mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-03 00:20:09 +00:00
261dc17f1b
The GLFW context version hint is a minimum version, not maximum version so requesting 4.4 and then falling back to lower versions doesn't make sense. This change sets the minimum version to 3.2 and attempts to standardize this across all example apps. Also print the maximum supported GL version along with the context version at startup.
1213 lines
38 KiB
C++
1213 lines
38 KiB
C++
//
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// Copyright 2013 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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#include "../common/glUtils.h"
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#include <GLFW/glfw3.h>
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GLFWwindow* g_window=0;
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GLFWmonitor* g_primary=0;
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#include <far/error.h>
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#include <far/ptexIndices.h>
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#include <osd/cpuEvaluator.h>
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#include <osd/cpuGLVertexBuffer.h>
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#include <osd/glMesh.h>
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OpenSubdiv::Osd::GLMeshInterface *g_mesh;
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#include "../../regression/common/vtr_utils.h"
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#include "../common/stopwatch.h"
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#include "../common/simple_math.h"
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#include "../common/glHud.h"
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#include "../common/glShaderCache.h"
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#include "init_shapes.h"
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#include <osd/glslPatchShaderSource.h>
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static const char *shaderSource =
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#include "shader.gen.h"
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;
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static const char *paintShaderSource =
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#include "paintShader.gen.h"
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;
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#include <cfloat>
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#include <vector>
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#include <iostream>
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#include <fstream>
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#include <sstream>
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float g_rotate[2] = {0, 0},
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g_dolly = 5,
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g_pan[2] = {0, 0},
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g_center[3] = {0, 0, 0},
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g_size = 0;
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int g_prev_x = 0,
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g_prev_y = 0;
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int g_width = 1024,
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g_height = 1024;
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GLhud g_hud;
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int g_level = 2;
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int g_tessLevel = 6;
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std::vector<float> g_orgPositions;
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GLuint g_transformUB = 0,
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g_transformBinding = 0,
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g_tessellationUB = 0,
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g_tessellationBinding = 0,
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g_lightingUB = 0,
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g_lightingBinding = 0;
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struct Transform {
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float ModelViewMatrix[16];
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float ProjectionMatrix[16];
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float ModelViewProjectionMatrix[16];
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float ModelViewInverseMatrix[16];
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float ProjectionWithoutPickMatrix[16];
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} g_transformData;
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GLuint g_primQuery = 0;
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GLuint g_vao = 0;
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GLuint g_paintTexture = 0;
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GLuint g_depthTexture = 0;
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int g_running = 1,
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g_wire = 2,
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g_displayColor = 1,
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g_displayDisplacement = 0,
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g_mbutton[3] = {0, 0, 0};
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int g_brushSize = 500;
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int g_frame = 0;
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GLuint g_ptexPages = 0,
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g_ptexLayouts = 0,
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g_ptexTexels = 0;
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int g_pageSize = 512;
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struct SimpleShape {
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std::string name;
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Scheme scheme;
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std::string data;
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SimpleShape() { }
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SimpleShape( std::string const & idata, char const * iname, Scheme ischeme )
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: name(iname), scheme(ischeme), data(idata) { }
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};
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int g_currentShape = 0;
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#define NUM_FPS_TIME_SAMPLES 6
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float g_fpsTimeSamples[NUM_FPS_TIME_SAMPLES] = {0,0,0,0,0,0};
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int g_currentFpsTimeSample = 0;
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Stopwatch g_fpsTimer;
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static void
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checkGLErrors(std::string const & where = "") {
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GLuint err;
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while ((err = glGetError()) != GL_NO_ERROR) {
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std::cerr << "GL error: "
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<< (where.empty() ? "" : where + " ")
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<< err << "\n";
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}
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}
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//------------------------------------------------------------------------------
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static void
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updateGeom() {
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int nverts = (int)g_orgPositions.size() / 3;
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std::vector<float> vertex;
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vertex.reserve(nverts*3);
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const float *p = &g_orgPositions[0];
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g_frame++;
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// float r = sin(frame*0.01f); // * g_moveScale;
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float r = 0;
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for (int i = 0; i < nverts; ++i) {
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//float move = 0.05f*cosf(p[0]*20+g_frame*0.01f);
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float ct = cos(p[2] * r);
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float st = sin(p[2] * r);
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vertex.push_back(p[0]*ct + p[1]*st);
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vertex.push_back(-p[0]*st + p[1]*ct);
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vertex.push_back(p[2]);
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p += 3;
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}
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g_mesh->UpdateVertexBuffer(&vertex[0], 0, nverts);
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g_mesh->Refine();
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g_mesh->Synchronize();
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}
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//------------------------------------------------------------------------------
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static GLuint
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genTextureBuffer(GLenum format, GLsizeiptr size, GLvoid const * data) {
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GLuint buffer, result;
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_TEXTURE_BUFFER, buffer);
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glBufferData(GL_TEXTURE_BUFFER, size, data, GL_STATIC_DRAW);
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glGenTextures(1, & result);
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glBindTexture(GL_TEXTURE_BUFFER, result);
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glTexBuffer(GL_TEXTURE_BUFFER, format, buffer);
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// need to reset texture binding before deleting the source buffer.
