// // 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 OpenSubdiv::Osd::GLMeshInterface *g_mesh = NULL; #include #include "../common/stopwatch.h" #include "../common/simple_math.h" #include "../common/glHud.h" #include "../common/glUtils.h" #include "../common/glShaderCache.h" #include static const char *shaderSource = #if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0) #include "shader.gen.h" #else #include "shader_gl3.gen.h" #endif ; #include #include #include #include #include #include #include enum DisplayStyle { kWire = 0, kShaded, kWireShaded }; int g_currentShape = 0; int g_frame = 0, g_repeatCount = 0; OpenSubdiv::Sdc::Options::FVarLinearInterpolation g_fvarBoundary = OpenSubdiv::Sdc::Options::FVAR_LINEAR_ALL; // GUI variables int g_fullscreen = 0, g_freeze = 0, g_displayStyle = kWireShaded, g_adaptive = 0, g_mbutton[3] = {0, 0, 0}, g_mouseUvView = 0, g_running = 1; float g_moveScale = 0.0f; float g_rotate[2] = {0, 0}, g_dolly = 5, g_pan[2] = {0, 0}, g_center[3] = {0, 0, 0}, g_size = 0, g_uvPan[2] = {0, 0}, g_uvScale = 1.0; int g_prev_x = 0, g_prev_y = 0; int g_width = 1600, g_height = 800; GLhud g_hud; // geometry std::vector g_orgPositions, g_positions, g_normals; Scheme g_scheme; int g_level = 2; int g_tessLevel = 1; int g_tessLevelMin = 1; GLuint g_transformUB = 0, g_transformBinding = 0, g_tessellationUB = 0, g_tessellationBinding = 0; struct Transform { float ModelViewMatrix[16]; float ProjectionMatrix[16]; float ModelViewProjectionMatrix[16]; float ModelViewInverseMatrix[16]; float UvViewMatrix[16]; } g_transformData; GLuint g_vao = 0; GLuint g_cageEdgeVAO = 0, g_cageEdgeVBO = 0, g_cageVertexVAO = 0, g_cageVertexVBO = 0; std::vector g_coarseEdges; std::vector g_coarseEdgeSharpness; std::vector g_coarseVertexSharpness; struct Program { GLuint program; GLuint uniformModelViewProjectionMatrix; GLuint attrPosition; GLuint attrColor; } g_defaultProgram; //------------------------------------------------------------------------------ static GLuint compileShader(GLenum shaderType, const char *source) { GLuint shader = glCreateShader(shaderType); glShaderSource(shader, 1, &source, NULL); glCompileShader(shader); return shader; } static bool linkDefaultProgram() { #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 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"; GLuint program = glCreateProgram(); GLuint vertexShader = compileShader(GL_VERTEX_SHADER, vsSrc); GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER, fsSrc); glAttachShader(program, vertexShader); glAttachShader(program, fragmentShader); 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); } g_defaultProgram.program = program; g_defaultProgram.uniformModelViewProjectionMatrix = glGetUniformLocation(program, "ModelViewProjectionMatrix"); g_defaultProgram.attrPosition = glGetAttribLocation(program, "position"); g_defaultProgram.attrColor = glGetAttribLocation(program, "color"); return true; } //------------------------------------------------------------------------------ #include "init_shapes.h" //------------------------------------------------------------------------------ static void calcNormals(OpenSubdiv::Far::TopologyRefiner const & refiner, std::vector const & pos, std::vector & normals) { typedef OpenSubdiv::Far::ConstIndexArray IndexArray; // calc normal vectors int nverts = (int)pos.size()/3; int nfaces = refiner.GetNumFaces(0); for (int face = 0; face < nfaces; ++face) { IndexArray fverts = refiner.GetFaceVertices(0, face); assert(fverts.size()>=2); float const * p0 = &pos[fverts[0]*3], * p1 = &pos[fverts[1]*3], * p2 = &pos[fverts[2]*3]; float n[3]; cross(n, p0, p1, p2); for (int j = 0; j < fverts.size(); j++) { int idx = fverts[j] * 3; normals[idx ] += n[0]; normals[idx+1] += n[1]; normals[idx+2] += n[2]; } } for (int i = 0; i < nverts; ++i) normalize(&normals[i*3]); } //------------------------------------------------------------------------------ static void updateGeom() { int nverts = (int)g_orgPositions.size() / 3; std::vector vertex; vertex.reserve(nverts*3); const float *p = &g_orgPositions[0]; float r = sin(g_frame*0.001f) * g_moveScale; for (int i = 0; i < nverts; ++i) { 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; } p = &g_orgPositions[0]; const float *pp = &g_positions[0]; for (int i = 0; i < nverts; ++i) { vertex.push_back(pp[0]); vertex.push_back(pp[1]); vertex.push_back(pp[2]); pp += 3; } g_mesh->UpdateVertexBuffer(&vertex[0], 0, nverts); g_mesh->Refine(); g_mesh->Synchronize(); } //------------------------------------------------------------------------------ static void createOsdMesh(ShapeDesc const & shapeDesc, int level, Scheme scheme = kCatmark) { typedef OpenSubdiv::Far::ConstIndexArray IndexArray; Shape * 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); sdcoptions.SetFVarLinearInterpolation(g_fvarBoundary); OpenSubdiv::Far::TopologyRefiner * refiner = OpenSubdiv::Far::TopologyRefinerFactory::Create(*shape, OpenSubdiv::Far::TopologyRefinerFactory::Options(sdctype, sdcoptions)); // save coarse topology (used for coarse mesh drawing) int nedges = refiner->GetNumEdges(0), nverts = refiner->GetNumVertices(0); g_coarseEdges.resize(nedges*2); g_coarseEdgeSharpness.resize(nedges); g_coarseVertexSharpness.resize(nverts); for(int i=0; iGetEdgeVertices(0, i); g_coarseEdges[i*2 ]=verts[0]; g_coarseEdges[i*2+1]=verts[1]; g_coarseEdgeSharpness[i]=refiner->GetEdgeSharpness(0, i); } for(int i=0; iGetVertexSharpness(0, i); } g_orgPositions=shape->verts; g_normals.resize(g_orgPositions.size(), 0.0f); calcNormals(*refiner, g_orgPositions, g_normals); g_positions.resize(g_orgPositions.size(),0.0f); g_scheme = scheme; // Adaptive refinement currently supported only for catmull-clark scheme bool doAdaptive = (g_adaptive!=0 and g_scheme==kCatmark); OpenSubdiv::Osd::MeshBitset bits; bits.set(OpenSubdiv::Osd::MeshAdaptive, doAdaptive); bits.set(OpenSubdiv::Osd::MeshFVarData, 1); int numVertexElements = 3; int numVaryingElements = 0; delete g_mesh; g_mesh = new OpenSubdiv::Osd::Mesh( refiner, numVertexElements, numVaryingElements, level, bits); std::vector fvarData; InterpolateFVarData(*refiner, *shape, fvarData); g_mesh->SetFVarDataChannel(shape->GetFVarWidth(), fvarData); delete shape; // 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); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); } //------------------------------------------------------------------------------ static void fitFrame() { g_pan[0] = g_pan[1] = 0; g_dolly = g_size; g_uvPan[0] = g_uvPan[1] = 0; g_uvScale = 1.0; } //------------------------------------------------------------------------------ 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() { glUseProgram(g_defaultProgram.program); glUniformMatrix4fv(g_defaultProgram.uniformModelViewProjectionMatrix, 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); glEnableVertexAttribArray(g_defaultProgram.attrPosition); glEnableVertexAttribArray(g_defaultProgram.attrColor); glVertexAttribPointer(g_defaultProgram.attrPosition, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 6, 0); glVertexAttribPointer(g_defaultProgram.attrColor, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 6, (void*)12); glDrawArrays(GL_LINES, 0, (int)g_coarseEdges.size()); glBindVertexArray(0); glUseProgram(0); } static void drawCageVertices() { glUseProgram(g_defaultProgram.program); glUniformMatrix4fv(g_defaultProgram.uniformModelViewProjectionMatrix, 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); glEnableVertexAttribArray(g_defaultProgram.attrPosition); glEnableVertexAttribArray(g_defaultProgram.attrColor); glVertexAttribPointer(g_defaultProgram.attrPosition, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 6, 0); glVertexAttribPointer(g_defaultProgram.attrColor, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 