mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-29 06:41:09 +00:00
1244 lines
39 KiB
C++
1244 lines
39 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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#if defined(__APPLE__)
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#if defined(OSD_USES_GLEW)
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#include <GL/glew.h>
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#else
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#include <OpenGL/gl3.h>
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#endif
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#define GLFW_INCLUDE_GL3
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#define GLFW_NO_GLU
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#else
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#include <stdlib.h>
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#include <GL/glew.h>
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#if defined(WIN32)
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#include <GL/wglew.h>
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#endif
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#endif
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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 <osd/error.h>
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#include <osd/vertex.h>
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#include <osd/glDrawContext.h>
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#include <osd/glDrawRegistry.h>
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#include <osd/cpuGLVertexBuffer.h>
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#include <osd/cpuComputeContext.h>
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#include <osd/cpuComputeController.h>
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OpenSubdiv::Osd::CpuComputeController *g_cpuComputeController = NULL;
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#include <osd/glMesh.h>
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OpenSubdiv::Osd::GLMeshInterface *g_mesh;
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#include <common/vtr_utils.h>
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#include "../common/stopwatch.h"
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#include "../common/simple_math.h"
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#include "../common/gl_hud.h"
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#include "init_shapes.h"
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static const char *shaderSource =
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#include "shader.gen.h"
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;
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static const char *paintShaderSource =
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#include "paintShader.gen.h"
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;
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#include <cfloat>
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#include <vector>
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#include <iostream>
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#include <fstream>
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#include <sstream>
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float g_rotate[2] = {0, 0},
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g_dolly = 5,
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g_pan[2] = {0, 0},
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g_center[3] = {0, 0, 0},
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g_size = 0;
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int g_prev_x = 0,
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g_prev_y = 0;
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int g_width = 1024,
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g_height = 1024;
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GLhud g_hud;
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int g_level = 2;
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int g_tessLevel = 6;
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std::vector<float> g_orgPositions;
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GLuint g_transformUB = 0,
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g_transformBinding = 0,
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g_tessellationUB = 0,
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g_tessellationBinding = 0,
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g_lightingUB = 0,
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g_lightingBinding = 0;
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struct Transform {
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float ModelViewMatrix[16];
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float ProjectionMatrix[16];
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float ModelViewProjectionMatrix[16];
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float ModelViewInverseMatrix[16];
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float ProjectionWithoutPickMatrix[16];
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} g_transformData;
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GLuint g_primQuery = 0;
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GLuint g_vao = 0;
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GLuint g_paintTexture = 0;
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GLuint g_depthTexture = 0;
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int g_running = 1,
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g_wire = 2,
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g_displayColor = 1,
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g_displayDisplacement = 0,
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g_mbutton[3] = {0, 0, 0};
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int g_brushSize = 500;
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int g_frame = 0;
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GLuint g_ptexPages = 0,
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g_ptexLayouts = 0,
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g_ptexTexels = 0;
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int g_pageSize = 512;
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struct SimpleShape {
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std::string name;
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Scheme scheme;
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std::string data;
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SimpleShape() { }
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SimpleShape( std::string const & idata, char const * iname, Scheme ischeme )
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: name(iname), scheme(ischeme), data(idata) { }
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};
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int g_currentShape = 0;
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#define NUM_FPS_TIME_SAMPLES 6
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float g_fpsTimeSamples[NUM_FPS_TIME_SAMPLES] = {0,0,0,0,0,0};
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int g_currentFpsTimeSample = 0;
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Stopwatch g_fpsTimer;
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static void
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checkGLErrors(std::string const & where = "") {
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GLuint err;
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while ((err = glGetError()) != GL_NO_ERROR) {
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std::cerr << "GL error: "
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<< (where.empty() ? "" : where + " ")
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<< err << "\n";
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}
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}
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//------------------------------------------------------------------------------
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static void
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updateGeom() {
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int nverts = (int)g_orgPositions.size() / 3;
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std::vector<float> vertex;
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vertex.reserve(nverts*3);
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const float *p = &g_orgPositions[0];
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g_frame++;
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// float r = sin(frame*0.01f); // * g_moveScale;
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float r = 0;
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for (int i = 0; i < nverts; ++i) {
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//float move = 0.05f*cosf(p[0]*20+g_frame*0.01f);
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float ct = cos(p[2] * r);
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float st = sin(p[2] * r);
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vertex.push_back(p[0]*ct + p[1]*st);
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vertex.push_back(-p[0]*st + p[1]*ct);
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vertex.push_back(p[2]);
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p += 3;
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}
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g_mesh->UpdateVertexBuffer(&vertex[0], 0, nverts);
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g_mesh->Refine();
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g_mesh->Synchronize();
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}
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//------------------------------------------------------------------------------
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static GLuint
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genTextureBuffer(GLenum format, GLsizeiptr size, GLvoid const * data) {
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GLuint buffer, result;
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_TEXTURE_BUFFER, buffer);
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glBufferData(GL_TEXTURE_BUFFER, size, data, GL_STATIC_DRAW);
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glGenTextures(1, & result);
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glBindTexture(GL_TEXTURE_BUFFER, result);
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glTexBuffer(GL_TEXTURE_BUFFER, format, buffer);
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// need to reset texture binding before deleting the source buffer.
