OpenSubdiv/examples/glBatchViewer/viewer.cpp
Sergey Sharybin 6ef232c95a Integrate CLEW into osd library and examples
If the system has CLEW installed (which is detected by recently
added FindCLEW routines) then OpenSubduv would be compiled against
this library.

It makes binaries and libraries more portable across the systems,
so it's possible to run the same binary on systems with and without
OpenCL SDK installed.

The most annoying part of the change is updating examples to load
OpenCL libraries, but ideally code around controllers and interface
creation is to be de-duplicated anyway.

Based on the pull request #303 from Martijn Berger
2014-05-22 09:10:59 +02:00

1103 lines
33 KiB
C++

//
// 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 <GL/glew.h>
#else
#include <OpenGL/gl3.h>
#endif
#define GLFW_INCLUDE_GL3
#define GLFW_NO_GLU
#else
#include <stdlib.h>
#include <GL/glew.h>
#if defined(WIN32)
#include <GL/wglew.h>
#endif
#endif
#if defined(GLFW_VERSION_3)
#include <GLFW/glfw3.h>
GLFWwindow* g_window=0;
GLFWmonitor* g_primary=0;
#else
#include <GL/glfw.h>
#endif
#include <osd/error.h>
#include <osd/vertex.h>
#include <osd/glDrawContext.h>
#include <osd/glDrawRegistry.h>
#include <osd/cpuGLVertexBuffer.h>
#include <osd/cpuComputeContext.h>
#include <osd/cpuComputeController.h>
#ifdef OPENSUBDIV_HAS_OPENMP
#include <osd/ompComputeController.h>
#endif
#ifdef OPENSUBDIV_HAS_TBB
#include <osd/tbbComputeController.h>
#endif
#ifdef OPENSUBDIV_HAS_GCD
#include <osd/gcdComputeController.h>
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
#include <osd/clGLVertexBuffer.h>
#include <osd/clComputeContext.h>
#include <osd/clComputeController.h>
#include "../common/clInit.h"
cl_context g_clContext;
cl_command_queue g_clQueue;
#endif
#ifdef OPENSUBDIV_HAS_CUDA
#include <osd/cudaGLVertexBuffer.h>
#include <osd/cudaComputeContext.h>
#include <osd/cudaComputeController.h>
#include <cuda_runtime_api.h>
#include <cuda_gl_interop.h>
#include "../common/cudaInit.h"
bool g_cudaInitialized = false;
#endif
#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
#include <osd/glslTransformFeedbackComputeContext.h>
#include <osd/glslTransformFeedbackComputeController.h>
#include <osd/glVertexBuffer.h>
#endif
#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
#include <osd/glslComputeContext.h>
#include <osd/glslComputeController.h>
#include <osd/glVertexBuffer.h>
#endif
#include <far/meshFactory.h>
#include <osdutil/batch.h>
#ifdef OPENSUBDIV_HAS_OPENCL
#include <osdutil/batchCL.h>
#endif
#include <osdutil/drawItem.h>
#include <osdutil/drawController.h>
#include "delegate.h"
#include "effect.h"
#include <common/shape_utils.h>
#include "../common/stopwatch.h"
#include "../common/simple_math.h"
#include "../common/gl_hud.h"
#include <cfloat>
#include <vector>
#include <fstream>
#include <sstream>
template <class CONTROLLER> class Controller
{
public:
static CONTROLLER *GetInstance() {
static CONTROLLER *instance = NULL;
if (not instance) instance = new CONTROLLER();
return instance;
}
};
#ifdef OPENSUBDIV_HAS_OPENCL
template<> class Controller<OpenSubdiv::OsdCLComputeController>
{
public:
static OpenSubdiv::OsdCLComputeController *GetInstance() {
static OpenSubdiv::OsdCLComputeController *instance = NULL;
if (not instance) instance = new OpenSubdiv::OsdCLComputeController(g_clContext, g_clQueue);
return instance;
}
};
#endif
typedef OpenSubdiv::HbrMesh<OpenSubdiv::OsdVertex> OsdHbrMesh;
typedef OpenSubdiv::HbrVertex<OpenSubdiv::OsdVertex> OsdHbrVertex;
