OpenSubdiv/examples/glFVarViewer/glFVarViewer.cpp
Takahito Tejima 33bfbf699b Refurbish osd layer API.
In OpenSubdiv 2.x, we encapsulated subdivision tables into
compute context in osd layer since those tables are order-dependent
and have to be applied in a certain manner. In 3.0, we adopted stencil
table based refinement. It's more simple and such an encapsulation is
no longer needed. Also 2.0 API has several ownership issues of GPU
kernel caching, and forces unnecessary instantiation of controllers
even though the cpu kernels typically don't need instances unlike GPU ones.

This change completely revisit osd client facing APIs. All contexts and
controllers were replaced with device-specific tables and evaluators.
While we can still use consistent API across various device backends,
unnecessary complexities have been removed. For example, cpu evaluator
is just a set of static functions and also there's no need to replicate
FarStencilTables to ComputeContext.

Also the new API delegates the ownership of compiled GPU kernels
to clients, for the better management of resources especially in multiple
GPU environment.

In addition to integrating ComputeController and EvalStencilController into
a single function Evaluator::EvalStencils(), EvalLimit API is also added
into Evaluator. This is working but still in progress, and we'll make a followup
change for the complete implementation.

-some naming convention changes:
GLSLTransformFeedback to GLXFBEvaluator
GLSLCompute to GLComputeEvaluator

-move LimitLocation struct into examples/glEvalLimit.
We're still discussing patch evaluation interface. Basically we'd like
to tease all ptex-specific parametrization out of far/osd layer.

TODO:
-implments EvalPatches() in the right way
-derivative evaluation API is still interim.
-VertexBufferDescriptor needs a better API to advance its location
-synchronization mechanism is not ideal (too global).
-OsdMesh class is hacky. need to fix it.
2015-05-08 17:31:26 -07:00

1346 lines
42 KiB
C++

//
// Copyright 2013 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the trade
// names, trademarks, service marks, or product names of the Licensor
// and its affiliates, except as required to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
#if defined(__APPLE__)
#if defined(OSD_USES_GLEW)
#include <GL/glew.h>
#else
#include <OpenGL/gl3.h>
#endif
#define GLFW_INCLUDE_GL3
#define GLFW_NO_GLU
#else
#include <stdlib.h>
#include <GL/glew.h>
#if defined(WIN32)
#include <GL/wglew.h>
#endif
#endif
#include <GLFW/glfw3.h>
GLFWwindow* g_window = 0;
GLFWmonitor* g_primary = 0;
#include <osd/glDrawContext.h>
#include <osd/glDrawRegistry.h>
#include <far/error.h>
#include <osd/cpuEvaluator.h>
#include <osd/cpuGLVertexBuffer.h>
#include <osd/glMesh.h>
OpenSubdiv::Osd::GLMeshInterface *g_mesh = NULL;
#include <common/vtr_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.gen.h"
#else
#include "shader_gl3.gen.h"
#endif
;
#include <cfloat>
#include <vector>
#include <fstream>
#include <sstream>
#include <utility>
#include <string>
#include <algorithm>
enum DisplayStyle { kWire = 0,
kShaded,
kWireShaded };
int g_currentShape = 0;
int g_frame = 0,
g_repeatCount = 0;
OpenSubdiv::Sdc::Options::FVarLinearInterpolation g_fvarBoundary =
OpenSubdiv::Sdc::Options::FVAR_LINEAR_ALL;
// GUI variables
int g_fullscreen = 0,
g_freeze = 0,
g_displayStyle = kWireShaded,
g_adaptive = 0,
g_mbutton[3] = {0, 0, 0},
g_mouseUvView = 0,
g_running = 1;
float g_moveScale = 0.0f;
float g_rotate[2] = {0, 0},
g_dolly = 5,
g_pan[2] = {0, 0},
g_center[3] = {0, 0, 0},
g_size = 0,
g_uvPan[2] = {0, 0},
g_uvScale = 1.0;
int g_prev_x = 0,
g_prev_y = 0;
int g_width = 1600,
g_height = 800;
GLhud g_hud;
// geometry
std::vector<float> g_orgPositions,
g_positions,
g_normals;
Scheme g_scheme;
int g_level = 2;
int g_tessLevel = 1;
int g_tessLevelMin = 1;
GLuint g_transformUB = 0,
g_transformBinding = 0,
g_tessellationUB = 0,
g_tessellationBinding = 0;
struct Transform {
float ModelViewMatrix[16];
float ProjectionMatrix[16];
float ModelViewProjectionMatrix[16];
float ModelViewInverseMatrix[16];
float UvViewMatrix[16];
} g_transformData;
GLuint g_vao = 0;
GLuint g_cageEdgeVAO = 0,
g_cageEdgeVBO = 0,
g_cageVertexVAO = 0,
g_cageVertexVBO = 0;
std::vector<int> g_coarseEdges;
std::vector<float> g_coarseEdgeSharpness;
std::vector<float> g_coarseVertexSharpness;
struct Program {
GLuint program;
