OpenSubdiv/examples/glShareTopology/glShareTopology.cpp

1626 lines
50 KiB
C++

//
// Copyright 2014 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/glMesh.h>
#include <osd/cpuGLVertexBuffer.h>
#include <osd/cpuComputeContext.h>
#include <osd/cpuComputeController.h>
#ifdef OPENSUBDIV_HAS_OPENMP
#include <osd/ompComputeController.h>
#endif
#ifdef OPENSUBDIV_HAS_TBB
#include <osd/tbbComputeController.h>
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
#include <osd/clGLVertexBuffer.h>
#include <osd/clComputeContext.h>
#include <osd/clComputeController.h>
#include "../common/clInit.h"
cl_context g_clContext;
cl_command_queue g_clQueue;
#endif
#ifdef OPENSUBDIV_HAS_CUDA
#include <osd/cudaGLVertexBuffer.h>
#include <osd/cudaComputeContext.h>
#include <osd/cudaComputeController.h>
#include <cuda_runtime_api.h>
#include <cuda_gl_interop.h>
#include "../common/cudaInit.h"
bool g_cudaInitialized = false;
#endif
#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
#include <osd/glslTransformFeedbackComputeContext.h>
#include <osd/glslTransformFeedbackComputeController.h>
#include <osd/glVertexBuffer.h>
#endif
#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
#include <osd/glslComputeContext.h>
#include <osd/glslComputeController.h>
#include <osd/glVertexBuffer.h>
#endif
#include <common/vtr_utils.h>
#include <shapes/catmark_cube.h>
#include <shapes/catmark_bishop.h>
#include <shapes/catmark_pawn.h>
#include <shapes/catmark_rook.h>
#include "../common/stopwatch.h"
#include "../common/simple_math.h"
#include "../common/gl_hud.h"
static const char *shaderSource =
#include "shader.gen.h"
;
#include <cfloat>
#include <vector>
#include <iostream>
#include <fstream>
#include <sstream>
using namespace OpenSubdiv;
// ---------------------------------------------------------------------------
class InstancesBase {
public:
virtual ~InstancesBase() {}
virtual void UpdateVertexBuffer(int instance, std::vector<float> const &src) = 0;
virtual void UpdateVaryingBuffer(int instance, std::vector<float> const &src) = 0;
virtual GLuint BindVertexBuffer() = 0;
virtual GLuint BindVaryingBuffer() = 0;
Osd::VertexBufferDescriptor const &GetVertexDesc() const {
return _vertexDesc;
}
Osd::VertexBufferDescriptor const &GetVaryingDesc() const {
return _varyingDesc;
}
protected:
InstancesBase(Osd::VertexBufferDescriptor const &vertexDesc,
Osd::VertexBufferDescriptor const &varyingDesc,
int numVertices) :
_vertexDesc(vertexDesc),
_varyingDesc(varyingDesc),
_numVertices(numVertices) {
}
int getNumVertices() const { return _numVertices; }
private:
Osd::VertexBufferDescriptor _vertexDesc;
Osd::VertexBufferDescriptor _varyingDesc;
int _numVertices; // # of vertices of single instance
};
template <class VERTEX_BUFFER>
class Instances : public InstancesBase {
public:
Instances(int numInstances,
Osd::VertexBufferDescriptor const &vertexDesc,
Osd::VertexBufferDescriptor const &varyingDesc,
bool interleaved,
int numVertices) :
InstancesBase(vertexDesc, varyingDesc, numVertices),
_vertexBuffer(NULL), _varyingBuffer(NULL), _interleaved(interleaved) {
if (interleaved) {
assert(vertexDesc.stride == varyingDesc.stride);
_vertexBuffer = createVertexBuffer(
vertexDesc.stride, numInstances * numVertices);
} else {
if (vertexDesc.stride > 0) {
_vertexBuffer = createVertexBuffer(
vertexDesc.stride, numInstances * numVertices);
}
if (varyingDesc.stride > 0) {
_varyingBuffer = createVertexBuffer(
varyingDesc.stride, numInstances * numVertices);
}
}
}
virtual ~Instances() {
delete _vertexBuffer;
delete _varyingBuffer;
}
virtual void UpdateVertexBuffer(int instance, std::vector<float> const &src) {
updateVertexBuffer(_vertexBuffer, &src[0], instance * getNumVertices(),
(int)src.size()/_vertexBuffer->GetNumElements());
}
virtual void UpdateVaryingBuffer(int instance, std::vector<float> const &src) {
updateVertexBuffer(_varyingBuffer, &src[0], instance * getNumVertices(),
(int)src.size()/_varyingBuffer->GetNumElements());
}
virtual GLuint BindVertexBuffer() {
return _vertexBuffer->BindVBO();
}
virtual GLuint BindVaryingBuffer() {
return _varyingBuffer->BindVBO();
}
VERTEX_BUFFER *createVertexBuffer(int numElements, int numVertices) {
return VERTEX_BUFFER::Create(numElements, numVertices);
}
void updateVertexBuffer(VERTEX_BUFFER *vertexBuffer, const float *src, int startVertex,
int numVertices) {
vertexBuffer->UpdateData(src, startVertex, numVertices);
}
VERTEX_BUFFER *GetVertexBuffer() const { return _vertexBuffer; }
VERTEX_BUFFER *GetVaryingBuffer() const { return _interleaved ? _vertexBuffer :_varyingBuffer; }
private:
VERTEX_BUFFER *_vertexBuffer;
VERTEX_BUFFER *_varyingBuffer;
bool _interleaved;
};
// ---------------------------------------------------------------------------
class TopologyBase {
public:
virtual ~TopologyBase() {
delete _drawContext;
}
virtual void Refine(InstancesBase *instance, int numInstances) = 0;
virtual InstancesBase *CreateInstances(
int numInstances,
Osd::VertexBufferDescriptor const &vertexDesc,
Osd::VertexBufferDescriptor const &varyingDesc,
bool interleaved) = 0;
virtual void UpdateVertexTexture(InstancesBase *instances) = 0;
virtual void Synchronize() = 0;
Osd::GLDrawContext *GetDrawContext() const {
return _drawContext;
}
void SetRestPosition(std::vector<float> const &restPosition) {
_restPosition = restPosition;
}
std::vector<float> const &GetRestPosition() const {
return _restPosition;
}
int GetNumVertices() const {
return _numVertices;
}
protected:
TopologyBase(Far::PatchTables const * patchTables) {
_drawContext = Osd::GLDrawContext::Create(patchTables, 7);
}
void updateVertexBufferStride(int stride) {
// modifying patchArrays in drawcontext.