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glBindTexture(GL_TEXTURE_BUFFER, 0);
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glDeleteBuffers(1, &buffer);
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return result;
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}
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static void
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createOsdMesh() {
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ShapeDesc const & shapeDesc = g_defaultShapes[g_currentShape];
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Shape * shape = Shape::parseObj(shapeDesc.data.c_str(), shapeDesc.scheme);
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checkGLErrors("create osd enter");
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g_orgPositions=shape->verts;
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// create Vtr mesh (topology)
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OpenSubdiv::Sdc::Type sdctype = GetSdcType(*shape);
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OpenSubdiv::Sdc::Options sdcoptions = GetSdcOptions(*shape);
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OpenSubdiv::Far::TopologyRefiner * refiner =
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OpenSubdiv::Far::TopologyRefinerFactory<Shape>::Create(sdctype, sdcoptions, *shape);
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// count ptex face id
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int numPtexFaces = refiner->GetNumPtexFaces();
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delete g_mesh;
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g_mesh = NULL;
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bool doAdaptive = true;
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OpenSubdiv::Osd::MeshBitset bits;
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bits.set(OpenSubdiv::Osd::MeshAdaptive, doAdaptive);
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bits.set(OpenSubdiv::Osd::MeshPtexData, true);
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if (not g_cpuComputeController) {
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g_cpuComputeController = new OpenSubdiv::Osd::CpuComputeController();
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}
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g_mesh = new OpenSubdiv::Osd::Mesh<OpenSubdiv::Osd::CpuGLVertexBuffer,
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OpenSubdiv::Osd::CpuComputeController,
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OpenSubdiv::Osd::GLDrawContext>(
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g_cpuComputeController,
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refiner, 3, 0, g_level, bits);
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// compute model bounding
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float min[3] = { FLT_MAX, FLT_MAX, FLT_MAX};
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float max[3] = {-FLT_MAX, -FLT_MAX, -FLT_MAX};
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for (size_t i=0; i < g_orgPositions.size()/3; ++i) {
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for(int j=0; j<3; ++j) {
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float v = g_orgPositions[i*3+j];
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min[j] = std::min(min[j], v);
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max[j] = std::max(max[j], v);
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}
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}
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for (int j=0; j<3; ++j) {
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g_center[j] = (min[j] + max[j]) * 0.5f;
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g_size += (max[j]-min[j])*(max[j]-min[j]);
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}
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g_size = sqrtf(g_size);
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updateGeom();
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// -------- VAO
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glBindVertexArray(g_vao);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_mesh->GetDrawContext()->GetPatchIndexBuffer());
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glBindBuffer(GL_ARRAY_BUFFER, g_mesh->BindVertexBuffer());
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 3, 0);
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glBindVertexArray(0);
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// -------- create ptex
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if (g_ptexPages) glDeleteTextures(1, &g_ptexPages);
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if (g_ptexLayouts) glDeleteTextures(1, &g_ptexLayouts);
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if (g_ptexTexels) glDeleteTextures(1, &g_ptexTexels);
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std::vector<int> pages;
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std::vector<float> layouts;
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for (int i = 0; i < numPtexFaces; ++i) {
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pages.push_back(i);
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layouts.push_back(0);
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layouts.push_back(0);
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layouts.push_back(1);
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layouts.push_back(1);
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}
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g_ptexPages = genTextureBuffer(GL_R32I,
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numPtexFaces * sizeof(GLint), &pages[0]);
