType = GL_PATCHES; glPatchParameteri(GL_PATCH_VERTICES, desc.GetNumControlVertices()); Effect effect; effect.color = g_displayColor; effect.displacement = g_displayDisplacement; effect.wire = g_wire; effect.paint = 0; GLuint program = bindProgram(effect, patch); GLuint diffuseColor = glGetUniformLocation(program, "diffuseColor"); glProgramUniform4f(program, diffuseColor, 1, 1, 1, 1); GLuint uniformGregoryQuadOffsetBase = glGetUniformLocation(program, "GregoryQuadOffsetBase"); GLuint uniformPrimitiveIdBase = glGetUniformLocation(program, "PrimitiveIdBase"); glProgramUniform1i(program, uniformGregoryQuadOffsetBase, patch.GetQuadOffsetIndex()); glProgramUniform1i(program, uniformPrimitiveIdBase, patch.GetPatchIndex()); if (g_wire == 0) { glDisable(GL_CULL_FACE); } glDrawElements(primType, patch.GetNumIndices(), GL_UNSIGNED_INT, (void *)(patch.GetVertIndex() * sizeof(unsigned int))); if (g_wire == 0) { glEnable(GL_CULL_FACE); } } glBindVertexArray(0); glUseProgram(0); glEndQuery(GL_PRIMITIVES_GENERATED); glBindTexture(GL_TEXTURE_2D, g_depthTexture); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, g_width, g_height); glBindTexture(GL_TEXTURE_2D, 0); GLuint numPrimsGenerated = 0; glGetQueryObjectuiv(g_primQuery, GL_QUERY_RESULT, &numPrimsGenerated); g_hud.GetFrameBuffer()->ApplyImageShader(); if (g_hud.IsVisible()) { g_fpsTimer.Stop(); double fps = 1.0/g_fpsTimer.GetElapsed(); 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, -20, "FPS : %3.1f", averageFps); } g_hud.Flush(); glFinish(); //checkGLErrors("display leave"); glfwSwapBuffers(g_window); } //------------------------------------------------------------------------------ void drawStroke(int x, int y) { glViewport(0, 0, g_pageSize, g_pageSize); // prepare view matrix double aspect = g_width/(double)g_height; int viewport[4] = {0, 0, g_width, g_height}; float pick[16], pers[16]; perspective(pers, 45.0f, (float)aspect, 0.01f, 500.0f); pickMatrix(pick, (float)x, (float)g_height-y, g_brushSize*0.5f, g_brushSize*0.5f, viewport); multMatrix(g_transformData.ProjectionMatrix, pers, pick); multMatrix(g_transformData.ModelViewProjectionMatrix, g_transformData.ModelViewMatrix, g_transformData.ProjectionMatrix); memcpy(g_transformData.ProjectionWithoutPickMatrix, pers, sizeof(float)*16); 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>>1)); 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); if (g_mesh->GetDrawContext()->GetVertexTextureBuffer()) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_BUFFER, g_mesh->GetDrawContext()->GetVertexTextureBuffer()); } if (g_mesh->GetDrawContext()->GetVertexValenceTextureBuffer()) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_BUFFER, g_mesh->GetDrawContext()->GetVertexValenceTextureBuffer()); } if (g_mesh->GetDrawContext()->GetQuadOffsetsTextureBuffer()) { glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_BUFFER, g_mesh->GetDrawContext()->GetQuadOffsetsTextureBuffer()); } if (g_mesh->GetDrawContext()->GetPatchParamTextureBuffer()) { glActiveTexture(GL_TEXTURE3); glBindTexture(GL_TEXTURE_BUFFER, g_mesh->GetDrawContext()->GetPatchParamTextureBuffer()); } glActiveTexture(GL_TEXTURE0); // make sure that the vertex buffer is interoped back as a GL resources. g_mesh->BindVertexBuffer(); glBindVertexArray(g_vao); OpenSubdiv::Osd::DrawContext::PatchArrayVector const & patches = g_mesh->GetDrawContext()->GetPatchArrays(); // patch drawing for (int i=0; i<(int)patches.size(); ++i) { OpenSubdiv::Osd::DrawContext::PatchArray const & patch = patches[i]; OpenSubdiv::Osd::DrawContext::PatchDescriptor desc = patch.GetDescriptor(); GLenum primType = GL_PATCHES; glPatchParameteri(GL_PATCH_VERTICES, desc.GetNumControlVertices()); Effect effect; effect.color = 0; effect.displacement = g_displayDisplacement; effect.wire = 1; effect.paint = 1; GLuint program = bindProgram(effect, patch); GLuint uniformGregoryQuadOffsetBase = glGetUniformLocation(program, "GregoryQuadOffsetBase"); GLuint uniformPrimitiveIdBase = glGetUniformLocation(program, "PrimitiveIdBase"); glProgramUniform1i(program, uniformGregoryQuadOffsetBase, patch.GetQuadOffsetIndex()); glProgramUniform1i(program, uniformPrimitiveIdBase, patch.GetPatchIndex()); glDrawElements(primType, patch.GetNumIndices(), GL_UNSIGNED_INT, (void *)(patch.GetVertIndex() * sizeof(unsigned int))); } glBindVertexArray(0); glUseProgram(0); glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT | GL_TEXTURE_FETCH_BARRIER_BIT); //checkGLErrors("display leave"); } //------------------------------------------------------------------------------ static void motion(GLFWwindow * w, double dx, double dy) { int x=(int)dx, y=(int)dy; if (glfwGetKey(w,GLFW_KEY_LEFT_ALT)) { 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; } } else { if (g_mbutton[0] && !g_mbutton[1] && !g_mbutton[2]) { // paint something into screen drawStroke(x, y); } } g_prev_x = x; g_prev_y = y; } //------------------------------------------------------------------------------ static void mouse(GLFWwindow * w, 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); } if (not glfwGetKey(w, GLFW_KEY_LEFT_ALT)) { if (g_mbutton[0] && !g_mbutton[1] && !g_mbutton[2]) { drawStroke(g_prev_x, g_prev_y); } } } //------------------------------------------------------------------------------ static void reshape(GLFWwindow *, int width, int height) { g_width = width; g_height = height; int windowWidth = g_width, windowHeight = g_height; // window size might not match framebuffer size on a high DPI display glfwGetWindowSize(g_window, &windowWidth, &windowHeight); g_hud.Rebuild(windowWidth, windowHeight, width, height); // prepare depth texture if (g_depthTexture == 0) glGenTextures(1, &g_depthTexture); glBindTexture(GL_TEXTURE_2D, g_depthTexture); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0); glBindTexture(GL_TEXTURE_2D, 0); } void reshape() { reshape(g_window, g_width, g_height); } //------------------------------------------------------------------------------ void windowClose(GLFWwindow*) { g_running = false; } //------------------------------------------------------------------------------ static void toggleFullScreen() { // XXXX manuelk : to re-implement from glut } //------------------------------------------------------------------------------ static void keyboard(GLFWwindow *, int key, int /* scancode */, int event, int /* mods */) { if (event == GLFW_RELEASE) return; if (g_hud.KeyDown(tolower(key))) return; switch (key) { case 'Q': g_running = 0; break; case 'F': fitFrame(); break; case GLFW_KEY_TAB: toggleFullScreen(); break; case '+': case '=': g_tessLevel++; break; case '-': g_tessLevel = std::max(1, g_tessLevel-1); break; case GLFW_KEY_ESCAPE: g_hud.SetVisible(!g_hud.IsVisible()); break; } } //------------------------------------------------------------------------------ static void callbackWireframe(int b) { g_wire = b; } static void callbackDisplay(bool /* checked */, int n) { if (n == 0) g_displayColor = !g_displayColor; else if (n == 1) g_displayDisplacement = !g_displayDisplacement; } static void callbackLevel(int l) { g_level = l; createOsdMesh(); } static void callbackModel(int m) { if (m < 0) m = 0; if (m >= (int)g_defaultShapes.size()) m = (int)g_defaultShapes.size() - 1; g_currentShape = m; createOsdMesh(); } //------------------------------------------------------------------------------ static void initHUD() { int windowWidth = g_width, windowHeight = g_height, frameBufferWidth = g_width, frameBufferHeight = g_height; // window size might not match framebuffer size on a high DPI display glfwGetWindowSize(g_window, &windowWidth, &windowHeight); glfwGetFramebufferSize(g_window, &frameBufferWidth, &frameBufferHeight); g_hud.Init(windowWidth, windowHeight, frameBufferWidth, frameBufferHeight); g_hud.SetFrameBuffer(new GLFrameBuffer); g_hud.AddCheckBox("Color (C)", g_displayColor != 0, 10, 10, callbackDisplay, 0, 'c'); g_hud.AddCheckBox("Displacement (D)", g_displayDisplacement != 0, 10, 30, callbackDisplay, 1, 'd'); int shading_pulldown = g_hud.AddPullDown("Shading (W)", 200, 10, 250, callbackWireframe, 'w'); g_hud.AddPullDownButton(shading_pulldown, "Wire", 0, g_wire==0); g_hud.AddPullDownButton(shading_pulldown, "Shaded", 1, g_wire==1); g_hud.AddPullDownButton(shading_pulldown, "Wire+Shaded", 2, g_wire==2); for (int i = 1; i < 11; ++i) { char level[16]; sprintf(level, "Lv. %d", i); g_hud.AddRadioButton(3, level, i==2, 10, 170+i*20, callbackLevel, i, '0'+(i%10)); } int pulldown_handle = g_hud.AddPullDown("Shape (N)", -300, 10, 300, callbackModel, 'n'); for (int i = 0; i < (int)g_defaultShapes.size(); ++i) { g_hud.AddPullDownButton(pulldown_handle, g_defaultShapes[i].name.c_str(),i); } g_hud.Rebuild(g_width, g_height, frameBufferWidth, frameBufferHeight); } //------------------------------------------------------------------------------ static void initGL() { glClearColor(0.1f, 0.1f, 0.1f, 0.