OpenSubdiv/examples/farViewer/farViewer.cpp
David G Yu 28f2574bc5 Moved GLEW dependencies to glLoader wrapper
This introduces an internal glLoader library which allows
most of the implementation to be agnostic about the
implementation of the GL loading library.  Specifically,
this removes references to the GLEW headers and libraries
from the rest of the source code and build system.
2020-03-03 17:10:30 -08:00

1412 lines
45 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.
//
#include "glLoader.h"
#include <GLFW/glfw3.h>
GLFWwindow* g_window=0;
GLFWmonitor* g_primary=0;
#include <opensubdiv/osd/cpuGLVertexBuffer.h>
#include <opensubdiv/far/patchTableFactory.h>
#include <opensubdiv/far/stencilTable.h>
#include <opensubdiv/far/stencilTableFactory.h>
#include <opensubdiv/far/primvarRefiner.h>
#include "../../regression/common/far_utils.h"
#include "../common/stopwatch.h"
#include "../common/simple_math.h"
#include "../common/glUtils.h"
#include "../common/glControlMeshDisplay.h"
#include "../common/glHud.h"
#include "../common/glUtils.h"
#include "init_shapes.h"
#include "gl_mesh.h"
#include "gl_fontutils.h"
#include <typeinfo>
#include <cfloat>
#include <vector>
#include <set>
#include <fstream>
#include <sstream>
#include <cstdio>
#if _MSC_VER
#define snprintf _snprintf
#endif
//------------------------------------------------------------------------------
int g_level = 3,
g_currentShape = 7;
enum HudCheckBox { kHUD_CB_DISPLAY_CONTROL_MESH_EDGES,
kHUD_CB_DISPLAY_CONTROL_MESH_VERTS,
kHUD_CB_ANIMATE_VERTICES,
kHUD_CB_DISPLAY_PATCH_COLOR };
enum DrawMode { kDRAW_VERTICES,
kDRAW_WIREFRAME,
kDRAW_FACES };
int g_frame = 0,
g_repeatCount = 0;
// GUI variables
int g_fullscreen = 0,
g_mbutton[3] = {0, 0, 0},
g_running = 1;
int g_displayPatchColor = 1,
g_FarDrawMode = kDRAW_FACES,
g_FarDrawVertIDs = false,
g_FarDrawEdgeIDs = false,
g_FarDrawFaceIDs = false,
g_FarDrawPtexIDs = false,
g_FarDrawEdgeSharpness = false,
g_FarDrawGregogyBasis = false,
g_FarDrawFVarVerts = false,
g_FarDrawFVarPatches = false,
g_FarDrawFVarPatchTess = 5,
g_numPatches = 0,
g_maxValence = 0,
g_currentPatch = 0,
g_Adaptive = true,
g_useStencils = true;
typedef OpenSubdiv::Sdc::Options SdcOptions;
SdcOptions::FVarLinearInterpolation g_fvarInterpolation =
SdcOptions::FVAR_LINEAR_ALL;
OpenSubdiv::Far::PatchDescriptor g_currentPatchDesc;
OpenSubdiv::Far::PatchDescriptor::Type g_currentFVarPatchType;
float g_rotate[2] = {0, 0},
g_dolly = 5,
g_pan[2] = {0, 0},
g_center[3] = {0, 0, 0},
g_size = 0;
int g_prev_x = 0,
g_prev_y = 0;
int g_width = 1024,
g_height = 1024;
GLhud g_hud;
GLFont * g_font=0;
// performance
float g_cpuTime = 0;
float g_gpuTime = 0;
Stopwatch g_fpsTimer;
GLuint g_queries[2] = {0, 0};
GLuint g_transformUB = 0,
g_lightingUB = 0;
struct Transform {
float ModelViewMatrix[16];
float ProjectionMatrix[16];
float ModelViewProjectionMatrix[16];
} g_transformData;
static GLMesh g_far_glmesh;
static GLControlMeshDisplay g_controlMeshDisplay;
static GLuint g_controlMeshDisplayVBO = 0;
//------------------------------------------------------------------------------
typedef OpenSubdiv::Far::TopologyRefiner FTopologyRefiner;
typedef OpenSubdiv::Far::TopologyRefinerFactory<Shape> FTopologyRefinerFactory;
//------------------------------------------------------------------------------
// Vertex class implementation
struct Vertex {
Vertex() { /* _pos[0]=_pos[1]=_pos[2]=0.0f; */ }
Vertex( int /*i*/ ) { }
Vertex( float x, float y, float z ) { _pos[0]=x; _pos[1]=y; _pos[2]=z; }
Vertex( const Vertex & src ) { _pos[0]=src._pos[0]; _pos[1]=src._pos[1]; _pos[2]=src._pos[2]; }
~Vertex( ) { }
void AddWithWeight(Vertex const & src, float weight) {
_pos[0]+=weight*src._pos[0];
_pos[1]+=weight*src._pos[1];
_pos[2]+=weight*src._pos[2];
}
void AddWithWeight(Vertex const & src, float weight, float /* ds */, float /* dt */) {
_pos[0]+=weight*src._pos[0];
_pos[1]+=weight*src._pos[1];
_pos[2]+=weight*src._pos[2];
}
void Clear( void * =0 ) { _pos[0]=_pos[1]=_pos[2]=0.0f; }
void SetPosition(float x, float y, float z) { _pos[0]=x; _pos[1]=y; _pos[2]=z; }
float const * GetPos() const { return _pos; }
private:
float _pos[3];
};
//------------------------------------------------------------------------------
// generate display IDs for Far verts
static void
createVertNumbers(OpenSubdiv::Far::TopologyRefiner const & refiner,
std::vector<Vertex> const & vertexBuffer) {