GLuint uniformModelViewProjectionMatrix;
GLuint attrPosition;
GLuint attrColor;
} g_defaultProgram;
//------------------------------------------------------------------------------
static GLuint
compileShader(GLenum shaderType, const char *source) {
GLuint shader = glCreateShader(shaderType);
glShaderSource(shader, 1, &source, NULL);
glCompileShader(shader);
return shader;
}
static bool
linkDefaultProgram() {
#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
#define GLSL_VERSION_DEFINE "#version 400\n"
#else
#define GLSL_VERSION_DEFINE "#version 150\n"
#endif
static const char *vsSrc =
GLSL_VERSION_DEFINE
"in vec3 position;\n"
"in vec3 color;\n"
"out vec4 fragColor;\n"
"uniform mat4 ModelViewProjectionMatrix;\n"
"void main() {\n"
" fragColor = vec4(color, 1);\n"
" gl_Position = ModelViewProjectionMatrix * "
" vec4(position, 1);\n"
"}\n";
static const char *fsSrc =
GLSL_VERSION_DEFINE
"in vec4 fragColor;\n"
"out vec4 color;\n"
"void main() {\n"
" color = fragColor;\n"
"}\n";
GLuint program = glCreateProgram();
GLuint vertexShader = compileShader(GL_VERTEX_SHADER, vsSrc);
GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER, fsSrc);
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
GLint status;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
GLint infoLogLength;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLength);
char *infoLog = new char[infoLogLength];
glGetProgramInfoLog(program, infoLogLength, NULL, infoLog);
printf("%s\n", infoLog);
delete[] infoLog;
exit(1);
}
g_defaultProgram.program = program;
g_defaultProgram.uniformModelViewProjectionMatrix =
glGetUniformLocation(program, "ModelViewProjectionMatrix");
g_defaultProgram.attrPosition = glGetAttribLocation(program, "position");
g_defaultProgram.attrColor = glGetAttribLocation(program, "color");
return true;
}
//------------------------------------------------------------------------------
#include "init_shapes.h"
//------------------------------------------------------------------------------
static void
calcNormals(OpenSubdiv::Far::TopologyRefiner const & refiner,
std::vector<float> const & pos, std::vector<float> & normals) {
typedef OpenSubdiv::Far::ConstIndexArray IndexArray;
// calc normal vectors
int nverts = (int)pos.size()/3;
int nfaces = refiner.GetNumFaces(0);
for (int face = 0; face < nfaces; ++face) {
IndexArray fverts = refiner.GetFaceVertices(0, face);
assert(fverts.size()>=2);
float const * p0 = &pos[fverts[0]*3],
* p1 = &pos[fverts[1]*3],
* p2 = &pos[fverts[2]*3];
float n[3];
cross(n, p0, p1, p2);
for (int j = 0; j < fverts.size(); j++) {
int idx = fverts[j] * 3;
normals[idx ] += n[0];
normals[idx+1] += n[1];
normals[idx+2] += n[2];
}
}
for (int i = 0; i < nverts; ++i)
normalize(&normals[i*3]);
}
//------------------------------------------------------------------------------
static void
updateGeom() {
int nverts = (int)g_orgPositions.size() / 3;
std::vector<float> vertex;
vertex.reserve(nverts*3);
const float *p = &g_orgPositions[0];
float r = sin(g_frame*0.001f) * g_moveScale;
for (int i = 0; i < nverts; ++i) {
float ct = cos(p[2] * r);
float st = sin(p[2] * r);
g_positions[i*3+0] = p[0]*ct + p[1]*st;
g_positions[i*3+1] = -p[0]*st + p[1]*ct;
g_positions[i*3+2] = p[2];
p += 3;
}
p = &g_orgPositions[0];
const float *pp = &g_positions[0];
for (int i = 0; i < nverts; ++i) {
vertex.push_back(pp[0]);
vertex.push_back(pp[1]);
vertex.push_back(pp[2]);
pp += 3;
}
g_mesh->UpdateVertexBuffer(&vertex[0], 0, nverts);
g_mesh->Refine();
g_mesh->Synchronize();
}
//------------------------------------------------------------------------------
static void
createOsdMesh(ShapeDesc const & shapeDesc, int level, Scheme scheme = kCatmark) {
typedef OpenSubdiv::Far::ConstIndexArray IndexArray;
Shape * shape = Shape::parseObj(shapeDesc.data.c_str(), shapeDesc.scheme);
// create Vtr mesh (topology)
OpenSubdiv::Sdc::SchemeType sdctype = GetSdcType(*shape);
OpenSubdiv::Sdc::Options sdcoptions = GetSdcOptions(*shape);
sdcoptions.SetFVarLinearInterpolation(g_fvarBoundary);
OpenSubdiv::Far::TopologyRefiner * refiner =
OpenSubdiv::Far::TopologyRefinerFactory<Shape>::Create(*shape,
OpenSubdiv::Far::TopologyRefinerFactory<Shape>::Options(sdctype, sdcoptions));
// save coarse topology (used for coarse mesh drawing)
int nedges = refiner->GetNumEdges(0),
nverts = refiner->GetNumVertices(0);
g_coarseEdges.resize(nedges*2);
g_coarseEdgeSharpness.resize(nedges);
