// // Copyright (C) Pixar. All rights reserved. // // This license governs use of the accompanying software. If you // use the software, you accept this license. If you do not accept // the license, do not use the software. // // 1. Definitions // The terms "reproduce," "reproduction," "derivative works," and // "distribution" have the same meaning here as under U.S. // copyright law. A "contribution" is the original software, or // any additions or changes to the software. // A "contributor" is any person or entity that distributes its // contribution under this license. // "Licensed patents" are a contributor's patent claims that read // directly on its contribution. // // 2. Grant of Rights // (A) Copyright Grant- Subject to the terms of this license, // including the license conditions and limitations in section 3, // each contributor grants you a non-exclusive, worldwide, // royalty-free copyright license to reproduce its contribution, // prepare derivative works of its contribution, and distribute // its contribution or any derivative works that you create. // (B) Patent Grant- Subject to the terms of this license, // including the license conditions and limitations in section 3, // each contributor grants you a non-exclusive, worldwide, // royalty-free license under its licensed patents to make, have // made, use, sell, offer for sale, import, and/or otherwise // dispose of its contribution in the software or derivative works // of the contribution in the software. // // 3. Conditions and Limitations // (A) No Trademark License- This license does not grant you // rights to use any contributor's name, logo, or trademarks. // (B) If you bring a patent claim against any contributor over // patents that you claim are infringed by the software, your // patent license from such contributor to the software ends // automatically. // (C) If you distribute any portion of the software, you must // retain all copyright, patent, trademark, and attribution // notices that are present in the software. // (D) If you distribute any portion of the software in source // code form, you may do so only under this license by including a // complete copy of this license with your distribution. If you // distribute any portion of the software in compiled or object // code form, you may only do so under a license that complies // with this license. // (E) The software is licensed "as-is." You bear the risk of // using it. The contributors give no express warranties, // guarantees or conditions. You may have additional consumer // rights under your local laws which this license cannot change. // To the extent permitted under your local laws, the contributors // exclude the implied warranties of merchantability, fitness for // a particular purpose and non-infringement. // #if defined(__APPLE__) #include #define GLFW_INCLUDE_GL3 #define GLFW_NO_GLU #else #include #include #if defined(WIN32) #include #endif #endif #if defined(GLFW_VERSION_3) #include GLFWwindow* g_window=0; GLFWmonitor* g_primary=0; #else #include #endif #include #include #include #include #include #include #include #include OpenSubdiv::OsdCpuComputeController *g_cpuComputeController = NULL; #ifdef OPENSUBDIV_HAS_OPENMP #include #endif #ifdef OPENSUBDIV_HAS_GCD #include #endif #ifdef OPENSUBDIV_HAS_OPENCL #include #include #include #include "../common/clInit.h" cl_context g_clContext; cl_command_queue g_clQueue; #endif #ifdef OPENSUBDIV_HAS_CUDA #include #include #include #include #include #include "../common/cudaInit.h" bool g_cudaInitialized = false; #endif #ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK #include #include #include #endif #ifdef OPENSUBDIV_HAS_GLSL_COMPUTE #include #include #include #endif #include #include OpenSubdiv::FarMesh *g_farMesh = NULL; template class Controller { public: static CONTROLLER *GetInstance() { static CONTROLLER *instance = NULL; if (not instance) instance = new CONTROLLER(); return instance; } }; template void updateData(V *vertexBuffer, const float *src, int numVertices, int startVertex) { vertexBuffer->UpdateData(src, numVertices, startVertex); } #ifdef OPENSUBDIV_HAS_OPENCL template<> class Controller { public: static OpenSubdiv::OsdCLComputeController *GetInstance() { static OpenSubdiv::OsdCLComputeController *instance = NULL; if (not instance) instance = new OpenSubdiv::OsdCLComputeController(g_clContext, g_clQueue); return instance; } }; template<> void updateData(OpenSubdiv::OsdCLGLVertexBuffer *vertexBuffer, const float *src, int numVertices, int startVertex) { vertexBuffer->UpdateData(src, numVertices, startVertex, g_clQueue); } #endif class MeshBase { public: virtual ~MeshBase() {} virtual void UpdateData(const float *src, int numVertices, int startVertex)=0; virtual void Refine()=0; virtual void Synchronize()=0; virtual GLuint BindVBO()=0; virtual size_t GetVBOMemoryUsed() const=0; virtual OpenSubdiv::OsdGLDrawContext *GetDrawContext()=0; virtual OpenSubdiv::OsdSortedDrawContext *GetSortedDrawContext()=0; }; template class Mesh : public MeshBase { public: static Mesh *Create(OpenSubdiv::FarMesh *farmesh) { COMPUTE_CONTEXT *computeContext = COMPUTE_CONTEXT::Create(farmesh); VERTEX_BUFFER *computeVertexBuffer = VERTEX_BUFFER::Create(3, farmesh->GetNumVertices()); OpenSubdiv::OsdGLDrawContext *drawContext = OpenSubdiv::OsdGLDrawContext::Create(farmesh, computeVertexBuffer); OpenSubdiv::OsdSortedDrawContext *sortedDrawContext = farmesh->GetPatchTables() ? new OpenSubdiv::OsdSortedDrawContext(farmesh->GetPatchTables()->GetPatchCounts(), drawContext->patchArrays) : NULL; return new Mesh(computeContext, computeVertexBuffer, drawContext, sortedDrawContext, farmesh->GetKernelBatches()); } static Mesh *Create(OpenSubdiv::FarMesh *farmesh, cl_context clContext) { COMPUTE_CONTEXT *computeContext = COMPUTE_CONTEXT::Create(farmesh, clContext); VERTEX_BUFFER *computeVertexBuffer = VERTEX_BUFFER::Create(3, farmesh->GetNumVertices(), clContext); OpenSubdiv::OsdGLDrawContext *drawContext = OpenSubdiv::OsdGLDrawContext::Create(farmesh, computeVertexBuffer); OpenSubdiv::OsdSortedDrawContext *sortedDrawContext = farmesh->GetPatchTables() ? new OpenSubdiv::OsdSortedDrawContext(farmesh->GetPatchTables()->GetPatchCounts(), drawContext->patchArrays) : NULL; return new Mesh(computeContext, computeVertexBuffer, drawContext, sortedDrawContext, farmesh->GetKernelBatches()); } virtual ~Mesh() { delete _computeContext; delete _computeVertexBuffer; delete _drawContext; } virtual OpenSubdiv::OsdGLDrawContext *GetDrawContext() { return _drawContext; } virtual OpenSubdiv::OsdSortedDrawContext *GetSortedDrawContext() { return _sortedDrawContext; } virtual void UpdateData(const float *src, int startVertex, int numVertices) { updateData(_computeVertexBuffer, src, startVertex, numVertices) ; } virtual void Refine() { Controller::GetInstance()->Refine(_computeContext, _batches, _computeVertexBuffer); } virtual void Synchronize() { Controller::GetInstance()->Synchronize(); } virtual GLuint BindVBO() { return _computeVertexBuffer->BindVBO(); } virtual size_t GetVBOMemoryUsed() const { size_t size = _computeVertexBuffer->GetNumElements() * _computeVertexBuffer->GetNumVertices() * sizeof(float); return size; } protected: Mesh(COMPUTE_CONTEXT *computeContext, VERTEX_BUFFER *computeVertexBuffer, OpenSubdiv::OsdGLDrawContext *drawContext, OpenSubdiv::OsdSortedDrawContext *sortedDrawContext, OpenSubdiv::FarKernelBatchVector const &batches) : _computeVertexBuffer(computeVertexBuffer), _computeContext(computeContext), _drawContext(drawContext), _sortedDrawContext(sortedDrawContext), _batches(batches) {} private: VERTEX_BUFFER *_computeVertexBuffer; COMPUTE_CONTEXT *_computeContext; OpenSubdiv::OsdGLDrawContext *_drawContext; OpenSubdiv::OsdSortedDrawContext *_sortedDrawContext; OpenSubdiv::FarKernelBatchVector _batches; }; MeshBase *g_mesh; #include #include "../common/stopwatch.h" #include "../common/simple_math.h" #include "../common/gl_hud.h" static const char *shaderSource = #if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0) #include "shader.inc" #else #include "shader_gl3.inc" #endif ; #include #include #include #include typedef OpenSubdiv::HbrMesh OsdHbrMesh; typedef OpenSubdiv::HbrVertex OsdHbrVertex; typedef OpenSubdiv::HbrFace OsdHbrFace; typedef OpenSubdiv::HbrHalfedge OsdHbrHalfedge; enum KernelType { kCPU = 0, kOPENMP = 1, kGCD = 2, kCUDA = 3, kCL = 4, kGLSL = 5, kGLSLCompute = 6 }; enum HudCheckBox { HUD_CB_DRAW_AT_ONCE, HUD_CB_ADAPTIVE, HUD_CB_ANIMATE_VERTICES, HUD_CB_DISPLAY_PATCH_COLOR, HUD_CB_VIEW_LOD, HUD_CB_FREEZE }; 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) { } }; std::vector g_defaultShapes; int g_currentShape = 0; int g_frame = 0, g_repeatCount = 0; // GUI variables int g_fullscreen = 0, g_freeze = 0, g_wire = 2, g_adaptive = 1, g_drawAtOnce = 0, g_mbutton[3] = {0, 0, 0}, g_running = 1; int g_displayPatchColor = 1; float g_rotate[2] = {0, 0}, g_dolly = 5, g_pan[2] = {0, 0}, g_center[3] = {0, 0, 0}, g_size = 1; int g_prev_x = 0, g_prev_y = 0; int g_width = 1024, g_height = 1024; GLhud g_hud; // performance float g_cpuTime = 0; float g_gpuTime = 0; Stopwatch g_fpsTimer; double g_totalTime = 0; // geometry std::vector > g_positions; std::vector g_vertexOffsets; struct BBox { BBox(const float *min, const float *max) { for (int i = 0; i < 3; ++i) { _p[0][i] = min[i]; _p[1][i] = max[i]; } } bool OutOfFrustum(const float *modelViewProjection) { int clip_or = 0; for (int i = 0; i < 2; ++i) { for (int j = 0; j < 2; ++j) { for (int k = 0; k < 2; ++k) { float v[4]; v[0] = _p[i][0]; v[1] = _p[j][1]; v[2] = _p[k][2]; v[3] = 1.0f; apply(v, modelViewProjection); int clip = 0; clip = (v[0] < v[3]); clip = (v[1] < v[3]) | (clip << 1); clip = (v[0] > -v[3]) | (clip << 1); clip = (v[1] > -v[3]) | (clip << 1); clip_or |= clip; } } } return clip_or != 0xf; } float _p[2][3]; }; std::vector g_bboxes; struct Matrix { float value[16]; }; std::vector g_transforms; Scheme g_scheme; int g_level = 2; int g_tessLevel = 1; int g_tessLevelMin = 0; int g_screenSpaceTess = 1; int g_kernel = kCPU; float g_moveScale = 0.0f; #define MAX_MODELS 600 int g_modelCount = 4; GLuint g_transformUB = 0, g_transformBinding = 0, g_tessellationUB = 0, g_tessellationBinding = 0, g_lightingUB = 0, g_lightingBinding = 0; // XXX: temp. should be moved to glDrawContext std::map g_gregoryQuadOffsetBaseMap; std::map g_levelBaseMap; struct Transform { float ModelViewMatrix[16]; float ProjectionMatrix[16]; float ModelViewProjectionMatrix[16]; } g_transformData; GLuint g_primQuery = 0; GLuint g_vao = 0; struct Program { GLuint program; GLuint uniformModelViewProjectionMatrix; GLuint