mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-25 13:00:07 +00:00
36465ed96c
Renamed per-patch face-varying access methods
1182 lines
35 KiB
C++
1182 lines
35 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 <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 = NULL;
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#include "../../regression/common/far_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/glControlMeshDisplay.h"
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#include "../common/glHud.h"
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#include "../common/glShaderCache.h"
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#include <osd/glslPatchShaderSource.h>
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static const char *shaderSource =
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#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
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#include "shader.gen.h"
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#else
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#include "shader_gl3.gen.h"
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#endif
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;
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#include <cfloat>
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#include <vector>
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#include <fstream>
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#include <sstream>
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#include <utility>
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#include <string>
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#include <algorithm>
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enum DisplayStyle { kWire = 0,
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kShaded,
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kWireShaded };
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int g_currentShape = 0;
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int g_frame = 0,
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g_repeatCount = 0;
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OpenSubdiv::Sdc::Options::FVarLinearInterpolation g_fvarBoundary =
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OpenSubdiv::Sdc::Options::FVAR_LINEAR_ALL;
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// GUI variables
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int g_fullscreen = 0,
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g_freeze = 0,
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g_displayStyle = kWireShaded,
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g_adaptive = 0,
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g_mbutton[3] = {0, 0, 0},
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g_mouseUvView = 0,
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g_running = 1;
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float g_moveScale = 0.0f;
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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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g_uvPan[2] = {0, 0},
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g_uvScale = 1.0;
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int g_prev_x = 0,
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g_prev_y = 0;
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int g_width = 1600,
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g_height = 800;
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GLhud g_hud;
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GLControlMeshDisplay g_controlMeshDisplay;
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// geometry
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std::vector<float> g_orgPositions,
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g_positions,
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g_normals;
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Scheme g_scheme;
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int g_level = 2;
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int g_tessLevel = 1;
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int g_tessLevelMin = 1;
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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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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 UvViewMatrix[16];
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} g_transformData;
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GLuint g_vao = 0;
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std::vector<int> g_coarseEdges;
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std::vector<float> g_coarseEdgeSharpness;
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std::vector<float> g_coarseVertexSharpness;
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struct Program {
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GLuint program;
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GLuint uniformModelViewProjectionMatrix;
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GLuint attrPosition;
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GLuint attrColor;
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} g_defaultProgram;
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struct FVarData
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{
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FVarData() :
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textureBuffer(0) {
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}
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~FVarData() {
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Release();
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}
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void Release() {
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if (textureBuffer)
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glDeleteTextures(1, &textureBuffer);
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textureBuffer = 0;
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}
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void Create(OpenSubdiv::Far::PatchTable const *patchTable,
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int fvarWidth, std::vector<float> const & fvarSrcData) {
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Release();
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OpenSubdiv::Far::ConstIndexArray indices = patchTable->GetFVarValues();
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// expand fvardata to per-patch array
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std::vector<float> data;
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data.reserve(indices.size() * fvarWidth);
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for (int fvert = 0; fvert < (int)indices.size(); ++fvert) {
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int index = indices[fvert] * fvarWidth;
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for (int i = 0; i < fvarWidth; ++i) {
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data.push_back(fvarSrcData[index++]);