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g_ptexLayouts = genTextureBuffer(GL_RGBA32F,
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numPtexFaces * 4 * sizeof(GLfloat),
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&layouts[0]);
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// actual texels texture array
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glGenTextures(1, &g_ptexTexels);
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glBindTexture(GL_TEXTURE_2D_ARRAY, g_ptexTexels);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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g_pageSize = std::min(512, (int)sqrt((float)1024*1024*1024/64/numPtexFaces));
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int pageSize = g_pageSize;
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std::vector<float> texels;
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texels.resize(pageSize*pageSize*numPtexFaces);
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// allocate ptex
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glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_R32F,
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pageSize, pageSize, numPtexFaces, 0, GL_RED, GL_FLOAT, &texels[0]);
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glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
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checkGLErrors("create osd exit");
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}
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//------------------------------------------------------------------------------
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static void
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fitFrame() {
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g_pan[0] = g_pan[1] = 0;
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g_dolly = g_size;
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}
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//------------------------------------------------------------------------------
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union Effect {
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struct {
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int color:1;
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int displacement:1;
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int paint:1;
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unsigned int wire:2;
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};
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int value;
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bool operator < (const Effect &e) const {
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return value < e.value;
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}
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};
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typedef std::pair<OpenSubdiv::Osd::DrawContext::PatchDescriptor,Effect> EffectDesc;
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class EffectDrawRegistry : public OpenSubdiv::Osd::GLDrawRegistry<EffectDesc> {
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protected:
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virtual ConfigType *
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_CreateDrawConfig(DescType const & desc, SourceConfigType const * sconfig);
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virtual SourceConfigType *
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_CreateDrawSourceConfig(DescType const & desc);
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};
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EffectDrawRegistry::SourceConfigType *
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EffectDrawRegistry::_CreateDrawSourceConfig(DescType const & desc) {
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Effect effect = desc.second;
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SourceConfigType * sconfig =
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BaseRegistry::_CreateDrawSourceConfig(desc.first);
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sconfig->commonShader.AddDefine("USE_PTEX_COORD");
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if (effect.color) {
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sconfig->commonShader.AddDefine("USE_PTEX_COLOR");
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}
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if (effect.displacement) {
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sconfig->commonShader.AddDefine("USE_PTEX_DISPLACEMENT");
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}
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sconfig->commonShader.AddDefine("OSD_ENABLE_PATCH_CULL");
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sconfig->commonShader.AddDefine("OSD_ENABLE_SCREENSPACE_TESSELLATION");
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const char *glslVersion = "#version 420\n";
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sconfig->vertexShader.source = shaderSource + sconfig->vertexShader.source;
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sconfig->tessControlShader.source = shaderSource + sconfig->tessControlShader.source;
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sconfig->tessEvalShader.source = shaderSource + sconfig->tessEvalShader.source;
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sconfig->vertexShader.version = glslVersion;
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sconfig->tessEvalShader.version = glslVersion;
