mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-03 00:20:09 +00:00
1626 lines
50 KiB
C++
1626 lines
50 KiB
C++
//
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// Copyright 2014 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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#if defined(__APPLE__)
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#if defined(OSD_USES_GLEW)
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#include <GL/glew.h>
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#else
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#include <OpenGL/gl3.h>
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#endif
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#define GLFW_INCLUDE_GL3
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#define GLFW_NO_GLU
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#else
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#include <stdlib.h>
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#include <GL/glew.h>
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#if defined(WIN32)
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#include <GL/wglew.h>
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#endif
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#endif
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#include <GLFW/glfw3.h>
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GLFWwindow* g_window=0;
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GLFWmonitor* g_primary=0;
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#include <osd/error.h>
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#include <osd/vertex.h>
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#include <osd/glDrawContext.h>
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#include <osd/glDrawRegistry.h>
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#include <osd/glMesh.h>
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#include <osd/cpuGLVertexBuffer.h>
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#include <osd/cpuComputeContext.h>
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#include <osd/cpuComputeController.h>
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#ifdef OPENSUBDIV_HAS_OPENMP
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#include <osd/ompComputeController.h>
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#endif
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#ifdef OPENSUBDIV_HAS_TBB
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#include <osd/tbbComputeController.h>
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#endif
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#ifdef OPENSUBDIV_HAS_OPENCL
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#include <osd/clGLVertexBuffer.h>
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#include <osd/clComputeContext.h>
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#include <osd/clComputeController.h>
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#include "../common/clInit.h"
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cl_context g_clContext;
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cl_command_queue g_clQueue;
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#endif
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#ifdef OPENSUBDIV_HAS_CUDA
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#include <osd/cudaGLVertexBuffer.h>
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#include <osd/cudaComputeContext.h>
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#include <osd/cudaComputeController.h>
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#include <cuda_runtime_api.h>
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#include <cuda_gl_interop.h>
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#include "../common/cudaInit.h"
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bool g_cudaInitialized = false;
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#endif
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#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
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#include <osd/glslTransformFeedbackComputeContext.h>
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#include <osd/glslTransformFeedbackComputeController.h>
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#include <osd/glVertexBuffer.h>
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#endif
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#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
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#include <osd/glslComputeContext.h>
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#include <osd/glslComputeController.h>
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#include <osd/glVertexBuffer.h>
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#endif
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#include <common/vtr_utils.h>
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#include <shapes/catmark_cube.h>
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#include <shapes/catmark_bishop.h>
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#include <shapes/catmark_pawn.h>
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#include <shapes/catmark_rook.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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static const char *shaderSource =
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#include "shader.gen.h"
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;
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#include <cfloat>
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#include <vector>
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#include <iostream>
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#include <fstream>
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#include <sstream>
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using namespace OpenSubdiv;
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// ---------------------------------------------------------------------------
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class InstancesBase {
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public:
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virtual ~InstancesBase() {}
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virtual void UpdateVertexBuffer(int instance, std::vector<float> const &src) = 0;
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virtual void UpdateVaryingBuffer(int instance, std::vector<float> const &src) = 0;
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virtual GLuint BindVertexBuffer() = 0;
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virtual GLuint BindVaryingBuffer() = 0;
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Osd::VertexBufferDescriptor const &GetVertexDesc() const {
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return _vertexDesc;
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}
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Osd::VertexBufferDescriptor const &GetVaryingDesc() const {
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return _varyingDesc;
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}
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protected:
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InstancesBase(Osd::VertexBufferDescriptor const &vertexDesc,
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Osd::VertexBufferDescriptor const &varyingDesc,
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int numVertices) :
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_vertexDesc(vertexDesc),
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_varyingDesc(varyingDesc),
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_numVertices(numVertices) {
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}
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int getNumVertices() const { return _numVertices; }