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}
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}
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GLuint buffer;
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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glBufferData(GL_ARRAY_BUFFER, data.size()*sizeof(float),
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&data[0], GL_STATIC_DRAW);
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glGenTextures(1, &textureBuffer);
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glBindTexture(GL_TEXTURE_BUFFER, textureBuffer);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, buffer);
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glBindTexture(GL_TEXTURE_BUFFER, 0);
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glBindTexture(GL_ARRAY_BUFFER, 0);
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glDeleteBuffers(1, &buffer);
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}
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GLuint textureBuffer;
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} g_fvarData;
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//------------------------------------------------------------------------------
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static GLuint
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compileShader(GLenum shaderType, const char *source) {
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GLuint shader = glCreateShader(shaderType);
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glShaderSource(shader, 1, &source, NULL);
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glCompileShader(shader);
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return shader;
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}
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static bool
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linkDefaultProgram() {
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#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
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#define GLSL_VERSION_DEFINE "#version 400\n"
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#else
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#define GLSL_VERSION_DEFINE "#version 150\n"
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#endif
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static const char *vsSrc =
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GLSL_VERSION_DEFINE
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"in vec3 position;\n"
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"in vec3 color;\n"
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"out vec4 fragColor;\n"
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"uniform mat4 ModelViewProjectionMatrix;\n"
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"void main() {\n"
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" fragColor = vec4(color, 1);\n"
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" gl_Position = ModelViewProjectionMatrix * "
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" vec4(position, 1);\n"
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"}\n";
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static const char *fsSrc =
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GLSL_VERSION_DEFINE
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"in vec4 fragColor;\n"
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"out vec4 color;\n"
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"void main() {\n"
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" color = fragColor;\n"
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"}\n";
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GLuint program = glCreateProgram();
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GLuint vertexShader = compileShader(GL_VERTEX_SHADER, vsSrc);
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GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER, fsSrc);
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glAttachShader(program, vertexShader);
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glAttachShader(program, fragmentShader);
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glLinkProgram(program);
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GLint status;
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glGetProgramiv(program, GL_LINK_STATUS, &status);
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if (status == GL_FALSE) {
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GLint infoLogLength;
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glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLength);
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char *infoLog = new char[infoLogLength];
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glGetProgramInfoLog(program, infoLogLength, NULL, infoLog);
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printf("%s\n", infoLog);
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delete[] infoLog;
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exit(1);
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}
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g_defaultProgram.program = program;
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g_defaultProgram.uniformModelViewProjectionMatrix =
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glGetUniformLocation(program, "ModelViewProjectionMatrix");
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g_defaultProgram.attrPosition = glGetAttribLocation(program, "position");
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g_defaultProgram.attrColor = glGetAttribLocation(program, "color");
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return true;
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}
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//------------------------------------------------------------------------------
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#include "init_shapes.h"
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//------------------------------------------------------------------------------
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static void
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calcNormals(OpenSubdiv::Far::TopologyRefiner const & refiner,
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std::vector<float> const & pos, std::vector<float> & normals) {
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typedef OpenSubdiv::Far::ConstIndexArray IndexArray;
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OpenSubdiv::Far::TopologyLevel const & refBaseLevel = refiner.GetLevel(0);
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// calc normal vectors
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int nverts = (int)pos.size()/3;
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int nfaces = refBaseLevel.GetNumFaces();
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for (int face = 0; face < nfaces; ++face) {
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IndexArray fverts = refBaseLevel.GetFaceVertices(face);
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assert(fverts.size()>=2);