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glBindTexture(GL_TEXTURE_BUFFER, 0);
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glDeleteBuffers(1, &buffer);
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return result;
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}
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static void
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createOsdMesh() {
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ShapeDesc const & shapeDesc = g_defaultShapes[g_currentShape];
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Shape * shape = Shape::parseObj(shapeDesc.data.c_str(), shapeDesc.scheme);
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checkGLErrors("create osd enter");
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g_orgPositions=shape->verts;
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// create Vtr mesh (topology)
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OpenSubdiv::Sdc::SchemeType sdctype = GetSdcType(*shape);
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OpenSubdiv::Sdc::Options sdcoptions = GetSdcOptions(*shape);
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OpenSubdiv::Far::TopologyRefiner * refiner =
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OpenSubdiv::Far::TopologyRefinerFactory<Shape>::Create(*shape,
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OpenSubdiv::Far::TopologyRefinerFactory<Shape>::Options(sdctype, sdcoptions));
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// count ptex face id
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OpenSubdiv::Far::PtexIndices ptexIndices(*refiner);
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int numPtexFaces = ptexIndices.GetNumFaces();
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delete g_mesh;
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g_mesh = NULL;
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bool doAdaptive = true;
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OpenSubdiv::Osd::MeshBitset bits;
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bits.set(OpenSubdiv::Osd::MeshAdaptive, doAdaptive);
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g_mesh = new OpenSubdiv::Osd::Mesh<OpenSubdiv::Osd::CpuGLVertexBuffer,
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OpenSubdiv::Far::StencilTable,
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OpenSubdiv::Osd::CpuEvaluator,
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OpenSubdiv::Osd::GLPatchTable>(
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refiner, 3, 0, g_level, bits);
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// compute model bounding
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float min[3] = { FLT_MAX, FLT_MAX, FLT_MAX};
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float max[3] = {-FLT_MAX, -FLT_MAX, -FLT_MAX};
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for (size_t i=0; i < g_orgPositions.size()/3; ++i) {
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for(int j=0; j<3; ++j) {
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float v = g_orgPositions[i*3+j];
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min[j] = std::min(min[j], v);
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max[j] = std::max(max[j], v);
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}
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}
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for (int j=0; j<3; ++j) {
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g_center[j] = (min[j] + max[j]) * 0.5f;
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g_size += (max[j]-min[j])*(max[j]-min[j]);
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}
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g_size = sqrtf(g_size);
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updateGeom();
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// -------- VAO
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glBindVertexArray(g_vao);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_mesh->GetPatchTable()->GetPatchIndexBuffer());
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glBindBuffer(GL_ARRAY_BUFFER, g_mesh->BindVertexBuffer());
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 3, 0);
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glBindVertexArray(0);
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// -------- create ptex
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if (g_ptexPages) glDeleteTextures(1, &g_ptexPages);
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if (g_ptexLayouts) glDeleteTextures(1, &g_ptexLayouts);
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if (g_ptexTexels) glDeleteTextures(1, &g_ptexTexels);
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std::vector<int> pages;
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std::vector<float> layouts;
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for (int i = 0; i < numPtexFaces; ++i) {
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pages.push_back(i);
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layouts.push_back(0);
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layouts.push_back(0);
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layouts.push_back(1);
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layouts.push_back(1);
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}
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g_ptexPages = genTextureBuffer(GL_R32I,
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numPtexFaces * sizeof(GLint), &pages[0]);
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g_ptexLayouts = genTextureBuffer(GL_RGBA32F,
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numPtexFaces * 4 * sizeof(GLfloat),
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&layouts[0]);
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// actual texels texture array
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glGenTextures(1, &g_ptexTexels);
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glBindTexture(GL_TEXTURE_2D_ARRAY, g_ptexTexels);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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g_pageSize = std::min(512, (int)sqrt((float)1024*1024*1024/64/numPtexFaces));
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int pageSize = g_pageSize;
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std::vector<float> texels;
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texels.resize(pageSize*pageSize*numPtexFaces);
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// allocate ptex
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glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_R32F,
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pageSize, pageSize, numPtexFaces, 0, GL_RED, GL_FLOAT, &texels[0]);
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glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
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checkGLErrors("create osd exit");
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}
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//------------------------------------------------------------------------------
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static void
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fitFrame() {
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g_pan[0] = g_pan[1] = 0;
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g_dolly = g_size;
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}
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//------------------------------------------------------------------------------
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union Effect {
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struct {
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int color:1;
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int displacement:1;
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int paint:1;
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unsigned int wire:2;