g_coarseVertexSharpness.resize(nverts);
for(int i=0; i<nedges; ++i) {
IndexArray verts = refiner->GetEdgeVertices(0, i);
g_coarseEdges[i*2 ]=verts[0];
g_coarseEdges[i*2+1]=verts[1];
g_coarseEdgeSharpness[i]=refiner->GetEdgeSharpness(0, i);
}
for(int i=0; i<nverts; ++i) {
g_coarseVertexSharpness[i]=refiner->GetVertexSharpness(0, i);
}
g_orgPositions=shape->verts;
g_normals.resize(g_orgPositions.size(), 0.0f);
calcNormals(*refiner, g_orgPositions, g_normals);
g_positions.resize(g_orgPositions.size(),0.0f);
g_scheme = scheme;
// Adaptive refinement currently supported only for catmull-clark scheme
bool doAdaptive = (g_adaptive!=0 and g_scheme==kCatmark);
OpenSubdiv::Osd::MeshBitset bits;
bits.set(OpenSubdiv::Osd::MeshAdaptive, doAdaptive);
bits.set(OpenSubdiv::Osd::MeshFVarData, 1);
int numVertexElements = 3;
int numVaryingElements = 0;
delete g_mesh;
g_mesh = new OpenSubdiv::Osd::Mesh<OpenSubdiv::Osd::CpuGLVertexBuffer,
OpenSubdiv::Far::StencilTables,
OpenSubdiv::Osd::CpuEvaluator,
OpenSubdiv::Osd::GLDrawContext>(
refiner,
numVertexElements,
numVaryingElements,
level, bits);
std::vector<float> fvarData;
InterpolateFVarData(*refiner, *shape, fvarData);
g_mesh->SetFVarDataChannel(shape->GetFVarWidth(), fvarData);
delete shape;
// compute model bounding
float min[3] = { FLT_MAX, FLT_MAX, FLT_MAX};
float max[3] = {-FLT_MAX, -FLT_MAX, -FLT_MAX};
for (size_t i = 0; i < g_orgPositions.size()/3; ++i) {
for (int j = 0; j < 3; ++j) {
float v = g_orgPositions[i*3+j];
min[j] = std::min(min[j], v);
max[j] = std::max(max[j], v);
}
}
for (int j = 0; j < 3; ++j) {
g_center[j] = (min[j] + max[j]) * 0.5f;
g_size += (max[j]-min[j])*(max[j]-min[j]);
}
g_size = sqrtf(g_size);
updateGeom();
// -------- VAO
glBindVertexArray(g_vao);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_mesh->GetDrawContext()->GetPatchIndexBuffer());
glBindBuffer(GL_ARRAY_BUFFER, g_mesh->BindVertexBuffer());
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 3, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
//------------------------------------------------------------------------------
static void
fitFrame() {
g_pan[0] = g_pan[1] = 0;
g_dolly = g_size;
g_uvPan[0] = g_uvPan[1] = 0;
g_uvScale = 1.0;
}
//------------------------------------------------------------------------------
static inline void
setSharpnessColor(float s, float *r, float *g, float *b) {
// 0.0 2.0 4.0
// green --- yellow --- red
*r = std::min(1.0f, s * 0.5f);
*g = std::min(1.0f, 2.0f - s*0.5f);
*b = 0;
}
static void
drawCageEdges() {
glUseProgram(g_defaultProgram.program);
glUniformMatrix4fv(g_defaultProgram.uniformModelViewProjectionMatrix,
1, GL_FALSE, g_transformData.ModelViewProjectionMatrix);
std::vector<float> vbo;
vbo.reserve(g_coarseEdges.size() * 6);
float r, g, b;
for (int i = 0; i < (int)g_coarseEdges.size(); i+=2) {
setSharpnessColor(g_coarseEdgeSharpness[i/2], &r, &g, &b);
for (int j = 0; j < 2; ++j) {
vbo.push_back(g_positions[g_coarseEdges[i+j]*3]);
vbo.push_back(g_positions[g_coarseEdges[i+j]*3+1]);
vbo.push_back(g_positions[g_coarseEdges[i+j]*3+2]);
vbo.push_back(r);
vbo.push_back(g);
vbo.push_back(b);
}
}
glBindVertexArray(g_cageEdgeVAO);
glBindBuffer(GL_ARRAY_BUFFER, g_cageEdgeVBO);
glBufferData(GL_ARRAY_BUFFER, (int)vbo.size() * sizeof(float), &vbo[0],
GL_STATIC_DRAW);
glEnableVertexAttribArray(g_defaultProgram.attrPosition);
glEnableVertexAttribArray(g_defaultProgram.attrColor);
glVertexAttribPointer(g_defaultProgram.attrPosition,
3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 6, 0);
glVertexAttribPointer(g_defaultProgram.attrColor,
3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 6, (void*)12);
glDrawArrays(GL_LINES, 0, (int)g_coarseEdges.size());
glBindVertexArray(0);
glUseProgram(0);
}
static void
drawCageVertices() {
glUseProgram(g_defaultProgram.program);
glUniformMatrix4fv(g_defaultProgram.uniformModelViewProjectionMatrix,
1, GL_FALSE, g_transformData.ModelViewProjectionMatrix);
int numPoints = (int)g_positions.size()/3;
std::vector<float> vbo;
vbo.reserve(numPoints*6);
float r, g, b;
for (int i = 0; i < numPoints; ++i) {
setSharpnessColor(g_coarseVertexSharpness[i], &r, &g, &b);
vbo.push_back(g_positions[i*3+0]);
vbo.push_back(g_positions[i*3+1]);
vbo.push_back(g_positions[i*3+2]);
vbo.push_back(r);
vbo.push_back(g);
vbo.push_back(b);
}
glBindVertexArray(g_cageVertexVAO);
glBindBuffer(GL_ARRAY_BUFFER, g_cageVertexVBO);