typedef OpenSubdiv::HbrFace<OpenSubdiv::OsdVertex> OsdHbrFace;
typedef OpenSubdiv::HbrHalfedge<OpenSubdiv::OsdVertex> OsdHbrHalfedge;
enum KernelType { kCPU = 0,
kOPENMP = 1,
kTBB = 2,
kGCD = 3,
kCUDA = 4,
kCL = 5,
kGLSL = 6,
kGLSLCompute = 7 };
enum HudCheckBox { HUD_CB_BATCHING,
HUD_CB_ADAPTIVE,
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) { }
};
OpenSubdiv::OsdUtilMeshBatchBase<MyDrawContext> *g_batch = NULL;
MyDrawDelegate g_drawDelegate;
MyEffect g_effect;
std::vector<SimpleShape> g_defaultShapes;
int g_currentShape = 0;
int g_frame = 0,
g_repeatCount = 0;
// GUI variables
int g_fullscreen = 0,
g_freeze = 0,
g_displayStyle = kWireShaded,
g_adaptive = 1,
g_batching = 1,
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<std::vector<float> > g_positions;
std::vector<int> 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<BBox> g_bboxes;
struct Matrix {
float value[16];
};
std::vector<Matrix> 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;
#define MAX_MODELS 600
int g_modelCount = 4;
int g_moveModels = g_modelCount;
GLuint g_queries[2] = {0, 0};
static void
checkGLErrors(std::string const & where = "")
{
GLuint err;
while ((err = glGetError()) != GL_NO_ERROR) {
std::cerr << "GL error: "
<< (where.empty() ? "" : where + " ")
<< err << "\n";
}
}
//------------------------------------------------------------------------------
#include "shapes.h"
static void
updateGeom(bool forceAll) {
float r = (float)sin(g_totalTime);
for (int j = 0; j < g_modelCount * g_modelCount; ++j) {
if (forceAll == false && j >= g_moveModels) break;
int nverts = (int)g_positions[j].size()/3;
std::vector<float> vertex, varying;
vertex.reserve(nverts * 3);
if (g_displayStyle == kVaryingColor)
varying.reserve(nverts * 3);
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);
vertex.push_back(v[0]);
vertex.push_back(v[1]);
vertex.push_back(v[2]);
if (g_displayStyle == kVaryingColor) {
varying.push_back(p[2]);
varying.push_back(p[1]);
varying.push_back(p[0]);
}
p += 3;
}
g_batch->UpdateCoarseVertices(j, &vertex[0], nverts);
if (g_displayStyle == kVaryingColor) {
g_batch->UpdateCoarseVaryings(j, &varying[0], nverts);
}
}
Stopwatch s;
s.Start();
g_batch->FinalizeUpdate();
s.Stop();
g_cpuTime = float(s.GetElapsed() * 1000.0f);
s.Start();
if (g_kernel == kCPU) Controller<OpenSubdiv::OsdCpuComputeController>::GetInstance()->Synchronize();
#ifdef OPENSUBDIV_HAS_OPENMP
else if (g_kernel == kOPENMP) Controller<OpenSubdiv::OsdOmpComputeController>::GetInstance()->Synchronize();
#endif
#ifdef OPENSUBDIV_HAS_TBB
else if (g_kernel == kTBB) Controller<OpenSubdiv::OsdTbbComputeController>::GetInstance()->Synchronize();
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
else if (g_kernel == kCL) Controller<OpenSubdiv::OsdCLComputeController>::GetInstance()->Synchronize();
#endif
#ifdef OPENSUBDIV_HAS_CUDA
else if (g_kernel == kCUDA) Controller<OpenSubdiv::OsdCudaComputeController>::GetInstance()->Synchronize();
#endif
#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
else if (g_kernel == kGLSL) Controller<OpenSubdiv::OsdGLSLTransformFeedbackComputeController>::GetInstance()->Synchronize();
#endif
#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
else if (g_kernel == kGLSLCompute) Controller<OpenSubdiv::OsdGLSLComputeController>::GetInstance()->Synchronize();
#endif
s.Stop();
g_gpuTime = float(s.GetElapsed() * 1000.0f);
}
//------------------------------------------------------------------------------
static OpenSubdiv::FarMesh<OpenSubdiv::OsdVertex> *