int maxlevel = refiner.GetMaxLevel(),
firstvert = 0;
if (refiner.IsUniform()) {
for (int i=0; i<maxlevel; ++i) {
firstvert += refiner.GetLevel(i).GetNumVertices();
}
}
static char buf[16];
if (refiner.IsUniform()) {
for (int i=firstvert; i<(int)vertexBuffer.size(); ++i) {
snprintf(buf, 16, "%d", i);
g_font->Print3D(vertexBuffer[i].GetPos(), buf, 1);
}
} else {
for (int level=0, vert=0; level<=refiner.GetMaxLevel(); ++level) {
for (int i=0; i<refiner.GetLevel(level).GetNumVertices(); ++i, ++vert) {
snprintf(buf, 16, "%d", i);
g_font->Print3D(vertexBuffer[vert].GetPos(), buf, 1);
}
}
}
}
//------------------------------------------------------------------------------
// generate display IDs for Far edges
static void
createEdgeNumbers(OpenSubdiv::Far::TopologyRefiner const & refiner,
std::vector<Vertex> const & vertexBuffer, bool ids=false, bool sharpness=false) {
if (ids || sharpness) {
int maxlevel = refiner.GetMaxLevel(),
firstvert = 0;
for (int i=0; i<maxlevel; ++i) {
firstvert += refiner.GetLevel(i).GetNumVertices();
}
OpenSubdiv::Far::TopologyLevel const & refLastLevel = refiner.GetLevel(maxlevel);
static char buf[16];
for (int i=0; i<refLastLevel.GetNumEdges(); ++i) {
Vertex center(0.0f, 0.0f, 0.0f);
OpenSubdiv::Far::ConstIndexArray const verts = refLastLevel.GetEdgeVertices(i);
assert(verts.size()==2);
center.AddWithWeight(vertexBuffer[firstvert+verts[0]], 0.5f);
center.AddWithWeight(vertexBuffer[firstvert+verts[1]], 0.5f);
if (ids) {
snprintf(buf, 16, "%d", i);
g_font->Print3D(center.GetPos(), buf, 3);
}
if (sharpness) {
float sharpness = refLastLevel.GetEdgeSharpness(i);
if (sharpness>0.0f) {
snprintf(buf, 16, "%g", sharpness);
g_font->Print3D(center.GetPos(), buf, std::min(8,(int)sharpness+4));
}
}
}
}
}
//------------------------------------------------------------------------------
// generate display IDs for Far faces
static void
createFaceNumbers(OpenSubdiv::Far::TopologyRefiner const & refiner,
std::vector<Vertex> const & vertexBuffer) {
static char buf[16];
if (refiner.IsUniform()) {
int maxlevel = refiner.GetMaxLevel(),
firstvert = 0;
for (int i=0; i<maxlevel; ++i) {
firstvert += refiner.GetLevel(i).GetNumVertices();
}
OpenSubdiv::Far::TopologyLevel const & refLastLevel = refiner.GetLevel(maxlevel);
for (int face=0; face<refLastLevel.GetNumFaces(); ++face) {
Vertex center(0.0f, 0.0f, 0.0f);
OpenSubdiv::Far::ConstIndexArray const verts = refLastLevel.GetFaceVertices(face);
float weight = 1.0f / (float)verts.size();
for (int vert=0; vert<verts.size(); ++vert) {
center.AddWithWeight(vertexBuffer[firstvert+verts[vert]], weight);
}
snprintf(buf, 16, "%d", face);
g_font->Print3D(center.GetPos(), buf, 2);
}
} else {
int maxlevel = refiner.GetMaxLevel(),
// patch = refiner.GetLevel(0).GetNumFaces(),
firstvert = refiner.GetLevel(0).GetNumVertices();
for (int level=1; level<=maxlevel; ++level) {
OpenSubdiv::Far::TopologyLevel const & refLevel = refiner.GetLevel(level);
int nfaces = refLevel.GetNumFaces();
for (int face=0; face<nfaces; ++face /*, ++patch */) {
Vertex center(0.0f, 0.0f, 0.0f);
OpenSubdiv::Far::ConstIndexArray const verts = refLevel.GetFaceVertices(face);
float weight = 1.0f / (float)verts.size();
for (int vert=0; vert<verts.size(); ++vert) {
center.AddWithWeight(vertexBuffer[firstvert+verts[vert]], weight);
}
snprintf(buf, 16, "%d", face);
g_font->Print3D(center.GetPos(), buf, 2);
}
firstvert+=refLevel.GetNumVertices();
}
}
}
//------------------------------------------------------------------------------
// generate display vert IDs for the selected Far patch
static void
createPatchNumbers(OpenSubdiv::Far::PatchTable const & patchTable,
std::vector<Vertex> const & vertexBuffer) {
if (! g_currentPatch)
return;
int patchID = g_currentPatch-1,
patchArray = -1;
// Find PatchArray containing our patch
for (int array=0; array<(int)patchTable.GetNumPatchArrays(); ++array) {
int npatches = patchTable.GetNumPatches(array);
if (patchID >= npatches) {
patchID -= npatches;
} else {
patchArray = array;
break;
}
}
if (patchArray==-1) {
return;
}
g_currentPatchDesc = patchTable.GetPatchArrayDescriptor(patchArray);
OpenSubdiv::Far::ConstIndexArray const cvs =
patchTable.GetPatchVertices(patchArray, patchID);
static char buf[16];
for (int i=0; i<cvs.size(); ++i) {
snprintf(buf, 16, "%d", i);
g_font->Print3D(vertexBuffer[cvs[i]].GetPos(), buf, 1);
}
}
