OpenSubdiv/examples/glPaintTest/glPaintTest.cpp

1244 lines
39 KiB
C++

//
// Copyright 2013 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the trade
// names, trademarks, service marks, or product names of the Licensor
// and its affiliates, except as required to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
#if defined(__APPLE__)
#if defined(OSD_USES_GLEW)
#include <GL/glew.h>
#else
#include <OpenGL/gl3.h>
#endif
#define GLFW_INCLUDE_GL3
#define GLFW_NO_GLU
#else
#include <stdlib.h>
#include <GL/glew.h>
#if defined(WIN32)
#include <GL/wglew.h>
#endif
#endif
#include <GLFW/glfw3.h>
GLFWwindow* g_window=0;
GLFWmonitor* g_primary=0;
#include <osd/error.h>
#include <osd/vertex.h>
#include <osd/glDrawContext.h>
#include <osd/glDrawRegistry.h>
#include <osd/cpuGLVertexBuffer.h>
#include <osd/cpuComputeContext.h>
#include <osd/cpuComputeController.h>
OpenSubdiv::Osd::CpuComputeController *g_cpuComputeController = NULL;
#include <osd/glMesh.h>
OpenSubdiv::Osd::GLMeshInterface *g_mesh;
#include <common/vtr_utils.h>
#include "../common/stopwatch.h"
#include "../common/simple_math.h"
#include "../common/gl_hud.h"
#include "init_shapes.h"
static const char *shaderSource =
#include "shader.gen.h"
;
static const char *paintShaderSource =
#include "paintShader.gen.h"
;
#include <cfloat>
#include <vector>
#include <iostream>
#include <fstream>
#include <sstream>
float g_rotate[2] = {0, 0},
g_dolly = 5,
g_pan[2] = {0, 0},
g_center[3] = {0, 0, 0},
g_size = 0;
int g_prev_x = 0,
g_prev_y = 0;
int g_width = 1024,
g_height = 1024;
GLhud g_hud;
int g_level = 2;
int g_tessLevel = 6;
std::vector<float> g_orgPositions;
GLuint g_transformUB = 0,
g_transformBinding = 0,
g_tessellationUB = 0,
g_tessellationBinding = 0,
g_lightingUB = 0,
g_lightingBinding = 0;
struct Transform {
float ModelViewMatrix[16];
float ProjectionMatrix[16];
float ModelViewProjectionMatrix[16];
float ModelViewInverseMatrix[16];
float ProjectionWithoutPickMatrix[16];
} g_transformData;
GLuint g_primQuery = 0;
GLuint g_vao = 0;
GLuint g_paintTexture = 0;
GLuint g_depthTexture = 0;
int g_running = 1,
g_wire = 2,
g_displayColor = 1,
g_displayDisplacement = 0,
g_mbutton[3] = {0, 0, 0};
int g_brushSize = 500;
int g_frame = 0;
GLuint g_ptexPages = 0,
g_ptexLayouts = 0,
g_ptexTexels = 0;
int g_pageSize = 512;
struct SimpleShape {
std::string name;
Scheme scheme;
std::string data;
SimpleShape() { }
SimpleShape( std::string const & idata, char const * iname, Scheme ischeme )
: name(iname), scheme(ischeme), data(idata) { }
};
int g_currentShape = 0;
#define NUM_FPS_TIME_SAMPLES 6
float g_fpsTimeSamples[NUM_FPS_TIME_SAMPLES] = {0,0,0,0,0,0};
int g_currentFpsTimeSample = 0;
Stopwatch g_fpsTimer;
static void
checkGLErrors(std::string const & where = "") {
GLuint err;
while ((err = glGetError()) != GL_NO_ERROR) {
std::cerr << "GL error: "
<< (where.empty() ? "" : where + " ")
<< err << "\n";
}
}
//------------------------------------------------------------------------------
static void
updateGeom() {
int nverts = (int)g_orgPositions.size() / 3;
std::vector<float> vertex;
vertex.reserve(nverts*3);
const float *p = &g_orgPositions[0];
g_frame++;