glBufferData(GL_ARRAY_BUFFER, (int)vbo.size() * sizeof(float), &vbo[0],
GL_STATIC_DRAW);
glEnableVertexAttribArray(g_defaultProgram.attrPosition);
glEnableVertexAttribArray(g_defaultProgram.attrColor);
glVertexAttribPointer(g_defaultProgram.attrPosition,
3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 6, 0);
glVertexAttribPointer(g_defaultProgram.attrColor,
3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 6, (void*)12);
glPointSize(10.0f);
glDrawArrays(GL_POINTS, 0, numPoints);
glPointSize(1.0f);
glBindVertexArray(0);
glUseProgram(0);
}
//------------------------------------------------------------------------------
union Effect {
Effect(int displayStyle_, int uvDraw_) : value(0) {
displayStyle = displayStyle_;
uvDraw = uvDraw_;
}
struct {
unsigned int displayStyle:3;
unsigned int uvDraw:1;
};
int value;
bool operator < (const Effect &e) const {
return value < e.value;
}
};
typedef std::pair<OpenSubdiv::Osd::DrawContext::PatchDescriptor, Effect> EffectDesc;
class EffectDrawRegistry : public OpenSubdiv::Osd::GLDrawRegistry<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);
assert(sconfig);
#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
typedef OpenSubdiv::Far::PatchDescriptor Descriptor;
if (desc.first.GetType() == Descriptor::QUADS or
desc.first.GetType() == Descriptor::TRIANGLES) {
sconfig->vertexShader.source = shaderSource;
sconfig->vertexShader.version = glslVersion;
sconfig->vertexShader.AddDefine("VERTEX_SHADER");
} else {
sconfig->geometryShader.AddDefine("SMOOTH_NORMALS");
}
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");
sconfig->commonShader.AddDefine("OSD_FVAR_WIDTH", "2");
if (desc.first.GetType() == Descriptor::QUADS) {
// uniform catmark, bilinear
sconfig->geometryShader.AddDefine("PRIM_QUAD");
sconfig->fragmentShader.AddDefine("PRIM_QUAD");
sconfig->commonShader.AddDefine("UNIFORM_SUBDIVISION");
} else if (desc.first.GetType() == Descriptor::TRIANGLES) {
// uniform loop
sconfig->geometryShader.AddDefine("PRIM_TRI");
sconfig->fragmentShader.AddDefine("PRIM_TRI");
sconfig->commonShader.AddDefine("LOOP");
sconfig->commonShader.AddDefine("UNIFORM_SUBDIVISION");
} else {
// adaptive
sconfig->vertexShader.source = shaderSource + sconfig->vertexShader.source;
sconfig->tessControlShader.source = shaderSource + sconfig->tessControlShader.source;
sconfig->tessEvalShader.source = shaderSource + sconfig->tessEvalShader.source;
sconfig->geometryShader.AddDefine("PRIM_TRI");
sconfig->fragmentShader.AddDefine("PRIM_TRI");
}
if (effect.uvDraw) {
sconfig->commonShader.AddDefine("GEOMETRY_OUT_FILL");
sconfig->commonShader.AddDefine("GEOMETRY_UV_VIEW");
} else {
switch (effect.displayStyle) {
case kWire:
sconfig->commonShader.AddDefine("GEOMETRY_OUT_WIRE");
break;
case kWireShaded:
sconfig->commonShader.AddDefine("GEOMETRY_OUT_LINE");
break;
case kShaded:
sconfig->commonShader.AddDefine("GEOMETRY_OUT_FILL");
break;
}
}
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);
GLint loc;
#if not defined(GL_ARB_separate_shader_objects) || defined(GL_VERSION_4_1)
glUseProgram(config->program);
if ((loc = glGetUniformLocation(config->program, "OsdVertexBuffer")) != -1) {
glUniform1i(loc, 0); // GL_TEXTURE0
}
if ((loc = glGetUniformLocation(config->program, "OsdValenceBuffer")) != -1) {
glUniform1i(loc, 1); // GL_TEXTURE1
}
if ((loc = glGetUniformLocation(config->program, "OsdQuadOffsetBuffer")) != -1) {
glUniform1i(loc, 2); // GL_TEXTURE2
}
if ((loc = glGetUniformLocation(config->program, "OsdPatchParamBuffer")) != -1) {
glUniform1i(loc, 3); // GL_TEXTURE3
}
if ((loc = glGetUniformLocation(config->program, "OsdFVarDataBuffer")) != -1) {
glUniform1i(loc, 4); // GL_TEXTURE4
}
#else
if ((loc = glGetUniformLocation(config->program, "OsdVertexBuffer")) != -1) {
glProgramUniform1i(config->program, loc, 0); // GL_TEXTURE0
}
if ((loc = glGetUniformLocation(config->program, "OsdValenceBuffer")) != -1) {
glProgramUniform1i(config->program, loc, 1); // GL_TEXTURE1
}
if ((loc = glGetUniformLocation(config->program, "OsdQuadOffsetBuffer")) != -1) {
glProgramUniform1i(config->program, loc, 2); // GL_TEXTURE2
}
if ((loc = glGetUniformLocation(config->program, "OsdPatchParamBuffer")) != -1) {
glProgramUniform1i(config->program, loc, 3); // GL_TEXTURE3
}
if ((loc = glGetUniformLocation(config->program, "OsdFVarDataBuffer")) != -1) {
glProgramUniform1i(config->program, loc, 4); // GL_TEXTURE4
}
#endif
return config;
}
EffectDrawRegistry effectRegistry;