//------------------------------------------------------------------------------
// generate display vert IDs for the selected Far FVar patch
static void
createFVarPatchNumbers(OpenSubdiv::Far::PatchTable const & patchTable,
std::vector<Vertex> const & fvarBuffer) {
static int channel = 0;
int patch = g_currentPatch-1;
static char buf[16];
if (patch>=0 && patch<patchTable.GetNumPatchesTotal()) {
OpenSubdiv::Far::PatchTable::PatchHandle handle;
handle.patchIndex = patch;
OpenSubdiv::Far::ConstIndexArray const cvs =
patchTable.GetPatchFVarValues(handle, channel);
for (int i=0; i<cvs.size(); ++i) {
snprintf(buf, 16, "%d", i);
g_font->Print3D(fvarBuffer[cvs[i]].GetPos(), buf, 2);
}
}
}
//------------------------------------------------------------------------------
// generate display for Far FVar patches
static GLMesh fvarVerts,
fvarWire;
static void
createFVarPatches(OpenSubdiv::Far::TopologyRefiner const & refiner,
OpenSubdiv::Far::PatchTable const & patchTable,
std::vector<Vertex> const & fvarBuffer) {
assert(!fvarBuffer.empty());
static int channel = 0;
if (g_FarDrawFVarVerts) {
GLMesh::Options options;
options.vertColorMode = GLMesh::VERTCOLOR_BY_LEVEL;
fvarVerts.InitializeFVar(options, refiner, &patchTable, channel, 0, (float *)(&fvarBuffer[0]));
}
if (g_FarDrawFVarPatches) {
// generate uniform tessellation for patches
int tessFactor = g_FarDrawFVarPatchTess,
npatches = patchTable.GetNumPatchesTotal(),
nvertsperpatch = (tessFactor) * (tessFactor),
nverts = npatches * nvertsperpatch;
float * uvs = (float *)alloca(tessFactor);
for (int i=0; i<tessFactor; ++i) {
uvs[i] = (float)i/(tessFactor-1.0f);
}
std::vector<Vertex> verts(nverts);
memset(&verts[0], 0, verts.size()*sizeof(Vertex));
/*
OpenSubdiv::Far::PatchTable::PatchHandle handle;
Vertex * vert = &verts[0];
for (int patch=0; patch<npatches; ++patch) {
for (int i=0; i<tessFactor; ++i) {
for (int j=0; j<tessFactor; ++j, ++vert) {
handle.patchIndex = patch;
// To be replaced with EvaluateBasis() for the appropriate channel:
//patchTable.EvaluateFaceVarying(channel, handle, uvs[i], uvs[j], fvarBuffer, *vert);
}
}
}
*/
GLMesh::Options options;
options.edgeColorMode = GLMesh::EDGECOLOR_BY_PATCHTYPE;
fvarWire.InitializeFVar(options, refiner, &patchTable, channel, tessFactor, (float *)(&verts[0]));
}
}
//------------------------------------------------------------------------------
// generate display IDs for Far Gregory basis
static GLMesh gregoryWire;
static void
createGregoryBasis(OpenSubdiv::Far::PatchTable const & patchTable,
std::vector<Vertex> const & vertexBuffer) {
typedef OpenSubdiv::Far::PatchDescriptor PatchDescriptor;
int npatches = 0;
int patchArray = 0;
for (int array=0; array<(int)patchTable.GetNumPatchArrays(); ++array) {
if (patchTable.GetPatchArrayDescriptor(array).GetType()==
PatchDescriptor::GREGORY_BASIS) {
npatches = patchTable.GetNumPatches(array);
patchArray = array;
break;
}
}
int nedges = npatches * 20;
std::vector<int> vertsperedge(nedges), edgeindices(nedges*2);
for (int patch=0; patch<npatches; ++patch) {
static int basisedges[40] = { 0, 1, 0, 2, 1, 3, 2, 4,
5, 6, 5, 7, 6, 8, 7, 9,
10, 11, 10, 12, 11, 13, 12, 14,
15, 16, 15, 17, 16, 18, 17, 19,
1, 7, 6, 12, 11, 17, 16, 2 };
int offset = patch * 20,
* vpe = &vertsperedge[offset],
* indices = &edgeindices[patch * 40];
OpenSubdiv::Far::ConstIndexArray const cvs =
patchTable.GetPatchVertices(patchArray, patch);
for (int i=0; i<20; ++i) {
vpe[i] = 2;
indices[i*2] = cvs[basisedges[i*2]];
indices[i*2+1] = cvs[basisedges[i*2+1]];
}
//Vertex const * verts = &edgeverts[offset];
static char buf[16];
for (int i=0; i<4; ++i) {
int vid = patch * 20 + i * 5;
const float *P = vertexBuffer[cvs[i*5+0]].GetPos();
const float *Ep = vertexBuffer[cvs[i*5+1]].GetPos();
const float *Em = vertexBuffer[cvs[i*5+2]].GetPos();
const float *Fp = vertexBuffer[cvs[i*5+3]].GetPos();
const float *Fm = vertexBuffer[cvs[i*5+4]].GetPos();
snprintf(buf, 16, " P%d (%d)", i, vid);
g_font->Print3D(P, buf, 3);
snprintf(buf, 16, " Ep%d (%d)", i, vid+1);
g_font->Print3D(Ep, buf, 3);
snprintf(buf, 16, " Em%d (%d)", i, vid+2);
g_font->Print3D(Em, buf, 3);
snprintf(buf, 16, " Fp%d (%d)", i, vid+3);
g_font->Print3D(Fp, buf, 3);
snprintf(buf, 16, " Fm%d (%d)", i, vid+4);
g_font->Print3D(Fm, buf, 3);
}
}
GLMesh::Options options;
gregoryWire.Initialize(options, (int)vertexBuffer.size(), (int)vertsperedge.size(),