6, (void*)12); glPointSize(10.0f); glDrawArrays(GL_POINTS, 0, numPoints); glPointSize(1.0f); glBindVertexArray(0); glUseProgram(0); } //------------------------------------------------------------------------------ union Effect { Effect(int displayStyle_, int uvDraw_) : value(0) { displayStyle = displayStyle_; uvDraw = uvDraw_; } struct { unsigned int displayStyle:3; unsigned int uvDraw:1; }; int value; bool operator < (const Effect &e) const { return value < e.value; } }; static Effect GetEffect(bool uvDraw = false) { return Effect(g_displayStyle, uvDraw); } // --------------------------------------------------------------------------- struct EffectDesc { EffectDesc(OpenSubdiv::Far::PatchDescriptor desc, Effect effect) : desc(desc), effect(effect), maxValence(0), numElements(0) { } OpenSubdiv::Far::PatchDescriptor desc; Effect effect; int maxValence; int numElements; bool operator < (const EffectDesc &e) const { return desc < e.desc || (desc == e.desc && (maxValence < e.maxValence || ((maxValence == e.maxValence) && (effect < e.effect)))); } }; // --------------------------------------------------------------------------- class ShaderCache : public GLShaderCache { public: virtual GLDrawConfig *CreateDrawConfig(EffectDesc const &effectDesc) { using namespace OpenSubdiv; // compile shader program #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 GLDrawConfig *config = new GLDrawConfig(glslVersion); Far::PatchDescriptor::Type type = effectDesc.desc.GetType(); // common defines std::stringstream ss; if (type == Far::PatchDescriptor::QUADS) { ss << "#define PRIM_QUAD\n"; } else { ss << "#define PRIM_TRI\n"; } if (effectDesc.effect.uvDraw) { ss << "#define GEOMETRY_OUT_FILL\n"; ss << "#define GEOMETRY_UV_VIEW\n"; } else { switch (effectDesc.effect.displayStyle) { case kWire: ss << "#define GEOMETRY_OUT_WIRE\n"; break; case kWireShaded: ss << "#define GEOMETRY_OUT_LINE\n"; break; case kShaded: ss << "#define GEOMETRY_OUT_FILL\n"; break; } } // for legacy gregory ss << "#define OSD_MAX_VALENCE " << effectDesc.maxValence << "\n"; ss << "#define OSD_NUM_ELEMENTS " << effectDesc.numElements << "\n"; // face varying width ss << "#define OSD_FVAR_WIDTH 2\n"; // include osd PatchCommon ss << Osd::GLSLPatchShaderSource::GetCommonShaderSource(); std::string common = ss.str(); ss.str(""); // vertex shader ss << common // enable local vertex shader << (effectDesc.desc.IsAdaptive() ? "" : "#define VERTEX_SHADER\n") << shaderSource << Osd::GLSLPatchShaderSource::GetVertexShaderSource(type); config->CompileAndAttachShader(GL_VERTEX_SHADER, ss.str()); ss.str(""); if (effectDesc.desc.IsAdaptive()) { // tess control shader ss << common << shaderSource << Osd::GLSLPatchShaderSource::GetTessControlShaderSource(type); config->CompileAndAttachShader(GL_TESS_CONTROL_SHADER, ss.str()); ss.str(""); // tess eval shader ss << common << shaderSource << Osd::GLSLPatchShaderSource::GetTessEvalShaderSource(type); config->CompileAndAttachShader(GL_TESS_EVALUATION_SHADER, ss.str()); ss.str(""); } // geometry shader ss << common << "#define GEOMETRY_SHADER\n" << shaderSource; config->CompileAndAttachShader(GL_GEOMETRY_SHADER, ss.str()); ss.str(""); // fragment shader ss << common << "#define FRAGMENT_SHADER\n" << shaderSource; config->CompileAndAttachShader(GL_FRAGMENT_SHADER, ss.str()); ss.str(""); if (!config->Link()) { delete config; return NULL; } // assign uniform locations GLuint uboIndex; GLuint program = config->GetProgram(); g_transformBinding = 0; uboIndex = glGetUniformBlockIndex(program, "Transform"); if (uboIndex != GL_INVALID_INDEX) glUniformBlockBinding(program, uboIndex, g_transformBinding); g_tessellationBinding = 1; uboIndex = glGetUniformBlockIndex(program, "Tessellation"); if (uboIndex != GL_INVALID_INDEX) glUniformBlockBinding(program, uboIndex, g_tessellationBinding); // assign texture locations GLint