OpenSubdiv/examples/glPtexViewer/glPtexViewer.cpp
Takahito Tejima 8fc0e5db93 Move Ptex code from osd to examples.
we're teasing out ptex specific data from core osd entities,
so there's no reason to keep ptex texturing utilities in core osd.
move them into example libs and let clients assemble shader snippets
as needed.

Also removing older ptex texturing code (without mipmap)
2015-05-07 13:56:48 -07:00

2673 lines
90 KiB
C++

//
// Copyright 2013 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the trade
// names, trademarks, service marks, or product names of the Licensor
// and its affiliates, except as required to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
#if defined(__APPLE__)
#if defined(OSD_USES_GLEW)
#include <GL/glew.h>
#else
#include <OpenGL/gl3.h>
#endif
#define GLFW_INCLUDE_GL3
#define GLFW_NO_GLU
#else
#include <stdlib.h>
#include <GL/glew.h>
#if defined(WIN32)
#include <GL/wglew.h>
#endif
#endif
#include <GLFW/glfw3.h>
GLFWwindow* g_window = 0;
GLFWmonitor* g_primary = 0;
#include <vector>
#include <sstream>
#include <iostream>
#include <fstream>
#include <string>
#include <utility>
#include <algorithm>
#include <osd/glDrawContext.h>
#include <osd/glDrawRegistry.h>
#include <far/error.h>
#include <osd/cpuGLVertexBuffer.h>
#include <osd/cpuComputeContext.h>
#include <osd/cpuComputeController.h>
OpenSubdiv::Osd::CpuComputeController * g_cpuComputeController = NULL;
#ifdef OPENSUBDIV_HAS_OPENMP
#include <osd/ompComputeController.h>
OpenSubdiv::Osd::OmpComputeController * g_ompComputeController = NULL;
#endif
#ifdef OPENSUBDIV_HAS_TBB
#include <osd/tbbComputeController.h>
OpenSubdiv::Osd::TbbComputeController *g_tbbComputeController = NULL;
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
#include <osd/clGLVertexBuffer.h>
#include <osd/clComputeContext.h>
#include <osd/clComputeController.h>
#include "../common/clDeviceContext.h"
CLDeviceContext g_clDeviceContext;
OpenSubdiv::Osd::CLComputeController * g_clComputeController = NULL;
#endif
#ifdef OPENSUBDIV_HAS_CUDA
#include <osd/cudaGLVertexBuffer.h>
#include <osd/cudaComputeContext.h>
#include <osd/cudaComputeController.h>
#include "../common/cudaDeviceContext.h"
CudaDeviceContext g_cudaDeviceContext;
OpenSubdiv::Osd::CudaComputeController * g_cudaComputeController = NULL;
#endif
#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
#include <osd/glslTransformFeedbackComputeContext.h>
#include <osd/glslTransformFeedbackComputeController.h>
#include <osd/glVertexBuffer.h>
OpenSubdiv::Osd::GLSLTransformFeedbackComputeController
*g_glslTransformFeedbackComputeController = NULL;
#endif
#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
#include <osd/glslComputeContext.h>
#include <osd/glslComputeController.h>
#include <osd/glVertexBuffer.h>
OpenSubdiv::Osd::GLSLComputeController * g_glslComputeController = NULL;
#endif
#include <osd/glMesh.h>
OpenSubdiv::Osd::GLMeshInterface *g_mesh;
#include "Ptexture.h"
#include "PtexUtils.h"
#include <common/vtr_utils.h>
#include "../common/stopwatch.h"
#include "../common/simple_math.h"
#include "../common/gl_hud.h"
#include "../common/patchColors.h"
#include "../common/hdr_reader.h"
#include "../common/stb_image_write.h"
#include "../common/glPtexMipmapTexture.h"
static const char *g_defaultShaderSource =
#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
#include "shader.gen.h"
#else
#include "shader_gl3.gen.h"
#endif
;
static const char *g_skyShaderSource =
#include "skyshader.gen.h"
;
static const char *g_imageShaderSource =
#include "imageshader.gen.h"
;
static std::string g_shaderSource;
static const char *g_shaderFilename = NULL;
enum KernelType { kCPU = 0,
kOPENMP = 1,
kTBB = 2,
kCUDA = 3,
kCL = 4,
kGLSL = 5,
kGLSLCompute = 6 };
enum HudCheckBox { HUD_CB_ADAPTIVE,
HUD_CB_DISPLAY_OCCLUSION,
HUD_CB_DISPLAY_NORMALMAP,
HUD_CB_DISPLAY_SPECULAR,
HUD_CB_CAGE_EDGES,
HUD_CB_ANIMATE_VERTICES,
HUD_CB_VIEW_LOD,
HUD_CB_FRACTIONAL_SPACING,
HUD_CB_PATCH_CULL,
HUD_CB_IBL,
HUD_CB_BLOOM,
HUD_CB_SEAMLESS_MIPMAP,
HUD_CB_FREEZE };
enum HudRadioGroup { HUD_RB_KERNEL,
HUD_RB_LEVEL,
HUD_RB_SCHEME,
HUD_RB_WIRE,
HUD_RB_COLOR,
HUD_RB_DISPLACEMENT,
HUD_RB_NORMAL };
enum DisplayType { DISPLAY_WIRE,
DISPLAY_SHADED,
DISPLAY_WIRE_ON_SHADED };
enum ColorType { COLOR_NONE,
COLOR_PTEX_NEAREST,
COLOR_PTEX_HW_BILINEAR,
COLOR_PTEX_BILINEAR,
COLOR_PTEX_BIQUADRATIC,
COLOR_PATCHTYPE,
COLOR_PATCHCOORD,
COLOR_NORMAL };
enum DisplacementType { DISPLACEMENT_NONE,
DISPLACEMENT_HW_BILINEAR,
DISPLACEMENT_BILINEAR,
DISPLACEMENT_BIQUADRATIC };
enum NormalType { NORMAL_SURFACE,
NORMAL_FACET,
NORMAL_HW_SCREENSPACE,
NORMAL_SCREENSPACE,
NORMAL_BIQUADRATIC,
NORMAL_BIQUADRATIC_WG };
//-----------------------------------------------------------------------------
int g_frame = 0,
g_repeatCount = 0;
// GUI variables
int g_fullscreen = 0,
g_wire = DISPLAY_SHADED,
g_drawNormals = 0,
g_drawCageEdges = 0,
g_mbutton[3] = {0, 0, 0},
g_level = 1,
g_tessLevel = 2,
g_kernel = kCPU,
g_scheme = 0,
g_running = 1,
g_maxMipmapLevels = 10,
g_color = COLOR_PTEX_BILINEAR,
g_displacement = DISPLACEMENT_NONE,
g_normal = NORMAL_SURFACE;
float g_moveScale = 0.0f,
g_displacementScale = 1.0f,
g_mipmapBias = 0.0;
bool g_adaptive = false,
g_yup = false,
g_patchCull = true,
g_screenSpaceTess = true,
g_fractionalSpacing = true,
g_ibl = false,
g_bloom = false,
g_freeze = false;
GLuint g_transformUB = 0,
g_transformBinding = 0,
g_tessellationUB = 0,
g_tessellationBinding = 0,
g_lightingUB = 0,
g_lightingBinding = 0;
struct Transform {
float ModelViewMatrix[16];
float ProjectionMatrix[16];
float ModelViewProjectionMatrix[16];
float ModelViewInverseMatrix[16];
} transformData;
// ptex switch
bool g_occlusion = false,
g_specular = false;
bool g_seamless = true;
// camera
float g_rotate[2] = {0, 0},
g_dolly = 5,
g_pan[2] = {0, 0},
g_center[3] = {0, 0, 0},
g_size = 0;
int g_prev_x = 0,
g_prev_y = 0;
// viewport
int g_width = 1024,
g_height = 1024;
GLhud g_hud;
// performance
float g_cpuTime = 0;
float g_gpuTime = 0;
#define NUM_FPS_TIME_SAMPLES 6
float g_fpsTimeSamples[NUM_FPS_TIME_SAMPLES] = {0, 0, 0, 0, 0, 0};
int g_currentFpsTimeSample = 0;
Stopwatch g_fpsTimer;
float g_animTime = 0;
// geometry
std::vector<float> g_positions,
g_normals;
std::vector<std::vector<float> > g_animPositions;
GLuint g_queries[2] = {0, 0};
GLuint g_vao = 0;
GLuint g_cageEdgeVAO = 0;
GLuint g_skyVAO = 0;
GLuint g_edgeIndexBuffer = 0;
GLuint g_numCageEdges = 0;
GLuint g_diffuseEnvironmentMap = 0;
GLuint g_specularEnvironmentMap = 0;
//------------------------------------------------------------------------------
struct Sky {
int numIndices;
GLuint vertexBuffer;
GLuint elementBuffer;
GLuint mvpMatrix;
GLuint program;
Sky() : numIndices(0), vertexBuffer(0), elementBuffer(0), mvpMatrix(0),
program(0) {}
} g_sky;
//------------------------------------------------------------------------------
struct ImageShader {
GLuint blurProgram;
GLuint hipassProgram;
GLuint compositeProgram;
GLuint frameBuffer;
GLuint frameBufferTexture;
GLuint frameBufferDepthTexture;
GLuint smallFrameBuffer[2];
GLuint smallFrameBufferTexture[2];
GLuint smallWidth, smallHeight;
GLuint vao;
GLuint vbo;
ImageShader() : blurProgram(0), hipassProgram(0), compositeProgram(0),
frameBuffer(0), frameBufferTexture(0), frameBufferDepthTexture(0) {
smallFrameBuffer[0] = smallFrameBuffer[1] = 0;
smallFrameBufferTexture[0] = smallFrameBufferTexture[1] = 0;
}
} g_imageShader;
//------------------------------------------------------------------------------
GLPtexMipmapTexture * g_osdPTexImage = 0;
GLPtexMipmapTexture * g_osdPTexDisplacement = 0;
GLPtexMipmapTexture * g_osdPTexOcclusion = 0;
GLPtexMipmapTexture * g_osdPTexSpecular = 0;
const char * g_ptexColorFilename;
size_t g_ptexMemoryUsage = 0;
static void
checkGLErrors(std::string const & where = "") {
GLuint err;
while ((err = glGetError()) != GL_NO_ERROR) {
std::cerr << "GL error: "
<< (where.empty() ? "" : where + " ")
<< err << "\n";
}
}
//------------------------------------------------------------------------------
static void
calcNormals(OpenSubdiv::Far::TopologyRefiner * refiner,
std::vector<float> const & pos, std::vector<float> & result ) {
typedef OpenSubdiv::Far::ConstIndexArray IndexArray;
// calc normal vectors
int nverts = refiner->GetNumVertices(0),
nfaces = refiner->GetNumFaces(0);
for (int face = 0; face < nfaces; ++face) {
IndexArray fverts = refiner->GetFaceVertices(0, face);
float const * p0 = &pos[fverts[0]*3],
* p1 = &pos[fverts[1]*3],
* p2 = &pos[fverts[2]*3];
float n[3];
cross(n, p0, p1, p2);