// float r = sin(frame*0.01f); // * g_moveScale;
float r = 0;
for (int i = 0; i < nverts; ++i) {
//float move = 0.05f*cosf(p[0]*20+g_frame*0.01f);
float ct = cos(p[2] * r);
float st = sin(p[2] * r);
vertex.push_back(p[0]*ct + p[1]*st);
vertex.push_back(-p[0]*st + p[1]*ct);
vertex.push_back(p[2]);
p += 3;
}
g_mesh->UpdateVertexBuffer(&vertex[0], 0, nverts);
g_mesh->Refine();
g_mesh->Synchronize();
}
//------------------------------------------------------------------------------
static GLuint
genTextureBuffer(GLenum format, GLsizeiptr size, GLvoid const * data) {
GLuint buffer, result;
glGenBuffers(1, &buffer);
glBindBuffer(GL_TEXTURE_BUFFER, buffer);
glBufferData(GL_TEXTURE_BUFFER, size, data, GL_STATIC_DRAW);
glGenTextures(1, & result);
glBindTexture(GL_TEXTURE_BUFFER, result);
glTexBuffer(GL_TEXTURE_BUFFER, format, buffer);
// need to reset texture binding before deleting the source buffer.
glBindTexture(GL_TEXTURE_BUFFER, 0);
glDeleteBuffers(1, &buffer);
return result;
}
static void
createOsdMesh() {
ShapeDesc const & shapeDesc = g_defaultShapes[g_currentShape];
Shape * shape = Shape::parseObj(shapeDesc.data.c_str(), shapeDesc.scheme);
checkGLErrors("create osd enter");
g_orgPositions=shape->verts;
// create Vtr mesh (topology)
OpenSubdiv::Sdc::Type sdctype = GetSdcType(*shape);
OpenSubdiv::Sdc::Options sdcoptions = GetSdcOptions(*shape);
OpenSubdiv::Far::TopologyRefiner * refiner =
OpenSubdiv::Far::TopologyRefinerFactory<Shape>::Create(sdctype, sdcoptions, *shape);
// count ptex face id
int numPtexFaces = refiner->GetNumPtexFaces();
delete g_mesh;
g_mesh = NULL;
bool doAdaptive = true;
OpenSubdiv::Osd::MeshBitset bits;
bits.set(OpenSubdiv::Osd::MeshAdaptive, doAdaptive);
bits.set(OpenSubdiv::Osd::MeshPtexData, true);
if (not g_cpuComputeController) {
g_cpuComputeController = new OpenSubdiv::Osd::CpuComputeController();
}
g_mesh = new OpenSubdiv::Osd::Mesh<OpenSubdiv::Osd::CpuGLVertexBuffer,
OpenSubdiv::Osd::CpuComputeController,
OpenSubdiv::Osd::GLDrawContext>(
g_cpuComputeController,
refiner, 3, 0, g_level, bits);
// compute model bounding
float min[3] = { FLT_MAX, FLT_MAX, FLT_MAX};
float max[3] = {-FLT_MAX, -FLT_MAX, -FLT_MAX};
for (size_t i=0; i < g_orgPositions.size()/3; ++i) {
for(int j=0; j<3; ++j) {
float v = g_orgPositions[i*3+j];
min[j] = std::min(min[j], v);
max[j] = std::max(max[j], v);
}
}
for (int j=0; j<3; ++j) {
g_center[j] = (min[j] + max[j]) * 0.5f;
g_size += (max[j]-min[j])*(max[j]-min[j]);
}
g_size = sqrtf(g_size);
updateGeom();
// -------- VAO
glBindVertexArray(g_vao);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_mesh->GetDrawContext()->GetPatchIndexBuffer());
glBindBuffer(GL_ARRAY_BUFFER, g_mesh->BindVertexBuffer());
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 3, 0);
glBindVertexArray(0);
// -------- create ptex
if (g_ptexPages) glDeleteTextures(1, &g_ptexPages);
if (g_ptexLayouts) glDeleteTextures(1, &g_ptexLayouts);
if (g_ptexTexels) glDeleteTextures(1, &g_ptexTexels);
std::vector<int> pages;
std::vector<float> layouts;
for (int i = 0; i < numPtexFaces; ++i) {
pages.push_back(i);
layouts.push_back(0);
layouts.push_back(0);
layouts.push_back(1);
layouts.push_back(1);
}