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float const * p0 = &pos[fverts[0]*3],
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* p1 = &pos[fverts[1]*3],
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* p2 = &pos[fverts[2]*3];
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float n[3];
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cross(n, p0, p1, p2);
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for (int j = 0; j < fverts.size(); j++) {
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int idx = fverts[j] * 3;
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normals[idx ] += n[0];
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normals[idx+1] += n[1];
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normals[idx+2] += n[2];
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}
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}
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for (int i = 0; i < nverts; ++i)
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normalize(&normals[i*3]);
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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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float r = sin(g_frame*0.001f) * g_moveScale;
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for (int i = 0; i < nverts; ++i) {
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float ct = cos(p[2] * r);
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float st = sin(p[2] * r);
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g_positions[i*3+0] = p[0]*ct + p[1]*st;
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g_positions[i*3+1] = -p[0]*st + p[1]*ct;
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g_positions[i*3+2] = p[2];
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p += 3;
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}
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p = &g_orgPositions[0];
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const float *pp = &g_positions[0];
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for (int i = 0; i < nverts; ++i) {
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vertex.push_back(pp[0]);
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vertex.push_back(pp[1]);
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vertex.push_back(pp[2]);
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pp += 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 void
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rebuildMesh() {
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ShapeDesc const &shapeDesc = g_defaultShapes[g_currentShape];
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int level = g_level;
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Scheme scheme = g_defaultShapes[g_currentShape].scheme;
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Shape * shape = Shape::parseObj(shapeDesc.data.c_str(), shapeDesc.scheme);
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// create Far 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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sdcoptions.SetFVarLinearInterpolation(g_fvarBoundary);
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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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// save coarse topology (used for coarse mesh drawing)
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g_controlMeshDisplay.SetTopology(refiner->GetLevel(0));
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g_orgPositions=shape->verts;
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g_normals.resize(g_orgPositions.size(), 0.0f);
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calcNormals(*refiner, g_orgPositions, g_normals);
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g_positions.resize(g_orgPositions.size(),0.0f);
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g_scheme = scheme;
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// Adaptive refinement currently supported only for catmull-clark scheme
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bool doAdaptive = (g_adaptive!=0 and g_scheme==kCatmark);
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OpenSubdiv::Osd::MeshBitset bits;
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bits.set(OpenSubdiv::Osd::MeshAdaptive, doAdaptive);
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bits.set(OpenSubdiv::Osd::MeshFVarData, 1);
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int numVertexElements = 3;
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int numVaryingElements = 0;
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delete g_mesh;
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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,
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numVertexElements,
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numVaryingElements,
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level, bits);
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std::vector<float> fvarData;
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InterpolateFVarData(*refiner, *shape, fvarData);
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// set fvardata to texture buffer
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g_fvarData.Create(g_mesh->GetFarPatchTable(),
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shape->GetFVarWidth(), fvarData);
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delete shape;
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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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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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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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g_uvPan[0] = g_uvPan[1] = 0;
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g_uvScale = 1.0;
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}
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//------------------------------------------------------------------------------
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union Effect {
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Effect(int displayStyle_, int uvDraw_) : value(0) {
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displayStyle = displayStyle_;
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uvDraw = uvDraw_;
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}
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struct {
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unsigned int displayStyle:3;
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unsigned int uvDraw:1;
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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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static Effect
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GetEffect(bool uvDraw = false) {
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return Effect(g_displayStyle, uvDraw);
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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
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(desc < e.desc || ((desc == e.desc &&