attrPosition; GLuint attrColor; } g_defaultProgram; 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 GLuint compileShader(GLenum shaderType, const char *source) { GLuint shader = glCreateShader(shaderType); glShaderSource(shader, 1, &source, NULL); glCompileShader(shader); checkGLErrors("compileShader"); 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; } //------------------------------------------------------------------------------ static void initializeShapes( ) { #include g_defaultShapes.push_back(SimpleShape(catmark_cube_corner0, "catmark_cube_corner0", kCatmark)); #include g_defaultShapes.push_back(SimpleShape(catmark_cube_corner1, "catmark_cube_corner1", kCatmark)); #include g_defaultShapes.push_back(SimpleShape(catmark_cube_corner2, "catmark_cube_corner2", kCatmark)); #include g_defaultShapes.push_back(SimpleShape(catmark_cube_corner3, "catmark_cube_corner3", kCatmark)); #include g_defaultShapes.push_back(SimpleShape(catmark_cube_corner4, "catmark_cube_corner4", kCatmark)); #include g_defaultShapes.push_back(SimpleShape(catmark_cube_creases0, "catmark_cube_creases0", kCatmark)); #include g_defaultShapes.push_back(SimpleShape(catmark_cube_creases1, "catmark_cube_creases1", kCatmark)); #include g_defaultShapes.push_back(SimpleShape(catmark_cube, "catmark_cube", kCatmark)); #include g_defaultShapes.push_back(SimpleShape(catmark_dart_edgecorner, "catmark_dart_edgecorner", kCatmark)); #include g_defaultShapes.push_back(SimpleShape(catmark_dart_edgeonly, "catmark_dart_edgeonly", kCatmark)); #include g_defaultShapes.push_back(SimpleShape(catmark_edgecorner ,"catmark_edgecorner", kCatmark)); #include g_defaultShapes.push_back(SimpleShape(catmark_edgeonly, "catmark_edgeonly", kCatmark)); #include g_defaultShapes.push_back(SimpleShape(catmark_gregory_test1, "catmark_gregory_test1", kCatmark)); #include g_defaultShapes.push_back(SimpleShape(catmark_gregory_test2, "catmark_gregory_test2", kCatmark)); #include g_defaultShapes.push_back(SimpleShape(catmark_gregory_test3, "catmark_gregory_test3", kCatmark)); #include g_defaultShapes.push_back(SimpleShape(catmark_gregory_test4, "catmark_gregory_test4", kCatmark)); #include g_defaultShapes.push_back(SimpleShape(catmark_pyramid_creases0, "catmark_pyramid_creases0", kCatmark)); #include g_defaultShapes.push_back(SimpleShape(catmark_pyramid_creases1, "catmark_pyramid_creases1", kCatmark)); #include g_defaultShapes.push_back(SimpleShape(catmark_pyramid, "catmark_pyramid", kCatmark)); #include g_defaultShapes.push_back(SimpleShape(catmark_tent_creases0, "catmark_tent_creases0", kCatmark)); #include g_defaultShapes.push_back(SimpleShape(catmark_tent_creases1, "catmark_tent_creases1", kCatmark)); #include g_defaultShapes.push_back(SimpleShape(catmark_tent, "catmark_tent", kCatmark)); #include g_defaultShapes.push_back(SimpleShape(catmark_torus, "catmark_torus", kCatmark)); #include g_defaultShapes.push_back(SimpleShape(catmark_torus_creases0, "catmark_torus_creases0", kCatmark)); #include g_defaultShapes.push_back(SimpleShape(catmark_square_hedit0, "catmark_square_hedit0", kCatmark)); #include g_defaultShapes.push_back(SimpleShape(catmark_square_hedit1, "catmark_square_hedit1", kCatmark)); #include g_defaultShapes.push_back(SimpleShape(catmark_square_hedit2, "catmark_square_hedit2", kCatmark)); #include g_defaultShapes.push_back(SimpleShape(catmark_square_hedit3, "catmark_square_hedit3", kCatmark)); #ifndef WIN32 // exceeds max string literal (65535 chars) #include g_defaultShapes.push_back(SimpleShape(catmark_bishop, "catmark_bishop", kCatmark)); #endif #ifndef WIN32 // exceeds max string literal (65535 chars) #include g_defaultShapes.push_back(SimpleShape(catmark_car, "catmark_car", kCatmark)); #endif #include g_defaultShapes.push_back(SimpleShape(catmark_helmet, "catmark_helmet", kCatmark)); #include g_defaultShapes.push_back(SimpleShape(catmark_pawn, "catmark_pawn", kCatmark)); #ifndef WIN32 // exceeds max string literal (65535 chars) #include g_defaultShapes.push_back(SimpleShape(catmark_rook, "catmark_rook", kCatmark)); #endif #include g_defaultShapes.push_back(SimpleShape(bilinear_cube, "bilinear_cube", kBilinear)); #include g_defaultShapes.push_back(SimpleShape(loop_cube_creases0, "loop_cube_creases0", kLoop)); #include g_defaultShapes.push_back(SimpleShape(loop_cube_creases1, "loop_cube_creases1", kLoop)); #include g_defaultShapes.push_back(SimpleShape(loop_cube, "loop_cube", kLoop)); #include g_defaultShapes.push_back(SimpleShape(loop_icosahedron, "loop_icosahedron", kLoop)); #include g_defaultShapes.push_back(SimpleShape(loop_saddle_edgecorner, "loop_saddle_edgecorner", kLoop)); #include g_defaultShapes.push_back(SimpleShape(loop_saddle_edgeonly, "loop_saddle_edgeonly", kLoop)); #include g_defaultShapes.push_back(SimpleShape(loop_triangle_edgecorner, "loop_triangle_edgecorner", kLoop)); #include g_defaultShapes.push_back(SimpleShape(loop_triangle_edgeonly, "loop_triangle_edgeonly", kLoop)); } static void updateGeom() { float r = (float)sin(g_totalTime) * g_moveScale; for (int j = 0; j < g_modelCount * g_modelCount; ++j) { int nverts = (int)g_positions[j].size()/3; std::vector vertex; vertex.resize(nverts * 3); float * d = &vertex[0]; const float *p = &g_positions[j][0]; for (int i = 0; i < nverts; ++i) { float ct = cos(p[2] * r); float st = sin(p[2] * r); float