&vertsperedge[0], &edgeindices[0], (float const *)&vertexBuffer[0]);
}
//------------------------------------------------------------------------------
// generate display IDs for Far faces
static void
createPtexNumbers(OpenSubdiv::Far::PatchTable const & patchTable,
std::vector<Vertex> const & vertexBuffer) {
typedef OpenSubdiv::Far::PatchDescriptor Descriptor;
static char buf[16];
static int regular[4] = {5, 6, 9, 10},
gregory[4] = {0, 1, 2, 3};
for (int array=0; array<(int)patchTable.GetNumPatchArrays(); ++array) {
for (int patch=0; patch<(int)patchTable.GetNumPatches(array); ++patch) {
OpenSubdiv::Far::ConstIndexArray const cvs =
patchTable.GetPatchVertices(array, patch);
int * remap = 0;
switch (patchTable.GetPatchArrayDescriptor(array).GetType()) {
case Descriptor::REGULAR: remap = regular; break;
case Descriptor::GREGORY:
case Descriptor::GREGORY_BOUNDARY:
case Descriptor::GREGORY_BASIS: remap = gregory; break;
default:
assert(0);
}
Vertex center(0.0f, 0.0f, 0.0f);
for (int k=0; k<4; ++k) {
center.AddWithWeight(vertexBuffer[cvs[remap[k]]], 0.25f);
}
snprintf(buf, 16, "%d", patchTable.GetPatchParam(array, patch).GetFaceId());
g_font->Print3D(center.GetPos(), buf, 1);
}
}
}
//------------------------------------------------------------------------------
static void
createFarGLMesh(Shape * shape, int maxlevel) {
Stopwatch s;
s.Start();
using namespace OpenSubdiv;
// create Far mesh (topology)
Sdc::SchemeType sdctype = GetSdcType(*shape);
Sdc::Options sdcoptions = GetSdcOptions(*shape);
sdcoptions.SetFVarLinearInterpolation(g_fvarInterpolation);
Far::TopologyRefiner * refiner =
Far::TopologyRefinerFactory<Shape>::Create(*shape,
Far::TopologyRefinerFactory<Shape>::Options(sdctype, sdcoptions));
if (g_Adaptive) {
Far::TopologyRefiner::AdaptiveOptions options(maxlevel);
options.useSingleCreasePatch = false;
refiner->RefineAdaptive(options);
} else {
Far::TopologyRefiner::UniformOptions options(maxlevel);
options.fullTopologyInLastLevel = true;
refiner->RefineUniform(options);
}
int numTotalVerts = refiner->GetNumVerticesTotal();
//
// Patch table
//
std::vector<Vertex> fvarBuffer;
Far::PatchTable * patchTable = 0;
bool createFVarWire = g_FarDrawFVarPatches || g_FarDrawFVarVerts;
if (g_Adaptive) {
Far::PatchTableFactory::Options options;
options.generateFVarTables = createFVarWire;
options.shareEndCapPatchPoints = false;
patchTable =
Far::PatchTableFactory::Create(*refiner, options);
// increase vertex buffer for the additional local points
if (patchTable->GetLocalPointStencilTable()) {
numTotalVerts += patchTable->GetLocalPointStencilTable()->GetNumStencils();
}
g_numPatches = patchTable->GetNumPatchesTotal();
g_maxValence = patchTable->GetMaxValence();
if (createFVarWire) {
// interpolate fvar values
int channel = 0;
// XXXX should use a (u,v) vertex class
fvarBuffer.resize(refiner->GetNumFVarValuesTotal(channel), 0);
Vertex * values = &fvarBuffer[0];
int nCoarseValues = refiner->GetLevel(0).GetNumFVarValues(channel);
for (int i=0; i<nCoarseValues; ++i) {
float const * ptr = &shape->uvs[i*2];
values[i].SetPosition(ptr[0], ptr[1], 0.0f);
}
int lastLevel = refiner->GetMaxLevel();
Vertex * src = values;
for (int level = 1; level <= lastLevel; ++level) {
Vertex * dst = src + refiner->GetLevel(level-1).GetNumFVarValues(channel);
Far::PrimvarRefiner(*refiner).InterpolateFaceVarying(level, src, dst, channel);
src = dst;
}
}
}
//
// interpolate vertices
//
// create vertex primvar data buffer
std::vector<Vertex> vertexBuffer(numTotalVerts);
Vertex * verts = &vertexBuffer[0];
// copy coarse vertices positions
int ncoarseverts = shape->GetNumVertices();
for (int i=0; i<ncoarseverts; ++i) {
float * ptr = &shape->verts[i*3];
verts[i].SetPosition(ptr[0], ptr[1], ptr[2]);
}
s.Start();
if (g_useStencils) {
//
// Stencil interpolation
//
Far::StencilTable const * stencilTable = 0;
Far::StencilTableFactory::Options options;
options.generateOffsets=true;
options.generateIntermediateLevels=true;
stencilTable = Far::StencilTableFactory::Create(*refiner, options);
// append local point stencils if needed
if (patchTable && patchTable->GetLocalPointStencilTable()) {
if (Far::StencilTable const * stencilTableWithLocalPoints =
Far::StencilTableFactory::AppendLocalPointStencilTable(
*refiner, stencilTable,
patchTable->GetLocalPointStencilTable())) {
delete stencilTable;
stencilTable = stencilTableWithLocalPoints;
}
}
//
// apply stencils
//