for (int vert = 0; vert < fverts.size(); ++vert) {
int idx = fverts[vert] * 3;
result[idx ] += n[0];
result[idx+1] += n[1];
result[idx+2] += n[2];
}
}
for (int i = 0; i < nverts; ++i)
normalize(&result[i*3]);
}
//------------------------------------------------------------------------------
void
updateGeom() {
int nverts = (int)g_positions.size() / 3;
if (g_moveScale and g_adaptive and not g_animPositions.empty()) {
// baked animation only works with adaptive for now
// (since non-adaptive requires normals)
int nkey = (int)g_animPositions.size();
const float fps = 24.0f;
float p = fmodf(g_animTime * fps, (float)nkey);
int key = (int)p;
float b = p - key;
std::vector<float> vertex;
vertex.reserve(nverts*3);
for (int i = 0; i < nverts*3; ++i) {
float p0 = g_animPositions[key][i];
float p1 = g_animPositions[(key+1)%nkey][i];
vertex.push_back(p0*(1-b) + p1*b);
}
g_mesh->UpdateVertexBuffer(&vertex[0], 0, nverts);
} else {
std::vector<float> vertex;
vertex.reserve(nverts*6);
const float *p = &g_positions[0];
const float *n = &g_normals[0];
for (int i = 0; i < nverts; ++i) {
float move = g_size*0.005f*cosf(p[0]*100/g_size+g_frame*0.01f);
vertex.push_back(p[0]);
vertex.push_back(p[1]+g_moveScale*move);
vertex.push_back(p[2]);
p += 3;
if (g_adaptive == false) {
vertex.push_back(n[0]);
vertex.push_back(n[1]);
vertex.push_back(n[2]);
n += 3;
}
}
g_mesh->UpdateVertexBuffer(&vertex[0], 0, nverts);
}
Stopwatch s;
s.Start();
g_mesh->Refine();
s.Stop();
g_cpuTime = float(s.GetElapsed() * 1000.0f);
s.Start();
g_mesh->Synchronize();
s.Stop();
g_gpuTime = float(s.GetElapsed() * 1000.0f);
}
//-------------------------------------------------------------------------------
void
fitFrame() {
g_pan[0] = g_pan[1] = 0;
g_dolly = g_size;
}
//-------------------------------------------------------------------------------
Shape *
createPTexGeo(PtexTexture * r) {
PtexMetaData* meta = r->getMetaData();
if (meta->numKeys() < 3) {
return NULL;
}
float const * vp;
int const *vi, *vc;
int nvp, nvi, nvc;
meta->getValue("PtexFaceVertCounts", vc, nvc);
if (nvc == 0) {
return NULL;
}
meta->getValue("PtexVertPositions", vp, nvp);
if (nvp == 0) {
return NULL;
}
meta->getValue("PtexFaceVertIndices", vi, nvi);
if (nvi == 0) {
return NULL;
}
Shape * shape = new Shape;
shape->scheme = kCatmark;
shape->verts.resize(nvp);
for (int i=0; i<nvp; ++i) {
shape->verts[i] = vp[i];
}
shape->nvertsPerFace.resize(nvc);
for (int i=0; i<nvc; ++i) {
shape->nvertsPerFace[i] = vc[i];
}
shape->faceverts.resize(nvi);
for (int i=0; i<nvi; ++i) {
shape->faceverts[i] = vi[i];
}
// compute model bounding
float min[3] = {vp[0], vp[1], vp[2]};
float max[3] = {vp[0], vp[1], vp[2]};
for (int i = 0; i < nvp/3; ++i) {
for (int j = 0; j < 3; ++j) {
float v = vp[i*3+j];
min[j] = std::min(min[j], v);
max[j] = std::max(max[j], v);
}
}
for (int j = 0; j < 3; ++j) {
g_center[j] = (min[j] + max[j]) * 0.5f;
g_size += (max[j]-min[j])*(max[j]-min[j]);
}
g_size = sqrtf(g_size);
return shape;
}
//------------------------------------------------------------------------------
void
reshape(GLFWwindow *, int width, int height) {
g_width = width;
g_height = height;
int windowWidth = g_width, windowHeight = g_height;
// window size might not match framebuffer size on a high DPI display
glfwGetWindowSize(g_window, &windowWidth, &windowHeight);
g_hud.Rebuild(windowWidth, windowHeight, width, height);
// resize framebuffers
glBindTexture(GL_TEXTURE_2D, g_imageShader.frameBufferTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, g_imageShader.frameBufferDepthTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, width, height, 0,
GL_DEPTH_COMPONENT, GL_FLOAT, 0);
glBindFramebuffer(GL_FRAMEBUFFER, g_imageShader.frameBuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, g_imageShader.frameBufferTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_TEXTURE_2D, g_imageShader.frameBufferDepthTexture, 0);
const int d = 4;
g_imageShader.smallWidth = width/d;
g_imageShader.smallHeight = height/d;
for (int i = 0; i < 2; ++i) {
glBindTexture(GL_TEXTURE_2D, g_imageShader.smallFrameBufferTexture[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width/d, height/d, 0,
GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBindFramebuffer(GL_FRAMEBUFFER, g_imageShader.smallFrameBuffer[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, g_imageShader.smallFrameBufferTexture[i], 0);
}
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
assert(false);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
checkGLErrors("Reshape");
}
void reshape() {
reshape(g_window, g_width, g_height);
}
void windowClose(GLFWwindow*) {
g_running = false;
}
//------------------------------------------------------------------------------
const char *getKernelName(int kernel) {
if (kernel == kCPU)
return "CPU";
else if (kernel == kOPENMP)
return "OpenMP";
else if (kernel == kCUDA)
return "Cuda";
else if (kernel == kGLSL)
return "GLSL";
else if (kernel == kCL)
return "OpenCL";
return "Unknown";
}
//------------------------------------------------------------------------------
static GLuint compileShader(GLenum shaderType,
OpenSubdiv::Osd::DrawShaderSource const & common,
OpenSubdiv::Osd::DrawShaderSource const & source) {
const char *sources[4];
std::stringstream definitions;
for (int i = 0; i < (int)common.defines.size(); ++i) {
definitions << "#define "
<< common.defines[i].first << " "
<< common.defines[i].second << "\n";
}
for (int i = 0; i < (int)source.defines.size(); ++i) {
definitions << "#define "
<< source.defines[i].first << " "
<< source.defines[i].second << "\n";
}
std::string defString = definitions.str();
sources[0] = source.version.c_str();
sources[1] = defString.c_str();
sources[2] = common.source.c_str();
sources[3] = source.source.c_str();
GLuint shader = glCreateShader(shaderType);
glShaderSource(shader, 4, sources, NULL);
glCompileShader(shader);
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
GLchar emsg[40960];
glGetShaderInfoLog(shader, sizeof(emsg), 0, emsg);
fprintf(stderr, "Error compiling GLSL shader: %s\n", emsg);
fprintf(stderr, "Defines: %s\n", defString.c_str());
return 0;
}
return shader;
}
//------------------------------------------------------------------------------
int bindPTexture(GLint program, GLPtexMipmapTexture *osdPTex,
GLuint data, GLuint packing, int samplerUnit) {
#if defined(GL_ARB_separate_shader_objects) || defined(GL_VERSION_4_1)
glProgramUniform1i(program, data, samplerUnit + 0);
glProgramUniform1i(program, packing, samplerUnit + 1);
#else
glUniform1i(data, samplerUnit + 0);
glUniform1i(packing, samplerUnit + 1);
#endif
glActiveTexture(GL_TEXTURE0 + samplerUnit + 0);
glBindTexture(GL_TEXTURE_2D_ARRAY, osdPTex->GetTexelsTexture());
glActiveTexture(GL_TEXTURE0 + samplerUnit + 1);
glBindTexture(GL_TEXTURE_BUFFER, osdPTex->GetLayoutTextureBuffer());
glActiveTexture(GL_TEXTURE0);
return samplerUnit + 2;
}
//------------------------------------------------------------------------------
union Effect {
struct {
unsigned int wire:2;
unsigned int color:3;
unsigned int displacement:2;
unsigned int normal:3;
int occlusion:1;
int specular:1;
int patchCull:1;
int screenSpaceTess:1;
int fractionalSpacing:1;
int ibl:1;
int seamless:1;
};
int value;
bool operator < (const Effect &e) const {
return value < e.value;
}
};
typedef std::pair<OpenSubdiv::Osd::DrawContext::PatchDescriptor, Effect> EffectDesc;
class EffectDrawRegistry : public OpenSubdiv::Osd::GLDrawRegistry<EffectDesc> {
protected:
virtual ConfigType *
_CreateDrawConfig(DescType const & desc, SourceConfigType const * sconfig);
virtual SourceConfigType *
_CreateDrawSourceConfig(DescType const & desc);
};
//------------------------------------------------------------------------------
EffectDrawRegistry::SourceConfigType *
EffectDrawRegistry::_CreateDrawSourceConfig(DescType const & desc) {
Effect effect = desc.second;
SourceConfigType * sconfig =
BaseRegistry::_CreateDrawSourceConfig(desc.first);
// add ptex functions
sconfig->commonShader.source += GLPtexMipmapTexture::GetShaderSource();
if (effect.patchCull)
sconfig->commonShader.AddDefine("OSD_ENABLE_PATCH_CULL");
if (effect.screenSpaceTess)
sconfig->commonShader.AddDefine("OSD_ENABLE_SCREENSPACE_TESSELLATION");
if (effect.fractionalSpacing)
sconfig->commonShader.AddDefine("OSD_FRACTIONAL_ODD_SPACING");
#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
int nverts = 4;
if (desc.first.GetType() == OpenSubdiv::Far::PatchDescriptor::QUADS) {
sconfig->vertexShader.source = g_shaderSource;
sconfig->vertexShader.version = glslVersion;