static Effect
GetEffect(bool uvDraw = false) {
return Effect(g_displayStyle, uvDraw);
}
//------------------------------------------------------------------------------
static GLuint
bindProgram(Effect effect, OpenSubdiv::Osd::DrawContext::PatchArray const & patch) {
EffectDesc effectDesc(patch.GetDescriptor(), effect);
EffectDrawRegistry::ConfigType *
config = effectRegistry.GetDrawConfig(effectDesc);
GLuint program = config->program;
glUseProgram(program);
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);
if (g_mesh->GetDrawContext()->GetVertexTextureBuffer()) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_BUFFER,
g_mesh->GetDrawContext()->GetVertexTextureBuffer());
}
if (g_mesh->GetDrawContext()->GetVertexValenceTextureBuffer()) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_BUFFER,
g_mesh->GetDrawContext()->GetVertexValenceTextureBuffer());
}
if (g_mesh->GetDrawContext()->GetQuadOffsetsTextureBuffer()) {
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_BUFFER,
g_mesh->GetDrawContext()->GetQuadOffsetsTextureBuffer());
}
if (g_mesh->GetDrawContext()->GetPatchParamTextureBuffer()) {
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_BUFFER,
g_mesh->GetDrawContext()->GetPatchParamTextureBuffer());
}
if (g_mesh->GetDrawContext()->GetFvarDataTextureBuffer()) {
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_BUFFER,
g_mesh->GetDrawContext()->GetFvarDataTextureBuffer());
}
glActiveTexture(GL_TEXTURE0);
return program;
}
//------------------------------------------------------------------------------
static void
display() {
g_hud.GetFrameBuffer()->Bind();
Stopwatch s;
s.Start();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// ---------------------------------------------
glViewport(0, 0, g_width/2, g_height);
// prepare view matrix
double aspect = (g_width/2)/(double)g_height;
identity(g_transformData.ModelViewMatrix);
translate(g_transformData.ModelViewMatrix, -g_pan[0], -g_pan[1], -g_dolly);
rotate(g_transformData.ModelViewMatrix, g_rotate[1], 1, 0, 0);
rotate(g_transformData.ModelViewMatrix, g_rotate[0], 0, 1, 0);
rotate(g_transformData.ModelViewMatrix, -90, 1, 0, 0);
translate(g_transformData.ModelViewMatrix,
-g_center[0], -g_center[1], -g_center[2]);
perspective(g_transformData.ProjectionMatrix,
45.0f, (float)aspect, 0.01f, 500.0f);
multMatrix(g_transformData.ModelViewProjectionMatrix,
g_transformData.ModelViewMatrix,
g_transformData.ProjectionMatrix);
identity(g_transformData.UvViewMatrix);
scale(g_transformData.UvViewMatrix, g_uvScale, g_uvScale, 1);
translate(g_transformData.UvViewMatrix, -g_uvPan[0], -g_uvPan[1], 0);
glEnable(GL_DEPTH_TEST);
// make sure that the vertex buffer is interoped back as a GL resources.
g_mesh->BindVertexBuffer();
glBindVertexArray(g_vao);
OpenSubdiv::Osd::DrawContext::PatchArrayVector const & patches =
g_mesh->GetDrawContext()->GetPatchArrays();
if (g_displayStyle == kWire)
glDisable(GL_CULL_FACE);
// patch drawing
for (int i = 0; i < (int)patches.size(); ++i) {
OpenSubdiv::Osd::DrawContext::PatchArray const & patch = patches[i];
OpenSubdiv::Osd::DrawContext::PatchDescriptor desc = patch.GetDescriptor();
OpenSubdiv::Far::PatchDescriptor::Type patchType = desc.GetType();
GLenum primType;
switch (patchType) {
case OpenSubdiv::Far::PatchDescriptor::QUADS:
primType = GL_LINES_ADJACENCY;
break;
case OpenSubdiv::Far::PatchDescriptor::TRIANGLES:
primType = GL_TRIANGLES;
break;
default:
#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
primType = GL_PATCHES;
glPatchParameteri(GL_PATCH_VERTICES, desc.GetNumControlVertices());
#else
primType = GL_POINTS;
#endif
}
#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
GLuint program = bindProgram(GetEffect(), patch);
GLuint uniformGregoryQuadOffsetBase =
glGetUniformLocation(program, "GregoryQuadOffsetBase");
GLuint uniformPrimitiveIdBase =
glGetUniformLocation(program, "PrimitiveIdBase");
glProgramUniform1i(program, uniformGregoryQuadOffsetBase,
patch.GetQuadOffsetIndex());
glProgramUniform1i(program, uniformPrimitiveIdBase,
patch.GetPatchIndex());
#else
GLuint program = bindProgram(GetEffect(), patch);
GLint uniformPrimitiveIdBase =
glGetUniformLocation(program, "PrimitiveIdBase");
if (uniformPrimitiveIdBase != -1)
glUniform1i(uniformPrimitiveIdBase, patch.GetPatchIndex());
#endif
glDrawElements(primType, patch.GetNumIndices(), GL_UNSIGNED_INT,
(void *)(patch.GetVertIndex() * sizeof(unsigned int)));
