mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-01 15:50:07 +00:00
43493bb9ae
- also update glSencilViewer code example to visualize the new stencil type
1113 lines
31 KiB
C++
1113 lines
31 KiB
C++
//
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// Copyright 2013 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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#if defined(__APPLE__)
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#if defined(OSD_USES_GLEW)
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#include <GL/glew.h>
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#else
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#include <OpenGL/gl3.h>
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#endif
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#define GLFW_INCLUDE_GL3
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#define GLFW_NO_GLU
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#else
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#include <stdlib.h>
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#include <GL/glew.h>
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#if defined(WIN32)
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#include <GL/wglew.h>
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#endif
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#endif
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#include <GLFW/glfw3.h>
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GLFWwindow* g_window=0;
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GLFWmonitor* g_primary=0;
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#include <common/vtr_utils.h>
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#include "../common/stopwatch.h"
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#include "../common/simple_math.h"
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#include "../common/gl_common.h"
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#include "../common/gl_hud.h"
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#include <far/patchTablesFactory.h>
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#include <far/stencilTablesFactory.h>
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#include <osd/cpuGLVertexBuffer.h>
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#include <osd/cpuVertexBuffer.h>
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#include <osd/cpuEvalStencilsContext.h>
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#include <osd/cpuEvalStencilsController.h>
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#include <cfloat>
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#include <list>
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#include <vector>
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#include <iostream>
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#include <fstream>
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#include <sstream>
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#include <stdlib.h>
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#ifdef OPENSUBDIV_HAS_OPENMP
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#include <omp.h>
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#endif
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using namespace OpenSubdiv;
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enum KernelType { kCPU = 0,
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kOPENMP = 1,
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kTBB = 2 };
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int g_kernel = kCPU,
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g_isolationLevel = 5; // max level of extraordinary feature isolation
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int g_running = 1,
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g_width = 1024,
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g_height = 1024,
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g_fullscreen = 0,
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g_drawCageEdges = 1,
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g_drawCageVertices = 1,
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g_prev_x = 0,
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g_prev_y = 0,
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g_mbutton[3] = {0, 0, 0},
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g_frame=0,
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g_freeze=0,
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g_repeatCount;
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bool g_bilinear=false;
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float g_rotate[2] = {0, 0},
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g_dolly = 5,
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g_pan[2] = {0, 0},
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g_center[3] = {0, 0, 0},
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g_size = 0,
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g_moveScale = 0.0f;
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struct Transform {
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float ModelViewMatrix[16];
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float ProjectionMatrix[16];
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float ModelViewProjectionMatrix[16];
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} g_transformData;
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// performance
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float g_evalTime = 0;
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Stopwatch g_fpsTimer;
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std::vector<float> g_orgPositions;
