// // 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 "../common/stopwatch.h" #include "../common/simple_math.h" #include "../common/glUtils.h" #include "../common/glHud.h" #include #include #include #include #include #include #if defined(OPENSUBDIV_HAS_OPENMP) #include #endif #ifdef OPENSUBDIV_HAS_TBB #include #endif #ifdef OPENSUBDIV_HAS_CUDA #include #include #include #include "../common/cudaDeviceContext.h" CudaDeviceContext g_cudaDeviceContext; #endif #ifdef OPENSUBDIV_HAS_OPENCL #include #include #include #include "../common/clDeviceContext.h" CLDeviceContext g_clDeviceContext; #endif #ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK #include #include #endif #ifdef OPENSUBDIV_HAS_GLSL_COMPUTE #include #include #endif #include #include #include #include #include #include #include #include using namespace OpenSubdiv; enum KernelType { kCPU = 0, kOPENMP, kTBB, kCUDA, kCL, kGLXFB, kGLCompute }; int g_kernel = kCPU, g_isolationLevel = 5; // max level of extraordinary feature isolation int g_running = 1, g_width = 1024, g_height = 1024, g_fullscreen = 0, g_drawCageEdges = 1, g_drawCageVertices = 1, g_prev_x = 0, g_prev_y = 0, g_mbutton[3] = {0, 0, 0}, g_frame=0, g_freeze=0, g_repeatCount; bool g_bilinear=false; float g_rotate[2] = {0, 0}, g_dolly = 5, g_pan[2] = {0, 0}, g_center[3] = {0, 0, 0}, g_size = 0, g_moveScale = 0.0f; struct Transform { float ModelViewMatrix[16]; float ProjectionMatrix[16]; float ModelViewProjectionMatrix[16]; } g_transformData; // performance float g_evalTime = 0; Stopwatch g_fpsTimer; std::vector g_orgPositions; std::vector g_positions; std::vector g_coarseEdges; std::vector g_coarseEdgeSharpness; std::vector g_coarseVertexSharpness; int g_nsamples=2000, g_nsamplesDrawn=0; GLuint g_cageEdgeVAO = 0, g_cageEdgeVBO = 0, g_cageVertexVAO = 0, g_cageVertexVBO = 0, g_stencilsVAO = 0; GLhud g_hud; //------------------------------------------------------------------------------ #include "init_shapes.h" int g_currentShape = 0; //------------------------------------------------------------------------------ Far::LimitStencilTable const * g_controlStencils; class StencilOutputBase { public: virtual ~StencilOutputBase() {} virtual void UpdateData(const float *src, int startVertex, int numVertices) = 0; virtual void EvalStencils() = 0; virtual GLuint BindDstBuffer() = 0; virtual int GetNumStencils() const = 0; }; template class StencilOutput : public StencilOutputBase { public: typedef OpenSubdiv::Osd::EvaluatorCacheT EvaluatorCache; StencilOutput(Far::LimitStencilTable const *limitStencils, int numSrcVerts, EvaluatorCache *evaluatorCache = NULL, DEVICE_CONTEXT *deviceContext = NULL) : _srcDesc(/*offset*/ 0, /*length*/ 3, /*stride*/ 3), _dstDesc(/*offset*/ 0, /*length*/ 3, /*stride*/ 9), _duDesc( /*offset*/ 3, /*length*/ 3, /*stride*/ 9), _dvDesc( /*offset*/ 6, /*length*/ 3, /*stride*/ 9), _deviceContext(deviceContext) { // src buffer [ P(xyz) ] // dst buffer [ P(xyz), du(xyz), dv(xyz) ] _numStencils = limitStencils->GetNumStencils(); _srcData = SRC_BUFFER::Create(3, numSrcVerts, _deviceContext); _dstData = DST_BUFFER::Create(9, _numStencils, _deviceContext); _stencils = Osd::convertToCompatibleStencilTable( limitStencils, _deviceContext); _evaluatorCache = evaluatorCache; } ~StencilOutput() { delete _srcData; delete _dstData; delete _stencils; } virtual int GetNumStencils() const { return _numStencils; } virtual