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};
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int value;
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bool operator < (const Effect &e) const {
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return value < e.value;
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}
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};
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struct EffectDesc {
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EffectDesc(OpenSubdiv::Far::PatchDescriptor desc,
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Effect effect) : desc(desc), effect(effect),
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maxValence(0), numElements(0) { }
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OpenSubdiv::Far::PatchDescriptor desc;
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Effect effect;
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int maxValence;
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int numElements;
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bool operator < (const EffectDesc &e) const {
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return desc < e.desc || (desc == e.desc &&
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(maxValence < e.maxValence || ((maxValence == e.maxValence) &&
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(effect < e.effect))));
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}
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};
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// ---------------------------------------------------------------------------
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class ShaderCache : public GLShaderCache<EffectDesc> {
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public:
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virtual GLDrawConfig *CreateDrawConfig(EffectDesc const &effectDesc) {
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using namespace OpenSubdiv;
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// compile shader program
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const char *glslVersion = "#version 420\n";
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GLDrawConfig *config = new GLDrawConfig(glslVersion);
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Far::PatchDescriptor::Type type = effectDesc.desc.GetType();
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std::stringstream ss;
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if (effectDesc.effect.color) {
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ss << "#define USE_PTEX_COLOR\n";
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}
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if (effectDesc.effect.displacement) {
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ss << "#define USE_PTEX_DISPLACEMENT\n";
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}
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ss << "#define OSD_ENABLE_SCREENSPACE_TESSELLATION\n";
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if (effectDesc.effect.wire == 0) {
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ss << "#define GEOMETRY_OUT_WIRE\n";
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} else if (effectDesc.effect.wire == 1) {
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ss << "#define GEOMETRY_OUT_FILL\n";
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} else {
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ss << "#define GEOMETRY_OUT_LINE\n";
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}
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// for legacy gregory
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ss << "#define OSD_MAX_VALENCE " << effectDesc.maxValence << "\n";
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ss << "#define OSD_NUM_ELEMENTS " << effectDesc.numElements << "\n";
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// include osd PatchCommon
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ss << Osd::GLSLPatchShaderSource::GetCommonShaderSource();
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std::string common = ss.str();
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ss.str("");
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// vertex shader
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ss << common
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<< (effectDesc.desc.IsAdaptive() ? "" : "#define VERTEX_SHADER\n")
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<< (effectDesc.effect.paint ? paintShaderSource : shaderSource)
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<< Osd::GLSLPatchShaderSource::GetVertexShaderSource(type);
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config->CompileAndAttachShader(GL_VERTEX_SHADER, ss.str());
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ss.str("");
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if (effectDesc.desc.IsAdaptive()) {
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// tess control shader
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ss << common
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<< (effectDesc.effect.paint ? paintShaderSource : shaderSource)
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<< Osd::GLSLPatchShaderSource::GetTessControlShaderSource(type);
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config->CompileAndAttachShader(GL_TESS_CONTROL_SHADER, ss.str());
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ss.str("");
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// tess eval shader
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ss << common
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<< (effectDesc.effect.paint ? paintShaderSource : shaderSource)
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<< Osd::GLSLPatchShaderSource::GetTessEvalShaderSource(type);
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config->CompileAndAttachShader(GL_TESS_EVALUATION_SHADER, ss.str());
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ss.str("");
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}
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// geometry shader
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ss << common
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<< "#define GEOMETRY_SHADER\n" // for my shader source
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<< (effectDesc.effect.paint ? paintShaderSource : shaderSource);
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config->CompileAndAttachShader(GL_GEOMETRY_SHADER, ss.str());
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ss.str("");
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// fragment shader
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ss << common
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<< "#define FRAGMENT_SHADER\n" // for my shader source
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<< (effectDesc.effect.paint ? paintShaderSource : shaderSource);
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config->CompileAndAttachShader(GL_FRAGMENT_SHADER, ss.str());
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ss.str("");
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if (!config->Link()) {
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delete config;
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return NULL;
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}
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// assign uniform locations
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GLuint uboIndex;
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GLuint program = config->GetProgram();
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g_transformBinding = 0;
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uboIndex = glGetUniformBlockIndex(program, "Transform");
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if (uboIndex != GL_INVALID_INDEX)
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glUniformBlockBinding(program, uboIndex, g_transformBinding);