g_ptexPages = genTextureBuffer(GL_R32I,
numPtexFaces * sizeof(GLint), &pages[0]);
g_ptexLayouts = genTextureBuffer(GL_RGBA32F,
numPtexFaces * 4 * sizeof(GLfloat),
&layouts[0]);
// actual texels texture array
glGenTextures(1, &g_ptexTexels);
glBindTexture(GL_TEXTURE_2D_ARRAY, g_ptexTexels);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
g_pageSize = std::min(512, (int)sqrt((float)1024*1024*1024/64/numPtexFaces));
int pageSize = g_pageSize;
std::vector<float> texels;
texels.resize(pageSize*pageSize*numPtexFaces);
// allocate ptex
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_R32F,
pageSize, pageSize, numPtexFaces, 0, GL_RED, GL_FLOAT, &texels[0]);
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
checkGLErrors("create osd exit");
}
//------------------------------------------------------------------------------
static void
fitFrame() {
g_pan[0] = g_pan[1] = 0;
g_dolly = g_size;
}
//------------------------------------------------------------------------------
union Effect {
struct {
int color:1;
int displacement:1;
int paint:1;
unsigned int wire:2;
};
int value;
bool operator < (const Effect &e) const {
return value < e.value;
}
};
typedef std::pair<OpenSubdiv::Osd::DrawContext::PatchDescriptor,Effect> EffectDesc;
class EffectDrawRegistry : public OpenSubdiv::Osd::GLDrawRegistry<EffectDesc> {
protected:
virtual ConfigType *
_CreateDrawConfig(DescType const & desc, SourceConfigType const * sconfig);
virtual SourceConfigType *
_CreateDrawSourceConfig(DescType const & desc);
};
EffectDrawRegistry::SourceConfigType *
EffectDrawRegistry::_CreateDrawSourceConfig(DescType const & desc) {
Effect effect = desc.second;
SourceConfigType * sconfig =
BaseRegistry::_CreateDrawSourceConfig(desc.first);
sconfig->commonShader.AddDefine("USE_PTEX_COORD");
if (effect.color) {
sconfig->commonShader.AddDefine("USE_PTEX_COLOR");
}
if (effect.displacement) {
sconfig->commonShader.AddDefine("USE_PTEX_DISPLACEMENT");
}
sconfig->commonShader.AddDefine("OSD_ENABLE_PATCH_CULL");
sconfig->commonShader.AddDefine("OSD_ENABLE_SCREENSPACE_TESSELLATION");
const char *glslVersion = "#version 420\n";
sconfig->vertexShader.source = shaderSource + sconfig->vertexShader.source;
sconfig->tessControlShader.source = shaderSource + sconfig->tessControlShader.source;
sconfig->tessEvalShader.source = shaderSource + sconfig->tessEvalShader.source;
sconfig->vertexShader.version = glslVersion;
sconfig->tessEvalShader.version = glslVersion;
sconfig->tessControlShader.version = glslVersion;
sconfig->geometryShader.version = glslVersion;
sconfig->fragmentShader.version = glslVersion;
if (effect.paint) {
sconfig->geometryShader.source = paintShaderSource;
sconfig->geometryShader.AddDefine("GEOMETRY_SHADER");
sconfig->fragmentShader.source = paintShaderSource;
sconfig->fragmentShader.AddDefine("FRAGMENT_SHADER");
return sconfig;
}
sconfig->geometryShader.AddDefine("SMOOTH_NORMALS");
sconfig->geometryShader.source = shaderSource;
sconfig->geometryShader.AddDefine("GEOMETRY_SHADER");
sconfig->fragmentShader.source = shaderSource;
sconfig->fragmentShader.AddDefine("FRAGMENT_SHADER");
sconfig->geometryShader.AddDefine("PRIM_TRI");
sconfig->fragmentShader.AddDefine("PRIM_TRI");