void UpdateData(const float *src, int startVertex, int numVertices) { _srcData->UpdateData(src, startVertex, numVertices, _deviceContext); }; virtual void EvalStencils() { EVALUATOR const *evalInstance = OpenSubdiv::Osd::GetEvaluator( _evaluatorCache, _srcDesc, _dstDesc, _duDesc, _dvDesc, _deviceContext); EVALUATOR::EvalStencils(_srcData, _srcDesc, _dstData, _dstDesc, _dstData, _duDesc, _dstData, _dvDesc, _stencils, evalInstance, _deviceContext); } virtual GLuint BindDstBuffer() { return _dstData->BindVBO(); } private: SRC_BUFFER *_srcData; DST_BUFFER *_dstData; Osd::VertexBufferDescriptor _srcDesc; Osd::VertexBufferDescriptor _dstDesc; Osd::VertexBufferDescriptor _duDesc; Osd::VertexBufferDescriptor _dvDesc; STENCIL_TABLE const *_stencils; int _numStencils; EvaluatorCache *_evaluatorCache; DEVICE_CONTEXT *_deviceContext; }; StencilOutputBase *g_stencilOutput = NULL; //------------------------------------------------------------------------------ #define SCALE_TAN 0.02f #define SCALE_NORM 0.02f static void updateGeom() { int nverts = (int)g_orgPositions.size() / 3; const float *p = &g_orgPositions[0]; float r = sin(g_frame*0.001f) * g_moveScale; g_positions.resize(nverts*3); for (int i = 0; i < nverts; ++i) { //float move = 0.05f*cosf(p[0]*20+g_frame*0.01f); float ct = cos(p[2] * r); float st = sin(p[2] * r); g_positions[i*3+0] = p[0]*ct + p[1]*st; g_positions[i*3+1] = -p[0]*st + p[1]*ct; g_positions[i*3+2] = p[2]; p+=3; } Stopwatch s; s.Start(); // update control points g_stencilOutput->UpdateData(&g_positions[0], 0, nverts); // Update random points by applying point & tangent stencils g_stencilOutput->EvalStencils(); s.Stop(); g_evalTime = float(s.GetElapsed() * 1000.0f); } //------------------------------------------------------------------------------ static void createMesh(ShapeDesc const & shapeDesc, int level) { typedef Far::ConstIndexArray IndexArray; typedef Far::LimitStencilTableFactory::LocationArray LocationArray; Shape const * shape = Shape::parseObj(shapeDesc.data.c_str(), shapeDesc.scheme); // create Vtr mesh (topology) OpenSubdiv::Sdc::SchemeType sdctype = GetSdcType(*shape); OpenSubdiv::Sdc::Options sdcoptions = GetSdcOptions(*shape); OpenSubdiv::Far::TopologyRefiner * refiner = OpenSubdiv::Far::TopologyRefinerFactory::Create(*shape, OpenSubdiv::Far::TopologyRefinerFactory::Options(sdctype, sdcoptions)); // save coarse topology (used for coarse mesh drawing) OpenSubdiv::Far::TopologyLevel const & refBaseLevel = refiner->GetLevel(0); int nedges = refBaseLevel.GetNumEdges(), nverts = refBaseLevel.GetNumVertices(); g_coarseEdges.resize(nedges*2); g_coarseEdgeSharpness.resize(nedges); g_coarseVertexSharpness.resize(nverts); for(int i=0; iverts; if (g_bilinear) { Far::TopologyRefiner::UniformOptions options(level); options.fullTopologyInLastLevel = true; refiner->RefineUniform(options); } else { Far::TopologyRefiner::AdaptiveOptions options(level); options.useSingleCreasePatch = false; refiner->RefineAdaptive(options); } Far::PtexIndices ptexIndices(*refiner); int nfaces = ptexIndices.GetNumFaces(); float * u = new float[g_nsamples*nfaces], * uPtr = u, * v = new float[g_nsamples*nfaces], * vPtr = v; std::vector locs(nfaces); srand( static_cast(2147483647) ); // use a large Pell prime number for (int face=0; faceGetNumStencils(); delete shape; delete refiner; delete g_stencilOutput; if (g_kernel == kCPU) { g_stencilOutput = new