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g_tessellationBinding = 1;
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uboIndex = glGetUniformBlockIndex(program, "Tessellation");
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if (uboIndex != GL_INVALID_INDEX)
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glUniformBlockBinding(program, uboIndex, g_tessellationBinding);
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g_lightingBinding = 2;
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uboIndex = glGetUniformBlockIndex(program, "Lighting");
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if (uboIndex != GL_INVALID_INDEX)
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glUniformBlockBinding(program, uboIndex, g_lightingBinding);
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// assign texture locations
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GLint loc;
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glUseProgram(program);
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if ((loc = glGetUniformLocation(program, "OsdPatchParamBuffer")) != -1) {
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glUniform1i(loc, 0); // GL_TEXTURE0
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}
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if (effectDesc.effect.paint) {
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if ((loc = glGetUniformLocation(program, "outTextureImage")) != -1) {
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glUniform1i(loc, 0); // image 0
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}
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if ((loc = glGetUniformLocation(program, "paintTexture")) != -1) {
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glUniform1i(loc, 5); // GL_TEXTURE5
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}
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if ((loc = glGetUniformLocation(program, "depthTexture")) != -1) {
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glUniform1i(loc, 6); // GL_TEXTURE6
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}
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} else {
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if ((loc = glGetUniformLocation(program, "textureImage_Data")) != -1) {
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glUniform1i(loc, 5); // GL_TEXTURE5
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}
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if ((loc = glGetUniformLocation(program, "textureImage_Packing")) != -1) {
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glUniform1i(loc, 6); // GL_TEXTURE6
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}
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if ((loc = glGetUniformLocation(program, "textureImage_Pages")) != -1) {
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glUniform1i(loc, 7); // GL_TEXTURE7
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}
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}
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glUseProgram(0);
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return config;
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}
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};
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ShaderCache g_shaderCache;
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//------------------------------------------------------------------------------
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static void
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updateUniformBlocks() {
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if (! g_transformUB) {
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glGenBuffers(1, &g_transformUB);
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glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB);
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glBufferData(GL_UNIFORM_BUFFER,
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sizeof(g_transformData), NULL, GL_STATIC_DRAW);
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};
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glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB);
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glBufferSubData(GL_UNIFORM_BUFFER,
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0, sizeof(g_transformData), &g_transformData);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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glBindBufferBase(GL_UNIFORM_BUFFER, g_transformBinding, g_transformUB);
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// Update and bind tessellation state
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struct Tessellation {
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float TessLevel;
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} tessellationData;
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|
|
tessellationData.TessLevel = static_cast<float>(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);
|
|
}
|
|
|
|
static void bindTextures(Effect effect) {
|
|
if (effect.paint) {
|
|
// set image
|
|
glBindImageTexture(0, g_ptexTexels, 0, GL_TRUE, 0, GL_READ_WRITE, GL_R32F);
|
|
|
|
glActiveTexture(GL_TEXTURE5);
|
|
glBindTexture(GL_TEXTURE_2D, g_paintTexture);
|
|
|
|
glActiveTexture(GL_TEXTURE6);
|
|
glBindTexture(GL_TEXTURE_2D, g_depthTexture);
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
} else {
|
|
if (g_mesh->GetPatchTable()->GetPatchParamTextureBuffer()) {
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(
|
|
GL_TEXTURE_BUFFER,
|
|
g_mesh->GetPatchTable()->GetPatchParamTextureBuffer());
|
|
}
|
|
|
|
// color ptex
|
|
glActiveTexture(GL_TEXTURE5);
|
|
glBindTexture(GL_TEXTURE_2D_ARRAY, g_ptexTexels);
|
|
|
|
glActiveTexture(GL_TEXTURE6);
|
|
glBindTexture(GL_TEXTURE_BUFFER, g_ptexLayouts);
|
|
|
|
glActiveTexture(GL_TEXTURE7);
|
|
glBindTexture(GL_TEXTURE_BUFFER, g_ptexPages);
|
|
}
|
|
glActiveTexture(GL_TEXTURE0);
|
|
}
|
|
|
|
static GLuint
|
|
bindProgram(Effect effect, OpenSubdiv::Osd::PatchArray const & patch) {
|
|
|
|
EffectDesc effectDesc(patch.GetDescriptor(), effect);
|
|
|
|
// lookup shader cache (compile the shader if needed)
|
|
GLDrawConfig *config = g_shaderCache.GetDrawConfig(effectDesc);
|
|
if (!config) return 0;
|
|
|
|
GLuint program = config->GetProgram();
|
|
|
|
glUseProgram(program);
|
|
|
|
GLint uniformImageSize = glGetUniformLocation(program, "imageSize");
|
|
if (uniformImageSize >= 0)
|
|
glUniform1i(uniformImageSize, g_pageSize);
|
|
|
|
GLint uniformPrimitiveIdBase =
|
|
glGetUniformLocation(program, "PrimitiveIdBase");
|
|
if (uniformPrimitiveIdBase >= 0)
|
|
glUniform1i(uniformPrimitiveIdBase, patch.GetPrimitiveIdBase());
|
|
|
|
|
|
return program;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
display() {
|
|
|
|
g_hud.GetFrameBuffer()->Bind();
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
glViewport(0, 0, g_width, g_height);
|
|
|
|
// primitive counting
|
|
glBeginQuery(GL_PRIMITIVES_GENERATED, g_primQuery);
|
|
|
|
// prepare view matrix
|
|
double aspect = g_width/(double)g_height;
|
|
identity(g_transformData.ModelViewMatrix);
|
|
translate(g_transformData.ModelViewMatrix, -g_pan[0], -g_pan[1], -g_dolly);
|
|
rotate(g_transformData.ModelViewMatrix, g_rotate[1], 1, 0, 0);
|
|
rotate(g_transformData.ModelViewMatrix, g_rotate[0], 0, 1, 0);
|
|
rotate(g_transformData.ModelViewMatrix, -90, 1, 0, 0);
|
|
translate(g_transformData.ModelViewMatrix,
|
|
-g_center[0], -g_center[1], -g_center[2]);
|
|
perspective(g_transformData.ProjectionMatrix,
|
|
45.0f, (float)aspect, 0.01f, 500.0f);
|
|
multMatrix(g_transformData.ModelViewProjectionMatrix,
|
|
g_transformData.ModelViewMatrix,
|
|
g_transformData.ProjectionMatrix);
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
if (g_wire == 0) {
|
|
glDisable(GL_CULL_FACE);
|
|
}
|
|
|
|
updateUniformBlocks();
|
|
|
|
Effect effect;
|
|
effect.color = g_displayColor;
|
|
effect.displacement = g_displayDisplacement;
|
|
effect.wire = g_wire;
|
|
effect.paint = 0;
|
|
|
|
bindTextures(effect);
|
|
|
|
// make sure that the vertex buffer is interoped back as a GL resources.