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(maxValence < e.maxValence || ((maxValence == e.maxValence) &&
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(numElements < e.numElements || ((numElements == e.numElements) &&
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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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#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
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const char *glslVersion = "#version 400\n";
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#else
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const char *glslVersion = "#version 330\n";
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#endif
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GLDrawConfig *config = new GLDrawConfig(glslVersion);
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Far::PatchDescriptor::Type type = effectDesc.desc.GetType();
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// common defines
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std::stringstream ss;
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if (type == Far::PatchDescriptor::QUADS) {
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ss << "#define PRIM_QUAD\n";
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} else {
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ss << "#define PRIM_TRI\n";
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}
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if (effectDesc.effect.uvDraw) {
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ss << "#define GEOMETRY_OUT_FILL\n";
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ss << "#define GEOMETRY_UV_VIEW\n";
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} else {
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switch (effectDesc.effect.displayStyle) {
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case kWire:
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ss << "#define GEOMETRY_OUT_WIRE\n";
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break;
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case kWireShaded:
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ss << "#define GEOMETRY_OUT_LINE\n";
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break;
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case kShaded:
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ss << "#define GEOMETRY_OUT_FILL\n";
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break;
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}
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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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// face varying width
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ss << "#define OSD_FVAR_WIDTH 2\n";
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|
if (not effectDesc.desc.IsAdaptive()) {
|
|
ss << "#define SHADING_FACEVARYING_UNIFORM_SUBDIVISION\n";
|
|
}
|
|
|
|
// include osd PatchCommon
|
|
ss << Osd::GLSLPatchShaderSource::GetCommonShaderSource();
|
|
std::string common = ss.str();
|
|
ss.str("");
|
|
|
|
// vertex shader
|
|
ss << common
|
|
// enable local vertex shader
|
|
<< (effectDesc.desc.IsAdaptive() ? "" : "#define VERTEX_SHADER\n")
|
|
<< shaderSource
|
|
<< Osd::GLSLPatchShaderSource::GetVertexShaderSource(type);
|
|
config->CompileAndAttachShader(GL_VERTEX_SHADER, ss.str());
|
|
ss.str("");
|
|
|
|
if (effectDesc.desc.IsAdaptive()) {
|
|
// tess control shader
|
|
ss << common
|
|
<< shaderSource
|
|
<< Osd::GLSLPatchShaderSource::GetTessControlShaderSource(type);
|
|
config->CompileAndAttachShader(GL_TESS_CONTROL_SHADER, ss.str());
|
|
ss.str("");
|
|
|
|
// tess eval shader
|
|
ss << common
|
|
<< shaderSource
|
|
<< Osd::GLSLPatchShaderSource::GetTessEvalShaderSource(type);
|
|
config->CompileAndAttachShader(GL_TESS_EVALUATION_SHADER, ss.str());
|
|
ss.str("");
|
|
}
|
|
|
|
// geometry shader
|
|
ss << common
|
|
<< "#define GEOMETRY_SHADER\n"
|
|
<< shaderSource;
|
|
config->CompileAndAttachShader(GL_GEOMETRY_SHADER, ss.str());
|
|
ss.str("");
|
|
|
|
// fragment shader
|
|
ss << common
|
|
<< "#define FRAGMENT_SHADER\n"
|
|
<< shaderSource;
|
|
config->CompileAndAttachShader(GL_FRAGMENT_SHADER, ss.str());
|
|
ss.str("");
|
|
|
|
if (!config->Link()) {
|
|
delete config;
|
|
return NULL;
|
|
}
|
|
|
|
// assign uniform locations
|
|
GLuint uboIndex;
|
|
GLuint program = config->GetProgram();
|
|
g_transformBinding = 0;
|
|
uboIndex = glGetUniformBlockIndex(program, "Transform");
|
|
if (uboIndex != GL_INVALID_INDEX)
|
|
glUniformBlockBinding(program, uboIndex, g_transformBinding);
|
|
|
|
g_tessellationBinding = 1;
|
|
uboIndex = glGetUniformBlockIndex(program, "Tessellation");
|
|
if (uboIndex != GL_INVALID_INDEX)
|
|
glUniformBlockBinding(program, uboIndex, g_tessellationBinding);
|
|
|
|
// assign texture locations
|
|
GLint loc;
|
|
glUseProgram(program);
|
|
if ((loc = glGetUniformLocation(program, "OsdPatchParamBuffer")) != -1) {
|
|
glUniform1i(loc, 0); // GL_TEXTURE0
|
|
}
|
|
if ((loc = glGetUniformLocation(program, "OsdFVarDataBuffer")) != -1) {
|
|
glUniform1i(loc, 1); // GL_TEXTURE1
|
|
}
|
|
|
|
|
|
return config;
|
|
}
|
|
};
|
|
|
|
ShaderCache g_shaderCache;
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
updateUniformBlocks() {
|
|
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);
|
|
}
|
|
|
|
static void
|
|
bindTextures() {
|
|
if (g_mesh->GetPatchTable()->GetPatchParamTextureBuffer()) {
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_BUFFER,
|
|
g_mesh->GetPatchTable()->GetPatchParamTextureBuffer());
|
|
}
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glBindTexture(GL_TEXTURE_BUFFER, g_fvarData.textureBuffer);
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
}
|
|
|
|
static GLenum
|
|
bindProgram(Effect effect, OpenSubdiv::Osd::PatchArray const & patch) {
|
|
|
|
EffectDesc effectDesc(patch.GetDescriptor(), effect);
|
|
|
|
typedef OpenSubdiv::Far::PatchDescriptor Descriptor;
|
|
|
|
// lookup shader cache (compile the shader if needed)
|
|
GLDrawConfig *config = g_shaderCache.GetDrawConfig(effectDesc);
|
|
if (!config) return 0;
|
|
|
|
GLuint program = config->GetProgram();
|
|
|
|
glUseProgram(program);
|
|
|
|
// bind standalone uniforms
|
|
GLint uniformPrimitiveIdBase =
|
|
glGetUniformLocation(program, "PrimitiveIdBase");
|
|
if (uniformPrimitiveIdBase >=0)
|
|
glUniform1i(uniformPrimitiveIdBase, patch.GetPrimitiveIdBase());
|
|
|
|
// return primtype
|
|
GLenum primType;
|
|
switch(effectDesc.desc.GetType()) {
|
|
case Descriptor::QUADS:
|
|
primType = GL_LINES_ADJACENCY;
|
|
break;
|
|
case Descriptor::TRIANGLES:
|
|
primType = GL_TRIANGLES;
|
|
break;
|
|
default:
|
|
#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
|
|
primType = GL_PATCHES;
|
|
glPatchParameteri(GL_PATCH_VERTICES, effectDesc.desc.GetNumControlVertices());
|
|
#else
|
|
primType = GL_POINTS;
|
|
#endif
|
|
break;
|
|
}
|
|
|
|
return primType;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
display() {
|
|
|
|
Stopwatch s;
|
|
s.Start();
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
glViewport(0, 0, g_width/2, g_height);
|
|
g_hud.FillBackground();
|
|
|
|
// 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.