createFarMesh( const char * shape, int level, bool adaptive, Scheme scheme=kCatmark ) {
checkGLErrors("create osd enter");
// generate Hbr representation from "obj" description
std::vector<float> positions;
OsdHbrMesh * hmesh = simpleHbr<OpenSubdiv::OsdVertex>(shape, scheme, positions,
g_displayStyle == kFaceVaryingColor);
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<OpenSubdiv::OsdVertex> meshFactory(hmesh, level, adaptive);
OpenSubdiv::FarMesh<OpenSubdiv::OsdVertex> *farMesh = meshFactory.Create(true);
// 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 <positions.size()/3; ++i) {
float v[4] = {positions[i*3], positions[i*3+1], positions[i*3+2], 1 };
for(int j=0; j<3; ++j) {
min[j] = std::min(min[j], v[j]);
max[j] = std::max(max[j], v[j]);
}
}
g_bboxes.push_back(BBox(min, max));
return farMesh;
}
static void
rebuild()
{
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<OpenSubdiv::FarMesh<OpenSubdiv::OsdVertex> const *> farMeshes;
for (int i = 0; i < g_modelCount*g_modelCount; ++i) {
g_vertexOffsets.push_back(vertexOffset);
while (g_defaultShapes[shape].scheme != scheme) {
++shape;
if (shape >= (int)g_defaultShapes.size()) shape = 0;
}
OpenSubdiv::FarMesh<OpenSubdiv::OsdVertex> *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;
}
delete g_batch;
g_batch = NULL;
int numVertexElements = 3;
int numVaryingElements = g_displayStyle == kVaryingColor ? 3 : 0;
bool requireFVarData = (g_displayStyle == kFaceVaryingColor);
// create multimesh batch
if (g_kernel == kCPU) {
g_batch = OpenSubdiv::OsdUtilMeshBatch<OpenSubdiv::OsdCpuGLVertexBuffer,
MyDrawContext, OpenSubdiv::OsdCpuComputeController>::Create(
Controller<OpenSubdiv::OsdCpuComputeController>::GetInstance(),
farMeshes, numVertexElements, numVaryingElements, 0, requireFVarData);
#ifdef OPENSUBDIV_HAS_OPENMP
} else if (g_kernel == kOPENMP) {
g_batch = OpenSubdiv::OsdUtilMeshBatch<OpenSubdiv::OsdCpuGLVertexBuffer,
MyDrawContext,
OpenSubdiv::OsdOmpComputeController>::Create(
Controller<OpenSubdiv::OsdOmpComputeController>::GetInstance(),
farMeshes, numVertexElements, numVaryingElements, 0, requireFVarData);
#endif
#ifdef OPENSUBDIV_HAS_TBB
} else if (g_kernel == kTBB) {
g_batch = OpenSubdiv::OsdUtilMeshBatch<OpenSubdiv::OsdCpuGLVertexBuffer,
MyDrawContext,
OpenSubdiv::OsdTbbComputeController>::Create(
Controller<OpenSubdiv::OsdTbbComputeController>::GetInstance(),
farMeshes, numVertexElements, numVaryingElements, 0, requireFVarData);
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
} else if (g_kernel == kCL) {
g_batch = OpenSubdiv::OsdUtilMeshBatch<OpenSubdiv::OsdCLGLVertexBuffer,
MyDrawContext, OpenSubdiv::OsdCLComputeController>::Create(
Controller<OpenSubdiv::OsdCLComputeController>::GetInstance(),
farMeshes, numVertexElements, numVaryingElements, 0, requireFVarData);
#endif
#ifdef OPENSUBDIV_HAS_CUDA
} else if (g_kernel == kCUDA) {
g_batch = OpenSubdiv::OsdUtilMeshBatch<OpenSubdiv::OsdCudaGLVertexBuffer,
MyDrawContext, OpenSubdiv::OsdCudaComputeController>::Create(
Controller<OpenSubdiv::OsdCudaComputeController>::GetInstance(),
farMeshes, numVertexElements, numVaryingElements, 0, requireFVarData);
#endif
#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
} else if (g_kernel == kGLSL) {
g_batch = OpenSubdiv::OsdUtilMeshBatch<OpenSubdiv::OsdGLVertexBuffer,
MyDrawContext, OpenSubdiv::OsdGLSLTransformFeedbackComputeController>::Create(
Controller<OpenSubdiv::OsdGLSLTransformFeedbackComputeController>::GetInstance(),
farMeshes, numVertexElements, numVaryingElements, 0, requireFVarData);
#endif