StencilOutput( g_controlStencils, nverts); #ifdef OPENSUBDIV_HAS_OPENMP } else if (g_kernel == kOPENMP) { g_stencilOutput = new StencilOutput( g_controlStencils, nverts); #endif #ifdef OPENSUBDIV_HAS_TBB } else if (g_kernel == kTBB) { g_stencilOutput = new StencilOutput( g_controlStencils, nverts); #endif #ifdef OPENSUBDIV_HAS_CUDA } else if (g_kernel == kCUDA) { g_stencilOutput = new StencilOutput( g_controlStencils, nverts); #endif #ifdef OPENSUBDIV_HAS_OPENCL } else if (g_kernel == kCL) { static Osd::EvaluatorCacheT clEvaluatorCache; g_stencilOutput = new StencilOutput( g_controlStencils, nverts, &clEvaluatorCache, &g_clDeviceContext); #endif #ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK } else if (g_kernel == kGLXFB) { static Osd::EvaluatorCacheT glXFBEvaluatorCache; g_stencilOutput = new StencilOutput( g_controlStencils, nverts, &glXFBEvaluatorCache); #endif #ifdef OPENSUBDIV_HAS_GLSL_COMPUTE } else if (g_kernel == kGLCompute) { static Osd::EvaluatorCacheT glComptueEvaluatorCache; g_stencilOutput = new StencilOutput( g_controlStencils, nverts, &glComptueEvaluatorCache); #endif } updateGeom(); } //------------------------------------------------------------------------------ class GLSLProgram { public: GLSLProgram() : _program(0), _vtxSrc(0), _frgSrc(0) { } struct Attribute { std::string name; GLuint location; GLuint size; }; void SetVertexShaderSource( char const * src ) { _vtxSrc = src; } void SetGeometryShaderSource( char const * src) { _geomSrc = src; } void SetFragShaderSource( char const * src ) { _frgSrc = src; } void AddAttribute( char const * attr, int size ) { Attribute a; a.name = attr; a.size = size; _attrs.push_back(a); } void EnableVertexAttributes( ) { long int offset = 0; for (AttrList::iterator i=_attrs.begin(); i!=_attrs.end(); ++i) { glEnableVertexAttribArray( i->location ); glVertexAttribPointer( i->location, i->size, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * _attrStride, (void*)offset); offset += sizeof(GLfloat) * i->size; } } GLuint GetUniformScale() const { return _uniformScale; } GLuint GetUniformProjectionMatrix() const { return _uniformProjectionMatrix; } GLuint GetUniformModelViewMatrix() const { return _uniformModelViewMatrix; } GLuint GetUniformModelViewProjectionMatrix() const { return _uniformModelViewProjectionMatrix; } void Use( ) { if (not _program) { assert( _vtxSrc and _frgSrc ); _program = glCreateProgram(); GLuint vertexShader = GLUtils::CompileShader(GL_VERTEX_SHADER, _vtxSrc); GLuint fragmentShader = GLUtils::CompileShader(GL_FRAGMENT_SHADER, _frgSrc); glAttachShader(_program, vertexShader); glAttachShader(_program, fragmentShader); GLuint geomShader = 0; if (_geomSrc) { geomShader = GLUtils::CompileShader(GL_GEOMETRY_SHADER, _geomSrc); glAttachShader(_program, geomShader); } _attrStride=0; int count=0; for (AttrList::iterator i=_attrs.begin(); i!=_attrs.end(); ++i, ++count) { glBindAttribLocation(_program, count, i->name.c_str()); _attrStride += i->size; } glBindFragDataLocation(_program, 0, "color"); glLinkProgram(_program); GLint status; glGetProgramiv(_program, GL_LINK_STATUS, &status); if (status == GL_FALSE) { GLint infoLogLength; glGetProgramiv(_program, GL_INFO_LOG_LENGTH, &infoLogLength); char *infoLog = new char[infoLogLength]; glGetProgramInfoLog(_program, infoLogLength, NULL, infoLog); printf("%s\n", infoLog); delete[] infoLog; exit(1); } _uniformScale = glGetUniformLocation(_program, "scale"); _uniformModelViewMatrix = glGetUniformLocation(_program, "ModelViewMatrix"); _uniformProjectionMatrix = glGetUniformLocation(_program, "ProjectionMatrix"); _uniformModelViewProjectionMatrix = glGetUniformLocation(_program, "ModelViewProjectionMatrix"); for (AttrList::iterator i=_attrs.begin(); i!