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private:
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Osd::VertexBufferDescriptor _vertexDesc;
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Osd::VertexBufferDescriptor _varyingDesc;
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int _numVertices; // # of vertices of single instance
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};
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template <class VERTEX_BUFFER>
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class Instances : public InstancesBase {
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public:
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Instances(int numInstances,
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Osd::VertexBufferDescriptor const &vertexDesc,
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Osd::VertexBufferDescriptor const &varyingDesc,
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bool interleaved,
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int numVertices) :
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InstancesBase(vertexDesc, varyingDesc, numVertices),
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_vertexBuffer(NULL), _varyingBuffer(NULL), _interleaved(interleaved) {
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if (interleaved) {
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assert(vertexDesc.stride == varyingDesc.stride);
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_vertexBuffer = createVertexBuffer(
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vertexDesc.stride, numInstances * numVertices);
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} else {
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if (vertexDesc.stride > 0) {
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_vertexBuffer = createVertexBuffer(
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vertexDesc.stride, numInstances * numVertices);
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}
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if (varyingDesc.stride > 0) {
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_varyingBuffer = createVertexBuffer(
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varyingDesc.stride, numInstances * numVertices);
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}
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}
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}
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virtual ~Instances() {
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delete _vertexBuffer;
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delete _varyingBuffer;
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}
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virtual void UpdateVertexBuffer(int instance, std::vector<float> const &src) {
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updateVertexBuffer(_vertexBuffer, &src[0], instance * getNumVertices(),
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(int)src.size()/_vertexBuffer->GetNumElements());
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}
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virtual void UpdateVaryingBuffer(int instance, std::vector<float> const &src) {
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updateVertexBuffer(_varyingBuffer, &src[0], instance * getNumVertices(),
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(int)src.size()/_varyingBuffer->GetNumElements());
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}
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virtual GLuint BindVertexBuffer() {
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return _vertexBuffer->BindVBO();
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}
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virtual GLuint BindVaryingBuffer() {
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return _varyingBuffer->BindVBO();
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}
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VERTEX_BUFFER *createVertexBuffer(int numElements, int numVertices) {
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return VERTEX_BUFFER::Create(numElements, numVertices);
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}
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void updateVertexBuffer(VERTEX_BUFFER *vertexBuffer, const float *src, int startVertex,
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int numVertices) {
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vertexBuffer->UpdateData(src, startVertex, numVertices);
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}
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VERTEX_BUFFER *GetVertexBuffer() const { return _vertexBuffer; }
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VERTEX_BUFFER *GetVaryingBuffer() const { return _interleaved ? _vertexBuffer :_varyingBuffer; }
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private:
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VERTEX_BUFFER *_vertexBuffer;
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VERTEX_BUFFER *_varyingBuffer;
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bool _interleaved;
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};
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// ---------------------------------------------------------------------------
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class TopologyBase {
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public:
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virtual ~TopologyBase() {
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delete _drawContext;
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}
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virtual void Refine(InstancesBase *instance, int numInstances) = 0;
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virtual InstancesBase *CreateInstances(
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int numInstances,
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Osd::VertexBufferDescriptor const &vertexDesc,
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Osd::VertexBufferDescriptor const &varyingDesc,
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bool interleaved) = 0;
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virtual void UpdateVertexTexture(InstancesBase *instances) = 0;
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virtual void Synchronize() = 0;
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Osd::GLDrawContext *GetDrawContext() const {
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return _drawContext;
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}
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void SetRestPosition(std::vector<float> const &restPosition) {
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_restPosition = restPosition;
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}
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std::vector<float> const &GetRestPosition() const {
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return _restPosition;
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}
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int GetNumVertices() const {
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return _numVertices;
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}
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protected:
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TopologyBase(Far::PatchTables const * patchTables) {
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_drawContext = Osd::GLDrawContext::Create(patchTables, 7);
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}
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void updateVertexBufferStride(int stride) {
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// modifying patchArrays in drawcontext.