sconfig->vertexShader.AddDefine("VERTEX_SHADER");
if (effect.displacement) {
sconfig->geometryShader.AddDefine("FLAT_NORMALS");
}
} else if (desc.first.GetType() == OpenSubdiv::Far::PatchDescriptor::LINES) {
nverts = 2;
sconfig->vertexShader.source = g_shaderSource;
sconfig->vertexShader.version = glslVersion;
sconfig->vertexShader.AddDefine("VERTEX_SHADER");
} else {
nverts = 3;
sconfig->vertexShader.source = g_shaderSource + sconfig->vertexShader.source;
sconfig->tessControlShader.source = g_shaderSource + sconfig->tessControlShader.source;
sconfig->tessEvalShader.source = g_shaderSource + sconfig->tessEvalShader.source;
sconfig->tessEvalShader.version = glslVersion;
if (effect.displacement and (not effect.normal))
sconfig->geometryShader.AddDefine("FLAT_NORMALS");
}
assert(sconfig);
sconfig->geometryShader.source = g_shaderSource;
sconfig->geometryShader.version = glslVersion;
sconfig->geometryShader.AddDefine("GEOMETRY_SHADER");
sconfig->fragmentShader.source = g_shaderSource;
sconfig->fragmentShader.version = glslVersion;
sconfig->fragmentShader.AddDefine("FRAGMENT_SHADER");
switch (effect.color) {
case COLOR_NONE:
break;
case COLOR_PTEX_NEAREST:
sconfig->fragmentShader.AddDefine("COLOR_PTEX_NEAREST");
break;
case COLOR_PTEX_HW_BILINEAR:
sconfig->fragmentShader.AddDefine("COLOR_PTEX_HW_BILINEAR");
break;
case COLOR_PTEX_BILINEAR:
sconfig->fragmentShader.AddDefine("COLOR_PTEX_BILINEAR");
break;
case COLOR_PTEX_BIQUADRATIC:
sconfig->fragmentShader.AddDefine("COLOR_PTEX_BIQUADRATIC");
break;
case COLOR_PATCHTYPE:
sconfig->fragmentShader.AddDefine("COLOR_PATCHTYPE");
break;
case COLOR_PATCHCOORD:
sconfig->fragmentShader.AddDefine("COLOR_PATCHCOORD");
break;
case COLOR_NORMAL:
sconfig->fragmentShader.AddDefine("COLOR_NORMAL");
break;
}
switch (effect.displacement) {
case DISPLACEMENT_NONE:
break;
case DISPLACEMENT_HW_BILINEAR:
sconfig->commonShader.AddDefine("DISPLACEMENT_HW_BILINEAR");
break;
case DISPLACEMENT_BILINEAR:
sconfig->commonShader.AddDefine("DISPLACEMENT_BILINEAR");
break;
case DISPLACEMENT_BIQUADRATIC:
sconfig->commonShader.AddDefine("DISPLACEMENT_BIQUADRATIC");
break;
}
switch (effect.normal) {
case NORMAL_FACET:
sconfig->commonShader.AddDefine("NORMAL_FACET");
break;
case NORMAL_HW_SCREENSPACE:
sconfig->commonShader.AddDefine("NORMAL_HW_SCREENSPACE");
break;
case NORMAL_SCREENSPACE:
sconfig->commonShader.AddDefine("NORMAL_SCREENSPACE");
break;
case NORMAL_BIQUADRATIC:
sconfig->commonShader.AddDefine("NORMAL_BIQUADRATIC");
break;
case NORMAL_BIQUADRATIC_WG:
sconfig->commonShader.AddDefine("OSD_COMPUTE_NORMAL_DERIVATIVES");
sconfig->commonShader.AddDefine("NORMAL_BIQUADRATIC_WG");
break;
}
if (effect.occlusion)
sconfig->fragmentShader.AddDefine("USE_PTEX_OCCLUSION");
if (effect.specular)
sconfig->fragmentShader.AddDefine("USE_PTEX_SPECULAR");
if (effect.ibl)
sconfig->fragmentShader.AddDefine("USE_IBL");
if (nverts == 4) {
sconfig->geometryShader.AddDefine("PRIM_QUAD");
sconfig->fragmentShader.AddDefine("PRIM_QUAD");
} else if (nverts == 3) {
sconfig->geometryShader.AddDefine("PRIM_TRI");
sconfig->fragmentShader.AddDefine("PRIM_TRI");
} else {
sconfig->geometryShader.AddDefine("PRIM_LINE");
sconfig->fragmentShader.AddDefine("PRIM_LINE");
}
if (effect.seamless) {
sconfig->commonShader.AddDefine("SEAMLESS_MIPMAP");
}
if (effect.wire == 0) {
sconfig->geometryShader.AddDefine("GEOMETRY_OUT_WIRE");
sconfig->fragmentShader.AddDefine("GEOMETRY_OUT_WIRE");
} else if (effect.wire == 1) {
sconfig->geometryShader.AddDefine("GEOMETRY_OUT_FILL");
sconfig->fragmentShader.AddDefine("GEOMETRY_OUT_FILL");
} else if (effect.wire == 2) {
sconfig->geometryShader.AddDefine("GEOMETRY_OUT_LINE");
sconfig->fragmentShader.AddDefine("GEOMETRY_OUT_LINE");
}
return sconfig;
}
EffectDrawRegistry::ConfigType *
EffectDrawRegistry::_CreateDrawConfig(
DescType const & desc,
SourceConfigType const * sconfig) {
ConfigType * config = BaseRegistry::_CreateDrawConfig(desc.first, sconfig);
assert(config);
// XXXdyu can use layout(binding=) with GLSL 4.20 and beyond
g_transformBinding = 0;
GLint transformIndex = glGetUniformBlockIndex(config->program, "Transform");
if (transformIndex != -1)
glUniformBlockBinding(config->program, transformIndex, g_transformBinding);
g_tessellationBinding = 1;
#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
GLint tessellationIndex = glGetUniformBlockIndex(config->program, "Tessellation");
if (tessellationIndex != -1)
glUniformBlockBinding(config->program, tessellationIndex, g_tessellationBinding);
#endif
g_lightingBinding = 2;
GLint lightingIndex = glGetUniformBlockIndex(config->program, "Lighting");
if (lightingIndex != -1)
glUniformBlockBinding(config->program, lightingIndex, g_lightingBinding);
GLint loc;
#if defined(GL_ARB_separate_shader_objects) || defined(GL_VERSION_4_1)
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
}
#else
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
}
#endif
return config;
}
EffectDrawRegistry effectRegistry;
EffectDrawRegistry::ConfigType *
getInstance(Effect effect,
OpenSubdiv::Osd::DrawContext::PatchDescriptor const & patchDesc) {
EffectDesc desc(patchDesc, effect);
EffectDrawRegistry::ConfigType * config =
effectRegistry.GetDrawConfig(desc);
assert(config);
return config;
}
//------------------------------------------------------------------------------
GLPtexMipmapTexture *
createPtex(const char *filename, int memLimit) {
Ptex::String ptexError;
printf("Loading ptex : %s\n", filename);
#define USE_PTEX_CACHE
#define PTEX_CACHE_SIZE (512*1024*1024)
#ifdef USE_PTEX_CACHE
PtexCache *cache = PtexCache::create(1, PTEX_CACHE_SIZE);
PtexTexture *ptex = cache->get(filename, ptexError);
#else
PtexTexture *ptex = PtexTexture::open(filename, ptexError, true);
#endif
if (ptex == NULL) {
printf("Error in reading %s\n", filename);
exit(1);
}
size_t targetMemory = memLimit * 1024 * 1024; // MB
GLPtexMipmapTexture *osdPtex = GLPtexMipmapTexture::Create(
ptex, g_maxMipmapLevels, targetMemory);
GLuint texture = osdPtex->GetTexelsTexture();
glBindTexture(GL_TEXTURE_2D_ARRAY, texture);
GLint w, h, d;
glGetTexLevelParameteriv(GL_TEXTURE_2D_ARRAY, 0, GL_TEXTURE_WIDTH, &w);
glGetTexLevelParameteriv(GL_TEXTURE_2D_ARRAY, 0, GL_TEXTURE_HEIGHT, &h);
glGetTexLevelParameteriv(GL_TEXTURE_2D_ARRAY, 0, GL_TEXTURE_DEPTH, &d);
printf("PageSize = %d x %d x %d\n", w, h, d);
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
ptex->release();
#ifdef USE_PTEX_CACHE
cache->release();
#endif
return osdPtex;
}
//------------------------------------------------------------------------------
void
createOsdMesh(int level, int kernel) {
checkGLErrors("createOsdMesh");
Ptex::String ptexError;
PtexTexture *ptexColor = PtexTexture::open(g_ptexColorFilename, ptexError, true);
if (ptexColor == NULL) {
printf("Error in reading %s\n", g_ptexColorFilename);
exit(1);
}
// generate Shape representation from ptex
Shape * shape = createPTexGeo(ptexColor);
if (not shape) {
return;
}
g_positions=shape->verts;
typedef OpenSubdiv::Far::ConstIndexArray IndexArray;
// create Vtr mesh (topology)
OpenSubdiv::Sdc::SchemeType sdctype = GetSdcType(*shape);
OpenSubdiv::Sdc::Options sdcoptions = GetSdcOptions(*shape);
OpenSubdiv::Far::TopologyRefiner * refiner =
OpenSubdiv::Far::TopologyRefinerFactory<Shape>::Create(*shape,
OpenSubdiv::Far::TopologyRefinerFactory<Shape>::Options(sdctype, sdcoptions));
// save coarse topology (used for coarse mesh drawing)
// create cage edge index
int nedges = refiner->GetNumEdges(0);
std::vector<int> edgeIndices(nedges*2);
for(int i=0; i<nedges; ++i) {
IndexArray verts = refiner->GetEdgeVertices(0, i);
edgeIndices[i*2 ]=verts[0];
edgeIndices[i*2+1]=verts[1];
}
delete shape;
g_normals.resize(g_positions.size(), 0.0f);
calcNormals(refiner, g_positions, g_normals);
delete g_mesh;
g_mesh = NULL;
// Adaptive refinement currently supported only for catmull-clark scheme
bool doAdaptive = (g_adaptive != 0 and g_scheme == 0);
OpenSubdiv::Osd::MeshBitset bits;
bits.set(OpenSubdiv::Osd::MeshAdaptive, doAdaptive);
bits.set(OpenSubdiv::Osd::MeshPtexData, true);
bits.set(OpenSubdiv::Osd::MeshEndCapGregoryBasis, true);
int numVertexElements = g_adaptive ? 3 : 6;
int numVaryingElements = 0;
if (kernel == kCPU) {
if (not g_cpuComputeController) {
g_cpuComputeController = new OpenSubdiv::Osd::CpuComputeController();
}
g_mesh = new OpenSubdiv::Osd::Mesh<OpenSubdiv::Osd::CpuGLVertexBuffer,
OpenSubdiv::Osd::CpuComputeController,
OpenSubdiv::Osd::GLDrawContext>(
g_cpuComputeController,
refiner,
numVertexElements,
numVaryingElements,
level, bits);