=_attrs.end(); ++i) { i->location = glGetAttribLocation(_program, i->name.c_str()); } } glUseProgram(_program); } private: GLuint _program; GLuint _uniformScale; GLuint _uniformModelViewMatrix; GLuint _uniformProjectionMatrix; GLuint _uniformModelViewProjectionMatrix; char const * _vtxSrc, * _geomSrc, * _frgSrc; typedef std::list AttrList; AttrList _attrs; int _attrStride; }; GLSLProgram g_cageProgram, g_samplesProgram; //------------------------------------------------------------------------------ static bool linkDefaultPrograms() { #if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0) #define GLSL_VERSION_DEFINE "#version 400\n" #else #define GLSL_VERSION_DEFINE "#version 150\n" #endif { // setup control cage program static const char *vsSrc = GLSL_VERSION_DEFINE "in vec3 position;\n" "in vec3 color;\n" "out vec4 fragColor;\n" "uniform mat4 ModelViewProjectionMatrix;\n" "void main() {\n" " fragColor = vec4(color, 1);\n" " gl_Position = ModelViewProjectionMatrix * " " vec4(position, 1);\n" "}\n"; static const char *fsSrc = GLSL_VERSION_DEFINE "in vec4 fragColor;\n" "out vec4 color;\n" "void main() {\n" " color = fragColor;\n" "}\n"; g_cageProgram.SetVertexShaderSource(vsSrc); g_cageProgram.SetFragShaderSource(fsSrc); g_cageProgram.AddAttribute( "position",3 ); g_cageProgram.AddAttribute( "color",3 ); } { // setup samples program // // this shader takes position, uTangent and vTangent for each point // then generates 3 lines in the geometry shader. // static const char *vsSrc = GLSL_VERSION_DEFINE "in vec3 position;\n" "in vec3 uTangent;\n" "in vec3 vTangent;\n" "out vec3 p;\n" "out vec3 ut;\n" "out vec3 vt;\n" "uniform mat4 ModelViewMatrix;\n" "void main() {\n" " p = (ModelViewMatrix * vec4(position, 1)).xyz;\n" " ut = (ModelViewMatrix * vec4(uTangent, 0)).xyz;\n" " vt = (ModelViewMatrix * vec4(vTangent, 0)).xyz;\n" "}\n"; static const char *gsSrc = GLSL_VERSION_DEFINE "layout(points) in;\n" "layout(line_strip, max_vertices = 6) out;\n" "in vec3 p[];\n" "in vec3 ut[];\n" "in vec3 vt[];\n" "out vec4 c;\n" "uniform mat4 ProjectionMatrix;\n" "uniform float scale;\n" "void main() {\n" " vec3 pos = p[0]; \n" " c = vec4(1, 0, 0, 1);\n" " gl_Position = ProjectionMatrix * vec4(pos, 1);\n" " EmitVertex();\n" " \n" " pos = p[0] + ut[0] * scale; \n" " gl_Position = ProjectionMatrix * vec4(pos, 1);\n" " EmitVertex();\n" " EndPrimitive();\n" " \n" " pos = p[0]; \n" " c = vec4(0, 1, 0, 1);\n" " gl_Position = ProjectionMatrix * vec4(pos, 1);\n" " EmitVertex();\n" " \n" " pos = p[0] + vt[0] * scale; \n" " gl_Position = ProjectionMatrix * vec4(pos, 1);\n" " EmitVertex();\n" " EndPrimitive();\n" " \n" " pos = p[0]; \n" " c = vec4(0, 0, 1, 1);\n" " gl_Position = ProjectionMatrix * vec4(pos, 1);\n" " EmitVertex();\n" " \n" " pos = p[0] + cross(ut[0], vt[0]) * scale; \n" " gl_Position = ProjectionMatrix * vec4(pos, 1);\n" " EmitVertex();\n" " EndPrimitive();\n" " \n" "}\n"; static const char *fsSrc = GLSL_VERSION_DEFINE "in vec4 c;\n" "out vec4 color;\n" "void main() {\n" " color = c;\n" "}\n"; g_samplesProgram.SetVertexShaderSource(vsSrc); g_samplesProgram.SetGeometryShaderSource(gsSrc); g_samplesProgram.SetFragShaderSource(fsSrc); g_samplesProgram.AddAttribute( "position",3 ); } return true; } //------------------------------------------------------------------------------ static inline void setSharpnessColor(float s, float *r, float *g, float *b) { // 0.0 2.0 4.0 // green --- yellow --- red *r = std::min(1.0f, s * 0.5f); *g = std::min(1.0f, 2.0f - s*0.5f); *b = 0; } //------------------------------------------------------------------------------ static void drawCageEdges() { g_cageProgram.Use( ); glUniformMatrix4fv(g_cageProgram.GetUniformModelViewProjectionMatrix(), 1, GL_FALSE, g_transformData.ModelViewProjectionMatrix); std::vector vbo; vbo.reserve(g_coarseEdges.size() * 6); float r, g, b; for (int i = 0; i < (int)g_coarseEdges.size(); i+=2) { setSharpnessColor(g_coarseEdgeSharpness[i/2], &r, &g, &b); for (int j = 0; j < 2; ++j) { vbo.push_back(g_positions[g_coarseEdges[i+j]*3]); vbo.push_back(g_positions[g_coarseEdges[i+j]*3+1]); vbo.push_back(g_positions[g_coarseEdges[i+j]*3+2]); vbo.push_back(r); vbo.push_back(g); vbo.push_back(b); } } glBindVertexArray(g_cageEdgeVAO); glBindBuffer(GL_ARRAY_BUFFER, g_cageEdgeVBO); glBufferData(GL_ARRAY_BUFFER, (int)vbo.size() * sizeof(float), &vbo[0], GL_STATIC_DRAW); g_cageProgram.EnableVertexAttributes(); glDrawArrays(GL_LINES, 0, (int)g_coarseEdges.size()); glBindVertexArray(0); glUseProgram(0); } //------------------------------------------------------------------------------ static void drawCageVertices() { g_cageProgram.Use( ); glUniformMatrix4fv(g_cageProgram.GetUniformModelViewProjectionMatrix(), 1, GL_FALSE, g_transformData.ModelViewProjectionMatrix); int numPoints = (int)g_positions.size()/3; std::vector vbo; vbo.reserve(numPoints*6); float r, g, b; for (int i = 0; i < numPoints; ++i) { setSharpnessColor(g_coarseVertexSharpness[i], &r, &g, &b); vbo.push_back(g_positions[i*3+0]); vbo.push_back(g_positions[i*3+1]); vbo.push_back(g_positions[i*3+2]); vbo.push_back(r); vbo.push_back(g); vbo.push_back(b); } glBindVertexArray(g_cageVertexVAO); glBindBuffer(GL_ARRAY_BUFFER, g_cageVertexVBO); glBufferData(GL_ARRAY_BUFFER, (int)vbo.size() * sizeof(float), &vbo[0], GL_STATIC_DRAW); g_cageProgram.EnableVertexAttributes(); glPointSize(10.0f); glDrawArrays(GL_POINTS, 0, numPoints); glPointSize(1.0f); glBindVertexArray(0); glUseProgram(0); } //------------------------------------------------------------------------------ static void drawStencils() { g_samplesProgram.Use( ); const float scale = 0.02f; glUniform1f(g_samplesProgram.GetUniformScale(), scale); glUniformMatrix4fv(g_samplesProgram.GetUniformModelViewMatrix(), 1, GL_FALSE, g_transformData.ModelViewMatrix); glUniformMatrix4fv(g_samplesProgram.GetUniformProjectionMatrix(), 1, GL_FALSE, g_transformData.ProjectionMatrix); glBindVertexArray(g_stencilsVAO); // int numEdges = g_controlStencils->GetNumStencils() * 3; // g_samplesProgram.EnableVertexAttributes(); glBindBuffer(GL_ARRAY_BUFFER, g_stencilOutput->BindDstBuffer()); glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); glEnableVertexAttribArray(2); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*9, 0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*9, (void*)(sizeof(GLfloat)*3)); glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*9, (void*)(sizeof(GLfloat)*6)); // g_samplesProgram.EnableVertexAttributes(); glDrawArrays(GL_POINTS, 