Osd::DrawContext::PatchArrayVector &patchArrays =
_drawContext->GetPatchArrays();
for (int i = 0; i < (int)patchArrays.size(); ++i) {
Osd::DrawContext::PatchDescriptor desc = patchArrays[i].GetDescriptor();
desc.SetNumElements(stride);
patchArrays[i].SetDescriptor(desc);
}
}
int _numVertices;
private:
Osd::GLDrawContext *_drawContext;
std::vector<float> _restPosition;
};
template <class COMPUTE_CONTROLLER, class VERTEX_BUFFER>
class Topology : public TopologyBase {
public:
typedef typename COMPUTE_CONTROLLER::ComputeContext ComputeContext;
Topology(Far::PatchTables const * patchTables,
Far::StencilTables const * vertexStencils,
Far::StencilTables const * varyingStencils)
: TopologyBase(patchTables) {
_computeContext = ComputeContext::Create(vertexStencils, varyingStencils);
_kernelBatches.push_back(Far::StencilTablesFactory::Create(*vertexStencils));
_numVertices = vertexStencils->GetNumStencils() +
vertexStencils->GetNumControlVertices();
}
~Topology() {
delete _computeContext;
}
void Refine(InstancesBase *instance, int numInstances) {
Osd::VertexBufferDescriptor const &globalVertexDesc =
instance->GetVertexDesc();
Osd::VertexBufferDescriptor const &globalVaryingDesc =
instance->GetVaryingDesc();
Instances<VERTEX_BUFFER> *typedInstance =
static_cast<Instances<VERTEX_BUFFER> *>(instance);
for (int i = 0; i < numInstances; ++i) {
Osd::VertexBufferDescriptor vertexDesc(
globalVertexDesc.offset + _numVertices*globalVertexDesc.stride*i,
globalVertexDesc.length,
globalVertexDesc.stride);
Osd::VertexBufferDescriptor varyingDesc(
globalVaryingDesc.offset + _numVertices*globalVaryingDesc.stride*i,
globalVaryingDesc.length,
globalVaryingDesc.stride);
_computeController.Compute(_computeContext,
_kernelBatches,
typedInstance->GetVertexBuffer(),
typedInstance->GetVaryingBuffer(),
&vertexDesc,
&varyingDesc);
}
}
virtual InstancesBase *CreateInstances(
int numInstances,
Osd::VertexBufferDescriptor const &vertexDesc,
Osd::VertexBufferDescriptor const &varyingDesc,
bool interleaved) {
return new Instances<VERTEX_BUFFER>(numInstances,
vertexDesc,
varyingDesc,
interleaved,
_numVertices);
}
virtual void Synchronize() {
_computeController.Synchronize();
}
virtual void UpdateVertexTexture(InstancesBase *instances) {
Instances<VERTEX_BUFFER> *typedInstance =
static_cast<Instances<VERTEX_BUFFER> *>(instances);
GetDrawContext()->UpdateVertexTexture(typedInstance->GetVertexBuffer());
updateVertexBufferStride(typedInstance->GetVertexBuffer()->GetNumElements());
}
private:
COMPUTE_CONTROLLER _computeController;
ComputeContext *_computeContext;
Far::KernelBatchVector _kernelBatches;
};
// ---------------------------------------------------------------------------
// CL specializations
#ifdef OPENSUBDIV_HAS_OPENCL
template<> Osd::CLGLVertexBuffer *
Instances<Osd::CLGLVertexBuffer>::createVertexBuffer(
int numElements, int numVertices) {
return Osd::CLGLVertexBuffer::Create(
numElements, numVertices, g_clContext);
}
template<> void
Instances<Osd::CLGLVertexBuffer>::updateVertexBuffer(
Osd::CLGLVertexBuffer *vertexBuffer,
const float *src, int startVertex, int numVertices) {
vertexBuffer->UpdateData(src, startVertex, numVertices, g_clQueue);
}
template<>
Topology<Osd::CLComputeController, Osd::CLGLVertexBuffer>::
Topology(Far::PatchTables const * patchTables,
Far::StencilTables const * vertexStencils, Far::StencilTables const * varyingStencils) :
TopologyBase(patchTables), _computeController(g_clContext, g_clQueue) {
_computeContext = ComputeContext::Create(g_clContext, vertexStencils, varyingStencils);
_kernelBatches.push_back(Far::StencilTablesFactory::Create(*vertexStencils));
_numVertices = vertexStencils->GetNumStencils() +
vertexStencils->GetNumControlVertices();
}
#endif
// ---------------------------------------------------------------------------
TopologyBase *g_topology = NULL;
InstancesBase *g_instances = NULL;
enum KernelType { kCPU = 0,
kOPENMP = 1,
kTBB = 2,
kCUDA = 3,
kCL = 4,
kGLSL = 5,
kGLSLCompute = 6 };
enum DisplayStyle { kWire = 0,
kShaded,
kWireShaded,
kVarying,
kVaryingInterleaved };
enum HudCheckBox { kHUD_CB_FREEZE };
// GUI variables
int g_displayStyle = kShaded,
g_adaptive = 0,
g_mbutton[3] = {0, 0, 0},
g_freeze = 0,
g_running = 1;
