OpenSubdiv/examples/glBatchViewer/viewer.cpp
2013-05-06 23:59:58 -07:00

1839 lines
59 KiB
C++

//
// 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 <OpenGL/gl3.h>
#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 <GL/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/sortedDrawContext.h>
#include <osd/cpuGLVertexBuffer.h>
#include <osd/cpuComputeContext.h>
#include <osd/cpuComputeController.h>
OpenSubdiv::OsdCpuComputeController *g_cpuComputeController = NULL;
#ifdef OPENSUBDIV_HAS_OPENMP
#include <osd/ompComputeController.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 <far/multiMeshFactory.h>
OpenSubdiv::FarMesh<OpenSubdiv::OsdVertex> *g_farMesh = NULL;
template <class CONTROLLER> class Controller
{
public:
static CONTROLLER *GetInstance() {
static CONTROLLER *instance = NULL;
if (not instance) instance = new CONTROLLER();
return instance;
}
};
template<typename V> void updateData(V *vertexBuffer, const float *src, int numVertices, int startVertex) {
vertexBuffer->UpdateData(src, numVertices, startVertex);
}
#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;
}
};
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 VERTEX_BUFFER,
class COMPUTE_CONTEXT,
class COMPUTE_CONTROLLER> class Mesh : public MeshBase
{
public:
static Mesh *Create(OpenSubdiv::FarMesh<OpenSubdiv::OsdVertex> *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<OpenSubdiv::OsdVertex> *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<COMPUTE_CONTROLLER>::GetInstance()->Refine(_computeContext,
_batches,
_computeVertexBuffer);
}
virtual void Synchronize() {
Controller<COMPUTE_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 <common/shape_utils.h>
#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 <cfloat>
#include <vector>
#include <fstream>
#include <sstream>
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,
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<SimpleShape> 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<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;
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<GLuint, GLuint> g_gregoryQuadOffsetBaseMap;
std::map<GLuint, GLuint> 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 <shapes/catmark_cube_corner0.h>
g_defaultShapes.push_back(SimpleShape(catmark_cube_corner0, "catmark_cube_corner0", kCatmark));
#include <shapes/catmark_cube_corner1.h>
g_defaultShapes.push_back(SimpleShape(catmark_cube_corner1, "catmark_cube_corner1", kCatmark));
#include <shapes/catmark_cube_corner2.h>
g_defaultShapes.push_back(SimpleShape(catmark_cube_corner2, "catmark_cube_corner2", kCatmark));
#include <shapes/catmark_cube_corner3.h>
g_defaultShapes.push_back(SimpleShape(catmark_cube_corner3, "catmark_cube_corner3", kCatmark));
#include <shapes/catmark_cube_corner4.h>
g_defaultShapes.push_back(SimpleShape(catmark_cube_corner4, "catmark_cube_corner4", kCatmark));
#include <shapes/catmark_cube_creases0.h>
g_defaultShapes.push_back(SimpleShape(catmark_cube_creases0, "catmark_cube_creases0", kCatmark));
#include <shapes/catmark_cube_creases1.h>
g_defaultShapes.push_back(SimpleShape(catmark_cube_creases1, "catmark_cube_creases1", kCatmark));
#include <shapes/catmark_cube.h>
g_defaultShapes.push_back(SimpleShape(catmark_cube, "catmark_cube", kCatmark));
#include <shapes/catmark_dart_edgecorner.h>
g_defaultShapes.push_back(SimpleShape(catmark_dart_edgecorner, "catmark_dart_edgecorner", kCatmark));
#include <shapes/catmark_dart_edgeonly.h>
g_defaultShapes.push_back(SimpleShape(catmark_dart_edgeonly, "catmark_dart_edgeonly", kCatmark));
#include <shapes/catmark_edgecorner.h>
g_defaultShapes.push_back(SimpleShape(catmark_edgecorner ,"catmark_edgecorner", kCatmark));
#include <shapes/catmark_edgeonly.h>
g_defaultShapes.push_back(SimpleShape(catmark_edgeonly, "catmark_edgeonly", kCatmark));
#include <shapes/catmark_gregory_test1.h>