#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
} else if (g_kernel == kGLSLCompute) {
g_batch = OpenSubdiv::OsdUtilMeshBatch<OpenSubdiv::OsdGLVertexBuffer,
MyDrawContext, OpenSubdiv::OsdGLSLComputeController>::Create(
Controller<OpenSubdiv::OsdGLSLComputeController>::GetInstance(),
farMeshes, numVertexElements, numVaryingElements, 0, requireFVarData);
#endif
} else {
assert(false);
}
assert(g_batch);
g_scheme = scheme;
for (size_t i = 0; i < farMeshes.size(); ++i) {
delete farMeshes[i];
}
g_tessLevelMin = 0;
g_tessLevel = std::max(g_tessLevel,g_tessLevelMin);
updateGeom(true);
}
//------------------------------------------------------------------------------
static void
fitFrame() {
g_pan[0] = g_pan[1] = 0;
g_dolly = g_size;
}
//------------------------------------------------------------------------------
static void
display() {
// set effect
g_effect.displayStyle = g_displayStyle;
g_effect.screenSpaceTess = (g_screenSpaceTess != 0);
g_effect.displayPatchColor = (g_displayPatchColor != 0);
// prepare view matrix
float aspect = g_width/(float)g_height;
float modelview[16], projection[16];
identity(modelview);
translate(modelview, -g_pan[0], -g_pan[1], -g_dolly);
rotate(modelview, g_rotate[1], 1, 0, 0);
rotate(modelview, g_rotate[0], 0, 1, 0);
rotate(modelview, -90, 1, 0, 0);
translate(modelview, -g_center[0], -g_center[1], -g_center[2]);
perspective(projection, 45.0f, aspect, 0.01f, 500.0f);
g_effect.SetMatrix(modelview, projection);
g_effect.SetTessLevel((float)(1 << g_tessLevel));
g_effect.SetLighting();
// -----------------------------------------------------------------------
// prepare draw items
Stopwatch s;
s.Start();
OpenSubdiv::OsdUtilDrawItem<MyDrawDelegate::EffectHandle, MyDrawContext>::Collection items;
OpenSubdiv::OsdUtilDrawItem<MyDrawDelegate::EffectHandle, MyDrawContext>::Collection cachedDrawItems;
int numModels = g_modelCount*g_modelCount;
items.reserve(numModels);
for (int i = 0; i < numModels; ++i) {
// Here, client can pack arbitrary mesh and effect into drawItems.
items.push_back(OpenSubdiv::OsdUtilDrawItem<MyDrawDelegate::EffectHandle, MyDrawContext>(
g_batch, &g_effect, g_batch->GetPatchArrays(i)));
}
if (g_batching) {
// create cached draw items
OpenSubdiv::OsdUtil::OptimizeDrawItem(items, cachedDrawItems, &g_drawDelegate);
}
s.Stop();
float prepCpuTime = float(s.GetElapsed() * 1000.0f);
// -----------------------------------------------------------------------
// draw items
s.Start();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, g_width, g_height);
// primitive counting
glBeginQuery(GL_PRIMITIVES_GENERATED, g_queries[0]);
#if defined(GL_VERSION_3_3)
glBeginQuery(GL_TIME_ELAPSED, g_queries[1]);
#endif
g_drawDelegate.ResetNumDrawCalls();
if (g_displayStyle == kWire) glDisable(GL_CULL_FACE);
if (g_batching) {
OpenSubdiv::OsdUtil::DrawCollection(cachedDrawItems, &g_drawDelegate);
} else {
OpenSubdiv::OsdUtil::DrawCollection(items, &g_drawDelegate);
}
if (g_displayStyle == kWire) glEnable(GL_CULL_FACE);
glEndQuery(GL_PRIMITIVES_GENERATED);
#if defined(GL_VERSION_3_3)
glEndQuery(GL_TIME_ELAPSED);
#endif
s.Stop();
float drawCpuTime = float(s.GetElapsed() * 1000.0f);
// -----------------------------------------------------------------------
GLuint numPrimsGenerated = 0;
GLuint timeElapsed = 0;
glGetQueryObjectuiv(g_queries[0], GL_QUERY_RESULT, &numPrimsGenerated);
#if defined(GL_VERSION_3_3)
glGetQueryObjectuiv(g_queries[1], GL_QUERY_RESULT, &timeElapsed);
#endif
float drawGpuTime = timeElapsed / 1000.0f / 1000.0f;