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;
// performance
float g_cpuTime = 0;
float g_gpuTime = 0;
Stopwatch g_fpsTimer;
int g_level = 2;
int g_tessLevel = 1;
int g_tessLevelMin = 1;
int g_numInstances = 25;
int g_frame = 0;
int g_kernel = kCPU;
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];
} g_transformData;
GLuint g_queries[2] = {0, 0};
GLuint g_vao = 0;
static void
checkGLErrors(std::string const & where = "") {
GLuint err;
while ((err = glGetError()) != GL_NO_ERROR) {
std::cerr << "GL error: "
<< (where.empty() ? "" : where + " ")
<< err << "\n";
}
}
//------------------------------------------------------------------------------
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) { }
};
//------------------------------------------------------------------------------
static void
updateGeom() {
std::vector<float> const &restPosition = g_topology->GetRestPosition();
int nverts = (int)restPosition.size()/3;
int numVertexElements = (g_displayStyle == kVaryingInterleaved ? 7 : 3);
int numVaryingElements = (g_displayStyle == kVarying ? 4 : 0);
std::vector<float> vertex(numVertexElements * nverts);
std::vector<float> varying(numVaryingElements * nverts);
int column = (int)ceil(sqrt((float)g_numInstances));
for (int i = 0; i < g_numInstances; ++i) {
float *d = &vertex[0];
const float *p = &restPosition[0];
for (int j = 0; j < nverts; ++j) {
*d++ = p[0] + i%column - 0.5f*(column-1);
*d++ = p[1] + i/column - 0.5f*(column-1);
*d++ = p[2] * (float)(1+sin(0.1f*g_frame + i));
p += 3;
if (g_displayStyle == kVaryingInterleaved) {
*d++ = (1+(float)sin(0.1f*g_frame + i)) * 0.5f;
*d++ = 1;
*d++ = 1;
*d++ = 1.0;
}
}
g_instances->UpdateVertexBuffer(i, vertex);
if (g_displayStyle == kVarying) {
float *d = &varying[0];
for (int j = 0; j < nverts; ++j) {
*d++ = 1;
*d++ = (1+(float)sin(0.1f*g_frame + i)) * 0.5f;
*d++ = 1;
*d++ = 1.0;
}
g_instances->UpdateVaryingBuffer(i, varying);
}
}
}
static void
refine() {
Stopwatch s;
s.Start();
g_topology->Refine(g_instances, g_numInstances);
s.Stop();
g_cpuTime = float(s.GetElapsed() * 1000.0f);
s.Start();
g_topology->Synchronize();
s.Stop();
g_gpuTime = float(s.GetElapsed() * 1000.0f);
s.Stop();
}
//------------------------------------------------------------------------------
static TopologyBase *
createOsdMesh( const std::string &shapeStr, int level, Scheme scheme=kCatmark ) {
checkGLErrors("create osd enter");
Shape * shape = Shape::parseObj(shapeStr.c_str(), scheme);
std::vector<float> restPosition(shape->verts);
Far::TopologyRefiner * refiner = 0;
{
Sdc::Type type = GetSdcType(*shape);
Sdc::Options options = GetSdcOptions(*shape);
refiner = Far::TopologyRefinerFactory<Shape>::Create(type, options, *shape);
assert(refiner);
}
// material assignment
std::vector<int> idsOnPtexFaces;
{
int numFaces = refiner->GetNumFaces(0);
// first, assign material ID to each coarse face
std::vector<int> idsOnCoarseFaces;
for (int i = 0; i < numFaces; ++i) {
int materialID = i%6;
idsOnCoarseFaces.push_back(materialID);
}
// create ptex index to coarse face index mapping
int numPtexFaces = refiner->GetNumPtexFaces();
// XXX: duped logic to simpleHbr
std::vector<int> ptexIndexToFaceMapping(numPtexFaces);
int ptexIndex = 0;
for (int face=0; face < numFaces; ++face) {
ptexIndexToFaceMapping[ptexIndex++] = face;
Far::IndexArray fverts = refiner->GetFaceVertices(0, face);
if ( (scheme==kCatmark or scheme==kBilinear) and fverts.size() != 4 ) {
for (int j = 0; j < (fverts.size()-1); ++j) {
ptexIndexToFaceMapping[ptexIndex++] = face;
}
}
}
// convert ID array from coarse face index space to ptex index space
for (int i = 0; i < numPtexFaces; ++i) {
idsOnPtexFaces.push_back(idsOnCoarseFaces[ptexIndexToFaceMapping[i]]);
}
}
// Adaptive refinement currently supported only for catmull-clark scheme
bool doAdaptive = (g_adaptive!=0 and scheme==kCatmark);
if (doAdaptive) {
refiner->RefineAdaptive(level);
} else {
refiner->RefineUniform(level);
}
Far::StencilTables const * vertexStencils=0, * varyingStencils=0;
{
Far::StencilTablesFactory::Options options;
options.generateOffsets = true;
options.generateAllLevels = doAdaptive ? true : false;
vertexStencils = Far::StencilTablesFactory::Create(*refiner, options);