0, g_stencilOutput->GetNumStencils()); glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glDisableVertexAttribArray(2); glBindVertexArray(0); glUseProgram(0); } //------------------------------------------------------------------------------ static void display() { g_hud.GetFrameBuffer()->Bind(); Stopwatch s; s.Start(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glViewport(0, 0, g_width, g_height); 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_drawCageEdges) drawCageEdges(); if (g_drawCageVertices) drawCageVertices(); drawStencils(); s.Stop(); float drawCpuTime = float(s.GetElapsed() * 1000.0f); s.Start(); glFinish(); s.Stop(); float drawGpuTime = float(s.GetElapsed() * 1000.0f); g_hud.GetFrameBuffer()->ApplyImageShader(); if (g_hud.IsVisible()) { g_fpsTimer.Stop(); double fps = 1.0/g_fpsTimer.GetElapsed(); g_fpsTimer.Start(); g_hud.DrawString(10, -100, "# stencils : %d", g_nsamplesDrawn); g_hud.DrawString(10, -80, "EvalStencils : %.3f ms", g_evalTime); g_hud.DrawString(10, -60, "GPU Draw : %.3f ms", drawGpuTime); g_hud.DrawString(10, -40, "CPU Draw : %.3f ms", drawCpuTime); g_hud.DrawString(10, -20, "FPS : %3.1f", fps); g_hud.Flush(); } glFinish(); //checkGLErrors("display leave"); } //------------------------------------------------------------------------------ static void idle() { if (not g_freeze) g_frame++; updateGeom(); if (g_repeatCount != 0 and g_frame >= g_repeatCount) g_running = 0; } //------------------------------------------------------------------------------ static void motion(GLFWwindow *, double dx, double dy) { int x=(int)dx, y=(int)dy; if (g_mbutton[0] && !g_mbutton[1] && !g_mbutton[2]) { // orbit g_rotate[0] += x - g_prev_x; g_rotate[1] += y - g_prev_y; } else if (!g_mbutton[0] && !g_mbutton[1] && g_mbutton[2]) { // pan g_pan[0] -= g_dolly*(x - g_prev_x)/g_width; g_pan[1] += g_dolly*(y - g_prev_y)/g_height; } else if ((g_mbutton[0] && !g_mbutton[1] && g_mbutton[2]) or (!g_mbutton[0] && g_mbutton[1] && !g_mbutton[2])) { // dolly g_dolly -= g_dolly*0.01f*(x - g_prev_x); if(g_dolly <= 0.01) g_dolly = 0.01f; } g_prev_x = x; g_prev_y = y; } //------------------------------------------------------------------------------ static void mouse(GLFWwindow *, int button, int state, int /* mods */) { if (button == 0 && state == GLFW_PRESS && g_hud.MouseClick(g_prev_x, g_prev_y)) return; if (button < 3) { g_mbutton[button] = (state == GLFW_PRESS); } } //------------------------------------------------------------------------------ static void reshape(GLFWwindow *, int width, int height) { g_width = width; g_height = height; int windowWidth = g_width, windowHeight = g_height; // window size might not match framebuffer size on a high DPI display glfwGetWindowSize(g_window, &windowWidth, &windowHeight); g_hud.Rebuild(windowWidth, windowHeight, width, height); } //------------------------------------------------------------------------------ void windowClose(GLFWwindow*) { g_running = false; } //------------------------------------------------------------------------------ static void rebuildMesh() { createMesh( g_defaultShapes[g_currentShape], g_isolationLevel ); } //------------------------------------------------------------------------------ static void setSamples(bool add) { g_nsamples += add ? 