if (g_hud.IsVisible()) {
g_fpsTimer.Stop();
g_totalTime += g_fpsTimer.GetElapsed();
double fps = 1.0/g_fpsTimer.GetElapsed();
g_fpsTimer.Start();
g_hud.DrawString(10, -200, "Draw Calls : %d", g_drawDelegate.GetNumDrawCalls());
g_hud.DrawString(10, -180, "Tess level : %d", g_tessLevel);
g_hud.DrawString(10, -160, "Primitives : %d", numPrimsGenerated);
g_hud.DrawString(10, -120, "GPU Kernel : %.3f ms", g_gpuTime);
g_hud.DrawString(10, -100, "CPU Kernel : %.3f ms", g_cpuTime);
g_hud.DrawString(10, -80, "GPU Draw : %.3f ms", drawGpuTime);
g_hud.DrawString(10, -60, "CPU Draw : %.3f ms", drawCpuTime);
g_hud.DrawString(10, -40, "CPU Prep : %.3f ms", prepCpuTime);
g_hud.DrawString(10, -20, "FPS : %3.1f", fps);
g_hud.Flush();
}
//checkGLErrors("display leave");
glFinish();
}
//------------------------------------------------------------------------------
static void
#if GLFW_VERSION_MAJOR>=3
motion(GLFWwindow *, double dx, double dy) {
int x=(int)dx, y=(int)dy;
#else
motion(int x, int y) {
#endif
if (g_mbutton[0] && !g_mbutton[1] && !g_mbutton[2]) {
// orbit
g_rotate[0] += x - g_prev_x;
g_rotate[1] += y - g_prev_y;
} else if (!g_mbutton[0] && !g_mbutton[1] && g_mbutton[2]) {
// pan
g_pan[0] -= g_dolly*(x - g_prev_x)/g_width;
g_pan[1] += g_dolly*(y - g_prev_y)/g_height;
} else if ((g_mbutton[0] && !g_mbutton[1] && g_mbutton[2]) or
(!g_mbutton[0] && g_mbutton[1] && !g_mbutton[2])) {
// dolly
g_dolly -= g_dolly*0.01f*(x - g_prev_x);
if(g_dolly <= 0.01) g_dolly = 0.01f;
}
g_prev_x = x;
g_prev_y = y;
}
//------------------------------------------------------------------------------
static void
#if GLFW_VERSION_MAJOR>=3
mouse(GLFWwindow *, int button, int state, int /* mods */) {
#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(2, g_queries);
delete g_batch;
g_batch = 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;
int windowWidth = g_width, windowHeight = g_height;
#if GLFW_VERSION_MAJOR>=3
// window size might not match framebuffer size on a high DPI display
glfwGetWindowSize(g_window, &windowWidth, &windowHeight);
#endif
g_hud.Rebuild(windowWidth, windowHeight);
}
//------------------------------------------------------------------------------
#if GLFW_VERSION_MAJOR>=3
void windowClose(GLFWwindow*) {
g_running = false;
}
#else
int windowClose() {
g_running = false;
return GL_TRUE;
}
#endif
//------------------------------------------------------------------------------
static void
#if GLFW_VERSION_MAJOR>=3
keyboard(GLFWwindow *, int key, int /* scancode */, int event, int /* mods */) {
#else
#define GLFW_KEY_ESCAPE GLFW_KEY_ESC
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 '+':
case '=': g_tessLevel++; break;
case '-': g_tessLevel = std::max(g_tessLevelMin, g_tessLevel-1); break;
case '.': g_moveModels = std::max(g_moveModels*2, 1); break;
case ',': g_moveModels = std::max(g_moveModels/2, 0); break;
case 'I': g_modelCount = std::max(g_modelCount/2, 1); rebuild(); break;
case 'O': g_modelCount = std::min(g_modelCount*2, MAX_MODELS); rebuild(); break;
case GLFW_KEY_ESCAPE: g_hud.SetVisible(!g_hud.IsVisible()); break;
}
}
//------------------------------------------------------------------------------
static void
callbackDisplayStyle(int b)
{
if (g_displayStyle == kVaryingColor or b == kVaryingColor or
g_displayStyle == kFaceVaryingColor or b == kFaceVaryingColor) {
// need to rebuild for varying reconstruct
g_displayStyle = b;
rebuild();
return;
}
g_displayStyle = 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
rebuild();
}
static void