if (g_displayStyle==kVarying or g_displayStyle==kVaryingInterleaved) {
varyingStencils = Far::StencilTablesFactory::Create(*refiner, options);
}
assert(vertexStencils);
}
Far::PatchTables const * patchTables =
Far::PatchTablesFactory::Create(*refiner);
// create partitioned patcharray
TopologyBase *topology = NULL;
if (g_kernel == kCPU) {
topology = new Topology<Osd::CpuComputeController,
Osd::CpuGLVertexBuffer>(patchTables, vertexStencils, varyingStencils);
#ifdef OPENSUBDIV_HAS_OPENMP
} else if (g_kernel == kOPENMP) {
topology = new Topology<Osd::OmpComputeController,
Osd::CpuGLVertexBuffer>(patchTables, vertexStencils, varyingStencils);
#endif
#ifdef OPENSUBDIV_HAS_TBB
} else if (g_kernel == kTBB) {
topology = new Topology<Osd::TbbComputeController,
Osd::CpuGLVertexBuffer>(patchTables, vertexStencils, varyingStencils);
#endif
#ifdef OPENSUBDIV_HAS_CUDA
} else if (g_kernel == kCUDA) {
topology = new Topology<Osd::CudaComputeController,
Osd::CudaGLVertexBuffer>(patchTables, vertexStencils, varyingStencils);
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
} else if (g_kernel == kCL) {
topology = new Topology<Osd::CLComputeController,
Osd::CLGLVertexBuffer>(patchTables, vertexStencils, varyingStencils);
#endif
#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
} else if (g_kernel == kGLSL) {
topology = new Topology<Osd::GLSLTransformFeedbackComputeController,
Osd::GLVertexBuffer>(patchTables, vertexStencils, varyingStencils);
#endif
#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
} else if (g_kernel == kGLSLCompute) {
topology = new Topology<Osd::GLSLComputeController,
Osd::GLVertexBuffer>(patchTables, vertexStencils, varyingStencils);
#endif
} else {
}
delete refiner;
delete vertexStencils;
delete varyingStencils;
delete patchTables;
// centering rest position
float min[3] = { FLT_MAX, FLT_MAX, FLT_MAX};
float max[3] = {-FLT_MAX, -FLT_MAX, -FLT_MAX};
float center[3];
for (size_t i=0; i < restPosition.size()/3; ++i) {
for (int j=0; j<3; ++j) {
float v = restPosition[i*3+j];
min[j] = std::min(min[j], v);
max[j] = std::max(max[j], v);
}
}
for (int j=0; j<3; ++j) center[j] = (min[j] + max[j]) * 0.5f;
for (size_t i=0; i < restPosition.size()/3; ++i) {
restPosition[i*3+0] -= center[0];
restPosition[i*3+1] -= center[1];
restPosition[i*3+2] -= min[2];
}
// save rest position
topology->SetRestPosition(restPosition);
return topology;
}
//------------------------------------------------------------------------------
static void
fitFrame() {
g_pan[0] = g_pan[1] = 0;
g_dolly = g_size;
}
//------------------------------------------------------------------------------
union Effect {
Effect(int displayStyle_) : value(0) {
displayStyle = displayStyle_;
}
struct {
unsigned int displayStyle:3;
};
int value;
bool operator < (const Effect &e) const {
return value < e.value;
}
};
typedef std::pair<Osd::DrawContext::PatchDescriptor, Effect> EffectDesc;
class EffectDrawRegistry : public Osd::GLDrawRegistry<EffectDesc> {
protected:
virtual ConfigType *
_CreateDrawConfig(DescType const & desc, SourceConfigType const * sconfig);
virtual SourceConfigType *
_CreateDrawSourceConfig(DescType const & desc);
};
EffectDrawRegistry::SourceConfigType *
EffectDrawRegistry::_CreateDrawSourceConfig(DescType const & desc) {
Effect effect = desc.second;
SourceConfigType * sconfig =
BaseRegistry::_CreateDrawSourceConfig(desc.first);
assert(sconfig);
#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
const char *glslVersion = "#version 400\n";
#else
const char *glslVersion = "#version 330\n";
#endif
if (desc.first.GetType() == Far::PatchTables::QUADS or
desc.first.GetType() == Far::PatchTables::TRIANGLES) {
sconfig->vertexShader.source = shaderSource;
sconfig->vertexShader.version = glslVersion;
sconfig->vertexShader.AddDefine("VERTEX_SHADER");
} else {
sconfig->geometryShader.AddDefine("SMOOTH_NORMALS");
}
sconfig->geometryShader.source = shaderSource;
sconfig->geometryShader.version = glslVersion;
sconfig->geometryShader.AddDefine("GEOMETRY_SHADER");
sconfig->fragmentShader.source = shaderSource;
sconfig->fragmentShader.version = glslVersion;
sconfig->fragmentShader.AddDefine("FRAGMENT_SHADER");
if (desc.first.GetType() == Far::PatchTables::QUADS) {
// uniform catmark, bilinear
