mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-27 22:10:06 +00:00
1114 lines
34 KiB
C++
1114 lines
34 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/cpuComputeContext.h>
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#include <osd/cpuComputeController.h>
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#include <osd/cpuEvalLimitContext.h>
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#include <osd/cpuEvalLimitController.h>
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#include <osd/cpuVertexBuffer.h>
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#include <osd/cpuGLVertexBuffer.h>
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#include <osd/error.h>
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#include <osd/drawContext.h>
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#include <osd/mesh.h>
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#include <osd/vertex.h>
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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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#include "particles.h"
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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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#include <stdlib.h>
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#ifdef OPENSUBDIV_HAS_OPENMP
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#include <omp.h>
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#endif
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using namespace OpenSubdiv;
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//------------------------------------------------------------------------------
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std::vector<float> g_orgPositions,
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g_positions,
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g_varyingColors;
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int g_currentShape = 0,
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g_level = 3,
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g_numElements = 3;
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std::vector<int> g_coarseEdges;
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std::vector<float> g_coarseEdgeSharpness;
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std::vector<float> g_coarseVertexSharpness;
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enum DrawMode { kRANDOM=0,
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kUV=1,
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kVARYING=2,
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kFACEVARYING=3 };
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int g_running = 1,
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g_width = 1024,
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g_height = 1024,
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g_fullscreen = 0,
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g_drawCageEdges = 1,
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g_drawCageVertices = 1,
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g_drawMode = kVARYING,
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g_prev_x = 0,
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g_prev_y = 0,
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g_mbutton[3] = {0, 0, 0},
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g_frame=0,
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g_freeze=0,
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g_repeatCount;
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float g_rotate[2] = {0, 0},
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g_dolly = 5,
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g_pan[2] = {0, 0},
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g_center[3] = {0, 0, 0},
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g_size = 0,
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g_moveScale = 0.0f;
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GLuint g_transformUB = 0,
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g_transformBinding = 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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} g_transformData;
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// performance
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float g_evalTime = 0;
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float g_computeTime = 0;
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Stopwatch g_fpsTimer;
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//------------------------------------------------------------------------------
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int g_nparticles=0,
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g_nsamples=101,
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g_nsamplesFound=0;
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bool g_randomStart=true;
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GLuint g_cageEdgeVAO = 0,
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g_cageEdgeVBO = 0,
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g_cageVertexVAO = 0,
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g_cageVertexVBO = 0,
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g_samplesVAO=0;
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GLhud g_hud;
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//------------------------------------------------------------------------------
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static void
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createRandomColors(int nverts, int stride, float * colors) {
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// large Pell prime number
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srand( static_cast<int>(2147483647) );
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for (int i=0; i<nverts; ++i) {
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colors[i*stride+0] = (float)rand()/(float)RAND_MAX;
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colors[i*stride+1] = (float)rand()/(float)RAND_MAX;
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colors[i*stride+2] = (float)rand()/(float)RAND_MAX;
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}
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}
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//------------------------------------------------------------------------------
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static void
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createCoarseMesh(OpenSubdiv::Far::TopologyRefiner const & refiner) {
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typedef OpenSubdiv::Far::IndexArray IndexArray;
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// save coarse topology (used for coarse mesh drawing)
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int nedges = refiner.GetNumEdges(0),
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nverts = refiner.GetNumVertices(0);
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g_coarseEdges.resize(nedges*2);
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g_coarseEdgeSharpness.resize(nedges);
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g_coarseVertexSharpness.resize(nverts);
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for(int i=0; i<nedges; ++i) {
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IndexArray verts = refiner.GetEdgeVertices(0, i);
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g_coarseEdges[i*2 ]=verts[0];
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g_coarseEdges[i*2+1]=verts[1];
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g_coarseEdgeSharpness[i]=refiner.GetEdgeSharpness(0, i);
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}
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for(int i=0; i<nverts; ++i) {
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g_coarseVertexSharpness[i]=refiner.GetVertexSharpness(0, i);
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}
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// assign a randomly generated color for each vertex ofthe mesh
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g_varyingColors.resize(nverts*3);
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createRandomColors(nverts, 3, &g_varyingColors[0]);
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}
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//------------------------------------------------------------------------------
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Far::TopologyRefiner * g_topologyRefiner = 0;
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Osd::CpuVertexBuffer * g_vertexData = 0,
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* g_varyingData = 0;