|
|
g_mesh->BindVertexBuffer();
|
|
|
|
glBindVertexArray(g_vao);
|
|
|
|
OpenSubdiv::Osd::PatchArrayVector const & patches =
|
|
g_mesh->GetPatchTable()->GetPatchArrays();
|
|
|
|
// patch drawing
|
|
for (int i=0; i<(int)patches.size(); ++i) {
|
|
OpenSubdiv::Osd::PatchArray const & patch = patches[i];
|
|
OpenSubdiv::Far::PatchDescriptor desc = patch.GetDescriptor();
|
|
|
|
GLenum primType = GL_PATCHES;
|
|
glPatchParameteri(GL_PATCH_VERTICES, desc.GetNumControlVertices());
|
|
|
|
GLuint program = bindProgram(effect, patch);
|
|
GLuint diffuseColor = glGetUniformLocation(program, "diffuseColor");
|
|
glProgramUniform4f(program, diffuseColor, 1, 1, 1, 1);
|
|
|
|
glDrawElements(primType,
|
|
patch.GetNumPatches() * desc.GetNumControlVertices(),
|
|
GL_UNSIGNED_INT,
|
|
(void *)(patch.GetIndexBase() * sizeof(unsigned int)));
|
|
}
|
|
|
|
glBindVertexArray(0);
|
|
glUseProgram(0);
|
|
|
|
glEndQuery(GL_PRIMITIVES_GENERATED);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, g_depthTexture);
|
|
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, g_width, g_height);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
if (g_wire == 0) {
|
|
glEnable(GL_CULL_FACE);
|
|
}
|
|
|
|
GLuint numPrimsGenerated = 0;
|
|
glGetQueryObjectuiv(g_primQuery, GL_QUERY_RESULT, &numPrimsGenerated);
|
|
|
|
g_hud.GetFrameBuffer()->ApplyImageShader();
|
|
|
|
if (g_hud.IsVisible()) {
|
|
g_fpsTimer.Stop();
|
|
double fps = 1.0/g_fpsTimer.GetElapsed();
|
|
g_fpsTimer.Start();
|
|
// Avereage fps over a defined number of time samples for
|
|
// easier reading in the HUD
|
|
g_fpsTimeSamples[g_currentFpsTimeSample++] = float(fps);
|
|
if (g_currentFpsTimeSample >= NUM_FPS_TIME_SAMPLES)
|
|
g_currentFpsTimeSample = 0;
|
|
double averageFps = 0;
|
|
for (int i=0; i< NUM_FPS_TIME_SAMPLES; ++i) {
|
|
averageFps += g_fpsTimeSamples[i]/(float)NUM_FPS_TIME_SAMPLES;
|
|
}
|
|
|
|
g_hud.DrawString(10, -180, "Tess level (+/-): %d", g_tessLevel);
|
|
if (numPrimsGenerated > 1000000) {
|
|
g_hud.DrawString(10, -160, "Primitives : %3.1f million", (float)numPrimsGenerated/1000000.0);
|
|
} else if (numPrimsGenerated > 1000) {
|
|
g_hud.DrawString(10, -160, "Primitives : %3.1f thousand", (float)numPrimsGenerated/1000.0);
|
|
} else {
|
|
g_hud.DrawString(10, -160, "Primitives : %d", numPrimsGenerated);
|
|
}
|
|
g_hud.DrawString(10, -140, "Vertices : %d", g_mesh->GetNumVertices());
|
|
g_hud.DrawString(10, -20, "FPS : %3.1f", averageFps);
|
|
}
|
|
|
|
g_hud.Flush();
|
|
|
|
glFinish();
|
|
|
|
//checkGLErrors("display leave");
|
|
|
|
glfwSwapBuffers(g_window);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
void
|
|
drawStroke(int x, int y) {
|
|
|
|
glViewport(0, 0, g_pageSize, g_pageSize);
|
|
|
|
// prepare view matrix
|
|
double aspect = g_width/(double)g_height;
|
|
int viewport[4] = {0, 0, g_width, g_height};
|
|
float pick[16], pers[16];
|
|
perspective(pers, 45.0f, (float)aspect, 0.01f, 500.0f);
|
|
pickMatrix(pick, (float)x, (float)g_height-y, g_brushSize*0.5f, g_brushSize*0.5f, viewport);
|
|
multMatrix(g_transformData.ProjectionMatrix, pers, pick);
|
|
multMatrix(g_transformData.ModelViewProjectionMatrix,
|
|
g_transformData.ModelViewMatrix,
|
|
g_transformData.ProjectionMatrix);
|
|
memcpy(g_transformData.ProjectionWithoutPickMatrix, pers, sizeof(float)*16);
|
|
|
|
if (! g_transformUB) {
|
|
glGenBuffers(1, &g_transformUB);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB);
|
|
glBufferData(GL_UNIFORM_BUFFER,
|
|
sizeof(g_transformData), NULL, GL_STATIC_DRAW);
|
|
};
|
|
glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB);
|
|
glBufferSubData(GL_UNIFORM_BUFFER,
|
|
