OpenSubdiv/examples/glStencilViewer/glStencilViewer.cpp
David G Yu 62195753a9 Updated default options for examples
Changed several default options in the example viewers to the
preferred settings for improved shape fidelity and to improve
consistency between the different viewers:
 - enabled smooth corner, and inf sharp patch options by default
 - disabled screenspace tess and fractional tess by default
 - changed the default approximation to Gregory in the mtlViewer
2019-06-17 17:33:40 -07:00

1166 lines
36 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 "../common/glUtils.h"
#include <GLFW/glfw3.h>
GLFWwindow* g_window=0;
GLFWmonitor* g_primary=0;
#include "../../regression/common/far_utils.h"
#include "../common/argOptions.h"
#include "../common/viewerArgsUtils.h"
#include "../common/stopwatch.h"
#include "../common/simple_math.h"
#include "../common/glHud.h"
#include "../common/glControlMeshDisplay.h"
#include <opensubdiv/far/patchTableFactory.h>
#include <opensubdiv/far/ptexIndices.h>
#include <opensubdiv/far/stencilTableFactory.h>
#include <opensubdiv/osd/cpuGLVertexBuffer.h>
#include <opensubdiv/osd/cpuVertexBuffer.h>
#include <opensubdiv/osd/cpuEvaluator.h>
#if defined(OPENSUBDIV_HAS_OPENMP)
#include <opensubdiv/osd/ompEvaluator.h>
#endif
#ifdef OPENSUBDIV_HAS_TBB
#include <opensubdiv/osd/tbbEvaluator.h>
#endif
#ifdef OPENSUBDIV_HAS_CUDA
#include <opensubdiv/osd/cudaVertexBuffer.h>
#include <opensubdiv/osd/cudaGLVertexBuffer.h>
#include <opensubdiv/osd/cudaEvaluator.h>
#include "../common/cudaDeviceContext.h"
CudaDeviceContext g_cudaDeviceContext;
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
#include <opensubdiv/osd/clVertexBuffer.h>
#include <opensubdiv/osd/clGLVertexBuffer.h>
#include <opensubdiv/osd/clEvaluator.h>
#include "../common/clDeviceContext.h"
CLDeviceContext g_clDeviceContext;
#endif
#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
#include <opensubdiv/osd/glXFBEvaluator.h>
#include <opensubdiv/osd/glVertexBuffer.h>
#endif
#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
#include <opensubdiv/osd/glComputeEvaluator.h>
#include <opensubdiv/osd/glVertexBuffer.h>
#endif
#include <opensubdiv/osd/mesh.h>
#include <cfloat>
#include <list>
#include <vector>
#include <iostream>
#include <fstream>
#include <sstream>
#include <stdlib.h>
using namespace OpenSubdiv;
enum KernelType { kCPU = 0,
kOPENMP,
kTBB,
kCUDA,
kCL,
kGLXFB,
kGLCompute };
enum HudCheckBox { kHUD_CB_DISPLAY_CONTROL_MESH_EDGES,
kHUD_CB_DISPLAY_CONTROL_MESH_VERTS,
kHUD_CB_ANIMATE_VERTICES,
kHUD_CB_FREEZE,
kHUD_CB_ADAPTIVE,
kHUD_CB_INF_SHARP_PATCH };
int g_kernel = kCPU,
g_isolationLevel = 2; // max level of extraordinary feature isolation
int g_running = 1,
g_width = 1024,
g_height = 1024,
g_prev_x = 0,
g_prev_y = 0,
g_mbutton[3] = {0, 0, 0},
g_frame=0,
g_freeze=0,
g_repeatCount=0;
bool g_adaptive=true,
g_infSharpPatch=true;
float g_rotate[2] = {0, 0},
g_dolly = 5,
g_pan[2] = {0, 0},
g_center[3] = {0, 0, 0},
g_size = 0,
g_moveScale = 0.0f;
bool g_yup = false;
struct Transform {
float ModelViewMatrix[16];
float ProjectionMatrix[16];
float ModelViewProjectionMatrix[16];
} g_transformData;
// performance
float g_evalTime = 0;
Stopwatch g_fpsTimer;
std::vector<float> g_orgPositions;
std::vector<float> g_positions;
int g_nsamples=2000,
g_nsamplesDrawn=0;
GLuint g_stencilsVAO = 0;
GLhud g_hud;
GLControlMeshDisplay g_controlMeshDisplay;