#ifdef OPENSUBDIV_HAS_OPENMP
} else if (kernel == kOPENMP) {
if (not g_ompComputeController) {
g_ompComputeController = new OpenSubdiv::Osd::OmpComputeController();
}
g_mesh = new OpenSubdiv::Osd::Mesh<OpenSubdiv::Osd::CpuGLVertexBuffer,
OpenSubdiv::Osd::OmpComputeController,
OpenSubdiv::Osd::GLDrawContext>(
g_ompComputeController,
refiner,
numVertexElements,
numVaryingElements,
level, bits);
#endif
#ifdef OPENSUBDIV_HAS_TBB
} else if (kernel == kTBB) {
if (not g_tbbComputeController) {
g_tbbComputeController = new OpenSubdiv::Osd::TbbComputeController();
}
g_mesh = new OpenSubdiv::Osd::Mesh<OpenSubdiv::Osd::CpuGLVertexBuffer,
OpenSubdiv::Osd::TbbComputeController,
OpenSubdiv::Osd::GLDrawContext>(
g_tbbComputeController,
refiner,
numVertexElements,
numVaryingElements,
level, bits);
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
} else if (kernel == kCL) {
if (not g_clComputeController) {
g_clComputeController = new OpenSubdiv::Osd::CLComputeController(
g_clDeviceContext.GetContext(),
g_clDeviceContext.GetCommandQueue());
}
g_mesh = new OpenSubdiv::Osd::Mesh<OpenSubdiv::Osd::CLGLVertexBuffer,
OpenSubdiv::Osd::CLComputeController,
OpenSubdiv::Osd::GLDrawContext,
CLDeviceContext>(
g_clComputeController,
refiner,
numVertexElements,
numVaryingElements,
level, bits, &g_clDeviceContext);
#endif
#ifdef OPENSUBDIV_HAS_CUDA
} else if (kernel == kCUDA) {
if (not g_cudaComputeController) {
g_cudaComputeController = new OpenSubdiv::Osd::CudaComputeController();
}
g_mesh = new OpenSubdiv::Osd::Mesh<OpenSubdiv::Osd::CudaGLVertexBuffer,
OpenSubdiv::Osd::CudaComputeController,
OpenSubdiv::Osd::GLDrawContext>(
g_cudaComputeController,
refiner,
numVertexElements,
numVaryingElements,
level, bits);
#endif
#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
} else if (kernel == kGLSL) {
if (not g_glslTransformFeedbackComputeController) {
g_glslTransformFeedbackComputeController =
new OpenSubdiv::Osd::GLSLTransformFeedbackComputeController();
}
g_mesh = new OpenSubdiv::Osd::Mesh<OpenSubdiv::Osd::GLVertexBuffer,
OpenSubdiv::Osd::GLSLTransformFeedbackComputeController,
OpenSubdiv::Osd::GLDrawContext>(
g_glslTransformFeedbackComputeController,
refiner,
numVertexElements,
numVaryingElements,
level, bits);
#endif
#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
} else if (kernel == kGLSLCompute) {
if (not g_glslComputeController) {
g_glslComputeController = new OpenSubdiv::Osd::GLSLComputeController();
}
g_mesh = new OpenSubdiv::Osd::Mesh<OpenSubdiv::Osd::GLVertexBuffer,
OpenSubdiv::Osd::GLSLComputeController,
OpenSubdiv::Osd::GLDrawContext>(
g_glslComputeController,
refiner,
numVertexElements,
numVaryingElements,
level, bits);
#endif
} else {
printf("Unsupported kernel %s\n", getKernelName(kernel));
}
if (glGetError() != GL_NO_ERROR) {
printf("GLERROR\n");
}
updateGeom();
// ------ VAO
glBindVertexArray(g_vao);
glBindBuffer(GL_ARRAY_BUFFER, g_mesh->BindVertexBuffer());
if (g_adaptive) {
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
} else {
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 6, 0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 6, (float*)12);
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_mesh->GetDrawContext()->GetPatchIndexBuffer());
// ------ Cage VAO
glBindVertexArray(g_cageEdgeVAO);
glBindBuffer(GL_ARRAY_BUFFER, g_mesh->BindVertexBuffer());
if (g_adaptive) {
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
} else {
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 6, 0);
}
if (not g_edgeIndexBuffer) glGenBuffers(1, &g_edgeIndexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_edgeIndexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*edgeIndices.size(),
&edgeIndices[0], GL_STATIC_DRAW);
g_numCageEdges = (int)edgeIndices.size();
glBindVertexArray(0);
}
//------------------------------------------------------------------------------
void
createSky() {
const int U_DIV = 20;
const int V_DIV = 20;
std::vector<float> vbo;
std::vector<int> indices;
for (int u = 0; u <= U_DIV; ++u) {
for (int v = 0; v < V_DIV; ++v) {
float s = float(2*M_PI*float(u)/U_DIV);
float t = float(M_PI*float(v)/(V_DIV-1));
vbo.push_back(-sin(t)*sin(s));
vbo.push_back(cos(t));
vbo.push_back(-sin(t)*cos(s));
vbo.push_back(u/float(U_DIV));
vbo.push_back(v/float(V_DIV));
if (v > 0 && u > 0) {
indices.push_back((u-1)*V_DIV+v-1);
indices.push_back(u*V_DIV+v-1);
indices.push_back((u-1)*V_DIV+v);
indices.push_back((u-1)*V_DIV+v);
indices.push_back(u*V_DIV+v-1);
indices.push_back(u*V_DIV+v);
}
}
}
glGenBuffers(1, &g_sky.vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, g_sky.vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(float)*vbo.size(), &vbo[0], GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenBuffers(1, &g_sky.elementBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_sky.elementBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*indices.size(), &indices[0], GL_STATIC_DRAW);
g_sky.numIndices = (int)indices.size();
g_sky.program = glCreateProgram();
OpenSubdiv::Osd::DrawShaderSource common, vertexShader, fragmentShader;
vertexShader.source = g_skyShaderSource;
vertexShader.version = "#version 410\n";
vertexShader.AddDefine("SKY_VERTEX_SHADER");
fragmentShader.source = g_skyShaderSource;
fragmentShader.version = "#version 410\n";
fragmentShader.AddDefine("SKY_FRAGMENT_SHADER");
GLuint vs = compileShader(GL_VERTEX_SHADER,
common, vertexShader);
GLuint fs = compileShader(GL_FRAGMENT_SHADER,
common, fragmentShader);
glAttachShader(g_sky.program, vs);
glAttachShader(g_sky.program, fs);
glLinkProgram(g_sky.program);
glDeleteShader(vs);
glDeleteShader(fs);
GLint environmentMap = glGetUniformLocation(g_sky.program, "environmentMap");
#if defined(GL_ARB_separate_shader_objects) || defined(GL_VERSION_4_1)
if (g_specularEnvironmentMap)
glProgramUniform1i(g_sky.program, environmentMap, 6);
else
glProgramUniform1i(g_sky.program, environmentMap, 5);
#else
glUseProgram(g_sky.program);
if (g_specularEnvironmentMap)
glUniform1i(environmentMap, 6);
else
glUniform1i(environmentMap, 5);
#endif
g_sky.mvpMatrix = glGetUniformLocation(g_sky.program, "ModelViewProjectionMatrix");
}
GLuint
compileImageShader(const char *define) {
GLuint program = glCreateProgram();
OpenSubdiv::Osd::DrawShaderSource common, vertexShader, fragmentShader;
vertexShader.source = g_imageShaderSource;
vertexShader.version = "#version 410\n";
vertexShader.AddDefine("IMAGE_VERTEX_SHADER");
fragmentShader.source = g_imageShaderSource;
fragmentShader.version = "#version 410\n";
fragmentShader.AddDefine("IMAGE_FRAGMENT_SHADER");
fragmentShader.AddDefine(define);
GLuint vs = compileShader(GL_VERTEX_SHADER,
common, vertexShader);
GLuint fs = compileShader(GL_FRAGMENT_SHADER,
common, fragmentShader);
glAttachShader(program, vs);
glAttachShader(program, fs);
glLinkProgram(program);
glDeleteShader(vs);
glDeleteShader(fs);
#if defined(GL_ARB_separate_shader_objects) || defined(GL_VERSION_4_1)
GLint colorMap = glGetUniformLocation(program, "colorMap");
if (colorMap != -1)
glProgramUniform1i(program, colorMap, 0); // GL_TEXTURE0
GLint depthMap = glGetUniformLocation(program, "depthMap");
if (depthMap != -1)
glProgramUniform1i(program, depthMap, 1); // GL_TEXTURE1
#else
glUseProgram(program);
GLint colorMap = glGetUniformLocation(program, "colorMap");
if (colorMap != -1)
glUniform1i(colorMap, 0); // GL_TEXTURE0
GLint depthMap = glGetUniformLocation(program, "depthMap");
if (depthMap != -1)
glUniform1i(depthMap, 1); // GL_TEXTURE1
#endif
return program;
}
//------------------------------------------------------------------------------
void
createImageShader() {
g_imageShader.blurProgram = compileImageShader("BLUR");
g_imageShader.hipassProgram = compileImageShader("HIPASS");
g_imageShader.compositeProgram = compileImageShader("COMPOSITE");
glGenVertexArrays(1, &g_imageShader.vao);
glBindVertexArray(g_imageShader.vao);
glGenBuffers(1, &g_imageShader.vbo);
float pos[] = { -1, -1, 1, -1, -1, 1, 1, 1 };
glGenBuffers(1, &g_imageShader.vbo);
glBindBuffer(GL_ARRAY_BUFFER, g_imageShader.vbo);
glBufferData(GL_ARRAY_BUFFER,
sizeof(pos), pos, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, g_imageShader.vbo);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
//------------------------------------------------------------------------------
void
applyImageShader() {
int w = g_imageShader.smallWidth, h = g_imageShader.smallHeight;
const float hoffsets[10] = {
-2.0f / w, 0,
-1.0f / w, 0,
0, 0,
+1.0f / w, 0,
+2.0f / w, 0,
};
const float voffsets[10] = {
0, -2.0f / h,
0, -1.0f / h,
0, 0,