stencilTable->UpdateValues(verts, verts + ncoarseverts);
delete stencilTable;
} else {
//
// TopologyRefiner interpolation
//
// populate buffer with Far interpolated vertex data
int lastLevel = refiner->GetMaxLevel();
Vertex * src = verts;
for (int level = 1; level <= lastLevel; ++level) {
Vertex * dst = src + refiner->GetLevel(level-1).GetNumVertices();
Far::PrimvarRefiner(*refiner).Interpolate(level, src, dst);
src = dst;
}
//printf(" %f ms (interpolate)\n", float(s.GetElapsed())*1000.0f);
//printf(" %f ms (total)\n", float(s.GetTotalElapsed())*1000.0f);
// TODO: endpatch basis conversion comes here
}
s.Stop();
//
// Misc display
//
//printf("Far time: %f ms (topology)\n", float(s.GetElapsed())*1000.0f);
if (g_FarDrawVertIDs) {
createVertNumbers(*refiner, vertexBuffer);
}
if (g_FarDrawFaceIDs) {
createFaceNumbers(*refiner, vertexBuffer);
}
if (g_FarDrawPtexIDs && patchTable) {
createPtexNumbers(*patchTable, vertexBuffer);
}
if (g_Adaptive) {
createPatchNumbers(*patchTable, vertexBuffer);
}
if (g_Adaptive && g_FarDrawGregogyBasis) {
createGregoryBasis(*patchTable, vertexBuffer);
}
if (g_Adaptive && createFVarWire) {
createFVarPatches(*refiner, *patchTable, fvarBuffer);
createFVarPatchNumbers(*patchTable, fvarBuffer);
}
createEdgeNumbers(*refiner, vertexBuffer, g_FarDrawEdgeIDs!=0, g_FarDrawEdgeSharpness!=0);
GLMesh::Options options;
options.vertColorMode=g_Adaptive ? GLMesh::VERTCOLOR_BY_LEVEL : GLMesh::VERTCOLOR_BY_SHARPNESS;
options.edgeColorMode=g_Adaptive ? GLMesh::EDGECOLOR_BY_PATCHTYPE : GLMesh::EDGECOLOR_BY_SHARPNESS;
options.faceColorMode=g_Adaptive ? GLMesh::FACECOLOR_BY_PATCHTYPE :GLMesh::FACECOLOR_SOLID;
g_far_glmesh.Initialize(options, *refiner, patchTable, (float *)&verts[0]);
if (g_Adaptive) {
g_far_glmesh.SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f);
} else {
g_far_glmesh.SetDiffuseColor(0.75f, 0.9f, 1.0f, 1.0f);
}
//setFaceColors(*refiner);
g_far_glmesh.InitializeDeviceBuffers();
// save coarse topology (used for control mesh display)
g_controlMeshDisplay.SetTopology(refiner->GetLevel(0));
// save coarse points in a GPU buffer (used for control mesh display)
if (! g_controlMeshDisplayVBO) {
glGenBuffers(1, &g_controlMeshDisplayVBO);
}
glBindBuffer(GL_ARRAY_BUFFER, g_controlMeshDisplayVBO);
glBufferData(GL_ARRAY_BUFFER,
3*sizeof(float)*vertexBuffer.size(), (GLfloat*)&vertexBuffer[0],
GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// compute model bounds
float min[3] = { FLT_MAX, FLT_MAX, FLT_MAX};
float max[3] = {-FLT_MAX, -FLT_MAX, -FLT_MAX};
for (size_t i=0; i <vertexBuffer.size(); ++i) {
for(int j=0; j<3; ++j) {
float v = vertexBuffer[i].GetPos()[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);
delete refiner;
delete patchTable;
}
//------------------------------------------------------------------------------
static void
createMeshes(ShapeDesc const & desc, int maxlevel) {
if (! g_font) {
g_font = new GLFont(g_hud.GetFontTexture());
}
g_font->Clear();
Shape * shape = Shape::parseObj(desc);
createFarGLMesh(shape, maxlevel);
delete shape;
}
//------------------------------------------------------------------------------
static void
fitFrame() {
g_pan[0] = g_pan[1] = 0;
g_dolly = g_size;
}
//------------------------------------------------------------------------------
static void
display() {
Stopwatch s;
s.Start();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, g_width, g_height);
// prepare view matrix
double aspect = g_width/(double)g_height;
identity(g_transformData.ModelViewMatrix);
translate(g_transformData.ModelViewMatrix, -g_pan[0], -g_pan[1], -g_dolly);
rotate(g_transformData.ModelViewMatrix, g_rotate[1], 1, 0, 0);
rotate(g_transformData.ModelViewMatrix, g_rotate[0], 0, 1, 0);
rotate(g_transformData.ModelViewMatrix, -90, 1, 0, 0);
translate(g_transformData.ModelViewMatrix,
-g_center[0], -g_center[1], -g_center[2]);
perspective(g_transformData.ProjectionMatrix,
45.0f, (float)aspect, 0.1f, 500.0f);
multMatrix(g_transformData.ModelViewProjectionMatrix,
g_transformData.ModelViewMatrix,
g_transformData.ProjectionMatrix);
glEnable(GL_DEPTH_TEST);
s.Stop();
float drawCpuTime = float(s.GetElapsed() * 1000.0f);
glBindVertexArray(0);
glUseProgram(0);
// primitive counting
glBeginQuery(GL_PRIMITIVES_GENERATED, g_queries[0]);
#if defined(GL_VERSION_3_3)
glBeginQuery(GL_TIME_ELAPSED, g_queries[1]);
#endif
// Update and bind transform state ---------------------