sconfig->geometryShader.AddDefine("PRIM_QUAD");
sconfig->fragmentShader.AddDefine("PRIM_QUAD");
sconfig->commonShader.AddDefine("UNIFORM_SUBDIVISION");
} else if (desc.first.GetType() == Far::PatchTables::TRIANGLES) {
// uniform loop
sconfig->geometryShader.AddDefine("PRIM_TRI");
sconfig->fragmentShader.AddDefine("PRIM_TRI");
sconfig->commonShader.AddDefine("LOOP");
sconfig->commonShader.AddDefine("UNIFORM_SUBDIVISION");
} else {
// adaptive
sconfig->vertexShader.source = shaderSource + sconfig->vertexShader.source;
sconfig->tessControlShader.source = shaderSource + sconfig->tessControlShader.source;
sconfig->tessEvalShader.source = shaderSource + sconfig->tessEvalShader.source;
sconfig->geometryShader.AddDefine("PRIM_TRI");
sconfig->fragmentShader.AddDefine("PRIM_TRI");
}
switch (effect.displayStyle) {
case kWire:
sconfig->commonShader.AddDefine("GEOMETRY_OUT_WIRE");
break;
case kWireShaded:
sconfig->commonShader.AddDefine("GEOMETRY_OUT_LINE");
break;
case kShaded:
sconfig->commonShader.AddDefine("GEOMETRY_OUT_FILL");
break;
case kVarying:
sconfig->commonShader.AddDefine("VARYING_COLOR");
sconfig->commonShader.AddDefine("GEOMETRY_OUT_FILL");
break;
case kVaryingInterleaved:
sconfig->commonShader.AddDefine("VARYING_COLOR");
sconfig->commonShader.AddDefine("GEOMETRY_OUT_FILL");
break;
}
return sconfig;
}
EffectDrawRegistry::ConfigType *
EffectDrawRegistry::_CreateDrawConfig(
DescType const & desc,
SourceConfigType const * sconfig) {
ConfigType * config = BaseRegistry::_CreateDrawConfig(desc.first, sconfig);
assert(config);
GLuint uboIndex;
// XXXdyu can use layout(binding=) with GLSL 4.20 and beyond
g_transformBinding = 0;
uboIndex = glGetUniformBlockIndex(config->program, "Transform");
if (uboIndex != GL_INVALID_INDEX)
glUniformBlockBinding(config->program, uboIndex, g_transformBinding);
g_tessellationBinding = 1;
uboIndex = glGetUniformBlockIndex(config->program, "Tessellation");
if (uboIndex != GL_INVALID_INDEX)
glUniformBlockBinding(config->program, uboIndex, g_tessellationBinding);
g_lightingBinding = 2;
uboIndex = glGetUniformBlockIndex(config->program, "Lighting");
if (uboIndex != GL_INVALID_INDEX)
glUniformBlockBinding(config->program, uboIndex, g_lightingBinding);
GLint loc;
#if not defined(GL_ARB_separate_shader_objects) || defined(GL_VERSION_4_1)
glUseProgram(config->program);
if ((loc = glGetUniformLocation(config->program, "OsdVertexBuffer")) != -1) {
glUniform1i(loc, 0); // GL_TEXTURE0
}
if ((loc = glGetUniformLocation(config->program, "OsdValenceBuffer")) != -1) {
glUniform1i(loc, 1); // GL_TEXTURE1
}
if ((loc = glGetUniformLocation(config->program, "OsdQuadOffsetBuffer")) != -1) {
glUniform1i(loc, 2); // GL_TEXTURE2
}
if ((loc = glGetUniformLocation(config->program, "OsdPatchParamBuffer")) != -1) {
glUniform1i(loc, 3); // GL_TEXTURE3
}
if ((loc = glGetUniformLocation(config->program, "OsdFVarDataBuffer")) != -1) {
glUniform1i(loc, 4); // GL_TEXTURE4
}
#else
if ((loc = glGetUniformLocation(config->program, "OsdVertexBuffer")) != -1) {
glProgramUniform1i(config->program, loc, 0); // GL_TEXTURE0
}
if ((loc = glGetUniformLocation(config->program, "OsdValenceBuffer")) != -1) {
glProgramUniform1i(config->program, loc, 1); // GL_TEXTURE1
}
if ((loc = glGetUniformLocation(config->program, "OsdQuadOffsetBuffer")) != -1) {
glProgramUniform1i(config->program, loc, 2); // GL_TEXTURE2
}
if ((loc = glGetUniformLocation(config->program, "OsdPatchParamBuffer")) != -1) {
glProgramUniform1i(config->program, loc, 3); // GL_TEXTURE3
}
if ((loc = glGetUniformLocation(config->program, "OsdFVarDataBuffer")) != -1) {
glProgramUniform1i(config->program, loc, 4); // GL_TEXTURE4
}
#endif
return config;
}
EffectDrawRegistry effectRegistry;
static Effect
GetEffect() {
return Effect(g_displayStyle);
}
//------------------------------------------------------------------------------
static GLuint
bindProgram(Effect effect, Osd::DrawContext::PatchArray const & patch) {
EffectDesc effectDesc(patch.GetDescriptor(), effect);
EffectDrawRegistry::ConfigType *
config = effectRegistry.GetDrawConfig(effectDesc);
GLuint program = config->program;
glUseProgram(program);
if (! g_transformUB) {
glGenBuffers(1, &g_transformUB);
glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB);