}
if (g_displayStyle == kWire)
glEnable(GL_CULL_FACE);
glBindVertexArray(0);
glUseProgram(0);
drawCageEdges();
drawCageVertices();
g_hud.GetFrameBuffer()->ApplyImageShader();
// ---------------------------------------------
// uv viewport
glViewport(g_width/2, 0, g_width/2, g_height);
g_mesh->BindVertexBuffer();
glBindVertexArray(g_vao);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
for (int i = 0; i < (int)patches.size(); ++i) {
OpenSubdiv::Osd::DrawContext::PatchArray const & patch = patches[i];
OpenSubdiv::Osd::DrawContext::PatchDescriptor desc = patch.GetDescriptor();
OpenSubdiv::Far::PatchDescriptor::Type patchType = desc.GetType();
GLenum primType;
switch (patchType) {
case OpenSubdiv::Far::PatchDescriptor::QUADS:
primType = GL_LINES_ADJACENCY;
break;
case OpenSubdiv::Far::PatchDescriptor::TRIANGLES:
primType = GL_TRIANGLES;
break;
default:
#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
primType = GL_PATCHES;
glPatchParameteri(GL_PATCH_VERTICES, desc.GetNumControlVertices());
#else
primType = GL_POINTS;
#endif
}
#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
GLuint program = bindProgram(GetEffect(/*uvDraw=*/ true), patch);
GLuint uniformGregoryQuadOffsetBase =
glGetUniformLocation(program, "GregoryQuadOffsetBase");
GLuint uniformPrimitiveIdBase =
glGetUniformLocation(program, "PrimitiveIdBase");
glProgramUniform1i(program, uniformGregoryQuadOffsetBase,
patch.GetQuadOffsetIndex());
glProgramUniform1i(program, uniformPrimitiveIdBase,
patch.GetPatchIndex());
#else
GLuint program = bindProgram(GetEffect(/*uvDraw=*/ true), patch);
GLint uniformPrimitiveIdBase =
glGetUniformLocation(program, "PrimitiveIdBase");
if (uniformPrimitiveIdBase != -1)
glUniform1i(uniformPrimitiveIdBase, patch.GetPatchIndex());
#endif
glDrawElements(primType, patch.GetNumIndices(), GL_UNSIGNED_INT,
(void *)(patch.GetVertIndex() * sizeof(unsigned int)));
}
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// full viewport
glViewport(0, 0, g_width, g_height);
if (g_hud.IsVisible()) {
g_hud.DrawString(10, -40, "Tess level : %d", g_tessLevel);
g_hud.Flush();
}
glFinish();
}
//------------------------------------------------------------------------------
static void
motion(GLFWwindow *, double dx, double dy) {
int x=(int)dx, y=(int)dy;
if (g_mouseUvView) {
if (!g_mbutton[0] && !g_mbutton[1] && g_mbutton[2]) {
// pan
g_uvPan[0] -= (x - g_prev_x) * 2 / g_uvScale / static_cast<float>(g_width/2);
g_uvPan[1] += (y - g_prev_y) * 2 / g_uvScale / static_cast<float>(g_height);
} else if ((g_mbutton[0] && !g_mbutton[1] && g_mbutton[2]) or
(!g_mbutton[0] && g_mbutton[1] && !g_mbutton[2])) {
// scale
g_uvScale += g_uvScale*0.01f*(x - g_prev_x);
g_uvScale = std::max(std::min(g_uvScale, 100.0f), 0.01f);
}
} else {
if (g_mbutton[0] && !g_mbutton[1] && !g_mbutton[2]) {
// orbit
g_rotate[0] += x - g_prev_x;
g_rotate[1] += y - g_prev_y;
} else if (!g_mbutton[0] && !g_mbutton[1] && g_mbutton[2]) {
// pan
g_pan[0] -= g_dolly*(x - g_prev_x)/g_width;
g_pan[1] += g_dolly*(y - g_prev_y)/g_height;
} else if ((g_mbutton[0] && !g_mbutton[1] && g_mbutton[2]) or
(!g_mbutton[0] && g_mbutton[1] && !g_mbutton[2])) {
// dolly
g_dolly -= g_dolly*0.01f*(x - g_prev_x);
if (g_dolly <= 0.01) g_dolly = 0.01f;
}
}
g_prev_x = x;
g_prev_y = y;
}
//------------------------------------------------------------------------------
static void
mouse(GLFWwindow *, int button, int state, int /* mods */) {
if (button == 0 && state == GLFW_PRESS && g_hud.MouseClick(g_prev_x, g_prev_y))
return;
if (button < 3) {
g_mbutton[button] = (state == GLFW_PRESS);
}
g_mouseUvView = (g_prev_x > g_width/2);
}
//------------------------------------------------------------------------------
static void
uninitGL() {
glDeleteBuffers(1, &g_cageVertexVBO);
glDeleteBuffers(1, &g_cageEdgeVBO);
glDeleteVertexArrays(1, &g_vao);
glDeleteVertexArrays(1, &g_cageVertexVAO);
glDeleteVertexArrays(1, &g_cageEdgeVAO);
if (g_mesh)
delete g_mesh;
}
//------------------------------------------------------------------------------
static void
reshape(GLFWwindow *, int width, int height) {
g_width = width;
g_height = height;
int windowWidth = g_width, windowHeight = g_height;
// window size might not match framebuffer size on a high DPI display
glfwGetWindowSize(g_window, &windowWidth, &windowHeight);
g_hud.Rebuild(windowWidth, windowHeight, width, height);
}
//------------------------------------------------------------------------------