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sconfig->tessControlShader.version = glslVersion;
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sconfig->geometryShader.version = glslVersion;
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sconfig->fragmentShader.version = glslVersion;
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if (effect.paint) {
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sconfig->geometryShader.source = paintShaderSource;
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sconfig->geometryShader.AddDefine("GEOMETRY_SHADER");
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sconfig->fragmentShader.source = paintShaderSource;
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sconfig->fragmentShader.AddDefine("FRAGMENT_SHADER");
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return sconfig;
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}
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sconfig->geometryShader.AddDefine("SMOOTH_NORMALS");
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sconfig->geometryShader.source = shaderSource;
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sconfig->geometryShader.AddDefine("GEOMETRY_SHADER");
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sconfig->fragmentShader.source = shaderSource;
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sconfig->fragmentShader.AddDefine("FRAGMENT_SHADER");
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sconfig->geometryShader.AddDefine("PRIM_TRI");
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sconfig->fragmentShader.AddDefine("PRIM_TRI");
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if (effect.wire == 0) {
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sconfig->geometryShader.AddDefine("GEOMETRY_OUT_WIRE");
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sconfig->fragmentShader.AddDefine("GEOMETRY_OUT_WIRE");
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} else if (effect.wire == 1) {
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sconfig->geometryShader.AddDefine("GEOMETRY_OUT_FILL");
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sconfig->fragmentShader.AddDefine("GEOMETRY_OUT_FILL");
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} else if (effect.wire == 2) {
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sconfig->geometryShader.AddDefine("GEOMETRY_OUT_LINE");
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sconfig->fragmentShader.AddDefine("GEOMETRY_OUT_LINE");
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}
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return sconfig;
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}
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EffectDrawRegistry::ConfigType *
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EffectDrawRegistry::_CreateDrawConfig(
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DescType const & desc,
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SourceConfigType const * sconfig) {
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ConfigType * config = BaseRegistry::_CreateDrawConfig(desc.first, sconfig);
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assert(config);
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GLuint uboIndex;
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// XXXdyu can use layout(binding=) with GLSL 4.20 and beyond
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g_transformBinding = 0;
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uboIndex = glGetUniformBlockIndex(config->program, "Transform");
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if (uboIndex != GL_INVALID_INDEX)
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glUniformBlockBinding(config->program, uboIndex, g_transformBinding);
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g_tessellationBinding = 1;
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uboIndex = glGetUniformBlockIndex(config->program, "Tessellation");
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if (uboIndex != GL_INVALID_INDEX)
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glUniformBlockBinding(config->program, uboIndex, g_tessellationBinding);
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g_lightingBinding = 2;
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uboIndex = glGetUniformBlockIndex(config->program, "Lighting");
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if (uboIndex != GL_INVALID_INDEX)
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glUniformBlockBinding(config->program, uboIndex, g_lightingBinding);
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GLint loc;
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if ((loc = glGetUniformLocation(config->program, "OsdVertexBuffer")) != -1) {
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glProgramUniform1i(config->program, loc, 0); // GL_TEXTURE0
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}
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if ((loc = glGetUniformLocation(config->program, "OsdValenceBuffer")) != -1) {
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glProgramUniform1i(config->program, loc, 1); // GL_TEXTURE1
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}
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if ((loc = glGetUniformLocation(config->program, "OsdQuadOffsetBuffer")) != -1) {
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glProgramUniform1i(config->program, loc, 2); // GL_TEXTURE2
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}
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if ((loc = glGetUniformLocation(config->program, "OsdPatchParamBuffer")) != -1) {
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glProgramUniform1i(config->program, loc, 3); // GL_TEXTURE3