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std::vector<int> g_coarseEdges;
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std::vector<float> g_coarseEdgeSharpness;
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std::vector<float> g_coarseVertexSharpness;
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int g_nsamples=2000,
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g_nsamplesDrawn=0;
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GLuint g_cageEdgeVAO = 0,
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g_cageEdgeVBO = 0,
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g_cageVertexVAO = 0,
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g_cageVertexVBO = 0,
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g_stencilsVAO = 0;
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GLhud g_hud;
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//------------------------------------------------------------------------------
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#include "init_shapes.h"
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int g_currentShape = 0;
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//------------------------------------------------------------------------------
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Far::LimitStencilTables const * g_controlStencils;
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// Control vertex positions (P(xyz))
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Osd::CpuVertexBuffer * g_controlValues=0;
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// Display VBO (collects outputs of updated stencils)
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Osd::CpuGLVertexBuffer * g_stencilValues=0;
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// Display 3 lines for each stencil sample (utan, vtan, normal)
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// 18 elements : [ P (xyz), P+dPdu (xyz),
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// P (xyz), P+dPdv (xyz),
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// P (xyz), P+N (xyz) ]
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Osd::VertexBufferDescriptor g_controlDesc( /*offset*/ 0, /*legnth*/ 3, /*stride*/ 3 ),
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g_outputDataDesc( /*offset*/ 0, /*legnth*/ 3, /*stride*/ 18 ),
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g_outputDuDesc( /*offset*/ 3, /*legnth*/ 3, /*stride*/ 18 ),
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g_outputDvDesc( /*offset*/ 9, /*legnth*/ 3, /*stride*/ 18 );
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Osd::CpuEvalStencilsContext * g_evalCtx=0;
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Osd::CpuEvalStencilsController g_evalCpuCtrl;
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#if defined(OPENSUBDIV_HAS_OPENMP)
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#include <osd/ompEvalStencilsController.h>
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Osd::OmpEvalStencilsController g_evalOmpCtrl;
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#endif
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#ifdef OPENSUBDIV_HAS_TBB
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#include <osd/tbbEvalStencilsController.h>
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Osd::TbbEvalStencilsController g_evalTbbCtrl;
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#endif
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//------------------------------------------------------------------------------
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#define SCALE_TAN 0.02f
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#define SCALE_NORM 0.02f
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static void
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updateGeom() {
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int nverts = (int)g_orgPositions.size() / 3;
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const float *p = &g_orgPositions[0];
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float r = sin(g_frame*0.001f) * g_moveScale;
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float * positions = g_controlValues->BindCpuBuffer();
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for (int i = 0; i < nverts; ++i) {
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//float move = 0.05f*cosf(p[0]*20+g_frame*0.01f);
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float ct = cos(p[2] * r);
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float st = sin(p[2] * r);
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positions[i*3+0] = p[0]*ct + p[1]*st;
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positions[i*3+1] = -p[0]*st + p[1]*ct;
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positions[i*3+2] = p[2];
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p+=3;
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}
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Stopwatch s;
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s.Start();
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float * ptr = g_stencilValues->BindCpuBuffer();
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memset(ptr, 0, g_controlStencils->GetNumStencils() * 18 * sizeof(float));
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// Uppdate random points by applying point & tangent stencils
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switch (g_kernel) {
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case kCPU: {
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g_evalCpuCtrl.UpdateValues<Osd::CpuVertexBuffer,Osd::CpuGLVertexBuffer>(