void windowClose(GLFWwindow*) {
g_running = false;
}
//------------------------------------------------------------------------------
static void
toggleFullScreen() {
// XXXX manuelk : to re-implement from glut
}
//------------------------------------------------------------------------------
static void
keyboard(GLFWwindow *, int key, int /* scancode */, int event, int /* mods */) {
if (event == GLFW_RELEASE) return;
if (g_hud.KeyDown(tolower(key))) return;
switch (key) {
case 'Q': g_running = 0; break;
case 'F': fitFrame(); break;
case GLFW_KEY_TAB: toggleFullScreen(); break;
case '+':
case '=': g_tessLevel++; break;
case '-': g_tessLevel = std::max(g_tessLevelMin, g_tessLevel-1); break;
case GLFW_KEY_ESCAPE: g_hud.SetVisible(!g_hud.IsVisible()); break;
}
}
//------------------------------------------------------------------------------
static void
rebuildOsdMesh() {
createOsdMesh(g_defaultShapes[g_currentShape],
g_level,
g_defaultShapes[g_currentShape].scheme);
}
static void
callbackDisplayStyle(int b) {
g_displayStyle = b;
}
static void
callbackLevel(int l) {
g_level = l;
rebuildOsdMesh();
}
static void
callbackModel(int m) {
int maxShapes = static_cast<int>(g_defaultShapes.size());
g_currentShape = std::max(0, std::min(m, maxShapes-1));
rebuildOsdMesh();
}
static void
callbackAdaptive(bool checked, int /* a */) {
if (OpenSubdiv::Osd::GLDrawContext::SupportsAdaptiveTessellation()) {
g_adaptive = checked;
rebuildOsdMesh();
}
}
static void
callbackBoundary(int b) {
typedef OpenSubdiv::Sdc::Options SdcOptions;
switch (b) {
case SdcOptions::FVAR_LINEAR_NONE :
g_fvarBoundary = SdcOptions::FVAR_LINEAR_NONE; break;
case SdcOptions::FVAR_LINEAR_CORNERS_ONLY :
g_fvarBoundary = SdcOptions::FVAR_LINEAR_CORNERS_ONLY; break;
case SdcOptions::FVAR_LINEAR_CORNERS_PLUS1 :
g_fvarBoundary = SdcOptions::FVAR_LINEAR_CORNERS_PLUS1; break;
case SdcOptions::FVAR_LINEAR_CORNERS_PLUS2 :
g_fvarBoundary = SdcOptions::FVAR_LINEAR_CORNERS_PLUS2; break;
case SdcOptions::FVAR_LINEAR_BOUNDARIES :
g_fvarBoundary = SdcOptions::FVAR_LINEAR_BOUNDARIES; break;
case SdcOptions::FVAR_LINEAR_ALL :
g_fvarBoundary = SdcOptions::FVAR_LINEAR_ALL; break;
}
rebuildOsdMesh();
}
static void
initHUD() {
int windowWidth = g_width, windowHeight = g_height,
frameBufferWidth = g_width, frameBufferHeight = g_height;
// window size might not match framebuffer size on a high DPI display
glfwGetWindowSize(g_window, &windowWidth, &windowHeight);
g_hud.Init(windowWidth, windowHeight, frameBufferWidth, frameBufferHeight);
g_hud.SetFrameBuffer(new GLFrameBuffer);
int shading_pulldown = g_hud.AddPullDown("Shading (W)", 375, 10, 250, callbackDisplayStyle, 'w');
g_hud.AddPullDownButton(shading_pulldown, "Wire", kWire, g_displayStyle==kWire);
g_hud.AddPullDownButton(shading_pulldown, "Shaded", kShaded, g_displayStyle==kShaded);
g_hud.AddPullDownButton(shading_pulldown, "Wire+Shaded", kWireShaded, g_displayStyle==kWireShaded);
if (OpenSubdiv::Osd::GLDrawContext::SupportsAdaptiveTessellation())
g_hud.AddCheckBox("Adaptive (`)", g_adaptive != 0, 10, 250, callbackAdaptive, 0, '`');
for (int i = 1; i < 11; ++i) {
char level[16];
sprintf(level, "Lv. %d", i);
g_hud.AddRadioButton(3, level, i == 2, 10, 270 + i*20, callbackLevel, i, '0'+(i%10));
}
typedef OpenSubdiv::Sdc::Options SdcOptions;
int boundary_pulldown = g_hud.AddPullDown("Boundary (B)", 10, 10, 250, callbackBoundary, 'b');
g_hud.AddPullDownButton(boundary_pulldown, "None (edge only)",
SdcOptions::FVAR_LINEAR_NONE, g_fvarBoundary==SdcOptions::FVAR_LINEAR_NONE);
g_hud.AddPullDownButton(boundary_pulldown, "Corners Only",
SdcOptions::FVAR_LINEAR_CORNERS_ONLY, g_fvarBoundary==SdcOptions::FVAR_LINEAR_CORNERS_ONLY);
g_hud.AddPullDownButton(boundary_pulldown, "Corners 1 (edge corner)",
SdcOptions::FVAR_LINEAR_CORNERS_PLUS1, g_fvarBoundary==SdcOptions::FVAR_LINEAR_CORNERS_PLUS1);
g_hud.AddPullDownButton(boundary_pulldown, "Corners 2 (edge corner prop)",
SdcOptions::FVAR_LINEAR_CORNERS_PLUS2, g_fvarBoundary==SdcOptions::FVAR_LINEAR_CORNERS_PLUS2);
g_hud.AddPullDownButton(boundary_pulldown, "Boundaries (always sharp)",
SdcOptions::FVAR_LINEAR_BOUNDARIES, g_fvarBoundary==SdcOptions::FVAR_LINEAR_BOUNDARIES);
g_hud.AddPullDownButton(boundary_pulldown, "All (bilinear)",
SdcOptions::FVAR_LINEAR_ALL, g_fvarBoundary==SdcOptions::FVAR_LINEAR_ALL);
int pulldown_handle = g_hud.AddPullDown("Shape (N)", -300, 10, 300, callbackModel, 'n');