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Osd::CpuComputeContext * g_computeCtx = 0;
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Osd::CpuComputeController g_computeCtrl;
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Far::KernelBatchVector g_kernelBatches;
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Osd::CpuEvalLimitContext * g_evalCtx = 0;
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Osd::CpuEvalLimitController g_evalCtrl;
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Osd::VertexBufferDescriptor g_idesc( /*offset*/ 0, /*legnth*/ 3, /*stride*/ 3 ),
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g_odesc( /*offset*/ 0, /*legnth*/ 3, /*stride*/ 6 ),
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g_vdesc( /*offset*/ 3, /*legnth*/ 3, /*stride*/ 6 ),
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g_fvidesc( /*offset*/ 0, /*legnth*/ 2, /*stride*/ 2 ),
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g_fvodesc( /*offset*/ 3, /*legnth*/ 2, /*stride*/ 6 );
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Osd::CpuGLVertexBuffer * g_Q=0,
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* g_dQs=0,
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* g_dQt=0;
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STParticles * g_particles=0;
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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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const float *p = &g_orgPositions[0];
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float r = sin(g_frame*0.001f) * g_moveScale;
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for (int i = 0; i < nverts; ++i) {
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//float 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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g_positions[i*3+0] = p[0]*ct + p[1]*st;
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g_positions[i*3+1] = -p[0]*st + p[1]*ct;
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g_positions[i*3+2] = p[2];
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p+=3;
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}
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// Run Compute pass to pose the control vertices ---------------------------
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Stopwatch s;
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s.Start();
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g_vertexData->UpdateData( &g_positions[0], 0, nverts);
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g_computeCtrl.Compute(g_computeCtx, g_kernelBatches, g_vertexData, g_varyingData);
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s.Stop();
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g_computeTime = float(s.GetElapsed() * 1000.0f);
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// Run Eval pass to get the samples locations ------------------------------
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s.Start();
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// The varying data ends-up interleaved in the same g_Q output buffer because
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// g_Q has a stride of 6 and g_vdesc sets the offset to 3, while g_odesc sets
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// the offset to 0
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switch (g_drawMode) {
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case kVARYING : g_evalCtrl.BindVaryingBuffers( g_idesc, g_varyingData, g_vdesc, g_Q ); break;
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case kFACEVARYING : //g_evalCtrl.BindFacevaryingBuffers( g_fvidesc, g_fvodesc, g_Q ); break;
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case kRANDOM :
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case kUV :
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default : g_evalCtrl.Unbind(); break;
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}
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// Bind/Unbind of the vertex buffers to the context needs to happen
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// outside of the parallel loop
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g_evalCtrl.BindVertexBuffers( g_idesc, g_vertexData, g_odesc, g_Q, g_dQs, g_dQt );
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// Apply 'dynamics' update
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assert(g_particles);
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g_particles->Update(g_evalTime); // XXXX g_evalTime is not really elapsed time...
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// Evaluate the positions of the samples on the limit surface
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g_nsamplesFound=0;
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#define USE_OPENMP
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#if defined(OPENSUBDIV_HAS_OPENMP) and defined(USE_OPENMP)
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#pragma omp parallel for
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#endif
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for (int i=0; i<g_nparticles; ++i) {
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Osd::LimitLocation & coord = g_particles->GetPositions()[i];
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int n = g_evalCtrl.EvalLimitSample( coord, g_evalCtx, i );
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if (n) {
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// point colors
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switch (g_drawMode) {
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case kUV : { float * color = g_Q->BindCpuBuffer() + i*g_Q->GetNumElements() + 3;
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color[0] = coord.s;
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color[1] = 0.0f;
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color[2] = coord.t; } break;
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case kRANDOM : // no update needed
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case kVARYING :
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case kFACEVARYING : break;
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default : break;
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}
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#if defined(OPENSUBDIV_HAS_OPENMP) and defined(USE_OPENMP)
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#pragma omp atomic
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#endif
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g_nsamplesFound += n;
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} else {
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// "hide" unfound samples (hole tags...) as a black dot at the origin
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float * sample = g_Q->BindCpuBuffer() + i*g_Q->GetNumElements();
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memset(sample, 0, g_Q->GetNumElements() * sizeof(float));
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}
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}
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g_evalCtrl.Unbind();
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g_Q->BindVBO();
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s.Stop();
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g_evalTime = float(s.GetElapsed());
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}
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//------------------------------------------------------------------------------
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static void
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createOsdMesh(ShapeDesc const & shapeDesc, int level) {
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Shape * shape = Shape::parseObj(shapeDesc.data.c_str(), shapeDesc.scheme);
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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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delete g_topologyRefiner;
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OpenSubdiv::Far::TopologyRefiner * g_topologyRefiner =
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OpenSubdiv::Far::TopologyRefinerFactory<Shape>::Create(sdctype, sdcoptions, *shape);
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g_orgPositions=shape->verts;
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g_positions.resize(g_orgPositions.size(), 0.0f);
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delete shape;
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float speed = g_particles ? g_particles->GetSpeed() : 0.2f;
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// Create the 'uv particles' manager - this class manages the limit
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// location samples (ptex face index, (s,t) and updates them between frames.