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g_evalCtx,
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g_controlDesc, g_controlValues,
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g_outputDataDesc, g_stencilValues );
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g_evalCpuCtrl.UpdateDerivs<Osd::CpuVertexBuffer,Osd::CpuGLVertexBuffer>(
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g_evalCtx,
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g_controlDesc, g_controlValues,
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g_outputDuDesc, g_stencilValues,
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g_outputDvDesc, g_stencilValues );
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} break;
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#if defined(OPENSUBDIV_HAS_OPENMP)
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case kOPENMP: {
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g_evalOmpCtrl.UpdateValues<Osd::CpuVertexBuffer,Osd::CpuGLVertexBuffer>(
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g_evalCtx,
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g_controlDesc, g_controlValues,
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g_outputDataDesc, g_stencilValues );
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g_evalOmpCtrl.UpdateDerivs<Osd::CpuVertexBuffer,Osd::CpuGLVertexBuffer>(
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g_evalCtx,
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g_controlDesc, g_controlValues,
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g_outputDuDesc, g_stencilValues,
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g_outputDvDesc, g_stencilValues );
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} break;
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#endif
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#if defined(OPENSUBDIV_HAS_TBB)
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case kTBB: {
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g_evalTbbCtrl.UpdateValues<Osd::CpuVertexBuffer,Osd::CpuGLVertexBuffer>(
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g_evalCtx,
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g_controlDesc, g_controlValues,
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g_outputDataDesc, g_stencilValues );
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g_evalTbbCtrl.UpdateDerivs<Osd::CpuVertexBuffer,Osd::CpuGLVertexBuffer>(
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g_evalCtx,
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g_controlDesc, g_controlValues,
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g_outputDuDesc, g_stencilValues,
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g_outputDvDesc, g_stencilValues );
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} break;
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#endif
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default:
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return;
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}
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s.Stop();
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g_evalTime = float(s.GetElapsed() * 1000.0f);
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assert(g_controlStencils);
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for (int i=0; i < g_controlStencils->GetNumStencils(); ++i, ptr+=18) {
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float * p = ptr,
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* utan = ptr + 3,
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* vtan = ptr + 9,
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* normal = ptr + 15;
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// copy P as starting point for each line
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memcpy( ptr + 6, p, 3*sizeof(float) );
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memcpy( ptr + 12, p, 3*sizeof(float) );
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normalize( utan );
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normalize( vtan );
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cross( normal, utan, vtan );
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normalize(normal);
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// compute end point for each line (P + vec * scale)
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for (int j=0; j<3; ++j) {
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utan[j]= p[j] + utan[j]*SCALE_TAN;
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vtan[j]= p[j] + vtan[j]*SCALE_TAN;
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normal[j]= p[j] + normal[j]*SCALE_NORM;
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}
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}
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}
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//------------------------------------------------------------------------------
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static void
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createMesh(ShapeDesc const & shapeDesc, int isolationLevel) {
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typedef Far::IndexArray IndexArray;
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typedef Far::LimitStencilTablesFactory::LocationArray LocationArray;
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Shape const * shape = Shape::parseObj(shapeDesc.data.c_str(), shapeDesc.scheme);
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// create Vtr mesh (topology)
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OpenSubdiv::Sdc::Type sdctype = GetSdcType(*shape);