|
|
GLuint vbo = g_mesh->BindVertexBuffer();
|
|
|
|
glBindVertexArray(g_vao);
|
|
|
|
OpenSubdiv::Osd::PatchArrayVector const & patches =
|
|
g_mesh->GetPatchTable()->GetPatchArrays();
|
|
|
|
if (g_displayStyle == kWire)
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
updateUniformBlocks();
|
|
bindTextures();
|
|
|
|
// patch drawing
|
|
for (int i = 0; i < (int)patches.size(); ++i) {
|
|
OpenSubdiv::Osd::PatchArray const & patch = patches[i];
|
|
|
|
GLenum primType = bindProgram(GetEffect(), patch);
|
|
|
|
glDrawElements(
|
|
primType,
|
|
patch.GetNumPatches()*patch.GetDescriptor().GetNumControlVertices(),
|
|
GL_UNSIGNED_INT,
|
|
(void *)(patch.GetIndexBase() * sizeof(unsigned int)));
|
|
}
|
|
if (g_displayStyle == kWire)
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
glBindVertexArray(0);
|
|
glUseProgram(0);
|
|
|
|
// draw the control mesh
|
|
g_controlMeshDisplay.Draw(vbo, 3*sizeof(float),
|
|
g_transformData.ModelViewProjectionMatrix);
|
|
|
|
// ---------------------------------------------
|
|
// 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::PatchArray const & patch = patches[i];
|
|
|
|
GLenum primType = bindProgram(GetEffect(/*uvDraw=*/ true), patch);
|
|
|
|
glDrawElements(
|
|
primType,
|
|
patch.GetNumPatches()*patch.GetDescriptor().GetNumControlVertices(),
|
|
GL_UNSIGNED_INT,
|
|
(void *)(patch.GetIndexBase() * 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);
|
|
}
|
|
|
|
// window size might not match framebuffer size on a high DPI display
|
|
int windowWidth = g_width, windowHeight = g_height;
|
|
glfwGetWindowSize(g_window, &windowWidth, &windowHeight);
|
|
|
|
g_mouseUvView = (g_prev_x > windowWidth/2);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
uninitGL() {
|
|
|
|
glDeleteVertexArrays(1, &g_vao);
|
|
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
|
|
callbackDisplayStyle(int b) {
|
|
|
|
g_displayStyle = b;
|
|
}
|
|
|
|
static void
|
|
callbackLevel(int l) {
|
|
|
|
g_level = l;
|
|
rebuildMesh();
|
|
}
|
|
|
|
static void
|
|
callbackModel(int m) {
|
|
|
|
int maxShapes = static_cast<int>(g_defaultShapes.size());
|
|
g_currentShape = std::max(0, std::min(m, maxShapes-1));
|
|
rebuildMesh();
|
|
}
|
|
|
|
static void
|
|
callbackAdaptive(bool checked, int /* a */) {
|
|
|
|
if (GLUtils::SupportsAdaptiveTessellation()) {
|
|
g_adaptive = checked;
|
|
rebuildMesh();
|
|
}
|
|
}
|
|
|
|
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;
|
|
|
|
}
|
|
rebuildMesh();
|
|
}
|
|
|
|
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);
|
|
|
|
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 (GLUtils::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);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
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);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
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;
|
|
|
|
GLUtils::SetMinimumGLVersion();
|
|
|
|
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))) {
|
|
std::cerr << "Failed to create OpenGL context.\n";
|
|
glfwTerminate();
|
|
return 1;
|
|
}
|
|
|
|
glfwMakeContextCurrent(g_window);
|
|
GLUtils::PrintGLVersion();
|
|
|
|
// 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();
|
|
rebuildMesh();
|
|
|
|
while (g_running) {
|
|
idle();
|
|
display();
|
|
|
|
glfwPollEvents();
|
|
glfwSwapBuffers(g_window);
|
|
|
|
glFinish();
|
|
}
|
|
|
|
uninitGL();
|
|
glfwTerminate();
|
|
}
|