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// Note: the number of limit locations can be entirely arbitrary
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delete g_particles;
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g_particles = new STParticles(*g_topologyRefiner, g_nsamples, g_randomStart);
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g_nparticles = g_particles->GetNumParticles();
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g_particles->SetSpeed(speed);
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createCoarseMesh(*g_topologyRefiner);
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int nverts=0;
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{
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// Apply feature adaptive refinement to the mesh so that we can use the
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// limit evaluation API features.
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g_topologyRefiner->RefineAdaptive(level);
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nverts = g_topologyRefiner->GetNumVerticesTotal();
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// Generate stencil tables to update the bi-cubic patches control
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// vertices after they have been re-posed (both for vertex & varying
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// interpolation)
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Far::StencilTablesFactory::Options options;
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options.generateOffsets=true;
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options.generateIntermediateLevels=true;
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Far::StencilTables const * vertexStencils =
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Far::StencilTablesFactory::Create(*g_topologyRefiner, options);
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options.interpolationMode = Far::StencilTablesFactory::INTERPOLATE_VARYING;
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Far::StencilTables const * varyingStencils =
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Far::StencilTablesFactory::Create(*g_topologyRefiner, options);
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g_kernelBatches.clear();
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g_kernelBatches.push_back(Far::StencilTablesFactory::Create(*vertexStencils));
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// Create an Osd Compute context, used to "pose" the vertices with
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// the stencils tables
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delete g_computeCtx;
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g_computeCtx = Osd::CpuComputeContext::Create(vertexStencils, varyingStencils);
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// Generate bi-cubic patch tables for the limit surface
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Far::PatchTables const * patchTables =
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Far::PatchTablesFactory::Create(*g_topologyRefiner);
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// Create a limit Eval context with the patch tables
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delete g_evalCtx;
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g_evalCtx = Osd::CpuEvalLimitContext::Create(*patchTables);
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}
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{ // Create vertex primvar buffer for the CVs
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delete g_vertexData;
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g_vertexData = Osd::CpuVertexBuffer::Create(3, nverts);
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// Create varying primvar buffer for the CVs with random colors.
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// These are immediately interpolated (once) and saved for display.