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OpenSubdiv::Sdc::Options sdcoptions = GetSdcOptions(*shape);
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OpenSubdiv::Far::TopologyRefiner * refiner =
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OpenSubdiv::Far::TopologyRefinerFactory<Shape>::Create(sdctype, sdcoptions, *shape);
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// save coarse topology (used for coarse mesh drawing)
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int nedges = refiner->GetNumEdges(0),
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nverts = refiner->GetNumVertices(0);
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g_coarseEdges.resize(nedges*2);
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g_coarseEdgeSharpness.resize(nedges);
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g_coarseVertexSharpness.resize(nverts);
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for(int i=0; i<nedges; ++i) {
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IndexArray verts = refiner->GetEdgeVertices(0, i);
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g_coarseEdges[i*2 ]=verts[0];
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g_coarseEdges[i*2+1]=verts[1];
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g_coarseEdgeSharpness[i]=refiner->GetEdgeSharpness(0, i);
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}
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for(int i=0; i<nverts; ++i) {
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g_coarseVertexSharpness[i]=refiner->GetVertexSharpness(0, i);
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}
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g_orgPositions=shape->verts;
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if (g_bilinear) {
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refiner->RefineUniform(isolationLevel, /*full topo*/ true);
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} else {
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refiner->RefineAdaptive(isolationLevel, /*full topo*/ false);
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}
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int nfaces = refiner->GetNumPtexFaces();
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float * u = new float[g_nsamples*nfaces], * uPtr = u,
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* v = new float[g_nsamples*nfaces], * vPtr = v;
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std::vector<LocationArray> locs(nfaces);
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srand( static_cast<int>(2147483647) ); // use a large Pell prime number
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for (int face=0; face<nfaces; ++face) {
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LocationArray & larray = locs[face];
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larray.ptexIdx = face;
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larray.numLocations = g_nsamples;
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larray.s = uPtr;
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larray.t = vPtr;
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for (int j=0; j<g_nsamples; ++j, ++uPtr, ++vPtr) {
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*uPtr = (float)rand()/(float)RAND_MAX;
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*vPtr = (float)rand()/(float)RAND_MAX;
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}
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}
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delete g_controlStencils;
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g_controlStencils = Far::LimitStencilTablesFactory::Create(*refiner, locs);
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delete [] u;
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delete [] v;
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g_nsamplesDrawn = g_controlStencils->GetNumStencils();
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// Create control vertex buffer (layout: [ P(xyz) ] )
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delete g_controlValues;
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g_controlValues = Osd::CpuVertexBuffer::Create(3, nverts);
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// Create eval context & data buffers
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delete g_evalCtx;
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g_evalCtx = Osd::CpuEvalStencilsContext::Create(g_controlStencils);
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delete g_stencilValues;
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g_stencilValues = Osd::CpuGLVertexBuffer::Create(3, g_controlStencils->GetNumStencils() * 6 );
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delete shape;
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delete refiner;
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updateGeom();
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// Bind g_stencilValues as GL_LINES VAO
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glBindVertexArray(g_stencilsVAO);
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glBindBuffer(GL_ARRAY_BUFFER, g_stencilValues->BindVBO());
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glBindVertexArray(0);
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}
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//------------------------------------------------------------------------------
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class GLSLProgram {
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public:
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GLSLProgram() : _program(0), _vtxSrc(0), _frgSrc(0) { }
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struct Attribute {