0, +1.0f / h,
0, +2.0f / h,
};
const float weights[5] = {
1.0f / 16.0f,
4.0f / 16.0f,
6.0f / 16.0f,
4.0f / 16.0f,
1.0f / 16.0f,
};
checkGLErrors("image shader begin");
glBindVertexArray(g_imageShader.vao);
GLint uniformAlpha = glGetUniformLocation(g_imageShader.compositeProgram, "alpha");
if (g_bloom) {
// XXX: fix me
GLint uniformOffsets = glGetUniformLocation(g_imageShader.blurProgram, "Offsets");
GLint uniformWeights = glGetUniformLocation(g_imageShader.blurProgram, "Weights");
// down sample
glUseProgram(g_imageShader.hipassProgram);
glViewport(0, 0, g_imageShader.smallWidth, g_imageShader.smallHeight);
glBindFramebuffer(GL_FRAMEBUFFER, g_imageShader.smallFrameBuffer[0]);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, g_imageShader.frameBufferTexture);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// horizontal blur pass
glUseProgram(g_imageShader.blurProgram);
glBindFramebuffer(GL_FRAMEBUFFER, g_imageShader.smallFrameBuffer[1]);
glBindTexture(GL_TEXTURE_2D, g_imageShader.smallFrameBufferTexture[0]);
glUniform2fv(uniformOffsets, 5, hoffsets);
glUniform1fv(uniformWeights, 5, weights);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// vertical blur pass
glBindFramebuffer(GL_FRAMEBUFFER, g_imageShader.smallFrameBuffer[0]);
glBindTexture(GL_TEXTURE_2D, g_imageShader.smallFrameBufferTexture[1]);
glUniform2fv(uniformOffsets, 5, voffsets);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, g_width, g_height);
// blit full-res
glUseProgram(g_imageShader.compositeProgram);
glUniform1f(uniformAlpha, 1);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, g_imageShader.frameBufferTexture);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
if (g_bloom) {
glUseProgram(g_imageShader.compositeProgram);
glUniform1f(uniformAlpha, 0.5);
glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_BLEND);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, g_imageShader.smallFrameBufferTexture[0]);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisable(GL_BLEND);
}
glBindVertexArray(0);
glUseProgram(0);
checkGLErrors("image shader");
}
//------------------------------------------------------------------------------
static void
updateUniformBlocks() {
if (g_transformUB == 0) {
glGenBuffers(1, &g_transformUB);
glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB);
glBufferData(GL_UNIFORM_BUFFER,
sizeof(transformData), NULL, GL_STATIC_DRAW);
};
glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB);
glBufferSubData(GL_UNIFORM_BUFFER,
0, sizeof(transformData), &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 == 0) {
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 = {
{{ { 0.6f, 1.0f, 0.6f, 0.0f },
{ 0.1f, 0.1f, 0.1f, 1.0f },
{ 1.7f, 1.3f, 1.1f, 1.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f } },
{ { -0.8f, 0.6f, -0.7f, 0.0f },
{ 0.0f, 0.0f, 0.0f, 1.0f },
{ 0.8f, 0.8f, 1.5f, 1.0f },
{ 0.4f, 0.4f, 0.4f, 1.0f } }}
};
if (g_lightingUB == 0) {
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);
}
//------------------------------------------------------------------------------
static GLuint
bindProgram(Effect effect, OpenSubdiv::Osd::DrawContext::PatchDescriptor const &desc) {
EffectDrawRegistry::ConfigType *
config = getInstance(effect, desc);
GLuint program = config->program;
glUseProgram(program);
//-----------------
int sampler = 7;
// color ptex
GLint texData = glGetUniformLocation(program, "textureImage_Data");
GLint texPacking = glGetUniformLocation(program, "textureImage_Packing");
sampler = bindPTexture(program, g_osdPTexImage, texData, texPacking, sampler);
// displacement ptex
if (g_displacement != DISPLACEMENT_NONE || g_normal) {
texData = glGetUniformLocation(program, "textureDisplace_Data");
texPacking = glGetUniformLocation(program, "textureDisplace_Packing");
sampler = bindPTexture(program, g_osdPTexDisplacement, texData, texPacking, sampler);
}
// occlusion ptex
if (g_occlusion) {
texData = glGetUniformLocation(program, "textureOcclusion_Data");
texPacking = glGetUniformLocation(program, "textureOcclusion_Packing");
sampler = bindPTexture(program, g_osdPTexOcclusion, texData, texPacking, sampler);
}
// specular ptex
if (g_specular) {
texData = glGetUniformLocation(program, "textureSpecular_Data");
texPacking = glGetUniformLocation(program, "textureSpecular_Packing");
sampler = bindPTexture(program, g_osdPTexSpecular, texData, texPacking, sampler);
}
// other textures
if (g_ibl) {
if (g_diffuseEnvironmentMap) {
#if defined(GL_ARB_separate_shader_objects) || defined(GL_VERSION_4_1)
glProgramUniform1i(program, glGetUniformLocation(program, "diffuseEnvironmentMap"), 5);
#else
glUniform1i(glGetUniformLocation(program, "diffuseEnvironmentMap"), 5);
#endif
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_2D, g_diffuseEnvironmentMap);
}
if (g_specularEnvironmentMap) {
#if defined(GL_ARB_separate_shader_objects) || defined(GL_VERSION_4_1)
glProgramUniform1i(program, glGetUniformLocation(program, "specularEnvironmentMap"), 6);
#else
glUniform1i(glGetUniformLocation(program, "specularEnvironmentMap"), 6);
#endif
glActiveTexture(GL_TEXTURE6);
glBindTexture(GL_TEXTURE_2D, g_specularEnvironmentMap);
}
glActiveTexture(GL_TEXTURE0);
}
return program;
}
//------------------------------------------------------------------------------
void
drawModel() {
#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
GLuint bVertex = g_mesh->BindVertexBuffer();
#else
g_mesh->BindVertexBuffer();
#endif
OpenSubdiv::Osd::DrawContext::PatchArrayVector const & patches =
g_mesh->GetDrawContext()->GetPatchArrays();
glBindVertexArray(g_vao);
// patch drawing
for (int i = 0; i < (int)patches.size(); ++i) {
OpenSubdiv::Osd::DrawContext::PatchArray const & patch = patches[i];
OpenSubdiv::Osd::DrawContext::PatchDescriptor desc = patch.GetDescriptor();
OpenSubdiv::Far::PatchDescriptor::Type patchType = desc.GetType();
GLenum primType;
switch (patchType) {
case OpenSubdiv::Far::PatchDescriptor::QUADS:
primType = GL_LINES_ADJACENCY;
break;
case OpenSubdiv::Far::PatchDescriptor::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)
if (g_mesh->GetDrawContext()->GetVertexTextureBuffer()) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_BUFFER,
g_mesh->GetDrawContext()->GetVertexTextureBuffer());
glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, bVertex);
}
if (g_mesh->GetDrawContext()->GetVertexValenceTextureBuffer()) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_BUFFER,
g_mesh->GetDrawContext()->GetVertexValenceTextureBuffer());
}
if (g_mesh->GetDrawContext()->GetQuadOffsetsTextureBuffer()) {
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_BUFFER,
g_mesh->GetDrawContext()->GetQuadOffsetsTextureBuffer());
}
#endif
if (g_mesh->GetDrawContext()->GetPatchParamTextureBuffer()) {
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_BUFFER,
g_mesh->GetDrawContext()->GetPatchParamTextureBuffer());
}
glActiveTexture(GL_TEXTURE0);
Effect effect;
effect.value = 0;
effect.color = g_color;
effect.displacement = g_displacement;
effect.occlusion = g_occlusion;
effect.normal = g_normal;
effect.specular = g_specular;
effect.patchCull = g_patchCull;
effect.screenSpaceTess = g_screenSpaceTess;
effect.fractionalSpacing = g_fractionalSpacing;
effect.ibl = g_ibl;
effect.wire = g_wire;
effect.seamless = g_seamless;
GLuint program = bindProgram(effect, patch.GetDescriptor());
GLint nonAdaptiveLevel = glGetUniformLocation(program, "nonAdaptiveLevel");
if (nonAdaptiveLevel != -1) {
#if defined(GL_ARB_separate_shader_objects) || defined(GL_VERSION_4_1)
glProgramUniform1i(program, nonAdaptiveLevel, g_level);
#else
glUniform1i(nonAdaptiveLevel, g_level);
#endif
}
GLint displacementScale = glGetUniformLocation(program, "displacementScale");
if (displacementScale != -1)
glUniform1f(displacementScale, g_displacementScale);
GLint mipmapBias = glGetUniformLocation(program, "mipmapBias");
if (mipmapBias != -1)
glUniform1f(mipmapBias, g_mipmapBias);
#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
GLuint overrideColor = glGetUniformLocation(program, "overrideColor");
float const * color = getAdaptivePatchColor(desc);
glProgramUniform4f(program, overrideColor, color[0], color[1], color[2], color[3]);
#endif
if (g_wire == DISPLAY_WIRE) {
glDisable(GL_CULL_FACE);
}
GLuint uniformGregoryQuadOffsetBase =
glGetUniformLocation(program, "GregoryQuadOffsetBase");
GLuint uniformPrimitiveIdBase =
glGetUniformLocation(program, "PrimitiveIdBase");
#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
glProgramUniform1i(program, uniformGregoryQuadOffsetBase,