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Osd::DrawContext::PatchArrayVector &patchArrays =
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_drawContext->GetPatchArrays();
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for (int i = 0; i < (int)patchArrays.size(); ++i) {
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Osd::DrawContext::PatchDescriptor desc = patchArrays[i].GetDescriptor();
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desc.SetNumElements(stride);
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patchArrays[i].SetDescriptor(desc);
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}
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}
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int _numVertices;
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private:
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Osd::GLDrawContext *_drawContext;
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std::vector<float> _restPosition;
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};
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template <class COMPUTE_CONTROLLER, class VERTEX_BUFFER>
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class Topology : public TopologyBase {
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public:
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typedef typename COMPUTE_CONTROLLER::ComputeContext ComputeContext;
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Topology(Far::PatchTables const * patchTables,
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Far::StencilTables const * vertexStencils,
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Far::StencilTables const * varyingStencils)
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: TopologyBase(patchTables) {
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_computeContext = ComputeContext::Create(vertexStencils, varyingStencils);
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_kernelBatches.push_back(Far::StencilTablesFactory::Create(*vertexStencils));
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_numVertices = vertexStencils->GetNumStencils() +
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vertexStencils->GetNumControlVertices();
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}
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~Topology() {
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delete _computeContext;
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}
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void Refine(InstancesBase *instance, int numInstances) {
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Osd::VertexBufferDescriptor const &globalVertexDesc =
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instance->GetVertexDesc();
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Osd::VertexBufferDescriptor const &globalVaryingDesc =
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instance->GetVaryingDesc();
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Instances<VERTEX_BUFFER> *typedInstance =
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static_cast<Instances<VERTEX_BUFFER> *>(instance);
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for (int i = 0; i < numInstances; ++i) {
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Osd::VertexBufferDescriptor vertexDesc(
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globalVertexDesc.offset + _numVertices*globalVertexDesc.stride*i,
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globalVertexDesc.length,
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globalVertexDesc.stride);
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Osd::VertexBufferDescriptor varyingDesc(
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globalVaryingDesc.offset + _numVertices*globalVaryingDesc.stride*i,
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globalVaryingDesc.length,
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globalVaryingDesc.stride);
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_computeController.Compute(_computeContext,
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_kernelBatches,
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typedInstance->GetVertexBuffer(),
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typedInstance->GetVaryingBuffer(),
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&vertexDesc,
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&varyingDesc);
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}
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}
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virtual InstancesBase *CreateInstances(
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int numInstances,
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Osd::VertexBufferDescriptor const &vertexDesc,
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Osd::VertexBufferDescriptor const &varyingDesc,
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bool interleaved) {
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return new Instances<VERTEX_BUFFER>(numInstances,
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vertexDesc,
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varyingDesc,
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interleaved,
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_numVertices);
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}
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virtual void Synchronize() {
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_computeController.Synchronize();
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}
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virtual void UpdateVertexTexture(InstancesBase *instances) {
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Instances<VERTEX_BUFFER> *typedInstance =
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static_cast<Instances<VERTEX_BUFFER> *>(instances);
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GetDrawContext()->UpdateVertexTexture(typedInstance->GetVertexBuffer());
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updateVertexBufferStride(typedInstance->GetVertexBuffer()->GetNumElements());
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}
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private:
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COMPUTE_CONTROLLER _computeController;
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ComputeContext *_computeContext;
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Far::KernelBatchVector _kernelBatches;
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};
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// ---------------------------------------------------------------------------
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// CL specializations
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#ifdef OPENSUBDIV_HAS_OPENCL
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template<> Osd::CLGLVertexBuffer *
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Instances<Osd::CLGLVertexBuffer>::createVertexBuffer(
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int numElements, int numVertices) {
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return Osd::CLGLVertexBuffer::Create(
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numElements, numVertices, g_clContext);
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}
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template<> void
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Instances<Osd::CLGLVertexBuffer>::updateVertexBuffer(
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Osd::CLGLVertexBuffer *vertexBuffer,
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const float *src, int startVertex, int numVertices) {
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vertexBuffer->UpdateData(src, startVertex, numVertices, g_clQueue);
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}
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template<>
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Topology<Osd::CLComputeController, Osd::CLGLVertexBuffer>::
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Topology(Far::PatchTables const * patchTables,
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Far::StencilTables const * vertexStencils, Far::StencilTables const * varyingStencils) :
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TopologyBase(patchTables), _computeController(g_clContext, g_clQueue) {
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_computeContext = ComputeContext::Create(g_clContext, vertexStencils, varyingStencils);
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_kernelBatches.push_back(Far::StencilTablesFactory::Create(*vertexStencils));
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_numVertices = vertexStencils->GetNumStencils() +