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}
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return config;
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}
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EffectDrawRegistry effectRegistry;
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//------------------------------------------------------------------------------
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static GLuint
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bindProgram(Effect effect, OpenSubdiv::Osd::DrawContext::PatchArray const & patch) {
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EffectDesc effectDesc(patch.GetDescriptor(), effect);
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EffectDrawRegistry::ConfigType *
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config = effectRegistry.GetDrawConfig(effectDesc);
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GLuint program = config->program;
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glUseProgram(program);
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if (effect.paint) {
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// set image
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GLint texImage = glGetUniformLocation(program, "outTextureImage");
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glUniform1i(texImage, 0);
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glBindImageTexture(0, g_ptexTexels, 0, GL_TRUE, 0, GL_READ_WRITE, GL_R32F);
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GLint paintTexture = glGetUniformLocation(program, "paintTexture");
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glUniform1i(paintTexture, 0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, g_paintTexture);
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GLint depthTexture = glGetUniformLocation(program, "depthTexture");
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glUniform1i(depthTexture, 1);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, g_depthTexture);
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GLint imageSize = glGetUniformLocation(program, "imageSize");
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glUniform1i(imageSize, g_pageSize);
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glActiveTexture(GL_TEXTURE0);
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}
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// color ptex
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GLint texData = glGetUniformLocation(program, "textureImage_Data");
|
|
GLint texPacking = glGetUniformLocation(program, "textureImage_Packing");
|
|
GLint texPages = glGetUniformLocation(program, "textureImage_Pages");
|
|
|
|
glActiveTexture(GL_TEXTURE5);
|
|
glBindTexture(GL_TEXTURE_2D_ARRAY, g_ptexTexels);
|
|
glProgramUniform1i(program, texData, 5);
|
|
|
|
glActiveTexture(GL_TEXTURE6);
|
|
glBindTexture(GL_TEXTURE_BUFFER, g_ptexLayouts);
|
|
glProgramUniform1i(program, texPacking, 6);
|
|
|
|
glActiveTexture(GL_TEXTURE7);
|
|
glBindTexture(GL_TEXTURE_BUFFER, g_ptexPages);
|
|
glProgramUniform1i(program, texPages, 7);
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
return program;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
display() {
|
|
|
|
g_hud.GetFrameBuffer()->Bind();
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
glViewport(0, 0, g_width, g_height);
|
|
|
|
// primitive counting
|
|
glBeginQuery(GL_PRIMITIVES_GENERATED, g_primQuery);
|
|
|
|
// prepare view matrix
|
|
double aspect = g_width/(double)g_height;
|
|
identity(g_transformData.ModelViewMatrix);
|
|
translate(g_transformData.ModelViewMatrix, -g_pan[0], -g_pan[1], -g_dolly);
|
|
rotate(g_transformData.ModelViewMatrix, g_rotate[1], 1, 0, 0);
|
|
rotate(g_transformData.ModelViewMatrix, g_rotate[0], 0, 1, 0);
|
|
rotate(g_transformData.ModelViewMatrix, -90, 1, 0, 0);
|
|
translate(g_transformData.ModelViewMatrix,
|
|
-g_center[0], -g_center[1], -g_center[2]);
|
|
perspective(g_transformData.ProjectionMatrix,
|
|
45.0f, (float)aspect, 0.01f, 500.0f);
|
|
multMatrix(g_transformData.ModelViewProjectionMatrix,
|
|
g_transformData.ModelViewMatrix,
|
|
g_transformData.ProjectionMatrix);
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
if (! g_transformUB) {
|
|
glGenBuffers(1, &g_transformUB);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB);
|
|
glBufferData(GL_UNIFORM_BUFFER,
|
|
sizeof(g_transformData), NULL, GL_STATIC_DRAW);
|
|
};
|
|
glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB);
|
|
glBufferSubData(GL_UNIFORM_BUFFER,
|
|
0, sizeof(g_transformData), &g_transformData);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
|
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, g_transformBinding, g_transformUB);
|
|
|
|
// Update and bind tessellation state
|
|
struct Tessellation {
|
|
float TessLevel;
|
|
} tessellationData;
|
|
|
|
tessellationData.TessLevel = static_cast<float>(1 << g_tessLevel);
|
|
|
|
if (! g_tessellationUB) {
|
|
glGenBuffers(1, &g_tessellationUB);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB);
|
|
glBufferData(GL_UNIFORM_BUFFER,
|
|
sizeof(tessellationData), NULL, GL_STATIC_DRAW);
|
|
};
|
|
glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB);
|
|
glBufferSubData(GL_UNIFORM_BUFFER,
|
|
0, sizeof(tessellationData), &tessellationData);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
|
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, g_tessellationBinding, g_tessellationUB);
|
|
|
|
// Update and bind lighting state
|
|
struct Lighting {
|
|
struct Light {
|
|
float position[4];
|
|
float ambient[4];
|
|
float diffuse[4];
|
|
float specular[4];
|
|
} lightSource[2];
|
|
} lightingData = {
|
|