if (effect.wire == 0) {
sconfig->geometryShader.AddDefine("GEOMETRY_OUT_WIRE");
sconfig->fragmentShader.AddDefine("GEOMETRY_OUT_WIRE");
} else if (effect.wire == 1) {
sconfig->geometryShader.AddDefine("GEOMETRY_OUT_FILL");
sconfig->fragmentShader.AddDefine("GEOMETRY_OUT_FILL");
} else if (effect.wire == 2) {
sconfig->geometryShader.AddDefine("GEOMETRY_OUT_LINE");
sconfig->fragmentShader.AddDefine("GEOMETRY_OUT_LINE");
}
return sconfig;
}
EffectDrawRegistry::ConfigType *
EffectDrawRegistry::_CreateDrawConfig(
DescType const & desc,
SourceConfigType const * sconfig) {
ConfigType * config = BaseRegistry::_CreateDrawConfig(desc.first, sconfig);
assert(config);
GLuint uboIndex;
// XXXdyu can use layout(binding=) with GLSL 4.20 and beyond
g_transformBinding = 0;
uboIndex = glGetUniformBlockIndex(config->program, "Transform");
if (uboIndex != GL_INVALID_INDEX)
glUniformBlockBinding(config->program, uboIndex, g_transformBinding);
g_tessellationBinding = 1;
uboIndex = glGetUniformBlockIndex(config->program, "Tessellation");
if (uboIndex != GL_INVALID_INDEX)
glUniformBlockBinding(config->program, uboIndex, g_tessellationBinding);
g_lightingBinding = 2;
uboIndex = glGetUniformBlockIndex(config->program, "Lighting");
if (uboIndex != GL_INVALID_INDEX)
glUniformBlockBinding(config->program, uboIndex, g_lightingBinding);
GLint loc;
if ((loc = glGetUniformLocation(config->program, "OsdVertexBuffer")) != -1) {
glProgramUniform1i(config->program, loc, 0); // GL_TEXTURE0
}
if ((loc = glGetUniformLocation(config->program, "OsdValenceBuffer")) != -1) {
glProgramUniform1i(config->program, loc, 1); // GL_TEXTURE1
}
if ((loc = glGetUniformLocation(config->program, "OsdQuadOffsetBuffer")) != -1) {
glProgramUniform1i(config->program, loc, 2); // GL_TEXTURE2
}
if ((loc = glGetUniformLocation(config->program, "OsdPatchParamBuffer")) != -1) {
glProgramUniform1i(config->program, loc, 3); // GL_TEXTURE3
}
return config;
}
EffectDrawRegistry effectRegistry;
//------------------------------------------------------------------------------
static GLuint
bindProgram(Effect effect, OpenSubdiv::Osd::DrawContext::PatchArray const & patch) {
EffectDesc effectDesc(patch.GetDescriptor(), effect);
EffectDrawRegistry::ConfigType *
config = effectRegistry.GetDrawConfig(effectDesc);
GLuint program = config->program;
glUseProgram(program);
if (effect.paint) {
// set image
GLint texImage = glGetUniformLocation(program, "outTextureImage");
glUniform1i(texImage, 0);
glBindImageTexture(0, g_ptexTexels, 0, GL_TRUE, 0, GL_READ_WRITE, GL_R32F);
GLint paintTexture = glGetUniformLocation(program, "paintTexture");
glUniform1i(paintTexture, 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, g_paintTexture);
GLint depthTexture = glGetUniformLocation(program, "depthTexture");
glUniform1i(depthTexture, 1);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, g_depthTexture);
GLint imageSize = glGetUniformLocation(program, "imageSize");
glUniform1i(imageSize, g_pageSize);
glActiveTexture(GL_TEXTURE0);
}
// color ptex
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();
}
//------------------------------------------------------------------------------