//------------------------------------------------------------------------------
#include "init_shapes.h"
int g_currentShape = 0;
//------------------------------------------------------------------------------
Far::LimitStencilTable const * g_controlStencils;
class StencilOutputBase {
public:
virtual ~StencilOutputBase() {}
virtual void UpdateData(const float *src, int startVertex, int numVertices) = 0;
virtual void EvalStencils() = 0;
virtual GLuint BindSrcBuffer() = 0;
virtual GLuint BindDstBuffer() = 0;
virtual int GetNumStencils() const = 0;
};
template<typename SRC_BUFFER, typename DST_BUFFER,
typename STENCIL_TABLE, typename EVALUATOR,
typename DEVICE_CONTEXT=void>
class StencilOutput : public StencilOutputBase {
public:
typedef OpenSubdiv::Osd::EvaluatorCacheT<EVALUATOR> EvaluatorCache;
StencilOutput(Far::LimitStencilTable const *limitStencils,
int numSrcVerts,
EvaluatorCache *evaluatorCache = NULL,
DEVICE_CONTEXT *deviceContext = NULL)
: _srcDesc(/*offset*/ 0, /*length*/ 3, /*stride*/ 3),
_dstDesc(/*offset*/ 0, /*length*/ 3, /*stride*/ 9),
_duDesc( /*offset*/ 3, /*length*/ 3, /*stride*/ 9),
_dvDesc( /*offset*/ 6, /*length*/ 3, /*stride*/ 9),
_deviceContext(deviceContext) {
// src buffer [ P(xyz) ]
// dst buffer [ P(xyz), du(xyz), dv(xyz) ]
_numStencils = limitStencils->GetNumStencils();
_srcData = SRC_BUFFER::Create(3, numSrcVerts, _deviceContext);
_dstData = DST_BUFFER::Create(9, _numStencils, _deviceContext);
_stencils =
Osd::convertToCompatibleStencilTable<STENCIL_TABLE>(
limitStencils, _deviceContext);
_evaluatorCache = evaluatorCache;
}
~StencilOutput() {
delete _srcData;
delete _dstData;
delete _stencils;
}
virtual int GetNumStencils() const {
return _numStencils;
}
virtual void UpdateData(const float *src, int startVertex, int numVertices) {
_srcData->UpdateData(src, startVertex, numVertices, _deviceContext);
};
virtual void EvalStencils() {
EVALUATOR const *evalInstance = OpenSubdiv::Osd::GetEvaluator<EVALUATOR>(
_evaluatorCache, _srcDesc, _dstDesc, _duDesc, _dvDesc, _deviceContext);
EVALUATOR::EvalStencils(_srcData, _srcDesc,
_dstData, _dstDesc,
_dstData, _duDesc,
_dstData, _dvDesc,
_stencils,
evalInstance,
_deviceContext);
}
virtual GLuint BindSrcBuffer() {
return _srcData->BindVBO();
}
virtual GLuint BindDstBuffer() {
return _dstData->BindVBO();
}
private:
SRC_BUFFER *_srcData;
DST_BUFFER *_dstData;
Osd::BufferDescriptor _srcDesc;
Osd::BufferDescriptor _dstDesc;
Osd::BufferDescriptor _duDesc;
Osd::BufferDescriptor _dvDesc;
STENCIL_TABLE const *_stencils;
int _numStencils;
EvaluatorCache *_evaluatorCache;
DEVICE_CONTEXT *_deviceContext;
};
StencilOutputBase *g_stencilOutput = NULL;
//------------------------------------------------------------------------------
#define SCALE_TAN 0.02f
#define SCALE_NORM 0.02f
static void
updateGeom() {
int nverts = (int)g_orgPositions.size() / 3;
const float *p = &g_orgPositions[0];
float r = sin(g_frame*0.001f) * g_moveScale;
g_positions.resize(nverts*3);
for (int i = 0; i < nverts; ++i) {
//float move = 0.05f*cosf(p[0]*20+g_frame*0.01f);
float ct = cos(p[2] * r);
float st = sin(p[2] * r);
g_positions[i*3+0] = p[0]*ct + p[1]*st;
g_positions[i*3+1] = -p[0]*st + p[1]*ct;
g_positions[i*3+2] = p[2];
p+=3;
}
Stopwatch s;
s.Start();
// update control points
g_stencilOutput->UpdateData(&g_positions[0], 0, nverts);
// Update random points by applying point & tangent stencils
g_stencilOutput->EvalStencils();
s.Stop();