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delete g_varyingData; g_varyingData = 0;
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if (g_drawMode==kVARYING) {
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g_varyingData = Osd::CpuVertexBuffer::Create(3, nverts);
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g_varyingData->UpdateData( &g_varyingColors[0], 0, nverts);
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}
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// Create output buffers for the limit samples (position & tangents)
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delete g_Q;
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g_Q = Osd::CpuGLVertexBuffer::Create(6, g_nparticles);
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memset( g_Q->BindCpuBuffer(), 0, g_nparticles*6*sizeof(float));
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if (g_drawMode==kRANDOM) {
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createRandomColors(g_nparticles, 6, g_Q->BindCpuBuffer()+3);
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}
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delete g_dQs;
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g_dQs = Osd::CpuGLVertexBuffer::Create(6,g_nparticles);
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memset( g_dQs->BindCpuBuffer(), 0, g_nparticles*6*sizeof(float));
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delete g_dQt;
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g_dQt = Osd::CpuGLVertexBuffer::Create(6,g_nparticles);
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memset( g_dQt->BindCpuBuffer(), 0, g_nparticles*6*sizeof(float));
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}
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updateGeom();
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// Bind g_Q as a GL_POINTS VBO
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glBindVertexArray(g_samplesVAO);
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glBindBuffer(GL_ARRAY_BUFFER, g_Q->BindVBO());
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 6, 0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 6, (float*)12);
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glBindVertexArray(0);
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}
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//------------------------------------------------------------------------------
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struct Program
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{
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GLuint program;
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GLuint uniformModelViewProjectionMatrix;
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GLuint attrPosition;
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GLuint attrColor;
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} g_defaultProgram;
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//------------------------------------------------------------------------------
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static void
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checkGLErrors(std::string const & where = "")
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{
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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 GLuint
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compileShader(GLenum shaderType, const char *source)
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{
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GLuint shader = glCreateShader(shaderType);
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glShaderSource(shader, 1, &source, NULL);
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glCompileShader(shader);
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checkGLErrors("compileShader");
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return shader;
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}
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//------------------------------------------------------------------------------
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static bool
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linkDefaultProgram()