0, sizeof(g_transformData), &g_transformData);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
|
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, g_transformBinding, g_transformUB);
|
|
|
|
// Update and bind tessellation state
|
|
struct Tessellation {
|
|
float TessLevel;
|
|
} tessellationData;
|
|
|
|
tessellationData.TessLevel = static_cast<float>(1 << (g_tessLevel>>1));
|
|
|
|
if (! g_tessellationUB) {
|
|
glGenBuffers(1, &g_tessellationUB);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB);
|
|
glBufferData(GL_UNIFORM_BUFFER,
|
|
sizeof(tessellationData), NULL, GL_STATIC_DRAW);
|
|
};
|
|
glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB);
|
|
glBufferSubData(GL_UNIFORM_BUFFER,
|
|
0, sizeof(tessellationData), &tessellationData);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
|
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, g_tessellationBinding, g_tessellationUB);
|
|
|
|
// make sure that the vertex buffer is interoped back as a GL resources.
|
|
g_mesh->BindVertexBuffer();
|
|
|
|
glBindVertexArray(g_vao);
|
|
|
|
Effect effect;
|
|
effect.color = 0;
|
|
effect.displacement = g_displayDisplacement;
|
|
effect.wire = 1;
|
|
effect.paint = 1;
|
|
bindTextures(effect);
|
|
|
|
OpenSubdiv::Osd::PatchArrayVector const & patches =
|
|
g_mesh->GetPatchTable()->GetPatchArrays();
|
|
|
|
// patch drawing
|
|
for (int i=0; i<(int)patches.size(); ++i) {
|
|
|
|
OpenSubdiv::Osd::PatchArray const & patch = patches[i];
|
|
OpenSubdiv::Far::PatchDescriptor desc = patch.GetDescriptor();
|
|
|
|
GLenum primType = GL_PATCHES;
|
|
glPatchParameteri(GL_PATCH_VERTICES, desc.GetNumControlVertices());
|
|
|
|
bindProgram(effect, patch);
|
|
|
|
glDrawElements(primType,
|
|
patch.GetNumPatches() * desc.GetNumControlVertices(),
|
|
GL_UNSIGNED_INT,
|
|
(void *)(patch.GetIndexBase() * sizeof(unsigned int)));
|
|
}
|
|
|
|
glBindVertexArray(0);
|
|
glUseProgram(0);
|
|
|
|
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT |
|
|
GL_TEXTURE_FETCH_BARRIER_BIT);
|
|
|
|
//checkGLErrors("display leave");
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
motion(GLFWwindow * w, double dx, double dy) {
|
|
int x=(int)dx, y=(int)dy;
|
|
|
|
if (glfwGetKey(w,GLFW_KEY_LEFT_ALT)) {
|
|
|
|
if (g_mbutton[0] && !g_mbutton[1] && !g_mbutton[2]) {
|
|
// orbit
|
|
g_rotate[0] += x - g_prev_x;
|
|
g_rotate[1] += y - g_prev_y;
|
|
} else if (!g_mbutton[0] && !g_mbutton[1] && g_mbutton[2]) {
|
|
// pan
|
|
g_pan[0] -= g_dolly*(x - g_prev_x)/g_width;
|
|
g_pan[1] += g_dolly*(y - g_prev_y)/g_height;
|
|
} else if ((g_mbutton[0] && !g_mbutton[1] && g_mbutton[2]) or
|
|
(!g_mbutton[0] && g_mbutton[1] && !g_mbutton[2])) {
|
|
// dolly
|
|
g_dolly -= g_dolly*0.01f*(x - g_prev_x);
|
|
if(g_dolly <= 0.01) g_dolly = 0.01f;
|
|
}
|
|
} else {
|
|
if (g_mbutton[0] && !g_mbutton[1] && !g_mbutton[2]) {
|
|
// paint something into screen
|
|
drawStroke(x, y);
|
|
}
|
|
}
|
|
|
|
g_prev_x = x;
|
|
g_prev_y = y;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
mouse(GLFWwindow * w, int button, int state, int /* mods */) {
|
|
|
|
if (button == 0 && state == GLFW_PRESS && g_hud.MouseClick(g_prev_x, g_prev_y))
|
|
return;
|
|
|
|
if (button < 3) {
|
|
g_mbutton[button] = (state == GLFW_PRESS);
|
|
}
|
|
|
|
if (not glfwGetKey(w, GLFW_KEY_LEFT_ALT)) {
|
|
if (g_mbutton[0] && !g_mbutton[1] && !g_mbutton[2]) {
|
|
drawStroke(g_prev_x, g_prev_y);
|
|
}
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
reshape(GLFWwindow *, int width, int height) {
|
|
|
|
g_width = width;
|
|
g_height = height;
|
|
|
|
int windowWidth = g_width, windowHeight = g_height;
|
|
|
|
// window size might not match framebuffer size on a high DPI display
|
|