callbackLevel(int l)
{
g_level = l;
rebuild();
}
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;
rebuild();
}
static void
callbackCheckBox(bool checked, int button)
{
switch(button) {
case HUD_CB_BATCHING:
g_batching = checked;
break;
case HUD_CB_ADAPTIVE:
if (OpenSubdiv::OsdGLDrawContext::SupportsAdaptiveTessellation()) {
g_adaptive = checked;
rebuild();
}
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()
{
int windowWidth = g_width, windowHeight = g_height;
#if GLFW_VERSION_MAJOR>=3
// window size might not match framebuffer size on a high DPI display
glfwGetWindowSize(g_window, &windowWidth, &windowHeight);
#endif
g_hud.Init(windowWidth, windowHeight);
g_hud.AddCheckBox("Batching (B)", g_batching != 0, 10, 10, callbackCheckBox, HUD_CB_BATCHING, 'b');
g_hud.AddCheckBox("Patch Color (P)", true, 10, 50, callbackCheckBox, HUD_CB_DISPLAY_PATCH_COLOR, 'p');
g_hud.AddCheckBox("Screen space LOD (V)", g_screenSpaceTess != 0, 10, 70, callbackCheckBox, HUD_CB_VIEW_LOD, 'v');
g_hud.AddCheckBox("Freeze (spc)", false, 10, 90, callbackCheckBox, HUD_CB_FREEZE, ' ');
int shading_pulldown = g_hud.AddPullDown("Shading (W)", 200, 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);
g_hud.AddPullDownButton(shading_pulldown, "Varying Color", kVaryingColor, g_displayStyle==kVaryingColor);
g_hud.AddPullDownButton(shading_pulldown, "FaceVarying Color", kFaceVaryingColor, g_displayStyle==kFaceVaryingColor);
int compute_pulldown = g_hud.AddPullDown("Compute (K)", 475, 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_OPENMP
g_hud.AddPullDownButton(compute_pulldown, "TBB", kTBB);
#endif
#ifdef OPENSUBDIV_HAS_GCD
g_hud.AddPullDownButton(compute_pulldown, "GCD", kGCD);
#endif
#ifdef OPENSUBDIV_HAS_CUDA
g_hud.AddPullDownButton(compute_pulldown, "CUDA", kCUDA);
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
if (HAS_CL_VERSION_1_1()) {
g_hud.AddPullDownButton(compute_pulldown, "OpenCL", kCL);
}
#endif
#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
g_hud.AddPullDownButton(compute_pulldown, "GLSL TransformFeedback", kGLSL);
#endif
#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
// Must also check at run time for OpenGL 4.3
if (GLEW_VERSION_4_3) {
g_hud.AddPullDownButton(compute_pulldown, "GLSL Compute", kGLSLCompute);
}
#endif
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));
}
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, 1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
glGenQueries(2, g_queries);
}
//------------------------------------------------------------------------------
static void
idle() {
if (not g_freeze) {
g_frame++;
updateGeom(false);
}
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);
#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 3);
#else
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
#endif
#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(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 glBatchViewer";
#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 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);
#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);
glfwSetWindowCloseCallback(windowClose);
#endif
#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
// activate feature adaptive tessellation if OSD supports it
g_adaptive = OpenSubdiv::OsdGLDrawContext::SupportsAdaptiveTessellation();
initGL();
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
}
uninitGL();
glfwTerminate();
}
//------------------------------------------------------------------------------