{{ { 0.5, 0.2f, 1.0f, 0.0f },
|
|
{ 0.1f, 0.1f, 0.1f, 1.0f },
|
|
{ 0.7f, 0.7f, 0.7f, 1.0f },
|
|
{ 0.8f, 0.8f, 0.8f, 1.0f } },
|
|
|
|
{ { -0.8f, 0.4f, -1.0f, 0.0f },
|
|
{ 0.0f, 0.0f, 0.0f, 1.0f },
|
|
{ 0.5f, 0.5f, 0.5f, 1.0f },
|
|
{ 0.8f, 0.8f, 0.8f, 1.0f } }}
|
|
};
|
|
if (! g_lightingUB) {
|
|
glGenBuffers(1, &g_lightingUB);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, g_lightingUB);
|
|
glBufferData(GL_UNIFORM_BUFFER,
|
|
sizeof(lightingData), NULL, GL_STATIC_DRAW);
|
|
};
|
|
glBindBuffer(GL_UNIFORM_BUFFER, g_lightingUB);
|
|
glBufferSubData(GL_UNIFORM_BUFFER,
|
|
0, sizeof(lightingData), &lightingData);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
|
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, g_lightingBinding, g_lightingUB);
|
|
|
|
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());
|
|
}
|
|
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
// 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();
|
|
|
|
// 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();
|
|
|
|
GLenum primType = GL_PATCHES;
|
|
glPatchParameteri(GL_PATCH_VERTICES, desc.GetNumControlVertices());
|
|
|
|
Effect effect;
|
|
effect.color = g_displayColor;
|
|
effect.displacement = g_displayDisplacement;
|
|
effect.wire = g_wire;
|
|
effect.paint = 0;
|
|
|
|
GLuint program = bindProgram(effect, patch);
|
|
GLuint diffuseColor = glGetUniformLocation(program, "diffuseColor");
|
|
glProgramUniform4f(program, diffuseColor, 1, 1, 1, 1);
|
|
|
|
GLuint uniformGregoryQuadOffsetBase =
|
|
glGetUniformLocation(program, "GregoryQuadOffsetBase");
|
|
GLuint uniformPrimitiveIdBase =
|
|
glGetUniformLocation(program, "PrimitiveIdBase");
|
|
glProgramUniform1i(program, uniformGregoryQuadOffsetBase,
|
|
patch.GetQuadOffsetIndex());
|
|
glProgramUniform1i(program, uniformPrimitiveIdBase,
|
|
patch.GetPatchIndex());
|
|
|
|
if (g_wire == 0) {
|
|
glDisable(GL_CULL_FACE);
|
|
}
|
|
glDrawElements(primType,
|
|
patch.GetNumIndices(), GL_UNSIGNED_INT,
|
|
(void *)(patch.GetVertIndex() * sizeof(unsigned int)));
|
|
if (g_wire == 0) {
|
|
glEnable(GL_CULL_FACE);
|
|
}
|
|
}
|
|
|
|
glBindVertexArray(0);
|
|
glUseProgram(0);
|
|
|
|
glEndQuery(GL_PRIMITIVES_GENERATED);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, g_depthTexture);
|
|
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, g_width, g_height);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
GLuint numPrimsGenerated = 0;
|
|
glGetQueryObjectuiv(g_primQuery, GL_QUERY_RESULT, &numPrimsGenerated);
|
|
|
|
g_hud.GetFrameBuffer()->ApplyImageShader();
|
|
|
|
if (g_hud.IsVisible()) {
|
|
g_fpsTimer.Stop();
|
|
double fps = 1.0/g_fpsTimer.GetElapsed();
|
|
g_fpsTimer.Start();
|
|
// Avereage fps over a defined number of time samples for
|
|
// easier reading in the HUD
|
|
g_fpsTimeSamples[g_currentFpsTimeSample++] = float(fps);
|
|
if (g_currentFpsTimeSample >= NUM_FPS_TIME_SAMPLES)
|
|
g_currentFpsTimeSample = 0;
|
|
double averageFps = 0;
|
|
for (int i=0; i< NUM_FPS_TIME_SAMPLES; ++i) {
|
|
averageFps += g_fpsTimeSamples[i]/(float)NUM_FPS_TIME_SAMPLES;
|
|
}
|
|
|
|
g_hud.DrawString(10, -180, "Tess level (+/-): %d", g_tessLevel);
|
|
if (numPrimsGenerated > 1000000) {
|
|
g_hud.DrawString(10, -160, "Primitives : %3.1f million", (float)numPrimsGenerated/1000000.0);
|
|
} else if (numPrimsGenerated > 1000) {
|
|
g_hud.DrawString(10, -160, "Primitives : %3.1f thousand", (float)numPrimsGenerated/1000.0);
|
|
} else {
|
|
g_hud.DrawString(10, -160, "Primitives : %d", numPrimsGenerated);
|
|
}
|
|
g_hud.DrawString(10, -140, "Vertices : %d", g_mesh->GetNumVertices());
|
|
g_hud.DrawString(10, -20, "FPS : %3.1f", averageFps);
|
|
}
|
|
|
|
g_hud.Flush();
|
|
|
|
glFinish();
|
|
|
|
//checkGLErrors("display leave");
|
|
|
|
glfwSwapBuffers(g_window);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
void
|
|
drawStroke(int x, int y) {
|
|
|
|
glViewport(0, 0, g_pageSize, g_pageSize);
|
|
|
|
// prepare view matrix
|
|
double aspect = g_width/(double)g_height;
|
|
int viewport[4] = {0, 0, g_width, g_height};
|
|
float pick[16], pers[16];
|
|
perspective(pers, 45.0f, (float)aspect, 0.01f, 500.0f);
|
|
pickMatrix(pick, (float)x, (float)g_height-y, g_brushSize*0.5f, g_brushSize*0.5f, viewport);
|
|
multMatrix(g_transformData.ProjectionMatrix, pers, pick);
|
|
multMatrix(g_transformData.ModelViewProjectionMatrix,
|
|
g_transformData.ModelViewMatrix,
|
|
g_transformData.ProjectionMatrix);
|
|
memcpy(g_transformData.ProjectionWithoutPickMatrix, pers, sizeof(float)*16);
|
|
|
|
if (! g_transformUB) {
|
|
glGenBuffers(1, &g_transformUB);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB);
|
|
glBufferData(GL_UNIFORM_BUFFER,
|
|
sizeof(g_transformData), NULL, GL_STATIC_DRAW);
|
|
};
|
|
glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB);
|
|
glBufferSubData(GL_UNIFORM_BUFFER,
|
|
0, sizeof(g_transformData), &g_transformData);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
|
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, g_transformBinding, g_transformUB);
|
|
|
|
// Update and bind tessellation state
|
|
struct Tessellation {
|
|
float TessLevel;
|
|
} tessellationData;
|
|
|
|
tessellationData.TessLevel = static_cast<float>(1 << (g_tessLevel>>1));
|
|
|
|
if (! g_tessellationUB) {
|
|
glGenBuffers(1, &g_tessellationUB);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB);
|
|
glBufferData(GL_UNIFORM_BUFFER,
|
|
sizeof(tessellationData), NULL, GL_STATIC_DRAW);
|
|
};
|
|
glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB);
|
|
glBufferSubData(GL_UNIFORM_BUFFER,
|
|
0, sizeof(tessellationData), &tessellationData);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
|
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, g_tessellationBinding, g_tessellationUB);
|
|
|
|
|
|