glfwGetWindowSize(g_window, &windowWidth, &windowHeight);
|
|
|
|
g_hud.Rebuild(windowWidth, windowHeight, width, height);
|
|
|
|
// prepare depth texture
|
|
if (g_depthTexture == 0) glGenTextures(1, &g_depthTexture);
|
|
glBindTexture(GL_TEXTURE_2D, g_depthTexture);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0,
|
|
GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
}
|
|
|
|
void reshape() {
|
|
reshape(g_window, g_width, g_height);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
void windowClose(GLFWwindow*) {
|
|
g_running = false;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
toggleFullScreen() {
|
|
// XXXX manuelk : to re-implement from glut
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
keyboard(GLFWwindow *, int key, int /* scancode */, int event, int /* mods */) {
|
|
|
|
if (event == GLFW_RELEASE) return;
|
|
if (g_hud.KeyDown(tolower(key))) return;
|
|
|
|
switch (key) {
|
|
case 'Q': g_running = 0; break;
|
|
case 'F': fitFrame(); break;
|
|
case GLFW_KEY_TAB: toggleFullScreen(); break;
|
|
case '+':
|
|
case '=': g_tessLevel++; break;
|
|
case '-': g_tessLevel = std::max(1, g_tessLevel-1); break;
|
|
case GLFW_KEY_ESCAPE: g_hud.SetVisible(!g_hud.IsVisible()); break;
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
callbackWireframe(int b) {
|
|
|
|
g_wire = b;
|
|
}
|
|
|
|
static void
|
|
callbackDisplay(bool /* checked */, int n) {
|
|
|
|
if (n == 0) g_displayColor = !g_displayColor;
|
|
else if (n == 1) g_displayDisplacement = !g_displayDisplacement;
|
|
}
|
|
|
|
static void
|
|
callbackLevel(int l) {
|
|
|
|
g_level = l;
|
|
createOsdMesh();
|
|
}
|
|
|
|
static void
|
|
callbackModel(int m) {
|
|
|
|
if (m < 0)
|
|
m = 0;
|
|
|
|
if (m >= (int)g_defaultShapes.size())
|
|
m = (int)g_defaultShapes.size() - 1;
|
|
|
|
g_currentShape = m;
|
|
createOsdMesh();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
initHUD() {
|
|
|
|
int windowWidth = g_width, windowHeight = g_height,
|
|
frameBufferWidth = g_width, frameBufferHeight = g_height;
|
|
|
|
// window size might not match framebuffer size on a high DPI display
|
|
glfwGetWindowSize(g_window, &windowWidth, &windowHeight);
|
|
glfwGetFramebufferSize(g_window, &frameBufferWidth, &frameBufferHeight);
|
|
|
|
g_hud.Init(windowWidth, windowHeight, frameBufferWidth, frameBufferHeight);
|
|
|
|
g_hud.SetFrameBuffer(new GLFrameBuffer);
|
|
|
|
g_hud.AddCheckBox("Color (C)", g_displayColor != 0, 10, 10, callbackDisplay, 0, 'c');
|
|
g_hud.AddCheckBox("Displacement (D)", g_displayDisplacement != 0, 10, 30, callbackDisplay, 1, 'd');
|
|
|
|
int shading_pulldown = g_hud.AddPullDown("Shading (W)", 200, 10, 250, callbackWireframe, 'w');
|
|
g_hud.AddPullDownButton(shading_pulldown, "Wire", 0, g_wire==0);
|
|
g_hud.AddPullDownButton(shading_pulldown, "Shaded", 1, g_wire==1);
|
|
g_hud.AddPullDownButton(shading_pulldown, "Wire+Shaded", 2, g_wire==2);
|
|
|
|
for (int i = 1; i < 11; ++i) {
|
|
char level[16];
|
|
sprintf(level, "Lv. %d", i);
|
|
g_hud.AddRadioButton(3, level, i==2, 10, 170+i*20, callbackLevel, i, '0'+(i%10));
|
|
}
|
|
|
|
int pulldown_handle = g_hud.AddPullDown("Shape (N)", -300, 10, 300, callbackModel, 'n');
|
|
for (int i = 0; i < (int)g_defaultShapes.size(); ++i) {
|
|
g_hud.AddPullDownButton(pulldown_handle, g_defaultShapes[i].name.c_str(),i);
|
|
}
|
|
|
|
g_hud.Rebuild(g_width, g_height, frameBufferWidth, frameBufferHeight);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
initGL() {
|
|
|
|
glClearColor(0.1f, 0.1f, 0.1f, 0.0f);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_LEQUAL);
|
|
glCullFace(GL_BACK);
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
glGenVertexArrays(1, &g_vao);
|
|