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std::string name;
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GLuint location;
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GLuint size;
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};
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void SetVertexShaderSource( char const * src ) {
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_vtxSrc = src;
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}
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void SetFragShaderSource( char const * src ) {
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_frgSrc = src;
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}
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void AddAttribute( char const * attr, int size ) {
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Attribute a;
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a.name = attr;
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a.size = size;
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_attrs.push_back(a);
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}
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void EnableVertexAttributes( ) {
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long int offset = 0;
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for (AttrList::iterator i=_attrs.begin(); i!=_attrs.end(); ++i) {
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glEnableVertexAttribArray( i->location );
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glVertexAttribPointer( i->location, i->size,
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GL_FLOAT, GL_FALSE, sizeof(GLfloat) * _attrStride, (void*)offset);
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offset += sizeof(GLfloat) * i->size;
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}
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}
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GLuint GetUniformModelViewProjectionMatrix() const {
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return _uniformModelViewProjectionMatrix;
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}
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void Use( ) {
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if (not _program) {
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assert( _vtxSrc and _frgSrc );
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_program = glCreateProgram();
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GLuint vertexShader = compileShader(GL_VERTEX_SHADER, _vtxSrc);
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GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER, _frgSrc);
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glAttachShader(_program, vertexShader);
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glAttachShader(_program, fragmentShader);
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_attrStride=0;
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int count=0;
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for (AttrList::iterator i=_attrs.begin(); i!=_attrs.end(); ++i, ++count) {
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glBindAttribLocation(_program, count, i->name.c_str());
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_attrStride += i->size;
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}
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glBindFragDataLocation(_program, 0, "color");
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glLinkProgram(_program);
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GLint status;
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glGetProgramiv(_program, GL_LINK_STATUS, &status);
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if (status == GL_FALSE) {
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GLint infoLogLength;
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glGetProgramiv(_program, GL_INFO_LOG_LENGTH, &infoLogLength);
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char *infoLog = new char[infoLogLength];
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glGetProgramInfoLog(_program, infoLogLength, NULL, infoLog);
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printf("%s\n", infoLog);
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delete[] infoLog;
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exit(1);
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}
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_uniformModelViewProjectionMatrix =
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glGetUniformLocation(_program, "ModelViewProjectionMatrix");
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for (AttrList::iterator i=_attrs.begin(); i!=_attrs.end(); ++i) {
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i->location = glGetAttribLocation(_program, i->name.c_str());
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}
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}
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glUseProgram(_program);
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}
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private:
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GLuint _program;
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GLuint _uniformModelViewProjectionMatrix;
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char const * _vtxSrc,
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* _frgSrc;
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typedef std::list<Attribute> AttrList;
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AttrList _attrs;
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int _attrStride;