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{
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#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
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#define GLSL_VERSION_DEFINE "#version 400\n"
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#else
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#define GLSL_VERSION_DEFINE "#version 150\n"
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#endif
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static const char *vsSrc =
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GLSL_VERSION_DEFINE
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"in vec3 position;\n"
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"in vec3 color;\n"
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"out vec4 fragColor;\n"
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"uniform mat4 ModelViewProjectionMatrix;\n"
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"void main() {\n"
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" fragColor = vec4(color, 1);\n"
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" gl_Position = ModelViewProjectionMatrix * "
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" vec4(position, 1);\n"
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"}\n";
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static const char *fsSrc =
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GLSL_VERSION_DEFINE
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"in vec4 fragColor;\n"
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"out vec4 color;\n"
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"void main() {\n"
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" color = fragColor;\n"
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"}\n";
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GLuint program = glCreateProgram();
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GLuint vertexShader = compileShader(GL_VERTEX_SHADER, vsSrc);
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GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER, fsSrc);
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glAttachShader(program, vertexShader);
|
|
glAttachShader(program, fragmentShader);
|
|
|
|
glBindAttribLocation(program, 0, "position");
|
|
glBindAttribLocation(program, 1, "color");
|
|
glBindFragDataLocation(program, 0, "color");
|
|
|
|
glLinkProgram(program);
|
|
|
|
GLint status;
|
|
glGetProgramiv(program, GL_LINK_STATUS, &status);
|
|
if (status == GL_FALSE) {
|
|
GLint infoLogLength;
|
|
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLength);
|
|
char *infoLog = new char[infoLogLength];
|
|
glGetProgramInfoLog(program, infoLogLength, NULL, infoLog);
|
|
printf("%s\n", infoLog);
|
|
delete[] infoLog;
|
|
exit(1);
|
|
}
|
|
|
|
g_defaultProgram.program = program;
|
|
g_defaultProgram.uniformModelViewProjectionMatrix =
|
|
glGetUniformLocation(program, "ModelViewProjectionMatrix");
|
|
g_defaultProgram.attrPosition = glGetAttribLocation(program, "position");
|
|
g_defaultProgram.attrColor = glGetAttribLocation(program, "color");
|
|
|
|
return true;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static inline void
|
|
setSharpnessColor(float s, float *r, float *g, float *b)
|
|
{
|
|
// 0.0 2.0 4.0
|
|
// green --- yellow --- red
|
|
*r = std::min(1.0f, s * 0.5f);
|
|
*g = std::min(1.0f, 2.0f - s*0.5f);
|
|
*b = 0;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
drawCageEdges() {
|
|
|
|
glUseProgram(g_defaultProgram.program);
|
|
glUniformMatrix4fv(g_defaultProgram.uniformModelViewProjectionMatrix,
|
|
1, GL_FALSE, g_transformData.ModelViewProjectionMatrix);
|
|
|
|
std::vector<float> vbo;
|
|
vbo.reserve(g_coarseEdges.size() * 6);
|
|
float r, g, b;
|
|
for (int i = 0; i < (int)g_coarseEdges.size(); i+=2) {
|
|
setSharpnessColor(g_coarseEdgeSharpness[i/2], &r, &g, &b);
|
|
for (int j = 0; j < 2; ++j) {
|
|
vbo.push_back(g_positions[g_coarseEdges[i+j]*3]);
|
|
vbo.push_back(g_positions[g_coarseEdges[i+j]*3+1]);
|
|
vbo.push_back(g_positions[g_coarseEdges[i+j]*3+2]);
|
|
vbo.push_back(r);
|
|
vbo.push_back(g);
|
|
vbo.push_back(b);
|
|
}
|
|
}
|
|
|
|
glBindVertexArray(g_cageEdgeVAO);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, g_cageEdgeVBO);