glBufferData(GL_UNIFORM_BUFFER,
sizeof(g_transformData), NULL, GL_STATIC_DRAW);
};
glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB);
glBufferSubData(GL_UNIFORM_BUFFER,
0, sizeof(g_transformData), &g_transformData);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glBindBufferBase(GL_UNIFORM_BUFFER, g_transformBinding, g_transformUB);
// Update and bind tessellation state
struct Tessellation {
float TessLevel;
} tessellationData;
tessellationData.TessLevel = static_cast<float>(1 << g_tessLevel);
if (! g_tessellationUB) {
glGenBuffers(1, &g_tessellationUB);
glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB);
glBufferData(GL_UNIFORM_BUFFER,
sizeof(tessellationData), NULL, GL_STATIC_DRAW);
};
glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB);
glBufferSubData(GL_UNIFORM_BUFFER,
0, sizeof(tessellationData), &tessellationData);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glBindBufferBase(GL_UNIFORM_BUFFER, g_tessellationBinding, g_tessellationUB);
// 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);
Osd::GLDrawContext *drawContext = g_topology->GetDrawContext();
if (drawContext->GetVertexTextureBuffer()) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_BUFFER,
drawContext->GetVertexTextureBuffer());
}
if (drawContext->GetVertexValenceTextureBuffer()) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_BUFFER,
drawContext->GetVertexValenceTextureBuffer());
}
if (drawContext->GetQuadOffsetsTextureBuffer()) {
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_BUFFER,
drawContext->GetQuadOffsetsTextureBuffer());
}
if (drawContext->GetPatchParamTextureBuffer()) {
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_BUFFER,
drawContext->GetPatchParamTextureBuffer());
}
if (drawContext->GetFvarDataTextureBuffer()) {
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_BUFFER,
drawContext->GetFvarDataTextureBuffer());
}
glActiveTexture(GL_TEXTURE0);
return program;
}
//------------------------------------------------------------------------------
static int
drawPatches(Osd::DrawContext::PatchArrayVector const &patches,
int instanceIndex,
GLfloat const *color) {
int numDrawCalls = 0;
for (int i=0; i<(int)patches.size(); ++i) {
Osd::DrawContext::PatchArray const & patch = patches[i];
Osd::DrawContext::PatchDescriptor desc = patch.GetDescriptor();
Far::PatchTables::Type patchType = desc.GetType();
GLenum primType;
switch(patchType) {
case Far::PatchTables::QUADS:
primType = GL_LINES_ADJACENCY;
break;
case Far::PatchTables::TRIANGLES:
primType = GL_TRIANGLES;
break;
default:
#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
primType = GL_PATCHES;
glPatchParameteri(GL_PATCH_VERTICES, desc.GetNumControlVertices());
#else
primType = GL_POINTS;
#endif
}
#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
GLuint program = bindProgram(GetEffect(), patch);
GLuint uniformColor =
glGetUniformLocation(program, "diffuseColor");
glProgramUniform4f(program, uniformColor, color[0], color[1], color[2], 1);
GLuint uniformGregoryQuadOffsetBase =
glGetUniformLocation(program, "GregoryQuadOffsetBase");
GLuint uniformPrimitiveIdBase =
glGetUniformLocation(program, "PrimitiveIdBase");
glProgramUniform1i(program, uniformGregoryQuadOffsetBase,
patch.GetQuadOffsetIndex());
glProgramUniform1i(program, uniformPrimitiveIdBase,
patch.GetPatchIndex());
#else
GLuint program = bindProgram(GetEffect(), patch);
GLint uniformPrimitiveIdBase =
glGetUniformLocation(program, "PrimitiveIdBase");
if (uniformPrimitiveIdBase != -1)
glUniform1i(uniformPrimitiveIdBase, patch.GetPatchIndex());
#endif
GLvoid *indices = (void *)(patch.GetVertIndex() * sizeof(unsigned int));
int baseVertex = g_topology->GetNumVertices() * instanceIndex;
glProgramUniform1i(program, glGetUniformLocation(program, "BaseVertex"),
baseVertex);
glDrawElementsBaseVertex(primType,
patch.GetNumIndices(),
GL_UNSIGNED_INT,
indices,
baseVertex);
++numDrawCalls;
}
return numDrawCalls;
}
//------------------------------------------------------------------------------
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);
// 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);
// make sure that the vertex buffer is interoped back as a GL resources.