1000 : -1000; g_nsamples = std::max(1000, g_nsamples); rebuildMesh(); } //------------------------------------------------------------------------------ static void keyboard(GLFWwindow *, int key, int /* scancode */, int event, int /* mods */) { if (event == GLFW_RELEASE) return; if (g_hud.KeyDown(tolower(key))) return; switch (key) { case 'Q': g_running = 0; break; case '=': setSamples(true); break; case '-': setSamples(false); break; case GLFW_KEY_ESCAPE: g_hud.SetVisible(!g_hud.IsVisible()); break; } } //------------------------------------------------------------------------------ static void callbackKernel(int k) { g_kernel = k; #ifdef OPENSUBDIV_HAS_OPENCL if (g_kernel == kCL and (not g_clDeviceContext.IsInitialized())) { if (g_clDeviceContext.Initialize() == false) { printf("Error in initializing OpenCL\n"); exit(1); } } #endif #ifdef OPENSUBDIV_HAS_CUDA if (g_kernel == kCUDA and (not g_cudaDeviceContext.IsInitialized())) { if (g_cudaDeviceContext.Initialize() == false) { printf("Error in initializing Cuda\n"); exit(1); } } #endif rebuildMesh(); } static void callbackLevel(int l) { g_isolationLevel = l; rebuildMesh(); } //------------------------------------------------------------------------------ static void callbackAnimate(bool checked, int /* m */) { g_moveScale = checked; } //------------------------------------------------------------------------------ static void callbackFreeze(bool checked, int /* f */) { g_freeze = checked; } //------------------------------------------------------------------------------ static void callbackDisplayCageVertices(bool checked, int /* d */) { g_drawCageVertices = checked; } //------------------------------------------------------------------------------ static void callbackDisplayCageEdges(bool checked, int /* d */) { g_drawCageEdges = checked; } static void callbackBilinear(bool checked, int /* a */) { g_bilinear = checked; rebuildMesh(); } //------------------------------------------------------------------------------ static void callbackModel(int m) { if (m < 0) m = 0; if (m >= (int)g_defaultShapes.size()) m = (int)g_defaultShapes.size() - 1; g_currentShape = m; rebuildMesh(); } //------------------------------------------------------------------------------ static void 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("Cage Edges (H)", true, 10, 10, callbackDisplayCageEdges, 0, 'h'); g_hud.AddCheckBox("Cage Verts (J)", true, 10, 30, callbackDisplayCageVertices, 0, 'j'); g_hud.AddCheckBox("Animate vertices (M)", g_moveScale != 0, 10, 50, callbackAnimate, 0, 'm'); g_hud.AddCheckBox("Freeze (spc)", false, 10, 70, callbackFreeze, 0, ' '); g_hud.AddCheckBox("Bilinear Stencils (`)", g_bilinear!=0, 10, 190, callbackBilinear, 0, '`'); int compute_pulldown = g_hud.AddPullDown("Compute (K)", 250, 10, 300, callbackKernel, 'k'); g_hud.AddPullDownButton(compute_pulldown, "CPU", kCPU); #ifdef OPENSUBDIV_HAS_OPENMP g_hud.AddPullDownButton(compute_pulldown, "OpenMP", kOPENMP); #endif #ifdef OPENSUBDIV_HAS_TBB g_hud.AddPullDownButton(compute_pulldown, "TBB", kTBB); #endif #ifdef OPENSUBDIV_HAS_CUDA g_hud.AddPullDownButton(compute_pulldown, "CUDA", kCUDA); #endif #ifdef OPENSUBDIV_HAS_OPENCL g_hud.AddPullDownButton(compute_pulldown, "OpenCL", kCL); #endif #ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK g_hud.AddPullDownButton(compute_pulldown, "GL XFB", kGLXFB); #endif #ifdef OPENSUBDIV_HAS_GLSL_COMPUTE if (GLUtils::GL_ARBComputeShaderOrGL_VERSION_4_3()) { g_hud.AddPullDownButton(compute_pulldown, "GL