if (! g_transformUB) {
glGenBuffers(1, &g_transformUB);
glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB);
glBufferData(GL_UNIFORM_BUFFER, sizeof(g_transformData), NULL, GL_STATIC_DRAW);
};
glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(g_transformData), &g_transformData);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
// Update and bind lighting state ----------------------
struct Lighting {
struct Light {
float position[4];
float ambient[4];
float diffuse[4];
float specular[4];
} lightSource[2];
} lightingData = {
{{ { 0.5, 0.2f, 1.0f, 0.0f },
{ 0.1f, 0.1f, 0.1f, 1.0f },
{ 0.7f, 0.7f, 0.7f, 1.0f },
{ 0.8f, 0.8f, 0.8f, 1.0f } },
{ { -0.8f, 0.4f, -1.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f, 1.0f },
{ 0.5f, 0.5f, 0.5f, 1.0f },
{ 0.8f, 0.8f, 0.8f, 1.0f } }}
};
if (! g_lightingUB) {
glGenBuffers(1, &g_lightingUB);
glBindBuffer(GL_UNIFORM_BUFFER, g_lightingUB);
glBufferData(GL_UNIFORM_BUFFER, sizeof(lightingData), NULL, GL_STATIC_DRAW);
};
glBindBuffer(GL_UNIFORM_BUFFER, g_lightingUB);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(lightingData), &lightingData);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
// Draw stuff ------------------------------------------
// control mesh edges & verts
g_controlMeshDisplay.Draw(g_controlMeshDisplayVBO, 3*sizeof(float),
g_transformData.ModelViewProjectionMatrix);
// Far mesh
GLMesh::Component comp=GLMesh::COMP_VERT;
switch (g_FarDrawMode) {
case kDRAW_VERTICES : comp=GLMesh::COMP_VERT; break;
case kDRAW_WIREFRAME : comp=GLMesh::COMP_EDGE; break;
case kDRAW_FACES : comp=GLMesh::COMP_FACE; break;
default:
assert(0);
}
g_far_glmesh.Draw(comp, g_transformUB, g_lightingUB);
if (g_Adaptive && g_FarDrawGregogyBasis) {
gregoryWire.Draw(GLMesh::COMP_VERT, g_transformUB, g_lightingUB);
gregoryWire.Draw(GLMesh::COMP_EDGE, g_transformUB, g_lightingUB);
}
if (g_Adaptive && g_FarDrawFVarVerts) {
fvarVerts.Draw(GLMesh::COMP_VERT, g_transformUB, g_lightingUB);
}
if (g_Adaptive && g_FarDrawFVarPatches) {
fvarWire.Draw(GLMesh::COMP_EDGE, g_transformUB, g_lightingUB);
}
assert(g_font);
g_font->Draw(g_transformUB);
// -----------------------------------------------------
glEndQuery(GL_PRIMITIVES_GENERATED);
#if defined(GL_VERSION_3_3)
glEndQuery(GL_TIME_ELAPSED);
#endif
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;
if (g_hud.IsVisible()) {
g_fpsTimer.Stop();
double fps = 1.0/g_fpsTimer.GetElapsed();
g_fpsTimer.Start();
{ // display selected patch info
static char const * patchTypes[13] = { "undefined", "points", "lines",
"quads", "tris", "loop", "regular", "single crease", "boundary", "corner",
"gregory", "gregory-boundary", "gregory-basis" },
* format0 = "Current Patch : %d/%d (%s - %d CVs)",
* format1 = "Current Patch : %d/%d (%s - %d CVs) fvar: (%s - %d CVs)";
if (g_Adaptive && g_currentPatch) {
if (g_FarDrawFVarPatches || g_FarDrawFVarVerts) {
g_hud.DrawString(g_width/2-200, 225, format1,
g_currentPatch-1, g_numPatches-1,
patchTypes[g_currentPatchDesc.GetType()],
g_currentPatchDesc.GetNumControlVertices(),
patchTypes[g_currentFVarPatchType],
OpenSubdiv::Far::PatchDescriptor::GetNumFVarControlVertices(
g_currentFVarPatchType));
} else {
g_hud.DrawString(g_width/2-200, 225, format0,
g_currentPatch-1, g_numPatches-1,
patchTypes[g_currentPatchDesc.GetType()],
g_currentPatchDesc.GetNumControlVertices(),
patchTypes[g_currentFVarPatchType]);
}
}
}
static char const * schemeNames[3] = { "BILINEAR", "CATMARK", "LOOP" };
g_hud.DrawString(10, -140, "Primitives : %d", numPrimsGenerated);
g_hud.DrawString(10, -120, "Scheme : %s", schemeNames[ g_shapes[g_currentShape].scheme ]);
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", fps);
g_hud.Flush();
}
glFinish();
//checkGLErrors("display leave");
}
//------------------------------------------------------------------------------
static void
motion(GLFWwindow *, double dx, double dy) {
int x=(int)dx, y=(int)dy;
if (g_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]) ||
(!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 (state == GLFW_RELEASE)
g_hud.MouseRelease();
if (button == 0 && state == GLFW_PRESS && g_hud.MouseClick(g_prev_x, g_prev_y))
return;
if (button < 3) {
g_mbutton[button] = (state == GLFW_PRESS);
}
}
//------------------------------------------------------------------------------
static void
reshape(GLFWwindow *, int width, int height) {