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());
|
|
}
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
// 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();
|
|
|
|
// 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();
|
|
|
|
GLenum primType = GL_PATCHES;
|
|
glPatchParameteri(GL_PATCH_VERTICES, desc.GetNumControlVertices());
|
|
|
|
Effect effect;
|
|
effect.color = 0;
|
|
effect.displacement = g_displayDisplacement;
|
|
effect.wire = 1;
|
|
effect.paint = 1;
|
|
|
|
GLuint program = bindProgram(effect, patch);
|
|
GLuint uniformGregoryQuadOffsetBase =
|
|
glGetUniformLocation(program, "GregoryQuadOffsetBase");
|
|
GLuint uniformPrimitiveIdBase =
|
|
glGetUniformLocation(program, "PrimitiveIdBase");
|
|
glProgramUniform1i(program, uniformGregoryQuadOffsetBase,
|
|
patch.GetQuadOffsetIndex());
|
|
glProgramUniform1i(program, uniformPrimitiveIdBase,
|
|
patch.GetPatchIndex());
|
|
|
|
glDrawElements(primType,
|
|
patch.GetNumIndices(), GL_UNSIGNED_INT,
|
|
(void *)(patch.GetVertIndex() * sizeof(unsigned int)));
|
|
}
|
|
|
|
glBindVertexArray(0);
|
|
glUseProgram(0);
|
|
|
|
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT |
|
|
GL_TEXTURE_FETCH_BARRIER_BIT);
|
|
|
|
//checkGLErrors("display leave");
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
motion(GLFWwindow * w, double dx, double dy) {
|
|
int x=(int)dx, y=(int)dy;
|
|
|
|
if (glfwGetKey(w,GLFW_KEY_LEFT_ALT)) {
|
|
|
|
if (g_mbutton[0] && !g_mbutton[1] && !g_mbutton[2]) {
|
|
// orbit
|
|
g_rotate[0] += x - g_prev_x;
|
|
g_rotate[1] += y - g_prev_y;
|
|
} else if (!g_mbutton[0] && !g_mbutton[1] && g_mbutton[2]) {
|
|
// pan
|
|
g_pan[0] -= g_dolly*(x - g_prev_x)/g_width;
|
|
g_pan[1] += g_dolly*(y - g_prev_y)/g_height;
|
|
} else if ((g_mbutton[0] && !g_mbutton[1] && g_mbutton[2]) or
|
|
(!g_mbutton[0] && g_mbutton[1] && !g_mbutton[2])) {
|
|
// dolly
|
|
g_dolly -= g_dolly*0.01f*(x - g_prev_x);
|
|
if(g_dolly <= 0.01) g_dolly = 0.01f;
|
|
}
|
|
} else {
|
|
if (g_mbutton[0] && !g_mbutton[1] && !g_mbutton[2]) {
|
|
// paint something into screen
|
|
drawStroke(x, y);
|
|
}
|
|
}
|
|
|
|
g_prev_x = x;
|
|
g_prev_y = y;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
mouse(GLFWwindow * w, int button, int state, int /* mods */) {
|
|
|
|
if (button == 0 && state == GLFW_PRESS && g_hud.MouseClick(g_prev_x, g_prev_y))
|
|
return;
|
|
|
|
if (button < 3) {
|
|
g_mbutton[button] = (state == GLFW_PRESS);
|
|
}
|
|
|
|
if (not glfwGetKey(w, GLFW_KEY_LEFT_ALT)) {
|
|
if (g_mbutton[0] && !g_mbutton[1] && !g_mbutton[2]) {
|
|
drawStroke(g_prev_x, g_prev_y);
|
|
}
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
reshape(GLFWwindow *, int width, int height) {
|
|
|
|
g_width = width;
|
|
g_height = height;
|
|
|
|
int windowWidth = g_width, windowHeight = g_height;
|
|
|
|
// window size might not match framebuffer size on a high DPI display
|
|
glfwGetWindowSize(g_window, &windowWidth, &windowHeight);
|
|
|
|
g_hud.Rebuild(windowWidth, windowHeight);
|
|
|
|
// prepare depth texture
|
|
if (g_depthTexture == 0) glGenTextures(1, &g_depthTexture);
|
|
glBindTexture(GL_TEXTURE_2D, g_depthTexture);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0,
|
|
GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
}
|
|
|
|
void reshape() {
|
|
reshape(g_window, g_width, g_height);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
void windowClose(GLFWwindow*) {
|
|
g_running = false;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
toggleFullScreen() {
|
|
// XXXX manuelk : to re-implement from glut
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
keyboard(GLFWwindow *, int key, int /* scancode */, int event, int /* mods */) {
|
|
|
|
if (event == GLFW_RELEASE) return;
|
|
if (g_hud.KeyDown(tolower(key))) return;
|
|
|
|
switch (key) {
|
|
case 'Q': g_running = 0; break;
|
|
case 'F': fitFrame(); break;
|
|
case GLFW_KEY_TAB: toggleFullScreen(); break;
|
|
case '+':
|
|
case '=': g_tessLevel++; break;
|
|
case '-': g_tessLevel = std::max(1, g_tessLevel-1); break;
|
|
case GLFW_KEY_ESCAPE: g_hud.SetVisible(!g_hud.IsVisible()); break;
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
callbackWireframe(int b) {
|
|
|
|
g_wire = b;
|
|
}
|
|
|
|
static void
|
|
callbackDisplay(bool /* checked */, int n) {
|
|
|
|
if (n == 0) g_displayColor = !g_displayColor;
|
|
else if (n == 1) g_displayDisplacement = !g_displayDisplacement;
|
|
}
|
|
|
|
static void
|
|
callbackLevel(int l) {
|
|
|
|
g_level = l;
|
|
createOsdMesh();
|
|
}
|
|
|
|
static void
|
|
callbackModel(int m) {
|
|
|
|
if (m < 0)
|
|
m = 0;
|
|
|
|
if (m >= (int)g_defaultShapes.size())
|
|
m = (int)g_defaultShapes.size() - 1;
|
|
|
|
g_currentShape = m;
|
|
createOsdMesh();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
initHUD() {
|
|
|
|
int windowWidth = g_width, windowHeight = g_height,
|
|
frameBufferWidth = g_width, frameBufferHeight = g_height;
|
|
|
|
// window size might not match framebuffer size on a high DPI display
|
|
glfwGetWindowSize(g_window, &windowWidth, &windowHeight);
|
|
glfwGetFramebufferSize(g_window, &frameBufferWidth, &frameBufferHeight);
|
|
|
|
g_hud.Init(windowWidth, windowHeight);
|
|
|
|
g_hud.SetFrameBuffer(new GLFrameBuffer);
|
|
|
|
g_hud.AddCheckBox("Color (C)", g_displayColor != 0, 10, 10, callbackDisplay, 0, 'c');
|
|
g_hud.AddCheckBox("Displacement (D)", g_displayDisplacement != 0, 10, 30, callbackDisplay, 1, 'd');
|
|
|
|
int shading_pulldown = g_hud.AddPullDown("Shading (W)", 200, 10, 250, callbackWireframe, 'w');
|
|
g_hud.AddPullDownButton(shading_pulldown, "Wire", 0, g_wire==0);
|
|
g_hud.AddPullDownButton(shading_pulldown, "Shaded", 1, g_wire==1);
|
|
g_hud.AddPullDownButton(shading_pulldown, "Wire+Shaded", 2, g_wire==2);
|
|
|
|
for (int i = 1; i < 11; ++i) {
|
|
char level[16];
|
|
sprintf(level, "Lv. %d", i);