|
|
glBufferData(GL_ARRAY_BUFFER, (int)vbo.size() * sizeof(float), &vbo[0],
|
|
GL_STATIC_DRAW);
|
|
|
|
glEnableVertexAttribArray(g_defaultProgram.attrPosition);
|
|
glEnableVertexAttribArray(g_defaultProgram.attrColor);
|
|
glVertexAttribPointer(g_defaultProgram.attrPosition,
|
|
3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 6, 0);
|
|
glVertexAttribPointer(g_defaultProgram.attrColor,
|
|
3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 6, (void*)12);
|
|
|
|
glDrawArrays(GL_LINES, 0, (int)g_coarseEdges.size());
|
|
|
|
glBindVertexArray(0);
|
|
glUseProgram(0);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
drawCageVertices() {
|
|
|
|
glUseProgram(g_defaultProgram.program);
|
|
glUniformMatrix4fv(g_defaultProgram.uniformModelViewProjectionMatrix,
|
|
1, GL_FALSE, g_transformData.ModelViewProjectionMatrix);
|
|
|
|
int numPoints = (int)g_positions.size()/3;
|
|
std::vector<float> vbo;
|
|
vbo.reserve(numPoints*6);
|
|
float r, g, b;
|
|
for (int i = 0; i < numPoints; ++i) {
|
|
|
|
switch (g_drawMode) {
|
|
|
|
case kVARYING : { r=g_varyingColors[i*3+0];
|
|
g=g_varyingColors[i*3+1];
|
|
b=g_varyingColors[i*3+2];
|
|
} break;
|
|
|
|
case kUV : { setSharpnessColor(g_coarseVertexSharpness[i], &r, &g, &b);
|
|
} break;
|
|
|
|
default : break;
|
|
}
|
|
|
|
vbo.push_back(g_positions[i*3+0]);
|
|
vbo.push_back(g_positions[i*3+1]);
|
|
vbo.push_back(g_positions[i*3+2]);
|
|
vbo.push_back(r);
|
|
vbo.push_back(g);
|
|
vbo.push_back(b);
|
|
}
|
|
|
|
glBindVertexArray(g_cageVertexVAO);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, g_cageVertexVBO);
|
|
glBufferData(GL_ARRAY_BUFFER, (int)vbo.size() * sizeof(float), &vbo[0],
|
|
GL_STATIC_DRAW);
|
|
|
|
glEnableVertexAttribArray(g_defaultProgram.attrPosition);
|
|
glEnableVertexAttribArray(g_defaultProgram.attrColor);
|
|
glVertexAttribPointer(g_defaultProgram.attrPosition,
|
|
3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 6, 0);
|
|
glVertexAttribPointer(g_defaultProgram.attrColor,
|
|
3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 6, (void*)12);
|
|
|
|
glPointSize(10.0f);
|
|
glDrawArrays(GL_POINTS, 0, numPoints);
|
|
glPointSize(1.0f);
|
|
|
|
glBindVertexArray(0);
|
|
glUseProgram(0);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
drawSamples() {
|
|
|
|
glUseProgram(g_defaultProgram.program);
|
|
|
|
glUniformMatrix4fv(g_defaultProgram.uniformModelViewProjectionMatrix,
|
|
1, GL_FALSE, g_transformData.ModelViewProjectionMatrix);
|
|
|
|
|
|
glBindVertexArray(g_samplesVAO);
|
|
|
|
glPointSize(2.0f);
|
|
glDrawArrays(GL_POINTS, 0, g_nparticles);
|
|
glPointSize(1.0f);
|
|
|
|
glBindVertexArray(0);
|
|
|
|
glUseProgram(0);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
display() {
|
|
|
|
g_hud.GetFrameBuffer()->Bind();
|
|
|
|
Stopwatch s;
|
|
s.Start();
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
glViewport(0, 0, g_width, g_height);
|
|
|
|
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);
|
|
|
|
s.Stop();
|
|
float drawCpuTime = float(s.GetElapsed() * 1000.0f);
|
|
s.Start();
|
|
glFinish();
|
|
s.Stop();
|
|
float drawGpuTime = float(s.GetElapsed() * 1000.0f);
|
|
|
|
drawSamples();
|
|
|
|
if (g_drawCageEdges)
|
|
drawCageEdges();
|
|
|
|
if (g_drawCageVertices)
|
|
drawCageVertices();
|
|
|
|
g_hud.GetFrameBuffer()->ApplyImageShader();
|
|
|
|
if (g_hud.IsVisible()) {
|
|
g_fpsTimer.Stop();
|
|
double fps = 1.0/g_fpsTimer.GetElapsed();
|
|
g_fpsTimer.Start();
|
|
|
|
g_hud.DrawString(10, -150, "Particle Speed ([) (]): %.1f", g_particles->GetSpeed());
|
|
g_hud.DrawString(10, -120, "# Samples : (%d/%d)", g_nsamplesFound, g_Q->GetNumVertices());
|
|
g_hud.DrawString(10, -100, "Compute : %.3f ms", g_computeTime);
|
|
g_hud.DrawString(10, -80, "Eval : %.3f ms", g_evalTime * 1000.f);
|
|
g_hud.DrawString(10, -60, "GPU Draw : %.3f ms", drawGpuTime);
|
|
g_hud.DrawString(10, -40, "CPU Draw : %.3f ms", drawCpuTime);
|
|
g_hud.DrawString(10, -20, "FPS : %3.1f", fps);
|
|
|
|
if (g_drawMode==kFACEVARYING and g_evalCtx->GetFVarData().empty()) {
|
|
static char msg[21] = "No Face-Varying Data";
|
|
g_hud.DrawString(g_width/2-20/2*8, g_height/2, msg);
|
|
}
|
|
|
|
g_hud.Flush();
|
|
}
|
|
|
|
glFinish();
|
|
|
|
checkGLErrors("display leave");
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
idle() {
|
|
|
|
if (not g_freeze)
|
|