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};
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GLSLProgram g_cageProgram,
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g_samplesProgram;
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//------------------------------------------------------------------------------
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static bool
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linkDefaultPrograms() {
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#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
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#define GLSL_VERSION_DEFINE "#version 400\n"
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#else
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#define GLSL_VERSION_DEFINE "#version 150\n"
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#endif
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{ // setup control cage program
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static const char *vsSrc =
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GLSL_VERSION_DEFINE
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"in vec3 position;\n"
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"in vec3 color;\n"
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"out vec4 fragColor;\n"
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"uniform mat4 ModelViewProjectionMatrix;\n"
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"void main() {\n"
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" fragColor = vec4(color, 1);\n"
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" gl_Position = ModelViewProjectionMatrix * "
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" vec4(position, 1);\n"
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"}\n";
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static const char *fsSrc =
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GLSL_VERSION_DEFINE
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"in vec4 fragColor;\n"
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"out vec4 color;\n"
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"void main() {\n"
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" color = fragColor;\n"
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"}\n";
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g_cageProgram.SetVertexShaderSource(vsSrc);
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g_cageProgram.SetFragShaderSource(fsSrc);
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g_cageProgram.AddAttribute( "position",3 );
|
|
g_cageProgram.AddAttribute( "color",3 );
|
|
}
|
|
|
|
{ // setup samples program
|
|
static const char *vsSrc =
|
|
GLSL_VERSION_DEFINE
|
|
"in vec3 position;\n"
|
|
"uniform mat4 ModelViewProjectionMatrix;\n"
|
|
"void main() {\n"
|
|
" gl_Position = ModelViewProjectionMatrix * "
|
|
" vec4(position, 1);\n"
|
|
"}\n";
|
|
|
|
static const char *fsSrc =
|
|
GLSL_VERSION_DEFINE
|
|
"out vec4 color;\n"
|
|
"const vec4 colors[3] = vec4[3]( vec4(1.0,0.0,0.0,1.0), \n"
|
|
" vec4(0.0,1.0,0.0,1.0), \n"
|
|
" vec4(0.0,0.0,1.0,1.0) ); \n"
|
|
"void main() {\n"
|
|
" color = colors[gl_PrimitiveID % 3];\n"
|
|
"}\n";
|
|
|
|
g_samplesProgram.SetVertexShaderSource(vsSrc);
|
|
g_samplesProgram.SetFragShaderSource(fsSrc);
|
|
|
|
g_samplesProgram.AddAttribute( "position",3 );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
//------------------------------------------------------------------------------
|
|
static inline void
|
|
setSharpnessColor(float s, float *r, float *g, float *b) {
|
|
|
|
// 0.0 2.0 4.0
|
|
// green --- yellow --- red
|
|
*r = std::min(1.0f, s * 0.5f);
|
|
*g = std::min(1.0f, 2.0f - s*0.5f);
|
|
*b = 0;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
drawCageEdges() {
|
|
|
|
g_cageProgram.Use( );
|
|
|
|
glUniformMatrix4fv(g_cageProgram.GetUniformModelViewProjectionMatrix(),
|
|
1, GL_FALSE, g_transformData.ModelViewProjectionMatrix);
|
|
|
|
std::vector<float> vbo;
|
|
vbo.reserve(g_coarseEdges.size() * 6);
|
|
|
|
float * positions = g_controlValues->BindCpuBuffer();
|
|
|
|
float r, g, b;
|
|
for (int i = 0; i < (int)g_coarseEdges.size(); i+=2) {
|
|
setSharpnessColor(g_coarseEdgeSharpness[i/2], &r, &g, &b);
|
|
for (int j = 0; j < 2; ++j) {
|
|
vbo.push_back(positions[g_coarseEdges[i+j]*3]);
|
|
vbo.push_back(positions[g_coarseEdges[i+j]*3+1]);
|
|
vbo.push_back(positions[g_coarseEdges[i+j]*3+2]);
|
|
vbo.push_back(r);
|
|
vbo.push_back(g);
|
|
vbo.push_back(b);
|
|
}
|
|
}
|
|
|
|
glBindVertexArray(g_cageEdgeVAO);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, g_cageEdgeVBO);
|
|
glBufferData(GL_ARRAY_BUFFER, (int)vbo.size() * sizeof(float), &vbo[0],
|
|
GL_STATIC_DRAW);
|
|
|
|
g_cageProgram.EnableVertexAttributes();
|
|
|
|
glDrawArrays(GL_LINES, 0, (int)g_coarseEdges.size());
|
|
|
|
glBindVertexArray(0);
|
|
glUseProgram(0);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
drawCageVertices() {
|
|
|
|
g_cageProgram.Use( );
|
|
|
|
glUniformMatrix4fv(g_cageProgram.GetUniformModelViewProjectionMatrix(),
|
|
1, GL_FALSE, g_transformData.ModelViewProjectionMatrix);
|
|
|
|
int numPoints = g_controlValues->GetNumVertices();
|
|
std::vector<float> vbo;
|
|
vbo.reserve(numPoints*6);
|
|
|
|
float * positions = g_controlValues->BindCpuBuffer();
|
|
|
|
float r, g, b;
|
|
for (int i = 0; i < numPoints; ++i) {
|
|
|
|
setSharpnessColor(g_coarseVertexSharpness[i], &r, &g, &b);
|
|
|
|
vbo.push_back(positions[i*3+0]);
|
|
vbo.push_back(positions[i*3+1]);
|
|
vbo.push_back(positions[i*3+2]);
|
|
vbo.push_back(r);
|
|
vbo.push_back(g);
|
|
vbo.push_back(b);
|
|
}
|
|
|
|
glBindVertexArray(g_cageVertexVAO);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, g_cageVertexVBO);