g_defaultShapes.push_back(SimpleShape(catmark_gregory_test1, "catmark_gregory_test1", kCatmark));
#include <shapes/catmark_gregory_test2.h>
g_defaultShapes.push_back(SimpleShape(catmark_gregory_test2, "catmark_gregory_test2", kCatmark));
#include <shapes/catmark_gregory_test3.h>
g_defaultShapes.push_back(SimpleShape(catmark_gregory_test3, "catmark_gregory_test3", kCatmark));
#include <shapes/catmark_gregory_test4.h>
g_defaultShapes.push_back(SimpleShape(catmark_gregory_test4, "catmark_gregory_test4", kCatmark));
#include <shapes/catmark_pyramid_creases0.h>
g_defaultShapes.push_back(SimpleShape(catmark_pyramid_creases0, "catmark_pyramid_creases0", kCatmark));
#include <shapes/catmark_pyramid_creases1.h>
g_defaultShapes.push_back(SimpleShape(catmark_pyramid_creases1, "catmark_pyramid_creases1", kCatmark));
#include <shapes/catmark_pyramid.h>
g_defaultShapes.push_back(SimpleShape(catmark_pyramid, "catmark_pyramid", kCatmark));
#include <shapes/catmark_tent_creases0.h>
g_defaultShapes.push_back(SimpleShape(catmark_tent_creases0, "catmark_tent_creases0", kCatmark));
#include <shapes/catmark_tent_creases1.h>
g_defaultShapes.push_back(SimpleShape(catmark_tent_creases1, "catmark_tent_creases1", kCatmark));
#include <shapes/catmark_tent.h>
g_defaultShapes.push_back(SimpleShape(catmark_tent, "catmark_tent", kCatmark));
#include <shapes/catmark_torus.h>
g_defaultShapes.push_back(SimpleShape(catmark_torus, "catmark_torus", kCatmark));
#include <shapes/catmark_torus_creases0.h>
g_defaultShapes.push_back(SimpleShape(catmark_torus_creases0, "catmark_torus_creases0", kCatmark));
#include <shapes/catmark_square_hedit0.h>
g_defaultShapes.push_back(SimpleShape(catmark_square_hedit0, "catmark_square_hedit0", kCatmark));
#include <shapes/catmark_square_hedit1.h>
g_defaultShapes.push_back(SimpleShape(catmark_square_hedit1, "catmark_square_hedit1", kCatmark));
#include <shapes/catmark_square_hedit2.h>
g_defaultShapes.push_back(SimpleShape(catmark_square_hedit2, "catmark_square_hedit2", kCatmark));
#include <shapes/catmark_square_hedit3.h>
g_defaultShapes.push_back(SimpleShape(catmark_square_hedit3, "catmark_square_hedit3", kCatmark));
#ifndef WIN32 // exceeds max string literal (65535 chars)
#include <shapes/catmark_bishop.h>
g_defaultShapes.push_back(SimpleShape(catmark_bishop, "catmark_bishop", kCatmark));
#endif
#ifndef WIN32 // exceeds max string literal (65535 chars)
#include <shapes/catmark_car.h>
g_defaultShapes.push_back(SimpleShape(catmark_car, "catmark_car", kCatmark));
#endif
#include <shapes/catmark_helmet.h>
g_defaultShapes.push_back(SimpleShape(catmark_helmet, "catmark_helmet", kCatmark));
#include <shapes/catmark_pawn.h>
g_defaultShapes.push_back(SimpleShape(catmark_pawn, "catmark_pawn", kCatmark));
#ifndef WIN32 // exceeds max string literal (65535 chars)
#include <shapes/catmark_rook.h>
g_defaultShapes.push_back(SimpleShape(catmark_rook, "catmark_rook", kCatmark));
#endif
#include <shapes/bilinear_cube.h>
g_defaultShapes.push_back(SimpleShape(bilinear_cube, "bilinear_cube", kBilinear));
#include <shapes/loop_cube_creases0.h>
g_defaultShapes.push_back(SimpleShape(loop_cube_creases0, "loop_cube_creases0", kLoop));
#include <shapes/loop_cube_creases1.h>
g_defaultShapes.push_back(SimpleShape(loop_cube_creases1, "loop_cube_creases1", kLoop));
#include <shapes/loop_cube.h>
g_defaultShapes.push_back(SimpleShape(loop_cube, "loop_cube", kLoop));
#include <shapes/loop_icosahedron.h>
g_defaultShapes.push_back(SimpleShape(loop_icosahedron, "loop_icosahedron", kLoop));
#include <shapes/loop_saddle_edgecorner.h>
g_defaultShapes.push_back(SimpleShape(loop_saddle_edgecorner, "loop_saddle_edgecorner", kLoop));
#include <shapes/loop_saddle_edgeonly.h>
g_defaultShapes.push_back(SimpleShape(loop_saddle_edgeonly, "loop_saddle_edgeonly", kLoop));
#include <shapes/loop_triangle_edgecorner.h>