g_instances->BindVertexBuffer();
glBindVertexArray(g_vao);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,
g_topology->GetDrawContext()->GetPatchIndexBuffer());
if (g_displayStyle == kVarying) {
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, g_instances->BindVertexBuffer());
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 3, 0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, g_instances->BindVaryingBuffer());
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 4, 0);
} else if (g_displayStyle == kVaryingInterleaved) {
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, g_instances->BindVertexBuffer());
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 7, 0);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 7,
(void*)(sizeof(GLfloat)*3));
} else {
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, g_instances->BindVertexBuffer());
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 3, 0);
glDisableVertexAttribArray(1);
}
// update vertex buffer to texture for gregory patch drawing.
g_topology->UpdateVertexTexture(g_instances);
Osd::DrawContext::PatchArrayVector const & patches =
g_topology->GetDrawContext()->GetPatchArrays();
int numDrawCalls = 0;
// primitive counting
glBeginQuery(GL_PRIMITIVES_GENERATED, g_queries[0]);
#if defined(GL_VERSION_3_3)
glBeginQuery(GL_TIME_ELAPSED, g_queries[1]);
#endif
// draw instances with same topology
for (int i = 0; i < g_numInstances; ++i) {
GLfloat color[3] = {i/(float)g_numInstances, 0.5, 0.5};
numDrawCalls += drawPatches(patches, i, color);
}
glEndQuery(GL_PRIMITIVES_GENERATED);
#if defined(GL_VERSION_3_3)
glEndQuery(GL_TIME_ELAPSED);
#endif
glBindVertexArray(0);
glUseProgram(0);
s.Stop();
float drawCpuTime = float(s.GetElapsed() * 1000.0f);
GLuint numPrimsGenerated = 0;
GLuint timeElapsed = 0;
glGetQueryObjectuiv(g_queries[0], GL_QUERY_RESULT, &numPrimsGenerated);
#if defined(GL_VERSION_3_3)
glGetQueryObjectuiv(g_queries[1], GL_QUERY_RESULT, &timeElapsed);
#endif
float drawGpuTime = timeElapsed / 1000.0f / 1000.0f;
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, -180, "Tess level : %d", g_tessLevel);
g_hud.DrawString(10, -160, "Primitives : %d", numPrimsGenerated);
g_hud.DrawString(10, -140, "Draw calls : %d", numDrawCalls);
g_hud.DrawString(10, -100, "GPU Compute : %.3f ms", g_gpuTime);
g_hud.DrawString(10, -80, "CPU Compute : %.3f ms", g_cpuTime);
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);
g_hud.Flush();
}
glFinish();
//checkGLErrors("display leave");
}
//------------------------------------------------------------------------------
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
uninitGL() {
glDeleteQueries(2, g_queries);
glDeleteVertexArrays(1, &g_vao);
if (g_instances)
delete g_instances;
if (g_topology)
delete g_topology;
#ifdef OPENSUBDIV_HAS_OPENCL
uninitCL(g_clContext, g_clQueue);
#endif
}
//------------------------------------------------------------------------------
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);
}
//------------------------------------------------------------------------------
void windowClose(GLFWwindow*) {
g_running = false;
}
static void
rebuildInstances() {
delete g_instances;
if (g_displayStyle == kVaryingInterleaved) {
g_instances = g_topology->CreateInstances(
g_numInstances,
Osd::VertexBufferDescriptor(0, 3, 7),
Osd::VertexBufferDescriptor(3, 4, 7),
true);
} else if (g_displayStyle == kVarying) {
g_instances = g_topology->CreateInstances(
g_numInstances,
Osd::VertexBufferDescriptor(0, 3, 3),
Osd::VertexBufferDescriptor(0, 4, 4),
false);
} else {
g_instances = g_topology->CreateInstances(
g_numInstances,
Osd::VertexBufferDescriptor(0, 3, 3),
Osd::VertexBufferDescriptor(0, 0, 0),
false);
}
updateGeom();
refine();
}
static void
rebuildOsdMesh() {
static SimpleShape g_modelCube =
SimpleShape(catmark_cube, "catmark_cube", kCatmark);
//static SimpleShape g_modelBishop =
// SimpleShape(catmark_bishop, "catmark_bishop", kCatmark);
static SimpleShape g_modelPawn =
SimpleShape(catmark_pawn, "catmark_pawn", kCatmark);
// static SimpleShape g_modelRook =
// SimpleShape(catmark_rook, "catmark_rook", kCatmark);
delete g_topology;
g_topology = createOsdMesh(g_modelPawn.data, g_level);
//g_topology = createOsdMesh(g_modelCube.data, g_level);
rebuildInstances();
}
//------------------------------------------------------------------------------
static void
keyboard(GLFWwindow *, int key, int /* scancode */, int event, int /* mods */) {
if (event == GLFW_RELEASE) return;
if (g_hud.KeyDown(tolower(key))) return;
if (key == 'G') {
g_frame++;
updateGeom();
refine();
}
switch (key) {
case 'Q': g_running = 0; break;
case 'F': fitFrame(); break;
case '+':
case '=': g_tessLevel++; break;
case '-': g_tessLevel = std::max(g_tessLevelMin, g_tessLevel-1); break;
case '.': g_numInstances++; rebuildInstances(); break;