Compute", kGLCompute); } #endif for (int i = 1; i < 11; ++i) { char level[16]; sprintf(level, "Lv. %d", i); g_hud.AddRadioButton(3, level, i==g_isolationLevel, 10, 210+i*20, callbackLevel, i, '0'+(i%10)); } int pulldown_handle = g_hud.AddPullDown("Shape (N)", -300, 10, 300, callbackModel, 'n'); for (int i = 0; i < (int)g_defaultShapes.size(); ++i) { g_hud.AddPullDownButton(pulldown_handle, g_defaultShapes[i].name.c_str(),i); } } //------------------------------------------------------------------------------ static void initGL() { glClearColor(0.1f, 0.1f, 0.1f, 0.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glCullFace(GL_BACK); glEnable(GL_CULL_FACE); glGenVertexArrays(1, &g_cageVertexVAO); glGenVertexArrays(1, &g_cageEdgeVAO); glGenVertexArrays(1, &g_stencilsVAO); glGenBuffers(1, &g_cageVertexVBO); glGenBuffers(1, &g_cageEdgeVBO); } //------------------------------------------------------------------------------ static void uninitGL() { glDeleteBuffers(1, &g_cageVertexVBO); glDeleteBuffers(1, &g_cageEdgeVBO); glDeleteVertexArrays(1, &g_cageVertexVAO); glDeleteVertexArrays(1, &g_cageEdgeVAO); glDeleteVertexArrays(1, &g_stencilsVAO); } //------------------------------------------------------------------------------ static void callbackErrorGLFW(int error, const char* description) { fprintf(stderr, "GLFW Error (%d) : %s\n", error, description); } //------------------------------------------------------------------------------ static void setGLCoreProfile() { #define glfwOpenWindowHint glfwWindowHint #define GLFW_OPENGL_VERSION_MAJOR GLFW_CONTEXT_VERSION_MAJOR #define GLFW_OPENGL_VERSION_MINOR GLFW_CONTEXT_VERSION_MINOR glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); #if not defined(__APPLE__) glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 4); 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_isolationLevel = atoi(argv[++i]); } else if (!strcmp(argv[i], "-f")) { fullscreen = true; } else { std::ifstream ifs(argv[1]); if (ifs) { std::stringstream ss; ss << ifs.rdbuf(); ifs.close(); str = ss.str(); g_defaultShapes.push_back(ShapeDesc(argv[1], str.c_str(), kCatmark)); } } } initShapes(); glfwSetErrorCallback(callbackErrorGLFW); if (not glfwInit()) { printf("Failed to initialize GLFW\n"); return 1; } static const char windowTitle[] = "OpenSubdiv glStencilViewer " OPENSUBDIV_VERSION_STRING; #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); // accommodate high DPI displays (e.g. mac retina displays) glfwGetFramebufferSize(g_window, &g_width, &g_height); glfwSetFramebufferSizeCallback(g_window, reshape); glfwSetKeyCallback(g_window, keyboard); glfwSetCursorPosCallback(g_window, motion); glfwSetMouseButtonCallback(g_window, mouse); glfwSetWindowCloseCallback(g_window, windowClose); #if defined(OSD_USES_GLEW) #ifdef CORE_PROFILE // this is the only way to initialize glew correctly under core profile context. glewExperimental = true; #endif if (GLenum r = glewInit() != GLEW_OK) { printf("Failed to initialize glew. Error = %s\n", glewGetErrorString(r)); exit(1); } #ifdef CORE_PROFILE // clear GL errors which was generated during glewInit() glGetError(); #endif #endif initGL(); linkDefaultPrograms(); glfwSwapInterval(0); initHUD(); callbackModel(g_currentShape); while (g_running) { idle(); display(); glfwPollEvents(); glfwSwapBuffers(g_window); glFinish(); } uninitGL(); glfwTerminate(); }