g_frame++;
|
|
|
|
updateGeom();
|
|
|
|
if (g_repeatCount != 0 and g_frame >= g_repeatCount)
|
|
g_running = 0;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
motion(GLFWwindow *, double dx, double dy) {
|
|
|
|
int x=(int)dx, y=(int)dy;
|
|
|
|
if (g_mbutton[0] && !g_mbutton[1] && !g_mbutton[2]) {
|
|
// orbit
|
|
g_rotate[0] += x - g_prev_x;
|
|
g_rotate[1] += y - g_prev_y;
|
|
} else if (!g_mbutton[0] && !g_mbutton[1] && g_mbutton[2]) {
|
|
// pan
|
|
g_pan[0] -= g_dolly*(x - g_prev_x)/g_width;
|
|
g_pan[1] += g_dolly*(y - g_prev_y)/g_height;
|
|
} else if ((g_mbutton[0] && !g_mbutton[1] && g_mbutton[2]) or
|
|
(!g_mbutton[0] && g_mbutton[1] && !g_mbutton[2])) {
|
|
// dolly
|
|
g_dolly -= g_dolly*0.01f*(x - g_prev_x);
|
|
if(g_dolly <= 0.01) g_dolly = 0.01f;
|
|
}
|
|
|
|
g_prev_x = x;
|
|
g_prev_y = y;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
mouse(GLFWwindow *, int button, int state, int /* mods */) {
|
|
|
|
if (button == 0 && state == GLFW_PRESS && g_hud.MouseClick(g_prev_x, g_prev_y))
|
|
return;
|
|
|
|
if (button < 3) {
|
|
g_mbutton[button] = (state == GLFW_PRESS);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
reshape(GLFWwindow *, int width, int height) {
|
|
|
|
g_width = width;
|
|
g_height = height;
|
|
|
|
int windowWidth = g_width, windowHeight = g_height;
|
|
|
|
// window size might not match framebuffer size on a high DPI display
|
|
glfwGetWindowSize(g_window, &windowWidth, &windowHeight);
|
|
|
|
g_hud.Rebuild(windowWidth, windowHeight, width, height);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
void windowClose(GLFWwindow*) {
|
|
g_running = false;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
setSamples(bool add) {
|
|
g_nsamples += add ? 50 : -50;
|
|
|
|
g_nsamples = std::max(0, g_nsamples);
|
|
|
|
createOsdMesh(g_defaultShapes[g_currentShape], g_level);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
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 '=': setSamples(true); break;
|
|
|
|
case '-': setSamples(false); break;
|
|
|
|
case '[': if (g_particles) {
|
|
g_particles->SetSpeed(g_particles->GetSpeed()-0.1f);
|
|
} break;
|
|
case ']': if (g_particles) {
|
|
g_particles->SetSpeed(g_particles->GetSpeed()+0.1f);
|
|
} break;
|
|
|
|
case GLFW_KEY_ESCAPE: g_hud.SetVisible(!g_hud.IsVisible()); break;
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
callbackError(OpenSubdiv::Osd::ErrorType err, const char *message) {
|
|
printf("OsdError: %d\n", err);
|
|
printf("%s", message);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
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(g_defaultShapes[g_currentShape], g_level);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
callbackLevel(int l) {
|
|
g_level = l;
|
|
createOsdMesh(g_defaultShapes[g_currentShape], g_level);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
callbackAnimate(bool checked, int /* m */) {
|
|
g_moveScale = checked * 3.0f;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
callbackFreeze(bool checked, int /* f */) {
|
|
g_freeze = checked;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
callbackCentered(bool checked, int /* f */) {
|
|
g_randomStart = !checked;
|
|
createOsdMesh(g_defaultShapes[g_currentShape], g_level);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
callbackDisplayCageVertices(bool checked, int /* d */) {
|
|
g_drawCageVertices = checked;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
callbackDisplayCageEdges(bool checked, int /* d */) {
|
|
g_drawCageEdges = checked;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
callbackDisplayVaryingColors(int mode) {
|
|
g_drawMode = mode;
|
|
createOsdMesh(g_defaultShapes[g_currentShape], g_level);
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
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, frameBufferWidth, frameBufferHeight);
|
|
|
|
g_hud.SetFrameBuffer(new GLFrameBuffer);
|
|
|
|
g_hud.AddCheckBox("Cage Edges (H)", true, 10, 10, callbackDisplayCageEdges, 0, 'h');
|
|
g_hud.AddCheckBox("Cage Verts (J)", true, 10, 30, callbackDisplayCageVertices, 0, 'j');
|
|
g_hud.AddCheckBox("Animate vertices (M)", g_moveScale != 0, 10, 50, callbackAnimate, 0, 'm');
|
|
g_hud.AddCheckBox("Freeze (spc)", false, 10, 70, callbackFreeze, 0, ' ');
|
|
|
|
g_hud.AddCheckBox("Random Start", false, 10, 120, callbackCentered, 0);
|
|