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glCullFace(GL_BACK); glEnable(GL_CULL_FACE); glGenVertexArrays(1, &g_vao); glGenTextures(1, &g_paintTexture); static const GLfloat border[] = { 0.0, 0.0, 0.0, 0.0 }; // create brush-size buffer glBindTexture(GL_TEXTURE_2D, g_paintTexture); 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_BORDER); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border); int reso = 64; std::vector values; for(int yy = 0; yy < reso; ++yy) { for (int xx = 0; xx < reso; ++xx) { float r = sqrtf((xx-reso*0.5f)*(xx-reso*0.5f)+ (yy-reso*0.5f)*(yy-reso*0.5f))/(reso*0.5f); float v = 0.5f*std::max(0.0f, expf(-r*r)-0.4f); values.push_back(v); values.push_back(v); values.push_back(v); } } glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, reso, reso, 0, GL_RGB, GL_FLOAT, &values[0]); glBindTexture(GL_TEXTURE_2D, 0); glGenQueries(1, &g_primQuery); } //------------------------------------------------------------------------------ static void uninitGL() { if (g_vao) glDeleteVertexArrays(1, &g_vao); if (g_paintTexture) glDeleteTextures(1, &g_paintTexture); if (g_depthTexture) glDeleteTextures(1, &g_depthTexture); if (g_primQuery) glDeleteQueries(1, &g_primQuery); if (g_ptexPages) glDeleteTextures(1, &g_ptexPages); if (g_ptexLayouts) glDeleteTextures(1, &g_ptexLayouts); if (g_ptexTexels) glDeleteTextures(1, &g_ptexTexels); if (g_mesh) delete g_mesh; delete g_cpuComputeController; } //------------------------------------------------------------------------------ static void idle() { updateGeom(); } //------------------------------------------------------------------------------ static void callbackError(OpenSubdiv::Far::ErrorType err, const char *message) { printf("Error: %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); glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2); #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) { bool fullscreen = false; std::string str; for (int i = 1; i < argc; ++i) { if (!strcmp(argv[i], "-d")) g_level = atoi(argv[++i]); else if (!strcmp(argv[i], "-f")) fullscreen = true; else { std::ifstream ifs(argv[1]); if (ifs) { std::stringstream ss; ss << ifs.rdbuf(); ifs.close(); str = ss.str(); g_defaultShapes.push_back(ShapeDesc(argv[1], str.c_str(), kCatmark)); } } } initShapes(); OpenSubdiv::Far::SetErrorCallback(callbackError); if (not glfwInit()) { printf("Failed to initialize GLFW\n"); return 1; } static const char windowTitle[] = "OpenSubdiv glPaintTest " OPENSUBDIV_VERSION_STRING; #define CORE_PROFILE #ifdef CORE_PROFILE setGLCoreProfile(); #endif if (fullscreen) { g_primary = glfwGetPrimaryMonitor(); // apparently glfwGetPrimaryMonitor fails under linux : if no primary, // settle for the first one in the list if (not g_primary) { int count=0; GLFWmonitor ** monitors = glfwGetMonitors(&count); if (count) g_primary = monitors[0]; } if (g_primary) { GLFWvidmode const * vidmode = glfwGetVideoMode(g_primary); g_width = vidmode->width; g_height = vidmode->height; } } if (not (g_window=glfwCreateWindow(g_width, g_height, windowTitle, fullscreen and g_primary ? g_primary : NULL, NULL))) { printf("Failed to open window.\n"); glfwTerminate(); return 1; } glfwMakeContextCurrent(g_window); glfwSetKeyCallback(g_window, keyboard); glfwSetCursorPosCallback(g_window, motion); glfwSetMouseButtonCallback(g_window, mouse); glfwSetWindowCloseCallback(g_window, windowClose); #if defined(OSD_USES_GLEW) #ifdef CORE_PROFILE // this is the only way to initialize glew correctly under core profile context. glewExperimental = true; #endif if (GLenum r = glewInit() != GLEW_OK) { printf("Failed to initialize glew. Error = %s\n", glewGetErrorString(r)); exit(1); } #ifdef CORE_PROFILE // clear GL errors which was generated during glewInit() glGetError(); #endif #endif initGL(); // accommodate high DPI displays (e.g. mac retina displays) glfwGetFramebufferSize(g_window, &g_width, &g_height); glfwSetFramebufferSizeCallback(g_window, reshape); // as of GLFW 3.0.1 this callback is not implicit reshape(); glfwSwapInterval(0); initHUD(); callbackModel(g_currentShape); while (g_running) { idle(); display(); glfwPollEvents(); } uninitGL(); glfwTerminate(); } //------------------------------------------------------------------------------