case ',': g_numInstances = std::max(1, g_numInstances-1); rebuildInstances(); break;
case GLFW_KEY_ESCAPE: g_hud.SetVisible(!g_hud.IsVisible()); break;
}
}
//------------------------------------------------------------------------------
static void
callbackKernel(int k) {
g_kernel = k;
#ifdef OPENSUBDIV_HAS_OPENCL
if (g_kernel == kCL and g_clContext == NULL) {
if (initCL(&g_clContext, &g_clQueue) == false) {
printf("Error in initializing OpenCL\n");
exit(1);
}
}
#endif
#ifdef OPENSUBDIV_HAS_CUDA
if (g_kernel == kCUDA and g_cudaInitialized == false) {
g_cudaInitialized = true;
cudaGLSetGLDevice( cutGetMaxGflopsDeviceId() );
}
#endif
rebuildOsdMesh();
}
static void
callbackLevel(int l) {
g_level = l;
rebuildOsdMesh();
}
static void
callbackSlider(float value, int /* data */) {
g_numInstances = (int)value;
rebuildInstances();
}
static void
callbackDisplayStyle(int b) {
g_displayStyle = b;
rebuildInstances();
}
static void
callbackAdaptive(bool checked, int /* a */) {
if (Osd::GLDrawContext::SupportsAdaptiveTessellation()) {
g_adaptive = checked;
rebuildOsdMesh();
}
}
static void
callbackCheckBox(bool checked, int button) {
switch (button) {
case kHUD_CB_FREEZE:
g_freeze = checked;
break;
}
}
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);
int shading_pulldown = g_hud.AddPullDown("Shading (W)", 10, 10, 250, callbackDisplayStyle, 'w');
g_hud.AddPullDownButton(shading_pulldown, "Wire", kWire, g_displayStyle==kWire);
g_hud.AddPullDownButton(shading_pulldown, "Shaded", kShaded, g_displayStyle==kShaded);
g_hud.AddPullDownButton(shading_pulldown, "Wire+Shaded", kWireShaded, g_displayStyle==kWireShaded);
g_hud.AddPullDownButton(shading_pulldown, "Varying", kVarying, g_displayStyle==kVarying);
g_hud.AddPullDownButton(shading_pulldown, "Varying(Interleaved)", kVaryingInterleaved, g_displayStyle==kVaryingInterleaved);
g_hud.AddCheckBox("Freeze (spc)", g_freeze != 0,
10, 150, callbackCheckBox, kHUD_CB_FREEZE, ' ');
int compute_pulldown = g_hud.AddPullDown("Compute (K)", 475, 10, 300, callbackKernel, 'k');
g_hud.AddPullDownButton(compute_pulldown, "CPU", kCPU);
#ifdef OPENSUBDIV_HAS_OPENMP
g_hud.AddPullDownButton(compute_pulldown, "OpenMP", kOPENMP);
#endif
#ifdef OPENSUBDIV_HAS_TBB
g_hud.AddPullDownButton(compute_pulldown, "TBB", kTBB);
#endif
#ifdef OPENSUBDIV_HAS_CUDA
g_hud.AddPullDownButton(compute_pulldown, "CUDA", kCUDA);
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
if (HAS_CL_VERSION_1_1()) {
g_hud.AddPullDownButton(compute_pulldown, "OpenCL", kCL);
}
#endif
#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
g_hud.AddPullDownButton(compute_pulldown, "GLSL TransformFeedback", kGLSL);
#endif
#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
// Must also check at run time for OpenGL 4.3
if (GLEW_VERSION_4_3) {
g_hud.AddPullDownButton(compute_pulldown, "GLSL Compute", kGLSLCompute);
}
#endif
g_hud.AddSlider("Prim counts", 1, 100, 25,
-200, 20, 20, false, callbackSlider, 0);
if (Osd::GLDrawContext::SupportsAdaptiveTessellation())
g_hud.AddCheckBox("Adaptive (`)", g_adaptive!=0, 10, 190, callbackAdaptive, 0, '`');
for (int i = 1; i < 11; ++i) {
char level[16];
sprintf(level, "Lv. %d", i);
g_hud.AddRadioButton(3, level, i==2, 10, 210+i*20, callbackLevel, i, '0'+(i%10));
}
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);
glGenQueries(2, g_queries);
glGenVertexArrays(1, &g_vao);
}
//------------------------------------------------------------------------------
static void
idle() {
if (not g_freeze) {
++g_frame;
updateGeom();
refine();
}
}
//------------------------------------------------------------------------------
static void
callbackError(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);
#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 3);
#else
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
#endif
#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) {
std::string str;
for (int i = 1; i < argc; ++i) {
if (!strcmp(argv[i], "-d")) {
g_level = atoi(argv[++i]);
}
}
Osd::SetErrorCallback(callbackError);
if (not glfwInit()) {
printf("Failed to initialize GLFW\n");
return 1;
}
static const char windowTitle[] = "OpenSubdiv face partitioning example";
#define CORE_PROFILE
#ifdef CORE_PROFILE
setGLCoreProfile();
#endif
if (not (g_window=glfwCreateWindow(g_width, g_height, windowTitle, NULL, NULL))) {
printf("Failed to open window.\n");
glfwTerminate();
return 1;
}
glfwMakeContextCurrent(g_window);
// accommocate 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
// activate feature adaptive tessellation if OSD supports it
g_adaptive = Osd::GLDrawContext::SupportsAdaptiveTessellation();
initGL();
glfwSwapInterval(0);
initHUD();
rebuildOsdMesh();
while (g_running) {
idle();
display();
glfwPollEvents();
glfwSwapBuffers(g_window);
glFinish();
}
uninitGL();
glfwTerminate();
}
//------------------------------------------------------------------------------