|
|
int shading_pulldown = g_hud.AddPullDown("Shading (W)", 250, 10, 250, callbackDisplayVaryingColors, 'w');
|
|
g_hud.AddPullDownButton(shading_pulldown, "Random", kRANDOM, g_drawMode==kRANDOM);
|
|
g_hud.AddPullDownButton(shading_pulldown, "(u,v)", kUV, g_drawMode==kUV);
|
|
g_hud.AddPullDownButton(shading_pulldown, "Varying", kVARYING, g_drawMode==kVARYING);
|
|
g_hud.AddPullDownButton(shading_pulldown, "FaceVarying", kFACEVARYING, g_drawMode==kFACEVARYING);
|
|
|
|
for (int i = 1; i < 11; ++i) {
|
|
char level[16];
|
|
sprintf(level, "Lv. %d", i);
|
|
g_hud.AddRadioButton(3, level, i==g_level, 10, 170+i*20, callbackLevel, i, '0'+(i%10));
|
|
}
|
|
|
|
int pulldown_handle = g_hud.AddPullDown("Shape (N)", -300, 10, 300, callbackModel, 'n');
|
|
for (int i = 0; i < (int)g_defaultShapes.size(); ++i) {
|
|
g_hud.AddPullDownButton(pulldown_handle, g_defaultShapes[i].name.c_str(),i);
|
|
}
|
|
|
|
g_hud.Rebuild(windowWidth, windowHeight, frameBufferWidth, frameBufferHeight);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
initGL() {
|
|
|
|
glClearColor(0.1f, 0.1f, 0.1f, 0.0f);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_LEQUAL);
|
|
glCullFace(GL_BACK);
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
glGenVertexArrays(1, &g_cageVertexVAO);
|
|
glGenVertexArrays(1, &g_cageEdgeVAO);
|
|
glGenVertexArrays(1, &g_samplesVAO);
|
|
glGenBuffers(1, &g_cageVertexVBO);
|
|
glGenBuffers(1, &g_cageEdgeVBO);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
uninitGL() {
|
|
|
|
glDeleteBuffers(1, &g_cageVertexVBO);
|
|
glDeleteBuffers(1, &g_cageEdgeVBO);
|
|
glDeleteVertexArrays(1, &g_cageVertexVAO);
|
|
glDeleteVertexArrays(1, &g_cageEdgeVAO);
|
|
glDeleteVertexArrays(1, &g_samplesVAO);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
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], "-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));
|
|
}
|
|
}
|
|
}
|
|
|
|
Osd::SetErrorCallback(callbackError);
|
|
|
|
|
|
initShapes();
|
|
|
|
if (not glfwInit()) {
|
|
printf("Failed to initialize GLFW\n");
|
|
return 1;
|
|
}
|
|
|
|
static const char windowTitle[] = "OpenSubdiv glEvalLimit " OPENSUBDIV_VERSION_STRING;
|
|
|
|
#define CORE_PROFILE
|
|
#ifdef CORE_PROFILE
|
|
setGLCoreProfile();
|
|
#endif
|
|
|
|
if (fullscreen) {
|
|
|
|
g_primary = glfwGetPrimaryMonitor();
|
|
|
|
// apparently glfwGetPrimaryMonitor fails under linux : if no primary,
|
|
// settle for the first one in the list
|
|
if (not g_primary) {
|
|
int count=0;
|
|
GLFWmonitor ** monitors = glfwGetMonitors(&count);
|
|
|
|
if (count)
|
|
g_primary = monitors[0];
|
|
}
|
|
|
|
if (g_primary) {
|
|
GLFWvidmode const * vidmode = glfwGetVideoMode(g_primary);
|
|
g_width = vidmode->width;
|
|
g_height = vidmode->height;
|
|
}
|
|
}
|
|
|
|
if (not (g_window=glfwCreateWindow(g_width, g_height, windowTitle,
|
|
fullscreen and g_primary ? g_primary : NULL, NULL))) {
|
|
printf("Failed to open window.\n");
|
|
glfwTerminate();
|
|
return 1;
|
|
}
|
|
glfwMakeContextCurrent(g_window);
|
|
|
|
// accommodate high DPI displays (e.g. mac retina displays)
|
|
glfwGetFramebufferSize(g_window, &g_width, &g_height);
|
|
glfwSetFramebufferSizeCallback(g_window, reshape);
|
|
|
|
glfwSetKeyCallback(g_window, keyboard);
|
|
glfwSetCursorPosCallback(g_window, motion);
|
|
glfwSetMouseButtonCallback(g_window, mouse);
|
|
glfwSetWindowCloseCallback(g_window, windowClose);
|
|
|
|
#if defined(OSD_USES_GLEW)
|
|
#ifdef CORE_PROFILE
|
|
// this is the only way to initialize glew correctly under core profile context.
|
|
glewExperimental = true;
|
|
#endif
|
|
if (GLenum r = glewInit() != GLEW_OK) {
|
|
printf("Failed to initialize glew. Error = %s\n", glewGetErrorString(r));
|
|
exit(1);
|
|
}
|
|
#ifdef CORE_PROFILE
|
|
// clear GL errors which was generated during glewInit()
|
|
glGetError();
|
|
#endif
|
|
#endif
|
|
|
|
//std::string & data = g_defaultShapes[ g_currentShape ].data;
|
|
//Scheme scheme = g_defaultShapes[ g_currentShape ].scheme;
|
|
|
|
//createOsdMesh( data, g_level, scheme );
|
|
|
|
initGL();
|
|
linkDefaultProgram();
|
|
|
|
glfwSwapInterval(0);
|
|
|
|
initHUD();
|
|
callbackModel(g_currentShape);
|
|
|
|
while (g_running) {
|
|
idle();
|
|
display();
|
|
|
|
glfwPollEvents();
|
|
glfwSwapBuffers(g_window);
|
|
|
|
glFinish();
|
|
}
|
|
|
|
uninitGL();
|
|
glfwTerminate();
|
|
}
|