g_width = width;
g_height = height;
int windowWidth = g_width, windowHeight = g_height;
// window size might not match framebuffer size on a high DPI display
glfwGetWindowSize(g_window, &windowWidth, &windowHeight);
g_hud.Rebuild(windowWidth, windowHeight, width, height);
}
//------------------------------------------------------------------------------
void windowClose(GLFWwindow*) {
g_running = false;
}
//------------------------------------------------------------------------------
static void
toggleFullScreen() {
// XXXX manuelk : to re-implement from glut
}
//------------------------------------------------------------------------------
static void
rebuildOsdMeshes() {
createMeshes(g_shapes[ g_currentShape ], g_level);
}
//------------------------------------------------------------------------------
static void
keyboard(GLFWwindow *, int key, int /* scancode */, int event, int /* mods */) {
if (event == GLFW_RELEASE) return;
if (g_hud.KeyDown(tolower(key))) return;
switch (key) {
case 'Q': g_running = 0; break;
case 'F': fitFrame(); break;
case '[': if (g_currentPatch > 0) {
--g_currentPatch;
rebuildOsdMeshes();
} break;
case ']': if (g_currentPatch < g_numPatches) {
++g_currentPatch;
rebuildOsdMeshes();
} break;
case GLFW_KEY_TAB: toggleFullScreen(); break;
case GLFW_KEY_ESCAPE: g_hud.SetVisible(!g_hud.IsVisible()); break;
}
}
static void
callbackLevel(int l) {
g_level = l;
rebuildOsdMeshes();
}
static void
callbackModel(int m) {
if (m < 0)
m = 0;
if (m >= (int)g_shapes.size())
m = (int)g_shapes.size() - 1;
g_currentShape = m;
rebuildOsdMeshes();
}
static void
callbackAdaptive(bool checked, int /* a */)
{
g_Adaptive = checked;
rebuildOsdMeshes();
}
static void
callbackUseStencils(bool checked, int /* a */)
{
g_useStencils = checked;
rebuildOsdMeshes();
}
static void
callbackCheckBox(bool checked, int button) {
switch (button) {
case kHUD_CB_DISPLAY_CONTROL_MESH_EDGES :
g_controlMeshDisplay.SetEdgesDisplay(checked);
break;
case kHUD_CB_DISPLAY_CONTROL_MESH_VERTS :
g_controlMeshDisplay.SetVerticesDisplay(checked);
break;
case kHUD_CB_DISPLAY_PATCH_COLOR:
g_displayPatchColor = checked;
break;
}
}
static void
callbackFarDrawMode(int m) {
g_FarDrawMode = m;
}
static void
callbackDrawIDs(bool checked, int button) {
switch (button) {
case 0: g_FarDrawVertIDs = checked; break;
case 1: g_FarDrawEdgeIDs = checked; break;
case 2: g_FarDrawFaceIDs = checked; break;
case 3: g_FarDrawPtexIDs = checked; break;
case 4: g_FarDrawEdgeSharpness = checked; break;
case 5: g_FarDrawGregogyBasis = checked; break;
case 6: g_FarDrawFVarVerts = checked; break;
case 7: g_FarDrawFVarPatches = checked; break;
default: break;
}
rebuildOsdMeshes();
}
static void
callbackScale(float value, int) {
g_font->SetFontScale(value);
}
static void
callbackFVarTess(float value, int) {
g_FarDrawFVarPatchTess = (int)value;
rebuildOsdMeshes();
}
static void
callbackFVarInterpolation(int b) {
switch (b) {
case SdcOptions::FVAR_LINEAR_NONE :
g_fvarInterpolation = SdcOptions::FVAR_LINEAR_NONE; break;
case SdcOptions::FVAR_LINEAR_CORNERS_ONLY :
g_fvarInterpolation = SdcOptions::FVAR_LINEAR_CORNERS_ONLY; break;
case SdcOptions::FVAR_LINEAR_CORNERS_PLUS1 :
g_fvarInterpolation = SdcOptions::FVAR_LINEAR_CORNERS_PLUS1; break;
case SdcOptions::FVAR_LINEAR_CORNERS_PLUS2 :
g_fvarInterpolation = SdcOptions::FVAR_LINEAR_CORNERS_PLUS2; break;
case SdcOptions::FVAR_LINEAR_BOUNDARIES :
g_fvarInterpolation = SdcOptions::FVAR_LINEAR_BOUNDARIES; break;
case SdcOptions::FVAR_LINEAR_ALL :
g_fvarInterpolation = SdcOptions::FVAR_LINEAR_ALL; break;
}
rebuildOsdMeshes();
}
//------------------------------------------------------------------------------
static void
initHUD() {
int windowWidth = g_width, windowHeight = g_height;
int 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.AddCheckBox("Control edges (H)", g_controlMeshDisplay.GetEdgesDisplay(),
10, 10, callbackCheckBox, kHUD_CB_DISPLAY_CONTROL_MESH_EDGES, 'h');
g_hud.AddCheckBox("Control vertices (J)", g_controlMeshDisplay.GetVerticesDisplay(),
10, 30, callbackCheckBox, kHUD_CB_DISPLAY_CONTROL_MESH_VERTS, 'j');
int pulldown = g_hud.AddPullDown("Far Draw Mode (W)", 10, 195, 250, callbackFarDrawMode, 'w');
g_hud.AddPullDownButton(pulldown, "Vertices", 0, g_FarDrawMode==kDRAW_VERTICES);
g_hud.AddPullDownButton(pulldown, "Wireframe", 1, g_FarDrawMode==kDRAW_WIREFRAME);