patch.GetQuadOffsetIndex());
glProgramUniform1i(program, uniformPrimitiveIdBase,
patch.GetPatchIndex());
#else
glUniform1i(uniformGregoryQuadOffsetBase,
patch.GetQuadOffsetIndex());
glUniform1i(uniformPrimitiveIdBase,
patch.GetPatchIndex());
#endif
glDrawElements(primType,
patch.GetNumIndices(), GL_UNSIGNED_INT,
(void *)(patch.GetVertIndex() * sizeof(unsigned int)));
if (g_wire == DISPLAY_WIRE) {
glEnable(GL_CULL_FACE);
}
}
glBindVertexArray(0);
}
//------------------------------------------------------------------------------
void
drawSky() {
glUseProgram(g_sky.program);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
float modelView[16], projection[16], mvp[16];
double aspect = g_width/(double)g_height;
identity(modelView);
rotate(modelView, g_rotate[1], 1, 0, 0);
rotate(modelView, g_rotate[0], 0, 1, 0);
perspective(projection, 45.0f, (float)aspect, g_size*0.001f, g_size+g_dolly);
multMatrix(mvp, modelView, projection);
glUniformMatrix4fv(g_sky.mvpMatrix, 1, GL_FALSE, mvp);
glBindVertexArray(g_skyVAO);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, g_sky.vertexBuffer);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 5, 0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 5,
(void*)(sizeof(GLfloat)*3));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_sky.elementBuffer);
glDrawElements(GL_TRIANGLES, g_sky.numIndices, GL_UNSIGNED_INT, 0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glBindVertexArray(0);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
checkGLErrors("draw model");
}
//------------------------------------------------------------------------------
void
drawCageEdges() {
g_mesh->BindVertexBuffer();
glBindVertexArray(g_cageEdgeVAO);
Effect effect;
effect.value = 0;
typedef OpenSubdiv::Far::PatchDescriptor FDesc;
OpenSubdiv::Osd::DrawContext::PatchDescriptor desc(
FDesc(FDesc::LINES), 0, 0);
EffectDrawRegistry::ConfigType *config = getInstance(effect, desc);
glUseProgram(config->program);
glDrawElements(GL_LINES, g_numCageEdges, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glUseProgram(0);
checkGLErrors("draw cage edges");
}
//------------------------------------------------------------------------------
void
display() {
glBindFramebuffer(GL_FRAMEBUFFER, g_imageShader.frameBuffer);
Stopwatch s;
s.Start();
glViewport(0, 0, g_width, g_height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (g_ibl) {
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
drawSky();
}
// primitive counting
glBeginQuery(GL_PRIMITIVES_GENERATED, g_queries[0]);
#if defined(GL_VERSION_3_3)
glBeginQuery(GL_TIME_ELAPSED, g_queries[1]);
#endif
double aspect = g_width/(double)g_height;
identity(transformData.ModelViewMatrix);
translate(transformData.ModelViewMatrix, -g_pan[0], -g_pan[1], -g_dolly);
rotate(transformData.ModelViewMatrix, g_rotate[1], 1, 0, 0);
rotate(transformData.ModelViewMatrix, g_rotate[0], 0, 1, 0);
if (g_yup)
rotate(transformData.ModelViewMatrix, -90, 1, 0, 0);
translate(transformData.ModelViewMatrix, -g_center[0], -g_center[1], -g_center[2]);
perspective(transformData.ProjectionMatrix, 45.0f, (float)aspect, g_size*0.001f,
g_size+g_dolly);
multMatrix(transformData.ModelViewProjectionMatrix,
transformData.ModelViewMatrix,
transformData.ProjectionMatrix);
inverseMatrix(transformData.ModelViewInverseMatrix,
transformData.ModelViewMatrix);
updateUniformBlocks();
glEnable(GL_DEPTH_TEST);
drawModel();
glEndQuery(GL_PRIMITIVES_GENERATED);
#if defined(GL_VERSION_3_3)
glEndQuery(GL_TIME_ELAPSED);
#endif
if (g_drawCageEdges)
drawCageEdges();
glDisable(GL_DEPTH_TEST);
glUseProgram(0);
applyImageShader();
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_fpsTimer.Stop();
float elapsed = (float)g_fpsTimer.GetElapsed();
if (not g_freeze)
g_animTime += elapsed;
g_fpsTimer.Start();
if (g_hud.IsVisible()) {
double fps = 1.0/elapsed;
// Avereage fps over a defined number of time samples for
// easier reading in the HUD
g_fpsTimeSamples[g_currentFpsTimeSample++] = float(fps);
if (g_currentFpsTimeSample >= NUM_FPS_TIME_SAMPLES)
g_currentFpsTimeSample = 0;
double averageFps = 0;
for (int i = 0; i < NUM_FPS_TIME_SAMPLES; ++i) {
averageFps += g_fpsTimeSamples[i]/(float)NUM_FPS_TIME_SAMPLES;
}
g_hud.DrawString(10, -220, "Ptex memory use : %.1f mb", g_ptexMemoryUsage/1024.0/1024.0);
g_hud.DrawString(10, -180, "Tess level (+/-): %d", g_tessLevel);
if (numPrimsGenerated > 1000000) {
g_hud.DrawString(10, -160, "Primitives : %3.1f million",
(float)numPrimsGenerated/1000000.0);
} else if (numPrimsGenerated > 1000) {
g_hud.DrawString(10, -160, "Primitives : %3.1f thousand",
(float)numPrimsGenerated/1000.0);
} else {
g_hud.DrawString(10, -160, "Primitives : %d", numPrimsGenerated);
}
g_hud.DrawString(10, -140, "Vertices : %d", g_mesh->GetNumVertices());
g_hud.DrawString(10, -120, "Scheme : %s", g_scheme == 0 ? "CATMARK" : "LOOP");
g_hud.DrawString(10, -100, "GPU Kernel : %.3f ms", g_gpuTime);
g_hud.DrawString(10, -80, "CPU Kernel : %.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", averageFps);
g_hud.Flush();
}
glFinish();
checkGLErrors("draw end");
}
//------------------------------------------------------------------------------
void
screenshot(int multiplier=4) {
int oldwidth = g_width,
oldheight = g_height,
width = multiplier * g_width,
height = multiplier * g_height;
reshape(g_window, width, height);
display();
std::vector<unsigned char> data(width*height*4 /*RGBA*/);
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_PACK_SKIP_PIXELS, 0);
glPixelStorei(GL_PACK_SKIP_ROWS, 0);
GLint restoreBinding, restoreActiveTexture;
glGetIntegerv( GL_TEXTURE_BINDING_2D, &restoreBinding );
glGetIntegerv( GL_ACTIVE_TEXTURE, & restoreActiveTexture);
glActiveTexture( GL_TEXTURE0 );
glBindTexture( GL_TEXTURE_2D, g_imageShader.frameBufferTexture );
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, &data[0]);
glActiveTexture( restoreActiveTexture );
glBindTexture( GL_TEXTURE_2D, restoreBinding );
reshape(g_window, oldwidth, oldheight);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
static int counter=0;
char fname[64];
snprintf(fname, 64, "screenshot.%d.png", counter++);
// flip vertical
stbi_write_png(fname, width, height, 4, &data[width*4*(height-1)], -width*4);
fprintf(stdout, "Saved %s\n", fname);
}
//------------------------------------------------------------------------------
static void
mouse(GLFWwindow *, int button, int state, int /* mods */) {
if (state == GLFW_RELEASE)
g_hud.MouseRelease();
if (button == 0 && state == GLFW_PRESS && g_hud.MouseClick(g_prev_x, g_prev_y))
return;
g_mbutton[button] = (state == GLFW_PRESS);
}
//------------------------------------------------------------------------------
static void
motion(GLFWwindow *, double dx, double dy) {
int x = (int)dx, y = (int)dy;
if (g_hud.MouseCapture()) {
// check gui
g_hud.MouseMotion(x, y);
} else 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;
}
//------------------------------------------------------------------------------
void uninitGL() {
if (g_osdPTexImage) delete g_osdPTexImage;
if (g_osdPTexDisplacement) delete g_osdPTexDisplacement;
if (g_osdPTexOcclusion) delete g_osdPTexOcclusion;
if (g_osdPTexSpecular) delete g_osdPTexSpecular;
glDeleteQueries(2, g_queries);
glDeleteVertexArrays(1, &g_vao);
glDeleteVertexArrays(1, &g_cageEdgeVAO);
glDeleteVertexArrays(1, &g_skyVAO);
if (g_mesh)
delete g_mesh;
delete g_cpuComputeController;
#ifdef OPENSUBDIV_HAS_OPENMP
delete g_ompComputeController;
#endif
#ifdef OPENSUBDIV_HAS_TBB
delete g_tbbComputeController;
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
delete g_clComputeController;
#endif
#ifdef OPENSUBDIV_HAS_CUDA
delete g_cudaComputeController;
#endif
#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
delete g_glslTransformFeedbackComputeController;
#endif
#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
delete g_glslComputeController;
#endif
if (g_diffuseEnvironmentMap)
glDeleteTextures(1, &g_diffuseEnvironmentMap);
if (g_specularEnvironmentMap)
glDeleteTextures(1, &g_specularEnvironmentMap);
if (g_sky.program) glDeleteProgram(g_sky.program);
if (g_sky.vertexBuffer) glDeleteBuffers(1, &g_sky.vertexBuffer);
if (g_sky.elementBuffer) glDeleteBuffers(1, &g_sky.elementBuffer);
glDeleteFramebuffers(1, &g_imageShader.frameBuffer);
glDeleteTextures(1, &g_imageShader.frameBufferTexture);
glDeleteTextures(1, &g_imageShader.frameBufferDepthTexture);
glDeleteFramebuffers(2, g_imageShader.smallFrameBuffer);
glDeleteTextures(2, g_imageShader.smallFrameBufferTexture);
glDeleteProgram(g_imageShader.blurProgram);