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vertexStencils->GetNumControlVertices();
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}
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#endif
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// ---------------------------------------------------------------------------
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TopologyBase *g_topology = NULL;
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InstancesBase *g_instances = NULL;
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enum KernelType { kCPU = 0,
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kOPENMP = 1,
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kTBB = 2,
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kCUDA = 3,
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kCL = 4,
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kGLSL = 5,
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kGLSLCompute = 6 };
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enum DisplayStyle { kWire = 0,
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kShaded,
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kWireShaded,
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kVarying,
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kVaryingInterleaved };
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enum HudCheckBox { kHUD_CB_FREEZE };
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// GUI variables
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int g_displayStyle = kShaded,
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g_adaptive = 0,
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g_mbutton[3] = {0, 0, 0},
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g_freeze = 0,
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g_running = 1;
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float g_rotate[2] = {0, 0},
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g_dolly = 5,
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g_pan[2] = {0, 0},
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g_center[3] = {0, 0, 0},
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g_size = 0;
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int g_prev_x = 0,
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g_prev_y = 0;
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int g_width = 1024,
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g_height = 1024;
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GLhud g_hud;
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// performance
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float g_cpuTime = 0;
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float g_gpuTime = 0;
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Stopwatch g_fpsTimer;
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int g_level = 2;
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int g_tessLevel = 1;
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int g_tessLevelMin = 1;
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int g_numInstances = 25;
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int g_frame = 0;
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int g_kernel = kCPU;
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GLuint g_transformUB = 0,
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g_transformBinding = 0,
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g_tessellationUB = 0,
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g_tessellationBinding = 0,
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g_lightingUB = 0,
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g_lightingBinding = 0;
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struct Transform {
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float ModelViewMatrix[16];
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float ProjectionMatrix[16];
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float ModelViewProjectionMatrix[16];
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} g_transformData;
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GLuint g_queries[2] = {0, 0};
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GLuint g_vao = 0;
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static void
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checkGLErrors(std::string const & where = "") {
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GLuint err;
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while ((err = glGetError()) != GL_NO_ERROR) {
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std::cerr << "GL error: "
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<< (where.empty() ? "" : where + " ")
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<< err << "\n";
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}
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}
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//------------------------------------------------------------------------------
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struct SimpleShape {
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std::string name;
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Scheme scheme;
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std::string data;
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SimpleShape() { }
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SimpleShape( std::string const & idata, char const * iname, Scheme ischeme )
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: name(iname), scheme(ischeme), data(idata) { }
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};
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//------------------------------------------------------------------------------
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static void
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updateGeom() {
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std::vector<float> const &restPosition = g_topology->GetRestPosition();
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int nverts = (int)restPosition.size()/3;
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int numVertexElements = (g_displayStyle == kVaryingInterleaved ? 7 : 3);
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int numVaryingElements = (g_displayStyle == kVarying ? 4 : 0);
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std::vector<float> vertex(numVertexElements * nverts);
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std::vector<float> varying(numVaryingElements * nverts);
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int column = (int)ceil(sqrt((float)g_numInstances));
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for (int i = 0; i < g_numInstances; ++i) {
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float *d = &vertex[0];
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const float *p = &restPosition[0];
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for (int j = 0; j < nverts; ++j) {
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*d++ = p[0] + i%column - 0.5f*(column-1);
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*d++ = p[1] + i/column - 0.5f*(column-1);
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*d++ = p[2] * (float)(1+sin(0.1f*g_frame + i));
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p += 3;
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if (g_displayStyle == kVaryingInterleaved) {
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*d++ = (1+(float)sin(0.1f*g_frame + i)) * 0.5f;
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*d++ = 1;
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*d++ = 1;
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*d++ = 1.0;
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}
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}
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g_instances->UpdateVertexBuffer(i, vertex);
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if (g_displayStyle == kVarying) {
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float *d = &varying[0];
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for (int j = 0; j < nverts; ++j) {
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*d++ = 1;
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*d++ = (1+(float)sin(0.1f*g_frame + i)) * 0.5f;
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*d++ = 1;
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*d++ = 1.0;
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}
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g_instances->UpdateVaryingBuffer(i, varying);
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}
|
|
}
|
|
}
|
|
|
|
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();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|