v[4]; v[0] = p[0]*ct + p[1]*st; v[1] = -p[0]*st + p[1]*ct; v[2] = p[2]; v[3] = 1; apply(v, g_transforms[j].value); *d++ = v[0]; *d++ = v[1]; *d++ = v[2]; p += 3; } g_mesh->UpdateData(&vertex[0], g_vertexOffsets[j], nverts); } Stopwatch s; s.Start(); g_mesh->Refine(); s.Stop(); g_cpuTime = float(s.GetElapsed() * 1000.0f); s.Start(); g_mesh->Synchronize(); s.Stop(); g_gpuTime = float(s.GetElapsed() * 1000.0f); } //------------------------------------------------------------------------------ static const char * getKernelName(int kernel) { if (kernel == kCPU) return "CPU"; else if (kernel == kOPENMP) return "OpenMP"; else if (kernel == kGCD) return "GCD"; else if (kernel == kCUDA) return "Cuda"; else if (kernel == kGLSL) return "GLSL TransformFeedback"; else if (kernel == kGLSLCompute) return "GLSL Compute"; else if (kernel == kCL) return "OpenCL"; return "Unknown"; } //------------------------------------------------------------------------------ static OpenSubdiv::FarMesh * createFarMesh( const char * shape, int level, bool adaptive, Scheme scheme=kCatmark ) { checkGLErrors("create osd enter"); // generate Hbr representation from "obj" description std::vector positions; OsdHbrMesh * hmesh = simpleHbr(shape, scheme, positions); size_t nModel = g_bboxes.size(); float x = nModel%g_modelCount - g_modelCount*0.5f; float y = nModel/g_modelCount - g_modelCount*0.5f; // align origins Matrix matrix; identity(matrix.value); translate(matrix.value, 3*x, 3*y, 0); g_transforms.push_back(matrix); g_positions.push_back(positions); OpenSubdiv::FarMeshFactory meshFactory(hmesh, level, adaptive); OpenSubdiv::FarMesh *farMesh = meshFactory.Create(); // Hbr mesh can be deleted delete hmesh; // compute model bounding (vertex animation isn't taken into account) float min[4] = { FLT_MAX, FLT_MAX, FLT_MAX, 1}; float max[4] = {-FLT_MAX, -FLT_MAX, -FLT_MAX, 1}; for (size_t i=0; i ::Create(g_farMesh); #ifdef OPENSUBDIV_HAS_OPENMP } else if (g_kernel == kOPENMP) { g_mesh = Mesh::Create(g_farMesh); #endif /* #ifdef OPENSUBDIV_HAS_GCD } else if (kernel == kGCD) { g_mesh = new OpenSubdiv::OsdMesh(hmesh, 6, level, bits); #endif */ #ifdef OPENSUBDIV_HAS_OPENCL } else if(g_kernel == kCL) { g_mesh = Mesh::Create(g_farMesh, g_clContext); #endif #ifdef OPENSUBDIV_HAS_CUDA } else if(g_kernel == kCUDA) { g_mesh = Mesh::Create(g_farMesh); #endif #ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK } else if(g_kernel == kGLSL) { g_mesh = Mesh::Create(g_farMesh); #endif #ifdef OPENSUBDIV_HAS_GLSL_COMPUTE } else if(g_kernel == kGLSLCompute) { g_mesh = Mesh::Create(g_farMesh); #endif } else { printf("Unsupported kernel %s\n", getKernelName(g_kernel)); } g_tessLevelMin = 0; g_tessLevel = std::max(g_tessLevel,g_tessLevelMin); updateGeom(); // -------- VAO glBindVertexArray(g_vao); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_mesh->GetDrawContext()->patchIndexBuffer); glBindBuffer(GL_ARRAY_BUFFER, g_mesh->BindVBO()); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 3, 0); glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); } static void rebuildFar() { delete g_farMesh; g_farMesh = NULL; g_positions.clear(); g_bboxes.clear(); g_transforms.clear(); // align scheme and adaptive to the first shape int shape = g_currentShape; Scheme scheme = g_defaultShapes[ shape ].scheme; bool adaptive = scheme==kCatmark ? g_adaptive!=0 : false; g_vertexOffsets.clear(); int vertexOffset = 0; // prepare meshes std::vector const *> farMeshes; for (int i = 0; i < g_modelCount*g_modelCount; ++i) { g_vertexOffsets.push_back(vertexOffset); OpenSubdiv::FarMesh *farMesh = createFarMesh( g_defaultShapes[ shape ].data.c_str(), g_level, adaptive, scheme); farMeshes.push_back(farMesh); vertexOffset += farMesh->GetNumVertices(); shape++; if (shape >= (int)g_defaultShapes.size()) shape = 0; } // create multimesh OpenSubdiv::FarMultiMeshFactory multiMeshFactory; g_farMesh = multiMeshFactory.Create(farMeshes); g_scheme = scheme; for (size_t i = 0; i < farMeshes.size(); ++i) { delete farMeshes[i]; } rebuildOsd(); } //------------------------------------------------------------------------------ static void fitFrame() { g_pan[0] = g_pan[1] = 0; g_dolly = g_size; } //------------------------------------------------------------------------------ union Effect { enum { kQuad, kTri }; enum { kWire, kFill, kLine }; struct { unsigned int prim:1; unsigned int wire:2; unsigned int screenSpaceTess:1; }; int value; bool operator < (const Effect &e) const { return value < e.value; } }; typedef std::pair EffectDesc; class EffectDrawRegistry : public OpenSubdiv::OsdGLDrawRegistry { protected: virtual ConfigType * _CreateDrawConfig(DescType const & desc, SourceConfigType const * sconfig); virtual SourceConfigType * _CreateDrawSourceConfig(DescType const & desc); }; EffectDrawRegistry::SourceConfigType * EffectDrawRegistry::_CreateDrawSourceConfig(DescType const & desc) { Effect effect = desc.second; SourceConfigType * sconfig = BaseRegistry::_CreateDrawSourceConfig(desc.first); if (effect.screenSpaceTess) { sconfig->commonShader.AddDefine("OSD_ENABLE_PATCH_CULL"); sconfig->commonShader.AddDefine("OSD_ENABLE_SCREENSPACE_TESSELLATION"); } #if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0) const char *glslVersion = "#version 400\n"; #else const char *glslVersion = "#version 330\n"; #endif