glDeleteProgram(g_imageShader.hipassProgram);
glDeleteProgram(g_imageShader.compositeProgram);
glDeleteVertexArrays(1, &g_imageShader.vao);
glDeleteBuffers(1, &g_imageShader.vbo);
}
//------------------------------------------------------------------------------
static void
callbackWireframe(int b) {
g_wire = b;
}
static void
callbackKernel(int k) {
g_kernel = k;
#ifdef OPENSUBDIV_HAS_OPENCL
if (g_kernel == kCL and (not g_clDeviceContext.IsInitialized())) {
// Initialize OpenCL
if (g_clDeviceContext.Initialize() == false) {
printf("Error in initializing OpenCL\n");
exit(1);
}
}
#endif
#ifdef OPENSUBDIV_HAS_CUDA
if (g_kernel == kCUDA and (not g_cudaDeviceContext.IsInitialized())) {
if (g_cudaDeviceContext.Initialize() == false) {
printf("Error in initializing Cuda\n");
exit(1);
}
}
#endif
createOsdMesh(g_level, g_kernel);
}
static void
callbackScheme(int s) {
g_scheme = s;
createOsdMesh(g_level, g_kernel);
}
static void
callbackLevel(int l) {
g_level = l;
createOsdMesh(g_level, g_kernel);
}
static void
callbackColor(int c) {
g_color = c;
}
static void
callbackDisplacement(int d) {
g_displacement = d;
}
static void
callbackNormal(int n) {
g_normal = n;
}
static void
callbackCheckBox(bool checked, int button) {
bool rebuild = false;
switch (button) {
case HUD_CB_ADAPTIVE:
if (OpenSubdiv::Osd::GLDrawContext::SupportsAdaptiveTessellation()) {
g_adaptive = checked;
rebuild = true;
}
break;
case HUD_CB_DISPLAY_OCCLUSION:
g_occlusion = checked;
break;
case HUD_CB_DISPLAY_SPECULAR:
g_specular = checked;
break;
case HUD_CB_CAGE_EDGES:
g_drawCageEdges = checked;
break;
case HUD_CB_ANIMATE_VERTICES:
g_moveScale = checked ? 1.0f : 0.0f;
g_animTime = 0;
break;
case HUD_CB_VIEW_LOD:
g_screenSpaceTess = checked;
break;
case HUD_CB_FRACTIONAL_SPACING:
g_fractionalSpacing = checked;
break;
case HUD_CB_PATCH_CULL:
g_patchCull = checked;
break;
case HUD_CB_IBL:
g_ibl = checked;
break;
case HUD_CB_BLOOM:
g_bloom = checked;
break;
case HUD_CB_SEAMLESS_MIPMAP:
g_seamless = checked;
break;
case HUD_CB_FREEZE:
g_freeze = checked;
break;
}
if (rebuild)
createOsdMesh(g_level, g_kernel);
}
static void
callbackSlider(float value, int data) {
switch (data) {
case 0:
g_mipmapBias = value;
break;
case 1:
g_displacementScale = value;
break;
}
}
//-------------------------------------------------------------------------------
void
reloadShaderFile() {
if (not g_shaderFilename) return;
std::ifstream ifs(g_shaderFilename);
if (not ifs) return;
printf("Load shader %s\n", g_shaderFilename);
std::stringstream ss;
ss << ifs.rdbuf();
ifs.close();
g_shaderSource = ss.str();
effectRegistry.Reset();
}
//------------------------------------------------------------------------------
static void
toggleFullScreen() {
// XXXX manuelk : to re-implement from glut
}
//------------------------------------------------------------------------------
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 'E': g_drawNormals = (g_drawNormals+1)%2; break;
case 'F': fitFrame(); break;
case GLFW_KEY_TAB: toggleFullScreen(); break;
case 'R': reloadShaderFile(); createOsdMesh(g_level, g_kernel); break;
case '+':
case '=': g_tessLevel++; break;
case '-': g_tessLevel = std::max(1, g_tessLevel-1); break;
case GLFW_KEY_ESCAPE: g_hud.SetVisible(!g_hud.IsVisible()); break;
case 'X': screenshot(); break;
}
}
//------------------------------------------------------------------------------
void
idle() {
if (not g_freeze)
g_frame++;
updateGeom();
if (g_repeatCount != 0 && g_frame >= g_repeatCount)
g_running = 0;
}
//------------------------------------------------------------------------------
void
initGL() {
glClearColor(0.1f, 0.1f, 0.1f, 0.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glEnable(GL_CULL_FACE);
glGenQueries(2, g_queries);
glGenVertexArrays(1, &g_vao);
glGenVertexArrays(1, &g_cageEdgeVAO);
glGenVertexArrays(1, &g_skyVAO);
glGenFramebuffers(1, &g_imageShader.frameBuffer);
glGenTextures(1, &g_imageShader.frameBufferTexture);
glGenTextures(1, &g_imageShader.frameBufferDepthTexture);
glGenFramebuffers(2, g_imageShader.smallFrameBuffer);
glGenTextures(2, g_imageShader.smallFrameBufferTexture);
glBindTexture(GL_TEXTURE_2D, g_imageShader.frameBufferTexture);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, g_imageShader.frameBufferDepthTexture);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
for (int i = 0; i < 2; ++i) {
glBindTexture(GL_TEXTURE_2D, g_imageShader.smallFrameBufferTexture[i]);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
glBindTexture(GL_TEXTURE_2D, 0);
}
//------------------------------------------------------------------------------
void usage(const char *program) {
printf("Usage: %s [options] <color.ptx> [<displacement.ptx>] [occlusion.ptx>] "
"[specular.ptx] [pose.obj]...\n", program);
printf("Options: -l level : subdivision level\n");
printf(" -c count : frame count until exit (for profiler)\n");
printf(" -d <diffseEnvMap.hdr> : diffuse environment map for IBL\n");
printf(" -e <specularEnvMap.hdr> : specular environment map for IBL\n");
printf(" -s <shaderfile.glsl> : custom shader file\n");
printf(" -y : Y-up model\n");
printf(" -m level : max mimmap level (default=10)\n");
printf(" -x <ptex limit MB> : ptex target memory size\n");
printf(" --disp <scale> : Displacment scale\n");
}
//------------------------------------------------------------------------------
static void
callbackError(OpenSubdiv::Far::ErrorType err, const char *message) {
printf("Error: %d\n", err);
printf("%s", message);
}
//------------------------------------------------------------------------------
static void
callbackErrorGLFW(int error, const char* description) {
fprintf(stderr, "GLFW Error (%d) : %s\n", error, description);
}
//------------------------------------------------------------------------------
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::vector<std::string> animobjs;
const char *diffuseEnvironmentMap = NULL, *specularEnvironmentMap = NULL;
const char *colorFilename = NULL, *displacementFilename = NULL,
*occlusionFilename = NULL, *specularFilename = NULL;
int memLimit = 0, colorMem = 0, displacementMem = 0,
occlusionMem = 0, specularMem = 0;
bool fullscreen = false;
for (int i = 1; i < argc; ++i) {
if (strstr(argv[i], ".obj"))
animobjs.push_back(argv[i]);
else if (!strcmp(argv[i], "-l"))
g_level = atoi(argv[++i]);
else if (!strcmp(argv[i], "-c"))
g_repeatCount = atoi(argv[++i]);
else if (!strcmp(argv[i], "-d"))
diffuseEnvironmentMap = argv[++i];
else if (!strcmp(argv[i], "-e"))
specularEnvironmentMap = argv[++i];
else if (!strcmp(argv[i], "-s"))
g_shaderFilename = argv[++i];
else if (!strcmp(argv[i], "-f"))
fullscreen = true;
else if (!strcmp(argv[i], "-y"))
g_yup = true;
else if (!strcmp(argv[i], "-m"))
g_maxMipmapLevels = atoi(argv[++i]);
else if (!strcmp(argv[i], "-x"))
memLimit = atoi(argv[++i]);
else if (!strcmp(argv[i], "--disp"))
g_displacementScale = (float)atof(argv[++i]);
else if (colorFilename == NULL) {
colorFilename = argv[i];
colorMem = memLimit;
} else if (displacementFilename == NULL) {
displacementFilename = argv[i];
displacementMem = memLimit;
g_displacement = DISPLACEMENT_BILINEAR;
g_normal = NORMAL_BIQUADRATIC;
} else if (occlusionFilename == NULL) {
occlusionFilename = argv[i];
occlusionMem = memLimit;
g_occlusion = 1;
} else if (specularFilename == NULL) {
specularFilename = argv[i];
specularMem = memLimit;
g_specular = 1;
}
}
OpenSubdiv::Far::SetErrorCallback(callbackError);
g_shaderSource = g_defaultShaderSource;
reloadShaderFile();
g_ptexColorFilename = colorFilename;
if (g_ptexColorFilename == NULL) {
usage(argv[0]);
return 1;
}
glfwSetErrorCallback(callbackErrorGLFW);
if (not glfwInit()) {
printf("Failed to initialize GLFW\n");
return 1;
}
static const char windowTitle[] = "OpenSubdiv glPtexViewer" OPENSUBDIV_VERSION_STRING;
#define CORE_PROFILE
#ifdef CORE_PROFILE
setGLCoreProfile();
#endif
if (fullscreen) {
g_primary = glfwGetPrimaryMonitor();
// apparently glfwGetPrimaryMonitor fails under linux : if no primary,
// settle for the first one in the list
if (not g_primary) {
int count = 0;
GLFWmonitor ** monitors = glfwGetMonitors(&count);
if (count)
g_primary = monitors[0];
}
if (g_primary) {
GLFWvidmode const * vidmode = glfwGetVideoMode(g_primary);
g_width = vidmode->width;
g_height = vidmode->height;
}
}
if (not (g_window=glfwCreateWindow(g_width, g_height, windowTitle,
fullscreen and g_primary ? g_primary : NULL, NULL))) {
printf("Failed to open window.\n");
glfwTerminate();
return 1;
}
glfwMakeContextCurrent(g_window);
glfwSetKeyCallback(g_window, keyboard);