g_defaultShapes.push_back(SimpleShape(loop_triangle_edgecorner, "loop_triangle_edgecorner", kLoop));
#include <shapes/loop_triangle_edgeonly.h>
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<float> 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<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);
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();
// 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
rebuildOsd()
{
delete g_mesh;
g_mesh = NULL;
if (g_kernel == kCPU) {
g_mesh = Mesh<OpenSubdiv::OsdCpuGLVertexBuffer,
OpenSubdiv::OsdCpuComputeContext,
OpenSubdiv::OsdCpuComputeController>::Create(g_farMesh);
#ifdef OPENSUBDIV_HAS_OPENMP
} else if (g_kernel == kOPENMP) {
g_mesh = Mesh<OpenSubdiv::OsdCpuGLVertexBuffer,
OpenSubdiv::OsdCpuComputeContext,
OpenSubdiv::OsdOmpComputeController>::Create(g_farMesh);
#endif
/*
#ifdef OPENSUBDIV_HAS_GCD
} else if (kernel == kGCD) {
g_mesh = new OpenSubdiv::OsdMesh<OpenSubdiv::OsdCpuGLVertexBuffer,
OpenSubdiv::OsdGcdComputeController,
OpenSubdiv::OsdGLDrawContext>(hmesh, 6, level, bits);
#endif
*/
#ifdef OPENSUBDIV_HAS_OPENCL
} else if(g_kernel == kCL) {
g_mesh = Mesh<OpenSubdiv::OsdCLGLVertexBuffer,
OpenSubdiv::OsdCLComputeContext,
OpenSubdiv::OsdCLComputeController>::Create(g_farMesh, g_clContext);
#endif
#ifdef OPENSUBDIV_HAS_CUDA
} else if(g_kernel == kCUDA) {
g_mesh = Mesh<OpenSubdiv::OsdCudaGLVertexBuffer,
OpenSubdiv::OsdCudaComputeContext,
OpenSubdiv::OsdCudaComputeController>::Create(g_farMesh);
#endif
#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
} else if(g_kernel == kGLSL) {
g_mesh = Mesh<OpenSubdiv::OsdCpuGLVertexBuffer,
OpenSubdiv::OsdGLSLTransformFeedbackComputeContext,
OpenSubdiv::OsdGLSLTransformFeedbackComputeController>::Create(g_farMesh);
#endif
#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
} else if(g_kernel == kGLSLCompute) {
g_mesh = Mesh<OpenSubdiv::OsdCpuGLVertexBuffer,
OpenSubdiv::OsdGLSLComputeContext,
OpenSubdiv::OsdGLSLComputeController>::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<OpenSubdiv::FarMesh<OpenSubdiv::OsdVertex> const *> farMeshes;
for (int i = 0; i < g_modelCount*g_modelCount; ++i) {
g_vertexOffsets.push_back(vertexOffset);
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;
}
// create multimesh
OpenSubdiv::FarMultiMeshFactory<OpenSubdiv::OsdVertex> 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<OpenSubdiv::OsdPatchDescriptor,Effect> EffectDesc;
class EffectDrawRegistry : public OpenSubdiv::OsdGLDrawRegistry<EffectDesc> {
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)
{
#if (defined(GL_ARB_separate_shader_objects) || defined(GL_VERSION_4_1))
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);
}
#endif
}
//------------------------------------------------------------------------------
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<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);
// 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];
#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
OpenSubdiv::OsdPatchType patchType = patch.desc.type;
int patchPattern = patch.desc.pattern;
#endif
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
}
}
GLuint program = bindProgram(GetEffect(), patch);
#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
applyPatchColor(program, patchType, patchPattern);
#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)) {
glUniform1i(uniformGregoryQuadOffset, patch.gregoryQuadOffsetBase);
glUniform1i(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){
glUniform1i(uniformGregoryQuadOffset, patch.gregoryQuadOffsetBase + primitiveOffset*4);
}
glUniform1i(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 *, 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) {
#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();
}
//------------------------------------------------------------------------------