|
|
glBufferData(GL_ARRAY_BUFFER, (int)vbo.size() * sizeof(float), &vbo[0],
|
|
GL_STATIC_DRAW);
|
|
|
|
g_cageProgram.EnableVertexAttributes();
|
|
|
|
glPointSize(10.0f);
|
|
glDrawArrays(GL_POINTS, 0, numPoints);
|
|
glPointSize(1.0f);
|
|
|
|
glBindVertexArray(0);
|
|
glUseProgram(0);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
drawStencils() {
|
|
|
|
g_samplesProgram.Use( );
|
|
|
|
glUniformMatrix4fv(g_cageProgram.GetUniformModelViewProjectionMatrix(),
|
|
1, GL_FALSE, g_transformData.ModelViewProjectionMatrix);
|
|
|
|
glBindVertexArray(g_stencilsVAO);
|
|
|
|
int numEdges = g_controlStencils->GetNumStencils() * 3;
|
|
|
|
g_samplesProgram.EnableVertexAttributes();
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, g_stencilValues->BindVBO());
|
|
|
|
g_samplesProgram.EnableVertexAttributes();
|
|
|
|
glDrawArrays(GL_LINES, 0, numEdges*2);
|
|
|
|
glBindVertexArray(0);
|
|
glUseProgram(0);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
display() {
|
|
|
|
g_hud.GetFrameBuffer()->Bind();
|
|
|
|
Stopwatch s;
|
|
s.Start();
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
glViewport(0, 0, g_width, g_height);
|
|
|
|
double aspect = g_width/(double)g_height;
|
|
identity(g_transformData.ModelViewMatrix);
|
|
translate(g_transformData.ModelViewMatrix, -g_pan[0], -g_pan[1], -g_dolly);
|
|
rotate(g_transformData.ModelViewMatrix, g_rotate[1], 1, 0, 0);
|
|
rotate(g_transformData.ModelViewMatrix, g_rotate[0], 0, 1, 0);
|
|
rotate(g_transformData.ModelViewMatrix, -90, 1, 0, 0);
|
|
translate(g_transformData.ModelViewMatrix,
|
|
-g_center[0], -g_center[1], -g_center[2]);
|
|
perspective(g_transformData.ProjectionMatrix,
|
|
45.0f, (float)aspect, 0.01f, 500.0f);
|
|
multMatrix(g_transformData.ModelViewProjectionMatrix,
|
|
g_transformData.ModelViewMatrix,
|
|
g_transformData.ProjectionMatrix);
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
if (g_drawCageEdges)
|
|
drawCageEdges();
|
|
|
|
if (g_drawCageVertices)
|
|
drawCageVertices();
|
|
|
|
drawStencils();
|
|
s.Stop();
|
|
float drawCpuTime = float(s.GetElapsed() * 1000.0f);
|
|
s.Start();
|
|
glFinish();
|
|
s.Stop();
|
|
float drawGpuTime = float(s.GetElapsed() * 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, -100, "# stencils : %d", g_nsamplesDrawn);
|
|
g_hud.DrawString(10, -80, "EvalStencils : %.3f ms", g_evalTime);
|
|
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
|
|
idle() {
|
|
|
|
if (not g_freeze)
|
|
g_frame++;
|
|
|
|
updateGeom();
|
|
|
|
if (g_repeatCount != 0 and g_frame >= g_repeatCount)
|
|
g_running = 0;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
motion(GLFWwindow *, double dx, double dy) {
|
|
int x=(int)dx, y=(int)dy;
|
|
|
|
if (g_mbutton[0] && !g_mbutton[1] && !g_mbutton[2]) {
|
|
// orbit
|
|
g_rotate[0] += x - g_prev_x;
|
|
g_rotate[1] += y - g_prev_y;
|
|
} else if (!g_mbutton[0] && !g_mbutton[1] && g_mbutton[2]) {
|
|
// pan
|
|
g_pan[0] -= g_dolly*(x - g_prev_x)/g_width;
|
|
g_pan[1] += g_dolly*(y - g_prev_y)/g_height;
|
|
} else if ((g_mbutton[0] && !g_mbutton[1] && g_mbutton[2]) or
|
|
(!g_mbutton[0] && g_mbutton[1] && !g_mbutton[2])) {
|
|
// dolly
|
|
g_dolly -= g_dolly*0.01f*(x - g_prev_x);
|
|
if(g_dolly <= 0.01) g_dolly = 0.01f;
|
|
}
|
|
|
|
g_prev_x = x;
|
|
g_prev_y = y;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
mouse(GLFWwindow *, int button, int state, int /* mods */) {
|
|
|
|
if (button == 0 && state == GLFW_PRESS && g_hud.MouseClick(g_prev_x, g_prev_y))
|
|
return;
|
|
|
|
if (button < 3) {
|
|
g_mbutton[button] = (state == GLFW_PRESS);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
reshape(GLFWwindow *, int width, int height) {
|
|
|
|
g_width = width;
|
|
g_height = height;
|
|
|
|
int windowWidth = g_width, windowHeight = g_height;
|
|
|
|
// window size might not match framebuffer size on a high DPI display
|
|
glfwGetWindowSize(g_window, &windowWidth, &windowHeight);
|
|
|
|
g_hud.Rebuild(windowWidth, windowHeight);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
void windowClose(GLFWwindow*) {
|
|
g_running = false;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
rebuildMesh() {
|
|
|
|
createMesh( g_defaultShapes[g_currentShape], g_isolationLevel );
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
setSamples(bool add) {
|
|
|
|
g_nsamples += add ? 1000 : -1000;
|
|
|
|
g_nsamples = std::max(1000, g_nsamples);
|
|
|
|
rebuildMesh();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
keyboard(GLFWwindow *, int key, int /* scancode */, int event, int /* mods */) {
|
|
|
|
if (event == GLFW_RELEASE) return;
|
|
if (g_hud.KeyDown(tolower(key))) return;
|
|
|
|
switch (key) {
|
|
case 'Q': g_running = 0; break;
|
|
|
|
case '=': setSamples(true); break;
|
|
|
|
case '-': setSamples(false); break;
|
|
|
|
case GLFW_KEY_ESCAPE: g_hud.SetVisible(!g_hud.IsVisible()); break;
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
callbackKernel(int k) {
|
|
|
|
g_kernel = k;
|
|
}
|
|
|
|
static void
|
|
callbackLevel(int l) {
|
|
|
|
g_isolationLevel = l;
|
|
|
|
rebuildMesh();
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
callbackAnimate(bool checked, int /* m */) {
|
|
|
|
g_moveScale = checked;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
callbackFreeze(bool checked, int /* f */) {
|
|
|
|
g_freeze = checked;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
callbackDisplayCageVertices(bool checked, int /* d */) {
|
|
|
|
g_drawCageVertices = checked;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
callbackDisplayCageEdges(bool checked, int /* d */) {
|
|
g_drawCageEdges = checked;
|
|
}
|
|
|
|
static void
|
|
callbackBilinear(bool checked, int /* a */) {
|
|
g_bilinear = checked;
|
|
rebuildMesh();
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
callbackModel(int m) {
|
|
|
|
if (m < 0)
|
|
m = 0;
|
|
|
|