glfwSetCursorPosCallback(g_window, motion);
glfwSetMouseButtonCallback(g_window, mouse);
#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 = %d\n", r);
exit(1);
}
#ifdef CORE_PROFILE
// clear GL errors which was generated during glewInit()
glGetError();
#endif
#endif
initGL();
// accommodate high DPI displays (e.g. mac retina displays)
glfwGetFramebufferSize(g_window, &g_width, &g_height);
glfwSetFramebufferSizeCallback(g_window, reshape);
glfwSetWindowCloseCallback(g_window, windowClose);
// as of GLFW 3.0.1 this callback is not implicit
reshape();
// activate feature adaptive tessellation if OSD supports it
g_adaptive = OpenSubdiv::Osd::GLDrawContext::SupportsAdaptiveTessellation();
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.Init(windowWidth, windowHeight, g_width, g_height);
if (occlusionFilename != NULL) {
g_hud.AddCheckBox("Ambient Occlusion (A)", g_occlusion,
-200, 570, callbackCheckBox, HUD_CB_DISPLAY_OCCLUSION, 'a');
}
if (specularFilename != NULL)
g_hud.AddCheckBox("Specular (S)", g_specular,
-200, 590, callbackCheckBox, HUD_CB_DISPLAY_SPECULAR, 's');
if (diffuseEnvironmentMap or specularEnvironmentMap) {
g_hud.AddCheckBox("IBL (I)", g_ibl,
-200, 610, callbackCheckBox, HUD_CB_IBL, 'i');
}
g_hud.AddCheckBox("Cage Edges (H)", g_drawCageEdges != 0,
10, 10, callbackCheckBox, HUD_CB_CAGE_EDGES, 'h');
g_hud.AddCheckBox("Animate vertices (M)", g_moveScale != 0.0,
10, 30, callbackCheckBox, HUD_CB_ANIMATE_VERTICES, 'm');
g_hud.AddCheckBox("Screen space LOD (V)", g_screenSpaceTess,
10, 50, callbackCheckBox, HUD_CB_VIEW_LOD, 'v');
g_hud.AddCheckBox("Fractional spacing (T)", g_fractionalSpacing,
10, 70, callbackCheckBox, HUD_CB_FRACTIONAL_SPACING, 't');
g_hud.AddCheckBox("Frustum Patch Culling (B)", g_patchCull,
10, 90, callbackCheckBox, HUD_CB_PATCH_CULL, 'b');
g_hud.AddCheckBox("Bloom (Y)", g_bloom,
10, 110, callbackCheckBox, HUD_CB_BLOOM, 'y');
g_hud.AddCheckBox("Freeze (spc)", g_freeze,
10, 130, callbackCheckBox, HUD_CB_FREEZE, ' ');
g_hud.AddRadioButton(HUD_RB_SCHEME, "CATMARK", true, 10, 190, callbackScheme, 0);
g_hud.AddRadioButton(HUD_RB_SCHEME, "BILINEAR", false, 10, 210, callbackScheme, 1);
if (OpenSubdiv::Osd::GLDrawContext::SupportsAdaptiveTessellation())
g_hud.AddCheckBox("Adaptive (`)", g_adaptive,
10, 300, callbackCheckBox, HUD_CB_ADAPTIVE, '`');
for (int i = 1; i < 8; ++i) {
char level[16];
sprintf(level, "Lv. %d", i);
g_hud.AddRadioButton(HUD_RB_LEVEL, level, i == g_level,
10, 320+i*20, callbackLevel, i, '0'+i);
}
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 (CLDeviceContext::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
int shading_pulldown = g_hud.AddPullDown("Shading (W)", 250, 10, 250, callbackWireframe, 'w');
g_hud.AddPullDownButton(shading_pulldown, "Wire", DISPLAY_WIRE, g_wire==DISPLAY_WIRE);
g_hud.AddPullDownButton(shading_pulldown, "Shaded", DISPLAY_SHADED, g_wire==DISPLAY_SHADED);
g_hud.AddPullDownButton(shading_pulldown, "Wire+Shaded", DISPLAY_WIRE_ON_SHADED, g_wire==DISPLAY_WIRE_ON_SHADED);
g_hud.AddLabel("Color (C)", -200, 10);
g_hud.AddRadioButton(HUD_RB_COLOR, "None", (g_color == COLOR_NONE),
-200, 30, callbackColor, COLOR_NONE, 'c');
g_hud.AddRadioButton(HUD_RB_COLOR, "Ptex Nearest", (g_color == COLOR_PTEX_NEAREST),
-200, 50, callbackColor, COLOR_PTEX_NEAREST, 'c');
g_hud.AddRadioButton(HUD_RB_COLOR, "Ptex HW bilinear", (g_color == COLOR_PTEX_HW_BILINEAR),
-200, 70, callbackColor, COLOR_PTEX_HW_BILINEAR, 'c');
g_hud.AddRadioButton(HUD_RB_COLOR, "Ptex bilinear", (g_color == COLOR_PTEX_BILINEAR),
-200, 90, callbackColor, COLOR_PTEX_BILINEAR, 'c');
g_hud.AddRadioButton(HUD_RB_COLOR, "Ptex biquadratic", (g_color == COLOR_PTEX_BIQUADRATIC),
-200, 110, callbackColor, COLOR_PTEX_BIQUADRATIC, 'c');
g_hud.AddRadioButton(HUD_RB_COLOR, "Patch type", (g_color == COLOR_PATCHTYPE),
-200, 130, callbackColor, COLOR_PATCHTYPE, 'c');
g_hud.AddRadioButton(HUD_RB_COLOR, "Patch coord", (g_color == COLOR_PATCHCOORD),
-200, 150, callbackColor, COLOR_PATCHCOORD, 'c');
g_hud.AddRadioButton(HUD_RB_COLOR, "Normal", (g_color == COLOR_NORMAL),
-200, 170, callbackColor, COLOR_NORMAL, 'c');
if (displacementFilename != NULL) {
g_hud.AddLabel("Displacement (D)", -200, 200);
g_hud.AddRadioButton(HUD_RB_DISPLACEMENT, "None",
(g_displacement == DISPLACEMENT_NONE),
-200, 220, callbackDisplacement, DISPLACEMENT_NONE, 'd');
g_hud.AddRadioButton(HUD_RB_DISPLACEMENT, "HW bilinear",
(g_displacement == DISPLACEMENT_HW_BILINEAR),
-200, 240, callbackDisplacement, DISPLACEMENT_HW_BILINEAR, 'd');
g_hud.AddRadioButton(HUD_RB_DISPLACEMENT, "Bilinear",
(g_displacement == DISPLACEMENT_BILINEAR),
-200, 260, callbackDisplacement, DISPLACEMENT_BILINEAR, 'd');
g_hud.AddRadioButton(HUD_RB_DISPLACEMENT, "Biquadratic",
(g_displacement == DISPLACEMENT_BIQUADRATIC),
-200, 280, callbackDisplacement, DISPLACEMENT_BIQUADRATIC, 'd');
g_hud.AddLabel("Normal (N)", -200, 310);
g_hud.AddRadioButton(HUD_RB_NORMAL, "Surface",
(g_normal == NORMAL_SURFACE),
-200, 330, callbackNormal, NORMAL_SURFACE, 'n');
g_hud.AddRadioButton(HUD_RB_NORMAL, "Facet",
(g_normal == NORMAL_FACET),
-200, 350, callbackNormal, NORMAL_FACET, 'n');
g_hud.AddRadioButton(HUD_RB_NORMAL, "HW Screen space",
(g_normal == NORMAL_HW_SCREENSPACE),
-200, 370, callbackNormal, NORMAL_HW_SCREENSPACE, 'n');
g_hud.AddRadioButton(HUD_RB_NORMAL, "Screen space",
(g_normal == NORMAL_SCREENSPACE),
-200, 390, callbackNormal, NORMAL_SCREENSPACE, 'n');
g_hud.AddRadioButton(HUD_RB_NORMAL, "Biquadratic",
(g_normal == NORMAL_BIQUADRATIC),
-200, 410, callbackNormal, NORMAL_BIQUADRATIC, 'n');
g_hud.AddRadioButton(HUD_RB_NORMAL, "Biquadratic WG",
(g_normal == NORMAL_BIQUADRATIC_WG),
-200, 430, callbackNormal, NORMAL_BIQUADRATIC_WG, 'n');
}
g_hud.AddSlider("Mipmap Bias", 0, 5, 0,
-200, 450, 20, false, callbackSlider, 0);
g_hud.AddSlider("Displacement", 0, 5, 1,
-200, 490, 20, false, callbackSlider, 1);
g_hud.AddCheckBox("Seamless Mipmap", g_seamless,
-200, 530, callbackCheckBox, HUD_CB_SEAMLESS_MIPMAP, 'j');
// create mesh from ptex metadata
createOsdMesh(g_level, g_kernel);
// load ptex files
if (colorFilename)
g_osdPTexImage = createPtex(colorFilename, colorMem);
if (displacementFilename)
g_osdPTexDisplacement = createPtex(displacementFilename, displacementMem);
if (occlusionFilename)
g_osdPTexOcclusion = createPtex(occlusionFilename, occlusionMem);
if (specularFilename)
g_osdPTexSpecular = createPtex(specularFilename, specularMem);
g_ptexMemoryUsage =
(g_osdPTexImage ? g_osdPTexImage->GetMemoryUsage() : 0)
+ (g_osdPTexDisplacement ? g_osdPTexDisplacement->GetMemoryUsage() : 0)
+ (g_osdPTexOcclusion ? g_osdPTexOcclusion->GetMemoryUsage() : 0)
+ (g_osdPTexSpecular ? g_osdPTexSpecular->GetMemoryUsage() : 0);
// load animation obj sequences (optional)
if (not animobjs.empty()) {
for (int i = 0; i < (int)animobjs.size(); ++i) {
std::ifstream ifs(animobjs[i].c_str());
if (ifs) {
std::stringstream ss;
ss << ifs.rdbuf();
ifs.close();
printf("Reading %s\r", animobjs[i].c_str());
std::string str = ss.str();
Shape *shape = Shape::parseObj(str.c_str(), kCatmark);
if (shape->verts.size() != g_positions.size()) {
printf("Error: vertex count doesn't match.\n");
goto error;
}
g_animPositions.push_back(shape->verts);
delete shape;
} else {
printf("Error in reading %s\n", animobjs[i].c_str());
goto error;
}
}
printf("\n");
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
if (diffuseEnvironmentMap) {
HdrInfo info;
unsigned char * image = loadHdr(diffuseEnvironmentMap, &info, /*convertToFloat=*/true);
if (image) {
glGenTextures(1, &g_diffuseEnvironmentMap);
glBindTexture(GL_TEXTURE_2D, g_diffuseEnvironmentMap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, info.width, info.height,
0, GL_RGBA, GL_FLOAT, image);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
free(image);
}
}
if (specularEnvironmentMap) {
HdrInfo info;
unsigned char * image = loadHdr(specularEnvironmentMap, &info, /*convertToFloat=*/true);
if (image) {
glGenTextures(1, &g_specularEnvironmentMap);
glBindTexture(GL_TEXTURE_2D, g_specularEnvironmentMap);
// glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); // deprecated
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, info.width, info.height,
0, GL_RGBA, GL_FLOAT, image);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
free(image);
}
}
if (diffuseEnvironmentMap || specularEnvironmentMap) {
createSky();
}
createImageShader();
fitFrame();
while (g_running) {
idle();
display();
glfwPollEvents();
glfwSwapBuffers(g_window);
glFinish();
}
error:
uninitGL();
glfwTerminate();
}