if (desc.first.type != OpenSubdiv::kNonPatch) { if (effect.prim == Effect::kQuad) effect.prim = Effect::kTri; sconfig->geometryShader.AddDefine("SMOOTH_NORMALS"); } else { sconfig->vertexShader.source = shaderSource; sconfig->vertexShader.version = glslVersion; sconfig->vertexShader.AddDefine("VERTEX_SHADER"); } assert(sconfig); sconfig->geometryShader.source = shaderSource; sconfig->geometryShader.version = glslVersion; sconfig->geometryShader.AddDefine("GEOMETRY_SHADER"); sconfig->fragmentShader.source = shaderSource; sconfig->fragmentShader.version = glslVersion; sconfig->fragmentShader.AddDefine("FRAGMENT_SHADER"); if (effect.prim == Effect::kQuad) { sconfig->geometryShader.AddDefine("PRIM_QUAD"); sconfig->fragmentShader.AddDefine("PRIM_QUAD"); } else { sconfig->geometryShader.AddDefine("PRIM_TRI"); sconfig->fragmentShader.AddDefine("PRIM_TRI"); } if (effect.wire == Effect::kWire) { sconfig->geometryShader.AddDefine("GEOMETRY_OUT_WIRE"); sconfig->fragmentShader.AddDefine("GEOMETRY_OUT_WIRE"); } else if (effect.wire == Effect::kFill) { sconfig->geometryShader.AddDefine("GEOMETRY_OUT_FILL"); sconfig->fragmentShader.AddDefine("GEOMETRY_OUT_FILL"); } else if (effect.wire == Effect::kLine) { 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 = 3; uboIndex = glGetUniformBlockIndex(config->program, "Lighting"); if (uboIndex != GL_INVALID_INDEX) glUniformBlockBinding(config->program, uboIndex, g_lightingBinding); g_gregoryQuadOffsetBaseMap[config->program] = glGetUniformLocation(config->program, "GregoryQuadOffsetBase"); g_levelBaseMap[config->program] = glGetUniformLocation(config->program, "LevelBase"); GLint loc; #if not defined(GL_ARB_separate_shader_objects) || defined(GL_VERSION_4_1) glUseProgram(config->program); if ((loc = glGetUniformLocation(config->program, "g_VertexBuffer")) != -1) { glUniform1i(loc, 0); // GL_TEXTURE0 } if ((loc = glGetUniformLocation(config->program, "g_ValenceBuffer")) != -1) { glUniform1i(loc, 1); // GL_TEXTURE1 } if ((loc = glGetUniformLocation(config->program, "g_QuadOffsetBuffer")) != -1) { glUniform1i(loc, 2); // GL_TEXTURE2 } if ((loc = glGetUniformLocation(config->program, "g_patchLevelBuffer")) != -1) { glUniform1i(loc, 3); // GL_TEXTURE3 } #else if ((loc = glGetUniformLocation(config->program, "g_VertexBuffer")) != -1) { glProgramUniform1i(config->program, loc, 0); // GL_TEXTURE0 } if ((loc = glGetUniformLocation(config->program, "g_ValenceBuffer")) != -1) { glProgramUniform1i(config->program, loc, 1); // GL_TEXTURE1 } if ((loc = glGetUniformLocation(config->program, "g_QuadOffsetBuffer")) != -1) { glProgramUniform1i(config->program, loc, 2); // GL_TEXTURE2 } if ((loc = glGetUniformLocation(config->program, "g_patchLevelBuffer")) != -1) { glProgramUniform1i(config->program, loc, 3); // GL_TEXTURE3 } #endif return config; } EffectDrawRegistry effectRegistry; static Effect GetEffect() { Effect effect; if (g_scheme == kLoop) { effect.prim = Effect::kTri; } else { effect.prim = Effect::kQuad; } if (g_wire == 0){ effect.wire = Effect::kWire; } else if (g_wire == 1) { effect.wire = Effect::kFill; } else { effect.wire = Effect::kLine; } effect.screenSpaceTess = g_screenSpaceTess; return effect; } //------------------------------------------------------------------------------ static GLuint bindProgram(Effect effect, OpenSubdiv::OsdPatchArray const & patch) { EffectDesc effectDesc(patch.desc, effect); EffectDrawRegistry::ConfigType * config = effectRegistry.GetDrawConfig(effectDesc); GLuint program = config->program; glUseProgram(program); return program; } void applyPatchColor(GLuint program, int patchType, int patchPattern) { GLuint diffuseColor = glGetUniformLocation(program, "diffuseColor"); if (g_displayPatchColor) { switch(patchType) { case OpenSubdiv::kRegular: glProgramUniform4f(program, diffuseColor, 1.0f, 1.0f, 1.0f, 1); break; case OpenSubdiv::kBoundary: glProgramUniform4f(program, diffuseColor, 0.8f, 0.0f, 0.0f, 1); break; case OpenSubdiv::kCorner: glProgramUniform4f(program, diffuseColor, 0, 1.0, 0, 1); break; case OpenSubdiv::kGregory: glProgramUniform4f(program, diffuseColor, 1.0f, 1.0f, 0.0f, 1); break; case OpenSubdiv::kBoundaryGregory: glProgramUniform4f(program, diffuseColor, 1.0f, 0.5f, 0.0f, 1); break; case OpenSubdiv::kTransitionRegular: switch (patchPattern) { case 0: glProgramUniform4f(program, diffuseColor, 0, 1.0f, 1.0f, 1); break; case 1: glProgramUniform4f(program, diffuseColor, 0, 0.5f, 1.0f, 1); break; case 2: glProgramUniform4f(program, diffuseColor, 0, 0.5f, 0.5f, 1); break; case 3: glProgramUniform4f(program, diffuseColor, 0.5f, 0, 1.0f, 1); break; case 4: glProgramUniform4f(program, diffuseColor, 1.0f, 0.5f, 1.0f, 1); break; } break; case OpenSubdiv::kTransitionBoundary: { float p = patchPattern * 0.2f; glProgramUniform4f(program, diffuseColor, 0.0f, p, 0.75f, 1); } break; case OpenSubdiv::kTransitionCorner: glProgramUniform4f(program, diffuseColor, 0.25f, 0.25f, 0.25f, 1); break; default: glProgramUniform4f(program, diffuseColor, 0.4f, 0.4f, 0.8f, 1); break; } } else { glProgramUniform4f(program, diffuseColor, 0.4f, 0.4f, 0.8f, 1); } } //------------------------------------------------------------------------------ static void display() { Stopwatch s; s.Start(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glViewport(0, 0, g_width, g_height); // prepare