loc; glUseProgram(program); if ((loc = glGetUniformLocation(program, "OsdVertexBuffer")) != -1) { glUniform1i(loc, 0); // GL_TEXTURE0 } if ((loc = glGetUniformLocation(program, "OsdValenceBuffer")) != -1) { glUniform1i(loc, 1); // GL_TEXTURE1 } if ((loc = glGetUniformLocation(program, "OsdQuadOffsetBuffer")) != -1) { glUniform1i(loc, 2); // GL_TEXTURE2 } if ((loc = glGetUniformLocation(program, "OsdPatchParamBuffer")) != -1) { glUniform1i(loc, 3); // GL_TEXTURE3 } if ((loc = glGetUniformLocation(program, "OsdFVarDataBuffer")) != -1) { glUniform1i(loc, 4); // GL_TEXTURE4 } return config; } }; ShaderCache g_shaderCache; //------------------------------------------------------------------------------ static void updateUniformBlocks() { 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); } static void bindTextures() { 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()); } if (g_mesh->GetDrawContext()->GetFvarDataTextureBuffer()) { glActiveTexture(GL_TEXTURE4); glBindTexture(GL_TEXTURE_BUFFER, g_mesh->GetDrawContext()->GetFvarDataTextureBuffer()); } glActiveTexture(GL_TEXTURE0); } static GLenum bindProgram(Effect effect, OpenSubdiv::Osd::DrawContext::PatchArray const & patch) { EffectDesc effectDesc(patch.GetDescriptor(), effect); typedef OpenSubdiv::Far::PatchDescriptor Descriptor; if (patch.GetDescriptor().GetType() == Descriptor::GREGORY or patch.GetDescriptor().GetType() == Descriptor::GREGORY_BOUNDARY) { // only legacy gregory needs maxValence and numElements int maxValence = g_mesh->GetDrawContext()->GetMaxValence(); int numElements = 3; effectDesc.maxValence = maxValence; effectDesc.numElements = numElements; } // lookup shader cache (compile the shader if needed) GLDrawConfig *config = g_shaderCache.GetDrawConfig(effectDesc); if (!config) return 0; GLuint program = config->GetProgram(); glUseProgram(program); // bind standalone uniforms GLint uniformGregoryQuadOffsetBase = glGetUniformLocation(program, "GregoryQuadOffsetBase"); GLint uniformPrimitiveIdBase = glGetUniformLocation(program, "PrimitiveIdBase"); if (uniformGregoryQuadOffsetBase >= 0) glUniform1i(uniformGregoryQuadOffsetBase, patch.GetQuadOffsetIndex()); if (uniformPrimitiveIdBase >=0) glUniform1i(uniformPrimitiveIdBase, patch.GetPatchIndex()); // return primtype GLenum primType; switch(effectDesc.desc.GetType()) { case Descriptor::QUADS: primType = GL_LINES_ADJACENCY; break; case Descriptor::TRIANGLES: primType = GL_TRIANGLES; break; default: #if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0) primType = GL_PATCHES; glPatchParameteri(GL_PATCH_VERTICES, effectDesc.desc.GetNumControlVertices()); #else primType = GL_POINTS; #endif break; } return primType; } //------------------------------------------------------------------------------ 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/2, g_height); // prepare view matrix double aspect = (g_width/2)/(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); identity(g_transformData.UvViewMatrix); scale(g_transformData.UvViewMatrix, g_uvScale, g_uvScale, 1); translate(g_transformData.UvViewMatrix, -g_uvPan[0], -g_uvPan[1], 0); glEnable(GL_DEPTH_TEST); // 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(); if (g_displayStyle == kWire) glDisable(GL_CULL_FACE); updateUniformBlocks(); bindTextures(); // patch drawing for (int i = 0; i < (int)patches.size(); ++i) { OpenSubdiv::Osd::DrawContext::PatchArray const & patch = patches[i]; GLenum primType = bindProgram(GetEffect(), patch); glDrawElements(primType, patch.GetNumIndices(), GL_UNSIGNED_INT, (void *)(patch.GetVertIndex() * sizeof(unsigned int))); } if (g_displayStyle == kWire) glEnable(GL_CULL_FACE); glBindVertexArray(0); glUseProgram(0); drawCageEdges(); drawCageVertices(); // --------------------------------------------- // uv viewport glViewport(g_width/2, 0, g_width/2, g_height); g_mesh->BindVertexBuffer(); glBindVertexArray(g_vao); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); for (int i = 0; i < (int)patches.size(); ++i) { OpenSubdiv::Osd::DrawContext::PatchArray const & patch = patches[i]; GLenum primType = bindProgram(GetEffect(/*uvDraw=*/ true), patch); glDrawElements(primType, patch.GetNumIndices(), GL_UNSIGNED_INT, (void *)(patch.GetVertIndex() * sizeof(unsigned int))); } glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); // full viewport glViewport(0, 0, g_width, g_height); g_hud.GetFrameBuffer()->ApplyImageShader(); if (g_hud.IsVisible()) { g_hud.DrawString(10, -40, "Tess level : %d", g_tessLevel); g_hud.Flush(); } glFinish(); } //------------------------------------------------------------------------------ static void motion(GLFWwindow *, double dx, double dy) { int x=(int)dx, y=(int)dy; if (g_mouseUvView) { if (!g_mbutton[0] && !g_mbutton[1] && g_mbutton[2]) { // pan g_uvPan[0] -= (x - g_prev_x) * 2 / g_uvScale / static_cast(g_width/2); g_uvPan[1] += (y - g_prev_y) * 2 / g_uvScale / static_cast(g_height); } else if ((g_mbutton[0] && !g_mbutton[1] && g_mbutton[2]) or (!g_mbutton[0] && g_mbutton[1] && !g_mbutton[2])) { // scale g_uvScale += g_uvScale*0.01f*(x - g_prev_x); g_uvScale = std::max(std::min(g_uvScale, 100.0f), 0.01f); } } else { if (g_mbutton[0] && !g_mbutton[1] && !g_mbutton[2]) { // orbit g_rotate[0] += x - g_prev_x; g_rotate[1] += y - g_prev_y; } else if (!g_mbutton[0] && !g_mbutton[1] && g_mbutton[2]) { // pan g_pan[0] -= g_dolly*(x - g_prev_x)/g_width; g_pan[1] += g_dolly*(y - g_prev_y)/g_height; } else if ((g_mbutton[0] && !g_mbutton[1] && g_mbutton[2]) or (!g_mbutton[0] && g_mbutton[1] && !g_mbutton[2])) { // dolly g_dolly -= g_dolly*0.01f*(x - g_prev_x); if (g_dolly <= 0.01) g_dolly = 0.01f; } } g_prev_x = x; g_prev_y = y; } //------------------------------------------------------------------------------ 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); } g_mouseUvView = (g_prev_x > g_width/2); } //------------------------------------------------------------------------------ static void uninitGL() { glDeleteBuffers(1, &g_cageVertexVBO); glDeleteBuffers(1, &g_cageEdgeVBO); glDeleteVertexArrays(1, &g_vao); glDeleteVertexArrays(1, &g_cageVertexVAO); glDeleteVertexArrays(1, &g_cageEdgeVAO); if (g_mesh) delete g_mesh; } //------------------------------------------------------------------------------ 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 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(g_tessLevelMin, g_tessLevel-1); break; case GLFW_KEY_ESCAPE: g_hud.SetVisible(!g_hud.IsVisible()); break; } } //------------------------------------------------------------------------------ static void rebuildOsdMesh() { createOsdMesh(g_defaultShapes[g_currentShape], g_level, g_defaultShapes[g_currentShape].scheme); } static void callbackDisplayStyle(int b) { g_displayStyle = b; } static void callbackLevel(int l) { g_level = l; rebuildOsdMesh(); } static void callbackModel(int m) { int maxShapes = static_cast(g_defaultShapes.size()); g_currentShape = std::max(0, std::min(m, maxShapes-1)); rebuildOsdMesh(); } static void callbackAdaptive(bool checked, int /* a */) { if (GLUtils::SupportsAdaptiveTessellation()) { g_adaptive = checked; rebuildOsdMesh(); } } static void callbackBoundary(int b) { typedef OpenSubdiv::Sdc::Options SdcOptions; switch (b) { case SdcOptions::FVAR_LINEAR_NONE : g_fvarBoundary = SdcOptions::FVAR_LINEAR_NONE; break; case SdcOptions::FVAR_LINEAR_CORNERS_ONLY : g_fvarBoundary = SdcOptions::FVAR_LINEAR_CORNERS_ONLY; break; case SdcOptions::FVAR_LINEAR_CORNERS_PLUS1 : g_fvarBoundary = SdcOptions::FVAR_LINEAR_CORNERS_PLUS1; break; case SdcOptions::FVAR_LINEAR_CORNERS_PLUS2 : g_fvarBoundary = SdcOptions::FVAR_LINEAR_CORNERS_PLUS2; break; case SdcOptions::FVAR_LINEAR_BOUNDARIES : g_fvarBoundary = SdcOptions::FVAR_LINEAR_BOUNDARIES; break; case SdcOptions::FVAR_LINEAR_ALL : g_fvarBoundary = SdcOptions::FVAR_LINEAR_ALL; break; } rebuildOsdMesh(); } 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); g_hud.Init(windowWidth, windowHeight, frameBufferWidth, frameBufferHeight); g_hud.SetFrameBuffer(new GLFrameBuffer); int shading_pulldown = g_hud.AddPullDown("Shading (W)", 375, 10, 250, callbackDisplayStyle, 'w'); g_hud.AddPullDownButton(shading_pulldown, "Wire", kWire, g_displayStyle==kWire); g_hud.AddPullDownButton(shading_pulldown, "Shaded", kShaded, g_displayStyle==kShaded); g_hud.AddPullDownButton(shading_pulldown, "Wire+Shaded", kWireShaded, g_displayStyle==kWireShaded); if (GLUtils::SupportsAdaptiveTessellation()) g_hud.AddCheckBox("Adaptive (`)", g_adaptive != 0, 10, 250, callbackAdaptive, 0, '`'); for (int i = 1; i < 11; ++i) { char level[16]; sprintf(level, "Lv. %d", i); g_hud.AddRadioButton(3, level, i == 2, 10, 270 + i*20, callbackLevel, i, '0'+(i%10)); } typedef OpenSubdiv::Sdc::Options SdcOptions; int boundary_pulldown = g_hud.AddPullDown("Boundary (B)", 10, 10, 250, callbackBoundary, 'b'); g_hud.AddPullDownButton(boundary_pulldown, "None (edge only)", SdcOptions::FVAR_LINEAR_NONE, g_fvarBoundary==SdcOptions::FVAR_LINEAR_NONE); g_hud.AddPullDownButton(boundary_pulldown, "Corners Only", SdcOptions::FVAR_LINEAR_CORNERS_ONLY, g_fvarBoundary==SdcOptions::FVAR_LINEAR_CORNERS_ONLY); g_hud.AddPullDownButton(boundary_pulldown, "Corners 1 (edge corner)", SdcOptions::FVAR_LINEAR_CORNERS_PLUS1, g_fvarBoundary==SdcOptions::FVAR_LINEAR_CORNERS_PLUS1); g_hud.AddPullDownButton(boundary_pulldown, "Corners 2 (edge corner prop)", SdcOptions::FVAR_LINEAR_CORNERS_PLUS2, g_fvarBoundary==SdcOptions::FVAR_LINEAR_CORNERS_PLUS2); g_hud.AddPullDownButton(boundary_pulldown, "Boundaries (always sharp)", SdcOptions::FVAR_LINEAR_BOUNDARIES, g_fvarBoundary==SdcOptions::FVAR_LINEAR_BOUNDARIES); g_hud.AddPullDownButton(boundary_pulldown, "All (bilinear)", SdcOptions::FVAR_LINEAR_ALL, g_fvarBoundary==SdcOptions::FVAR_LINEAR_ALL); 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(windowWidth, windowHeight, 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); glGenVertexArrays(1, &g_cageVertexVAO); glGenVertexArrays(1, &g_cageEdgeVAO); glGenBuffers(1, &g_cageVertexVBO); glGenBuffers(1, &g_cageEdgeVBO); } //------------------------------------------------------------------------------ static void idle() { if (not g_freeze) g_frame++; updateGeom(); if (g_repeatCount != 0 and g_frame >= g_repeatCount) g_running = 0; } //------------------------------------------------------------------------------ static void callbackError(OpenSubdiv::Far::ErrorType err, const char *message) { printf("Error: %d\n", err); printf("%s", message); } //------------------------------------------------------------------------------ static void callbackErrorGLFW(int error, const char* description) { fprintf(stderr, "GLFW Error (%d) : %s\n", error, description); } //------------------------------------------------------------------------------ static void setGLCoreProfile() { #define glfwOpenWindowHint glfwWindowHint #define GLFW_OPENGL_VERSION_MAJOR GLFW_CONTEXT_VERSION_MAJOR #define GLFW_OPENGL_VERSION_MINOR GLFW_CONTEXT_VERSION_MINOR glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); #if not defined(__APPLE__) glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 4); 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], "-c")) g_repeatCount = 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); glfwSetErrorCallback(callbackErrorGLFW); if (not glfwInit()) { printf("Failed to initialize GLFW\n"); return 1; } static const char windowTitle[] = "OpenSubdiv glFVarViewer " 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(); linkDefaultProgram(); glfwSwapInterval(0); initHUD(); rebuildOsdMesh(); while (g_running) { idle(); display(); glfwPollEvents(); glfwSwapBuffers(g_window); glFinish(); } uninitGL(); glfwTerminate(); }