g_hud.AddPullDownButton(pulldown, "Faces", 2, g_FarDrawMode==kDRAW_FACES);
g_hud.AddCheckBox("Vert IDs", g_FarDrawVertIDs!=0, 10, 215, callbackDrawIDs, 0);
g_hud.AddCheckBox("Edge IDs", g_FarDrawEdgeIDs!=0, 10, 235, callbackDrawIDs, 1);
g_hud.AddCheckBox("Face IDs", g_FarDrawFaceIDs!=0, 10, 255, callbackDrawIDs, 2);
g_hud.AddCheckBox("Ptex IDs", g_FarDrawPtexIDs!=0, 10, 275, callbackDrawIDs, 3);
g_hud.AddCheckBox("Edge Sharp", g_FarDrawEdgeSharpness!=0, 10, 295, callbackDrawIDs, 4);
g_hud.AddCheckBox("Gregory Basis", g_FarDrawGregogyBasis!=0, 10, 315, callbackDrawIDs, 5);
g_hud.AddCheckBox("Use Stencils (S)", g_useStencils!=0, 10, 350, callbackUseStencils, 0, 's');
g_hud.AddCheckBox("Adaptive (`)", g_Adaptive!=0, 10, 370, callbackAdaptive, 0, '`');
g_hud.AddSlider("Font Scale", 0.0f, 0.1f, 0.01f,
-900, -50, 100, false, callbackScale, 0);
for (int i = 1; i < 11; ++i) {
char level[16];
sprintf(level, "Lv. %d", i);
g_hud.AddRadioButton(3, level, i==g_level, 10, 380+i*20, callbackLevel, i, '0'+(i%10));
}
int shapes_pulldown = g_hud.AddPullDown("Shape (N)", -300, 10, 300, callbackModel, 'n');
for (int i = 0; i < (int)g_shapes.size(); ++i) {
g_hud.AddPullDownButton(shapes_pulldown, g_shapes[i].name.c_str(),i, (g_currentShape==i));
}
g_hud.AddCheckBox("FVar Verts", g_FarDrawFVarVerts!=0, 300, 10, callbackDrawIDs, 10);
g_hud.AddCheckBox("FVar Patches", g_FarDrawFVarPatches!=0, 300, 30, callbackDrawIDs, 11);
g_hud.AddSlider("FVar Tess", 1.0f, 10.0f, (float)g_FarDrawFVarPatchTess,
300, 50, 25, true, callbackFVarTess, 0);
int fvar_pulldown = g_hud.AddPullDown("FVar Interpolation (i)", 300, 90, 250, callbackFVarInterpolation, 'i');
g_hud.AddPullDownButton(fvar_pulldown, "FVAR_LINEAR_NONE",
SdcOptions::FVAR_LINEAR_NONE, g_fvarInterpolation==SdcOptions::FVAR_LINEAR_NONE);
g_hud.AddPullDownButton(fvar_pulldown, "FVAR_LINEAR_CORNERS_ONLY",
SdcOptions::FVAR_LINEAR_CORNERS_ONLY, g_fvarInterpolation==SdcOptions::FVAR_LINEAR_CORNERS_ONLY);
g_hud.AddPullDownButton(fvar_pulldown, "FVAR_LINEAR_CORNERS_PLUS1",
SdcOptions::FVAR_LINEAR_CORNERS_PLUS1, g_fvarInterpolation==SdcOptions::FVAR_LINEAR_CORNERS_PLUS1);
g_hud.AddPullDownButton(fvar_pulldown, "FVAR_LINEAR_CORNERS_PLUS2",
SdcOptions::FVAR_LINEAR_CORNERS_PLUS2, g_fvarInterpolation==SdcOptions::FVAR_LINEAR_CORNERS_PLUS2);
g_hud.AddPullDownButton(fvar_pulldown, "FVAR_LINEAR_BOUNDARIES",
SdcOptions::FVAR_LINEAR_BOUNDARIES, g_fvarInterpolation==SdcOptions::FVAR_LINEAR_BOUNDARIES);
g_hud.AddPullDownButton(fvar_pulldown, "FVAR_LINEAR_ALL",
SdcOptions::FVAR_LINEAR_ALL, g_fvarInterpolation==SdcOptions::FVAR_LINEAR_ALL);
if (! g_font) {
g_font = new GLFont( g_hud.GetFontTexture() );
}
}
//------------------------------------------------------------------------------
static void
initGL() {
glClearColor(0.1f, 0.1f, 0.1f, 0.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
glGenQueries(2, g_queries);
}
//------------------------------------------------------------------------------
static void
uninitGL() {
glDeleteQueries(2, g_queries);
}
//------------------------------------------------------------------------------
static void
idle() {
if (g_repeatCount != 0 && g_frame >= g_repeatCount)
g_running = 0;
}
//------------------------------------------------------------------------------
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_level = atoi(argv[++i]);
else if (!strcmp(argv[i], "-c"))
g_repeatCount = 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_shapes.push_back(ShapeDesc(argv[1], str.c_str(), kCatmark));
}
}
}
initShapes();
if (! glfwInit()) {
printf("Failed to initialize GLFW\n");
return 1;
}
static const char windowTitle[] = "OpenSubdiv farViewer";
GLUtils::SetMinimumGLVersion();
if (fullscreen) {
g_primary = glfwGetPrimaryMonitor();
// apparently glfwGetPrimaryMonitor fails under linux : if no primary,
// settle for the first one in the list
if (! 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 (! (g_window=glfwCreateWindow(g_width, g_height, windowTitle,
fullscreen && 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);
GLUtils::InitializeGL();
GLUtils::PrintGLVersion();
initGL();
glfwSwapInterval(0);
initHUD();
rebuildOsdMeshes();
GLUtils::CheckGLErrors("before loop");
while (g_running) {
idle();
display();
glfwPollEvents();
glfwSwapBuffers(g_window);
glFinish();
}
uninitGL();
glfwTerminate();
}
//------------------------------------------------------------------------------