view matrix double aspect = g_width/(double)g_height; identity(g_transformData.ModelViewMatrix); translate(g_transformData.ModelViewMatrix, -g_pan[0], -g_pan[1], -g_dolly); rotate(g_transformData.ModelViewMatrix, g_rotate[1], 1, 0, 0); rotate(g_transformData.ModelViewMatrix, g_rotate[0], 0, 1, 0); rotate(g_transformData.ModelViewMatrix, -90, 1, 0, 0); translate(g_transformData.ModelViewMatrix, -g_center[0], -g_center[1], -g_center[2]); perspective(g_transformData.ProjectionMatrix, 45.0f, (float)aspect, 0.01f, 500.0f); multMatrix(g_transformData.ModelViewProjectionMatrix, g_transformData.ModelViewMatrix, g_transformData.ProjectionMatrix); // make sure that the vertex buffer is interoped back as a GL resources. g_mesh->BindVBO(); glBindVertexArray(g_vao); OpenSubdiv::OsdPatchArrayVector const & patches = g_mesh->GetDrawContext()->patchArrays; // prim visibility // XXX: currently OsdSortedDrawContext is not available for uniform quads if (g_adaptive) { for (int i = 0; i < g_modelCount*g_modelCount; ++i) { // frustum culling float mat[16]; multMatrix(mat, g_transforms[i].value, g_transformData.ModelViewProjectionMatrix); bool visible = not g_bboxes[i].OutOfFrustum(mat); g_mesh->GetSortedDrawContext()->SetPrimFidelity(i, visible ? OpenSubdiv::OsdSortedDrawContext::kHigh : OpenSubdiv::OsdSortedDrawContext::kInvisible); } } // set transform 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); // prepare textures if (g_mesh->GetDrawContext()->vertexTextureBuffer) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_BUFFER, g_mesh->GetDrawContext()->vertexTextureBuffer); } if (g_mesh->GetDrawContext()->vertexValenceTextureBuffer) { glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_BUFFER, g_mesh->GetDrawContext()->vertexValenceTextureBuffer); } if (g_mesh->GetDrawContext()->quadOffsetTextureBuffer) { glActiveTexture(GL_TEXTURE2); glBindTexture(GL_TEXTURE_BUFFER, g_mesh->GetDrawContext()->quadOffsetTextureBuffer); } if (g_mesh->GetDrawContext()->patchLevelTextureBuffer) { glActiveTexture(GL_TEXTURE3); glBindTexture(GL_TEXTURE_BUFFER, g_mesh->GetDrawContext()->patchLevelTextureBuffer); } glActiveTexture(GL_TEXTURE0); // primitive counting glBeginQuery(GL_PRIMITIVES_GENERATED, g_primQuery); for (int i=0; i<(int)patches.size(); ++i) { OpenSubdiv::OsdPatchArray const & patch = patches[i]; OpenSubdiv::OsdPatchType patchType = patch.desc.type; int patchPattern = patch.desc.pattern; GLenum primType; if (g_mesh->GetDrawContext()->IsAdaptive()) { #if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0) primType = GL_PATCHES; glPatchParameteri(GL_PATCH_VERTICES, patch.desc.GetPatchSize()); #endif } else { if (g_scheme == kLoop) { primType = GL_TRIANGLES; } else { primType = GL_LINES_ADJACENCY; // GL_QUADS is deprecated } } #if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0) GLuint program = bindProgram(GetEffect(), patch); applyPatchColor(program, patchType, patchPattern); #else bindProgram(GetEffect(), patch); #endif if (g_wire == 0) { glDisable(GL_CULL_FACE); } GLuint uniformGregoryQuadOffset = g_gregoryQuadOffsetBaseMap[program]; GLuint uniformLevelBase = g_levelBaseMap[program]; if (g_drawAtOnce or (not g_adaptive)) { glProgramUniform1i(program, uniformGregoryQuadOffset, patch.gregoryQuadOffsetBase); glProgramUniform1i(program, uniformLevelBase, patch.levelBase); glDrawElements(primType, patch.numIndices, GL_UNSIGNED_INT, (void *)(patch.firstIndex * sizeof(unsigned int))); } else { OpenSubdiv::OsdPatchDrawRangeVector const & drawRanges = g_mesh->GetSortedDrawContext()->GetPatchDrawRanges(patch.desc); for (size_t j = 0; j < drawRanges.size(); ++j) { int primitiveOffset = (drawRanges[j].firstIndex - patch.firstIndex)/patch.desc.GetPatchSize(); if (patch.desc.type == OpenSubdiv::kGregory || patch.desc.type == OpenSubdiv::kBoundaryGregory){ glProgramUniform1i(program, uniformGregoryQuadOffset, patch.gregoryQuadOffsetBase + primitiveOffset*4); } glProgramUniform1i(program, uniformLevelBase, patch.levelBase + primitiveOffset); glDrawElements(primType, drawRanges[j].numIndices, GL_UNSIGNED_INT, (void *)(drawRanges[j].firstIndex * sizeof(unsigned int))); } } if (g_wire == 0) { glEnable(GL_CULL_FACE); } } glEndQuery(GL_PRIMITIVES_GENERATED); glBindVertexArray(0); glUseProgram(0); s.Stop(); float drawCpuTime = float(s.GetElapsed() * 1000.0f); s.Start(); glFinish(); GLuint numPrimsGenerated = 0; glGetQueryObjectuiv(g_primQuery, GL_QUERY_RESULT, &numPrimsGenerated); s.Stop(); float drawGpuTime = float(s.GetElapsed() * 1000.0f); if (g_hud.IsVisible()) { g_fpsTimer.Stop(); g_totalTime += g_fpsTimer.GetElapsed(); double fps = 1.0/g_fpsTimer.GetElapsed(); g_fpsTimer.Start(); float subdTableSize = g_farMesh->GetSubdivisionTables()->GetMemoryUsed()/1024.0f/1024.0f; float vboSize = g_mesh->GetVBOMemoryUsed()/1024.0f/1024.0f; g_hud.DrawString(10, -240, "Subd Table : %.2f MB", subdTableSize); g_hud.DrawString(10, -220, "Subd VBO : %.2f MB", vboSize); g_hud.DrawString(10, -180, "Tess level : %d", g_tessLevel); g_hud.DrawString(10, -160, "Primitives : %d", numPrimsGenerated); // g_hud.DrawString(10, -140, "Vertices : %d", g_cpuGLVertexBuffer->GetNumVertices()); g_hud.DrawString(10, -120, "Scheme : %s", g_scheme==kBilinear ? "BILINEAR" : (g_scheme == kLoop ? "LOOP" : "CATMARK")); g_hud.DrawString(10, -100, "GPU Kernel : %.3f ms", g_gpuTime); g_hud.DrawString(10, -80, "CPU Kernel : %.3f ms", g_cpuTime); g_hud.DrawString(10, -60, "GPU Draw : %.3f ms", drawGpuTime); g_hud.DrawString(10, -40, "CPU Draw : %.3f ms", drawCpuTime); g_hud.DrawString(10, -20, "FPS : %3.1f", fps); g_hud.Flush(); } glFinish(); checkGLErrors("display leave"); } //------------------------------------------------------------------------------ static void #if GLFW_VERSION_MAJOR>=3 motion(GLFWwindow *, int x, int y) { #else motion(int x, int y) { #endif if (g_mbutton[0] && !g_mbutton[1] && !g_mbutton[2]) { // orbit g_rotate[0] += x - g_prev_x; g_rotate[1] += y - g_prev_y; } else if (!g_mbutton[0] && !g_mbutton[1] && g_mbutton[2]) { // pan g_pan[0] -= g_dolly*(x - g_prev_x)/g_width; g_pan[1] += g_dolly*(y - g_prev_y)/g_height; } else if ((g_mbutton[0] && !g_mbutton[1] && g_mbutton[2]) or (!g_mbutton[0] && g_mbutton[1] && !g_mbutton[2])) { // dolly g_dolly -= g_dolly*0.01f*(x - g_prev_x); if(g_dolly <= 0.01) g_dolly = 0.01f; } g_prev_x = x; g_prev_y = y; } //------------------------------------------------------------------------------ static void #if GLFW_VERSION_MAJOR>=3 mouse(GLFWwindow *, int button, int state) { #else mouse(int button, int state) { #endif if (button == 0 && state == GLFW_PRESS && g_hud.MouseClick(g_prev_x, g_prev_y)) return; if (button < 3) { g_mbutton[button] = (state == GLFW_PRESS); } } //------------------------------------------------------------------------------ static void uninitGL() { glDeleteQueries(1, &g_primQuery); glDeleteVertexArrays(1, &g_vao); delete g_farMesh; g_farMesh = NULL; delete g_mesh; g_mesh = NULL; #ifdef OPENSUBDIV_HAS_CUDA cudaDeviceReset(); #endif #ifdef OPENSUBDIV_HAS_OPENCL uninitCL(g_clContext, g_clQueue); #endif } //------------------------------------------------------------------------------ static void #if GLFW_VERSION_MAJOR>=3 reshape(GLFWwindow *, int width, int height) { #else reshape(int width, int height) { #endif g_width = width; g_height = height; g_hud.Rebuild(width, height); } //------------------------------------------------------------------------------ static void toggleFullScreen() { #if 0 static int x,y,w,h; g_fullscreen = !g_fullscreen; if (g_fullscreen) { x = glutGet((GLenum)GLUT_WINDOW_X); y = glutGet((GLenum)GLUT_WINDOW_Y); w = glutGet((GLenum)GLUT_WINDOW_WIDTH); h = glutGet((GLenum)GLUT_WINDOW_HEIGHT); glutFullScreen( ); reshape( glutGet(GLUT_SCREEN_WIDTH), glutGet(GLUT_SCREEN_HEIGHT) ); } else { glutReshapeWindow(w, h); glutPositionWindow(x,y); reshape( w, h ); } #endif } //------------------------------------------------------------------------------ static void #if GLFW_VERSION_MAJOR>=3 keyboard(GLFWwindow *, int key, int event) { #else keyboard(int key, int event) { #endif if (event == GLFW_RELEASE) return; if (g_hud.KeyDown(tolower(key))) return; switch (key) { case 'Q': g_running = 0; break; case 'F': fitFrame(); break; case GLFW_KEY_TAB: toggleFullScreen(); break; case '+': case '=': g_tessLevel++; break; case '-': g_tessLevel = std::max(g_tessLevelMin, g_tessLevel-1); rebuildOsd(); break; case 'I': g_modelCount = std::max(g_modelCount/2, 1); rebuildFar(); break; case 'O': g_modelCount = std::min(g_modelCount*2, MAX_MODELS); rebuildFar(); break; case GLFW_KEY_ESC: g_hud.SetVisible(!g_hud.IsVisible()); break; } } //------------------------------------------------------------------------------ static void callbackWireframe(int b) { g_wire = b; } static void callbackKernel(int k) { g_kernel = k; #ifdef OPENSUBDIV_HAS_OPENCL if (g_kernel == kCL and g_clContext == NULL) { if (initCL(&g_clContext, &g_clQueue) == false) { printf("Error in initializing OpenCL\n"); exit(1); } } #endif #ifdef OPENSUBDIV_HAS_CUDA if (g_kernel == kCUDA and g_cudaInitialized == false) { g_cudaInitialized = true; cudaGLSetGLDevice( cutGetMaxGflopsDeviceId() ); } #endif rebuildOsd(); } static void callbackLevel(int l) { g_level = l; rebuildFar(); } 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; rebuildFar(); } static void callbackCheckBox(bool checked, int button) { switch(button) { case HUD_CB_DRAW_AT_ONCE: g_drawAtOnce = checked; break; case HUD_CB_ADAPTIVE: if (OpenSubdiv::OsdGLDrawContext::SupportsAdaptiveTessellation()) { g_adaptive = checked; rebuildFar(); } break; case HUD_CB_ANIMATE_VERTICES: g_moveScale = checked; break; case HUD_CB_DISPLAY_PATCH_COLOR: g_displayPatchColor = checked; break; case HUD_CB_VIEW_LOD: g_screenSpaceTess = checked; break; case HUD_CB_FREEZE: g_freeze = checked; break; } } static void initHUD() { g_hud.Init(g_width, g_height); g_hud.AddRadioButton(0, "CPU (K)", g_kernel == kCPU, 10, 10, callbackKernel, kCPU, 'k'); #ifdef OPENSUBDIV_HAS_OPENMP g_hud.AddRadioButton(0, "OPENMP", g_kernel == kOPENMP, 10, 30, callbackKernel, kOPENMP, 'k'); #endif #ifdef OPENSUBDIV_HAS_GCD g_hud.AddRadioButton(0, "GCD", g_kernel == kGCD, 10, 30, callbackKernel, kGCD, 'k'); #endif #ifdef OPENSUBDIV_HAS_CUDA g_hud.AddRadioButton(0, "CUDA", g_kernel == kCUDA, 10, 50, callbackKernel, kCUDA, 'k'); #endif #ifdef OPENSUBDIV_HAS_OPENCL g_hud.AddRadioButton(0, "OPENCL", g_kernel == kCL, 10, 70, callbackKernel, kCL, 'k'); #endif #ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK g_hud.AddRadioButton(0, "GLSL TransformFeedback", g_kernel == kGLSL, 10, 90, callbackKernel, kGLSL, 'k'); #endif #ifdef