glGenTextures(1, &g_paintTexture);
|
|
|
|
static const GLfloat border[] = { 0.0, 0.0, 0.0, 0.0 };
|
|
|
|
// create brush-size buffer
|
|
glBindTexture(GL_TEXTURE_2D, g_paintTexture);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
|
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border);
|
|
|
|
int reso = 64;
|
|
|
|
std::vector<float> values;
|
|
for(int yy = 0; yy < reso; ++yy) {
|
|
for (int xx = 0; xx < reso; ++xx) {
|
|
float r = sqrtf((xx-reso*0.5f)*(xx-reso*0.5f)+
|
|
(yy-reso*0.5f)*(yy-reso*0.5f))/(reso*0.5f);
|
|
float v = 0.5f*std::max(0.0f, expf(-r*r)-0.4f);
|
|
values.push_back(v);
|
|
values.push_back(v);
|
|
values.push_back(v);
|
|
}
|
|
}
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, reso, reso, 0, GL_RGB, GL_FLOAT, &values[0]);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
glGenQueries(1, &g_primQuery);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
uninitGL() {
|
|
|
|
if (g_vao) glDeleteVertexArrays(1, &g_vao);
|
|
if (g_paintTexture) glDeleteTextures(1, &g_paintTexture);
|
|
if (g_depthTexture) glDeleteTextures(1, &g_depthTexture);
|
|
if (g_primQuery) glDeleteQueries(1, &g_primQuery);
|
|
if (g_ptexPages) glDeleteTextures(1, &g_ptexPages);
|
|
if (g_ptexLayouts) glDeleteTextures(1, &g_ptexLayouts);
|
|
if (g_ptexTexels) glDeleteTextures(1, &g_ptexTexels);
|
|
|
|
if (g_mesh)
|
|
delete g_mesh;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
idle() {
|
|
updateGeom();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
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], "-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 glPaintTest " OPENSUBDIV_VERSION_STRING;
|
|
|
|
#define CORE_PROFILE
|
|
#ifdef CORE_PROFILE
|
|
setGLCoreProfile();
|
|
#endif
|
|
|
|
if (fullscreen) {
|
|
|
|
g_primary = glfwGetPrimaryMonitor();
|
|
|
|
// apparently glfwGetPrimaryMonitor fails under linux : if no primary,
|
|
// settle for the first one in the list
|
|
if (not g_primary) {
|
|
int count=0;
|
|
GLFWmonitor ** monitors = glfwGetMonitors(&count);
|
|
|
|
if (count)
|
|
g_primary = monitors[0];
|
|
}
|
|
|
|
if (g_primary) {
|
|
GLFWvidmode const * vidmode = glfwGetVideoMode(g_primary);
|
|
g_width = vidmode->width;
|
|
g_height = vidmode->height;
|
|
}
|
|
}
|
|
|
|
if (not (g_window=glfwCreateWindow(g_width, g_height, windowTitle,
|
|
fullscreen and g_primary ? g_primary : NULL, NULL))) {
|
|
printf("Failed to open window.\n");
|
|
glfwTerminate();
|
|
return 1;
|
|
}
|
|
glfwMakeContextCurrent(g_window);
|
|
glfwSetKeyCallback(g_window, keyboard);
|
|
glfwSetCursorPosCallback(g_window, motion);
|
|
glfwSetMouseButtonCallback(g_window, mouse);
|
|
glfwSetWindowCloseCallback(g_window, windowClose);
|
|
|
|
#if defined(OSD_USES_GLEW)
|
|
#ifdef CORE_PROFILE
|
|
// this is the only way to initialize glew correctly under core profile context.
|
|
glewExperimental = true;
|
|
#endif
|
|
if (GLenum r = glewInit() != GLEW_OK) {
|
|
printf("Failed to initialize glew. Error = %s\n", glewGetErrorString(r));
|
|
exit(1);
|
|
}
|
|
#ifdef CORE_PROFILE
|
|
// clear GL errors which was generated during glewInit()
|
|
glGetError();
|
|
#endif
|
|
#endif
|
|
|
|
initGL();
|
|
|
|
// accommodate high DPI displays (e.g. mac retina displays)
|
|
glfwGetFramebufferSize(g_window, &g_width, &g_height);
|
|
glfwSetFramebufferSizeCallback(g_window, reshape);
|
|
|
|
// as of GLFW 3.0.1 this callback is not implicit
|
|
reshape();
|
|
|
|
glfwSwapInterval(0);
|
|
|
|
initHUD();
|
|
callbackModel(g_currentShape);
|
|
|
|
while (g_running) {
|
|
idle();
|
|
display();
|
|
|
|
glfwPollEvents();
|
|
}
|
|
|
|
uninitGL();
|
|
glfwTerminate();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|