for (int i = 0; i < (int)g_defaultShapes.size(); ++i) {
g_hud.AddPullDownButton(pulldown_handle, g_defaultShapes[i].name.c_str(),i);
}
g_hud.Rebuild(windowWidth, windowHeight, frameBufferWidth, frameBufferHeight);
}
//------------------------------------------------------------------------------
static void
initGL() {
glClearColor(0.1f, 0.1f, 0.1f, 0.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
glGenVertexArrays(1, &g_vao);
glGenVertexArrays(1, &g_cageVertexVAO);
glGenVertexArrays(1, &g_cageEdgeVAO);
glGenBuffers(1, &g_cageVertexVBO);
glGenBuffers(1, &g_cageEdgeVBO);
}
//------------------------------------------------------------------------------
static void
idle() {
if (not g_freeze)
g_frame++;
updateGeom();
if (g_repeatCount != 0 and g_frame >= g_repeatCount)
g_running = 0;
}
//------------------------------------------------------------------------------
static void
callbackError(OpenSubdiv::Far::ErrorType err, const char *message) {
printf("Error: %d\n", err);
printf("%s", message);
}
//------------------------------------------------------------------------------
static void
callbackErrorGLFW(int error, const char* description) {
fprintf(stderr, "GLFW Error (%d) : %s\n", error, description);
}
//------------------------------------------------------------------------------
static void
setGLCoreProfile() {
#define glfwOpenWindowHint glfwWindowHint
#define GLFW_OPENGL_VERSION_MAJOR GLFW_CONTEXT_VERSION_MAJOR
#define GLFW_OPENGL_VERSION_MINOR GLFW_CONTEXT_VERSION_MINOR
glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#if not defined(__APPLE__)
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 4);
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
#else
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3);
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
#endif
glfwOpenWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
}
//------------------------------------------------------------------------------
int main(int argc, char ** argv) {
bool fullscreen = false;
std::string str;
for (int i = 1; i < argc; ++i) {
if (!strcmp(argv[i], "-d"))
g_level = atoi(argv[++i]);
else if (!strcmp(argv[i], "-c"))
g_repeatCount = atoi(argv[++i]);
else if (!strcmp(argv[i], "-f"))
fullscreen = true;
else {
std::ifstream ifs(argv[1]);
if (ifs) {
std::stringstream ss;
ss << ifs.rdbuf();
ifs.close();
str = ss.str();
g_defaultShapes.push_back(ShapeDesc(argv[1], str.c_str(), kCatmark));
}
}
}
initShapes();
OpenSubdiv::Far::SetErrorCallback(callbackError);
glfwSetErrorCallback(callbackErrorGLFW);
if (not glfwInit()) {
printf("Failed to initialize GLFW\n");
return 1;
}
static const char windowTitle[] = "OpenSubdiv glFVarViewer " OPENSUBDIV_VERSION_STRING;
#define CORE_PROFILE
#ifdef CORE_PROFILE
setGLCoreProfile();
#endif
if (fullscreen) {
g_primary = glfwGetPrimaryMonitor();
// apparently glfwGetPrimaryMonitor fails under linux : if no primary,
// settle for the first one in the list
if (not g_primary) {
int count = 0;
GLFWmonitor ** monitors = glfwGetMonitors(&count);
if (count)
g_primary = monitors[0];
}
if (g_primary) {
GLFWvidmode const * vidmode = glfwGetVideoMode(g_primary);
g_width = vidmode->width;
g_height = vidmode->height;
}
}
if (not (g_window=glfwCreateWindow(g_width, g_height, windowTitle,
fullscreen and g_primary ? g_primary : NULL, NULL))) {
printf("Failed to open window.\n");
glfwTerminate();
return 1;
}
glfwMakeContextCurrent(g_window);
// accommodate high DPI displays (e.g. mac retina displays)
glfwGetFramebufferSize(g_window, &g_width, &g_height);
glfwSetFramebufferSizeCallback(g_window, reshape);
glfwSetKeyCallback(g_window, keyboard);
glfwSetCursorPosCallback(g_window, motion);
glfwSetMouseButtonCallback(g_window, mouse);
glfwSetWindowCloseCallback(g_window, windowClose);
#if defined(OSD_USES_GLEW)
#ifdef CORE_PROFILE
// this is the only way to initialize glew correctly under core profile context.
glewExperimental = true;
#endif
if (GLenum r = glewInit() != GLEW_OK) {
printf("Failed to initialize glew. Error = %s\n", glewGetErrorString(r));
exit(1);
}
#ifdef CORE_PROFILE
// clear GL errors which was generated during glewInit()
glGetError();
#endif
#endif
initGL();
linkDefaultProgram();
glfwSwapInterval(0);
initHUD();
rebuildOsdMesh();
while (g_running) {
idle();
display();
glfwPollEvents();
glfwSwapBuffers(g_window);
glFinish();
}
uninitGL();
glfwTerminate();
}