if (m >= (int)g_defaultShapes.size())
|
|
m = (int)g_defaultShapes.size() - 1;
|
|
|
|
g_currentShape = m;
|
|
|
|
rebuildMesh();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
initHUD() {
|
|
|
|
int windowWidth = g_width, windowHeight = g_height,
|
|
frameBufferWidth = g_width, frameBufferHeight = g_height;
|
|
|
|
// window size might not match framebuffer size on a high DPI display
|
|
glfwGetWindowSize(g_window, &windowWidth, &windowHeight);
|
|
glfwGetFramebufferSize(g_window, &frameBufferWidth, &frameBufferHeight);
|
|
|
|
g_hud.Init(windowWidth, windowHeight, frameBufferWidth, frameBufferHeight);
|
|
|
|
g_hud.SetFrameBuffer(new GLFrameBuffer);
|
|
|
|
g_hud.AddCheckBox("Cage Edges (H)", true, 10, 10, callbackDisplayCageEdges, 0, 'h');
|
|
g_hud.AddCheckBox("Cage Verts (J)", true, 10, 30, callbackDisplayCageVertices, 0, 'j');
|
|
g_hud.AddCheckBox("Animate vertices (M)", g_moveScale != 0, 10, 50, callbackAnimate, 0, 'm');
|
|
g_hud.AddCheckBox("Freeze (spc)", false, 10, 70, callbackFreeze, 0, ' ');
|
|
|
|
g_hud.AddCheckBox("Bilinear Stencils (`)", g_bilinear!=0, 10, 190, callbackBilinear, 0, '`');
|
|
|
|
int compute_pulldown = g_hud.AddPullDown("Compute (K)", 250, 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
|
|
|
|
for (int i = 1; i < 11; ++i) {
|
|
char level[16];
|
|
sprintf(level, "Lv. %d", i);
|
|
g_hud.AddRadioButton(3, level, i==g_isolationLevel, 10, 210+i*20, callbackLevel, i, '0'+(i%10));
|
|
}
|
|
|
|
int pulldown_handle = g_hud.AddPullDown("Shape (N)", -300, 10, 300, callbackModel, 'n');
|
|
for (int i = 0; i < (int)g_defaultShapes.size(); ++i) {
|
|
g_hud.AddPullDownButton(pulldown_handle, g_defaultShapes[i].name.c_str(),i);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
initGL() {
|
|
|
|
glClearColor(0.1f, 0.1f, 0.1f, 0.0f);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_LEQUAL);
|
|
glCullFace(GL_BACK);
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
glGenVertexArrays(1, &g_cageVertexVAO);
|
|
glGenVertexArrays(1, &g_cageEdgeVAO);
|
|
glGenVertexArrays(1, &g_stencilsVAO);
|
|
|
|
glGenBuffers(1, &g_cageVertexVBO);
|
|
glGenBuffers(1, &g_cageEdgeVBO);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
uninitGL() {
|
|
|
|
glDeleteBuffers(1, &g_cageVertexVBO);
|
|
glDeleteBuffers(1, &g_cageEdgeVBO);
|
|
|
|
glDeleteVertexArrays(1, &g_cageVertexVAO);
|
|
glDeleteVertexArrays(1, &g_cageEdgeVAO);
|
|
glDeleteVertexArrays(1, &g_stencilsVAO);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
setGLCoreProfile() {
|
|
|
|
#define glfwOpenWindowHint glfwWindowHint
|
|
#define GLFW_OPENGL_VERSION_MAJOR GLFW_CONTEXT_VERSION_MAJOR
|
|
#define GLFW_OPENGL_VERSION_MINOR GLFW_CONTEXT_VERSION_MINOR
|
|
|
|
glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
|
#if not defined(__APPLE__)
|
|
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 4);
|
|
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
|
|
#else
|
|
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3);
|
|
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
|
|
#endif
|
|
glfwOpenWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
int main(int argc, char **argv) {
|
|
|
|
bool fullscreen = false;
|
|
|
|
std::string str;
|
|
for (int i = 1; i < argc; ++i) {
|
|
if (!strcmp(argv[i], "-d")) {
|
|
g_isolationLevel = atoi(argv[++i]);
|
|
} else if (!strcmp(argv[i], "-f")) {
|
|
fullscreen = true;
|
|
} else {
|
|
std::ifstream ifs(argv[1]);
|
|
if (ifs) {
|
|
std::stringstream ss;
|
|
ss << ifs.rdbuf();
|
|
ifs.close();
|
|
str = ss.str();
|
|
g_defaultShapes.push_back(ShapeDesc(argv[1], str.c_str(), kCatmark));
|
|
}
|
|
}
|
|
}
|
|
|
|
initShapes();
|
|
|
|
if (not glfwInit()) {
|
|
printf("Failed to initialize GLFW\n");
|
|
return 1;
|
|
}
|
|
|
|
static const char windowTitle[] = "OpenSubdiv glStencilViewer " OPENSUBDIV_VERSION_STRING;
|
|
|
|
#define CORE_PROFILE
|
|
#ifdef CORE_PROFILE
|
|
setGLCoreProfile();
|
|
#endif
|
|
|
|
if (fullscreen) {
|
|
|
|
g_primary = glfwGetPrimaryMonitor();
|
|
|
|
// apparently glfwGetPrimaryMonitor fails under linux : if no primary,
|
|
// settle for the first one in the list
|
|
if (not g_primary) {
|
|
int count=0;
|
|
GLFWmonitor ** monitors = glfwGetMonitors(&count);
|
|
|
|
if (count)
|
|
g_primary = monitors[0];
|
|
}
|
|
|
|
if (g_primary) {
|
|
GLFWvidmode const * vidmode = glfwGetVideoMode(g_primary);
|
|
g_width = vidmode->width;
|
|
g_height = vidmode->height;
|
|
}
|
|
}
|
|
|
|
if (not (g_window=glfwCreateWindow(g_width, g_height, windowTitle,
|
|
fullscreen and g_primary ? g_primary : NULL, NULL))) {
|
|
printf("Failed to open window.\n");
|
|
glfwTerminate();
|
|
return 1;
|
|
}
|
|
glfwMakeContextCurrent(g_window);
|
|
|
|
// accommodate high DPI displays (e.g. mac retina displays)
|
|
glfwGetFramebufferSize(g_window, &g_width, &g_height);
|
|
glfwSetFramebufferSizeCallback(g_window, reshape);
|
|
|
|
glfwSetKeyCallback(g_window, keyboard);
|
|
glfwSetCursorPosCallback(g_window, motion);
|
|
glfwSetMouseButtonCallback(g_window, mouse);
|
|
glfwSetWindowCloseCallback(g_window, windowClose);
|
|
|
|
#if defined(OSD_USES_GLEW)
|
|
#ifdef CORE_PROFILE
|
|
// this is the only way to initialize glew correctly under core profile context.
|
|
glewExperimental = true;
|
|
#endif
|
|
if (GLenum r = glewInit() != GLEW_OK) {
|
|
printf("Failed to initialize glew. Error = %s\n", glewGetErrorString(r));
|
|
exit(1);
|
|
}
|
|
#ifdef CORE_PROFILE
|
|
// clear GL errors which was generated during glewInit()
|
|
glGetError();
|
|
#endif
|
|
#endif
|
|
|
|
initGL();
|
|
linkDefaultPrograms();
|
|
|
|
glfwSwapInterval(0);
|
|
|
|
initHUD();
|
|
callbackModel(g_currentShape);
|
|
|
|
while (g_running) {
|
|
idle();
|
|
display();
|
|
|
|
glfwPollEvents();
|
|
glfwSwapBuffers(g_window);
|
|
|
|
glFinish();
|
|
}
|
|
|
|
uninitGL();
|
|
glfwTerminate();
|
|
}
|