|
|
g_hud.AddRadioButton(3, level, i==2, 10, 170+i*20, callbackLevel, i, '0'+(i%10));
|
|
}
|
|
|
|
int pulldown_handle = g_hud.AddPullDown("Shape (N)", -300, 10, 300, callbackModel, 'n');
|
|
for (int i = 0; i < (int)g_defaultShapes.size(); ++i) {
|
|
g_hud.AddPullDownButton(pulldown_handle, g_defaultShapes[i].name.c_str(),i);
|
|
}
|
|
|
|
g_hud.Rebuild(g_width, g_height);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
initGL() {
|
|
|
|
glClearColor(0.1f, 0.1f, 0.1f, 0.0f);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_LEQUAL);
|
|
glCullFace(GL_BACK);
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
glGenVertexArrays(1, &g_vao);
|
|
glGenTextures(1, &g_paintTexture);
|
|
|
|
static const GLfloat border[] = { 0.0, 0.0, 0.0, 0.0 };
|
|
|
|
// create brush-size buffer
|
|
glBindTexture(GL_TEXTURE_2D, g_paintTexture);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
|
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border);
|
|
|
|
int reso = 64;
|
|
|
|
std::vector<float> values;
|
|
for(int yy = 0; yy < reso; ++yy) {
|
|
for (int xx = 0; xx < reso; ++xx) {
|
|
float r = sqrtf((xx-reso*0.5f)*(xx-reso*0.5f)+
|
|
(yy-reso*0.5f)*(yy-reso*0.5f))/(reso*0.5f);
|
|
float v = 0.5f*std::max(0.0f, expf(-r*r)-0.4f);
|
|
values.push_back(v);
|
|
values.push_back(v);
|
|
values.push_back(v);
|
|
}
|
|
}
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, reso, reso, 0, GL_RGB, GL_FLOAT, &values[0]);
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
glGenQueries(1, &g_primQuery);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
uninitGL() {
|
|
|
|
if (g_vao) glDeleteVertexArrays(1, &g_vao);
|
|
if (g_paintTexture) glDeleteTextures(1, &g_paintTexture);
|
|
if (g_depthTexture) glDeleteTextures(1, &g_depthTexture);
|
|
if (g_primQuery) glDeleteQueries(1, &g_primQuery);
|
|
if (g_ptexPages) glDeleteTextures(1, &g_ptexPages);
|
|
if (g_ptexLayouts) glDeleteTextures(1, &g_ptexLayouts);
|
|
if (g_ptexTexels) glDeleteTextures(1, &g_ptexTexels);
|
|
|
|
if (g_mesh)
|
|
delete g_mesh;
|
|
|
|
delete g_cpuComputeController;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
idle() {
|
|
updateGeom();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
callbackError(OpenSubdiv::Osd::ErrorType err, const char *message) {
|
|
|
|
printf("OsdError: %d\n", err);
|
|
printf("%s", message);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
setGLCoreProfile() {
|
|
|
|
#define glfwOpenWindowHint glfwWindowHint
|
|
#define GLFW_OPENGL_VERSION_MAJOR GLFW_CONTEXT_VERSION_MAJOR
|
|
#define GLFW_OPENGL_VERSION_MINOR GLFW_CONTEXT_VERSION_MINOR
|
|
|
|
glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
|
#if not defined(__APPLE__)
|
|
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 4);
|
|
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
|
|
#else
|
|
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3);
|
|
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
|
|
#endif
|
|
glfwOpenWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
int main(int argc, char ** argv) {
|
|
|
|
bool fullscreen = false;
|
|
std::string str;
|
|
for (int i = 1; i < argc; ++i) {
|
|
if (!strcmp(argv[i], "-d"))
|
|
g_level = atoi(argv[++i]);
|
|
else if (!strcmp(argv[i], "-f"))
|
|
fullscreen = true;
|
|
else {
|
|
std::ifstream ifs(argv[1]);
|
|
if (ifs) {
|
|
std::stringstream ss;
|
|
ss << ifs.rdbuf();
|
|
ifs.close();
|
|
str = ss.str();
|
|
g_defaultShapes.push_back(ShapeDesc(argv[1], str.c_str(), kCatmark));
|
|
}
|
|
}
|
|
}
|
|
initShapes();
|
|
OpenSubdiv::Osd::SetErrorCallback(callbackError);
|
|
|
|
if (not glfwInit()) {
|
|
printf("Failed to initialize GLFW\n");
|
|
return 1;
|
|
}
|
|
|
|
static const char windowTitle[] = "OpenSubdiv glPaintTest " OPENSUBDIV_VERSION_STRING;
|
|
|
|
#define CORE_PROFILE
|
|
#ifdef CORE_PROFILE
|
|
setGLCoreProfile();
|
|
#endif
|
|
|
|
if (fullscreen) {
|
|
|
|
g_primary = glfwGetPrimaryMonitor();
|
|
|
|
// apparently glfwGetPrimaryMonitor fails under linux : if no primary,
|
|
// settle for the first one in the list
|
|
if (not g_primary) {
|
|
int count=0;
|
|
GLFWmonitor ** monitors = glfwGetMonitors(&count);
|
|
|
|
if (count)
|
|
g_primary = monitors[0];
|
|
}
|
|
|
|
if (g_primary) {
|
|
GLFWvidmode const * vidmode = glfwGetVideoMode(g_primary);
|
|
g_width = vidmode->width;
|
|
g_height = vidmode->height;
|
|
}
|
|
}
|
|
|
|
if (not (g_window=glfwCreateWindow(g_width, g_height, windowTitle,
|
|
fullscreen and g_primary ? g_primary : NULL, NULL))) {
|
|
printf("Failed to open window.\n");
|
|
glfwTerminate();
|
|
return 1;
|
|
}
|
|
glfwMakeContextCurrent(g_window);
|
|
glfwSetKeyCallback(g_window, keyboard);
|
|
glfwSetCursorPosCallback(g_window, motion);
|
|
glfwSetMouseButtonCallback(g_window, mouse);
|
|
glfwSetWindowCloseCallback(g_window, windowClose);
|
|
|
|
#if defined(OSD_USES_GLEW)
|
|
#ifdef CORE_PROFILE
|
|
// this is the only way to initialize glew correctly under core profile context.
|
|
glewExperimental = true;
|
|
#endif
|
|
if (GLenum r = glewInit() != GLEW_OK) {
|
|
printf("Failed to initialize glew. Error = %s\n", glewGetErrorString(r));
|
|
exit(1);
|
|
}
|
|
#ifdef CORE_PROFILE
|
|
// clear GL errors which was generated during glewInit()
|
|
glGetError();
|
|
#endif
|
|
#endif
|
|
|
|
initGL();
|
|
|
|
// accommodate high DPI displays (e.g. mac retina displays)
|
|
glfwGetFramebufferSize(g_window, &g_width, &g_height);
|
|
glfwSetFramebufferSizeCallback(g_window, reshape);
|
|
|
|
// as of GLFW 3.0.1 this callback is not implicit
|
|
reshape();
|
|
|
|
glfwSwapInterval(0);
|
|
|
|
initHUD();
|
|
callbackModel(g_currentShape);
|
|
|
|
while (g_running) {
|
|
idle();
|
|
display();
|
|
|
|
glfwPollEvents();
|
|
}
|
|
|
|
uninitGL();
|
|
glfwTerminate();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|