OPENSUBDIV_HAS_GLSL_COMPUTE // Must also check at run time for OpenGL 4.3 // if (GLEW_VERSION_4_3) { g_hud.AddRadioButton(0, "GLSL Compute", g_kernel == kGLSLCompute, 10, 110, callbackKernel, kGLSLCompute, 'k'); // } #endif g_hud.AddRadioButton(1, "Wire (W)", g_wire == 0, 200, 10, callbackWireframe, 0, 'w'); g_hud.AddRadioButton(1, "Shaded", g_wire == 1, 200, 30, callbackWireframe, 1, 'w'); g_hud.AddRadioButton(1, "Wire+Shaded", g_wire == 2, 200, 50, callbackWireframe, 2, 'w'); g_hud.AddCheckBox("Draw at once (A)", g_drawAtOnce != 0, 350, 10, callbackCheckBox, HUD_CB_DRAW_AT_ONCE, 'a'); g_hud.AddCheckBox("Animate vertices (M)", g_moveScale != 0, 350, 30, callbackCheckBox, HUD_CB_ANIMATE_VERTICES, 'm'); g_hud.AddCheckBox("Patch Color (P)", true, 350, 50, callbackCheckBox, HUD_CB_DISPLAY_PATCH_COLOR, 'p'); g_hud.AddCheckBox("Screen space LOD (V)", g_screenSpaceTess != 0, 350, 70, callbackCheckBox, HUD_CB_VIEW_LOD, 'v'); g_hud.AddCheckBox("Freeze (spc)", false, 350, 90, callbackCheckBox, HUD_CB_FREEZE, ' '); if (OpenSubdiv::OsdGLDrawContext::SupportsAdaptiveTessellation()) g_hud.AddCheckBox("Adaptive (`)", g_adaptive!=0, 10, 150, callbackCheckBox, HUD_CB_ADAPTIVE, '`'); for (int i = 1; i < 11; ++i) { char level[16]; sprintf(level, "Lv. %d", i); g_hud.AddRadioButton(3, level, i==g_level, 10, 170+i*20, callbackLevel, i, '0'+(i%10)); } for (int i = 0; i < (int)g_defaultShapes.size(); ++i) { g_hud.AddRadioButton(4, g_defaultShapes[i].name.c_str(), i==g_currentShape, -220, 10+i*16, callbackModel, i, 'n'); } } //------------------------------------------------------------------------------ static void initGL() { glClearColor(0.1f, 0.1f, 0.1f, 1.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glCullFace(GL_BACK); glEnable(GL_CULL_FACE); glGenQueries(1, &g_primQuery); glGenVertexArrays(1, &g_vao); } //------------------------------------------------------------------------------ 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::OsdErrorType err, const char *message) { printf("OsdError: %d\n", err); printf("%s", message); } //------------------------------------------------------------------------------ static void setGLCoreProfile() { #if GLFW_VERSION_MAJOR>=3 #define glfwOpenWindowHint glfwWindowHint #define GLFW_OPENGL_VERSION_MAJOR GLFW_CONTEXT_VERSION_MAJOR #define GLFW_OPENGL_VERSION_MINOR GLFW_CONTEXT_VERSION_MINOR #endif glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); #if not defined(__APPLE__) glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 4); glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2); glfwOpenWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); #else glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3); glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2); #endif } //------------------------------------------------------------------------------ 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(SimpleShape(str.c_str(), argv[1], kCatmark)); } } } initializeShapes(); OsdSetErrorCallback(callbackError); if (not glfwInit()) { printf("Failed to initialize GLFW\n"); return 1; } static const char windowTitle[] = "OpenSubdiv glViewer"; #define CORE_PROFILE #ifdef CORE_PROFILE setGLCoreProfile(); #endif #if GLFW_VERSION_MAJOR>=3 if (fullscreen) { g_primary = glfwGetPrimaryMonitor(); // apparently glfwGetPrimaryMonitor fails under linux : if no primary, // settle for the first one in the list if (not g_primary) { int count=0; GLFWmonitor ** monitors = glfwGetMonitors(&count); if (count) g_primary = monitors[0]; } if (g_primary) { GLFWvidmode vidmode = glfwGetVideoMode(g_primary); g_width = vidmode.width; g_height = vidmode.height; } } if (not (g_window=glfwCreateWindow(g_width, g_height, windowTitle, fullscreen and g_primary ? g_primary : NULL, NULL))) { printf("Failed to open window.\n"); glfwTerminate(); return 1; } glfwMakeContextCurrent(g_window); glfwSetKeyCallback(g_window, keyboard); glfwSetCursorPosCallback(g_window, motion); glfwSetMouseButtonCallback(g_window, mouse); glfwSetWindowSizeCallback(g_window, reshape); #else if (glfwOpenWindow(g_width, g_height, 8, 8, 8, 8, 24, 8, fullscreen ? GLFW_FULLSCREEN : GLFW_WINDOW) == GL_FALSE) { printf("Failed to open window.\n"); glfwTerminate(); return 1; } glfwSetWindowTitle(windowTitle); glfwSetKeyCallback(keyboard); glfwSetMousePosCallback(motion); glfwSetMouseButtonCallback(mouse); glfwSetWindowSizeCallback(reshape); #endif #if not defined(__APPLE__) #ifdef CORE_PROFILE // this is the only way to initialize glew correctly under core profile context. glewExperimental = true; #endif if (GLenum r = glewInit() != GLEW_OK) { printf("Failed to initialize glew. Error = %s\n", glewGetErrorString(r)); exit(1); } #ifdef CORE_PROFILE // clear GL errors which was generated during glewInit() glGetError(); #endif #endif // activate feature adaptive tessellation if OSD supports it g_adaptive = OpenSubdiv::OsdGLDrawContext::SupportsAdaptiveTessellation(); initGL(); linkDefaultProgram(); glfwSwapInterval(0); initHUD(); callbackModel(g_currentShape); g_fpsTimer.Start(); while (g_running) { idle(); display(); #if GLFW_VERSION_MAJOR>=3 glfwPollEvents(); glfwSwapBuffers(g_window); #else glfwSwapBuffers(); #endif glFinish(); } uninitGL(); glfwTerminate(); } //------------------------------------------------------------------------------