g_evalTime = float(s.GetElapsed() * 1000.0f);
}
//------------------------------------------------------------------------------
static void
createMesh(ShapeDesc const & shapeDesc, int level) {
typedef Far::LimitStencilTableFactory::LocationArray LocationArray;
Shape const * shape = Shape::parseObj(shapeDesc);
// create Far mesh (topology)
Sdc::SchemeType sdctype = GetSdcType(*shape);
Sdc::Options sdcoptions = GetSdcOptions(*shape);
int regFaceSize = Sdc::SchemeTypeTraits::GetRegularFaceSize(sdctype);
Far::TopologyRefiner * refiner =
Far::TopologyRefinerFactory<Shape>::Create(*shape,
Far::TopologyRefinerFactory<Shape>::Options(sdctype, sdcoptions));
// save coarse topology (used for coarse mesh drawing)
Far::TopologyLevel const & refBaseLevel = refiner->GetLevel(0);
g_controlMeshDisplay.SetTopology(refBaseLevel);
int nverts = refBaseLevel.GetNumVertices();
// save rest pose
g_orgPositions = shape->verts;
// compute model bounding
float min[3] = { FLT_MAX, FLT_MAX, FLT_MAX};
float max[3] = {-FLT_MAX, -FLT_MAX, -FLT_MAX};
for (size_t i=0; i <g_orgPositions.size()/3; ++i) {
for(int j=0; j<3; ++j) {
float v = g_orgPositions[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);
if (!g_adaptive) {
Far::TopologyRefiner::UniformOptions options(level);
options.fullTopologyInLastLevel = true;
refiner->RefineUniform(options);
} else {
Far::TopologyRefiner::AdaptiveOptions options(level);
options.useSingleCreasePatch = false;
options.useInfSharpPatch = g_infSharpPatch;
refiner->RefineAdaptive(options);
}
Far::PtexIndices ptexIndices(*refiner);
int nfaces = ptexIndices.GetNumFaces();
float * u = new float[g_nsamples*nfaces], * uPtr = u,
* v = new float[g_nsamples*nfaces], * vPtr = v;
std::vector<LocationArray> locs(nfaces);
srand( static_cast<int>(2147483647) ); // use a large Pell prime number
for (int face=0; face<nfaces; ++face) {
LocationArray & larray = locs[face];
larray.ptexIdx = face;
larray.numLocations = g_nsamples;
larray.s = uPtr;
larray.t = vPtr;
for (int j=0; j<g_nsamples; ++j, ++uPtr, ++vPtr) {
float u = (float)rand()/(float)RAND_MAX;
float v = (float)rand()/(float)RAND_MAX;
if ((regFaceSize==3) && (u+v >= 1.0f)) {
// Keep locations within the triangular parametric domain
u = 1.0f - u;
v = 1.0f - v;
}
*uPtr = u;
*vPtr = v;
}
}
delete g_controlStencils;
g_controlStencils = Far::LimitStencilTableFactory::Create(*refiner, locs);
delete [] u;
delete [] v;
g_nsamplesDrawn = g_controlStencils->GetNumStencils();
delete shape;
delete refiner;
delete g_stencilOutput;
if (g_kernel == kCPU) {
g_stencilOutput = new StencilOutput<Osd::CpuGLVertexBuffer,
Osd::CpuGLVertexBuffer,
Far::LimitStencilTable,
Osd::CpuEvaluator>(
g_controlStencils, nverts);
#ifdef OPENSUBDIV_HAS_OPENMP
} else if (g_kernel == kOPENMP) {
g_stencilOutput = new StencilOutput<Osd::CpuGLVertexBuffer,
Osd::CpuGLVertexBuffer,
Far::LimitStencilTable,
Osd::OmpEvaluator>(
g_controlStencils, nverts);
#endif
#ifdef OPENSUBDIV_HAS_TBB
} else if (g_kernel == kTBB) {
g_stencilOutput = new StencilOutput<Osd::CpuGLVertexBuffer,
Osd::CpuGLVertexBuffer,
Far::LimitStencilTable,
Osd::TbbEvaluator>(
g_controlStencils, nverts);
#endif
#ifdef OPENSUBDIV_HAS_CUDA
} else if (g_kernel == kCUDA) {
g_stencilOutput = new StencilOutput<Osd::CudaGLVertexBuffer,
Osd::CudaGLVertexBuffer,
Osd::CudaStencilTable,
Osd::CudaEvaluator>(
g_controlStencils, nverts);
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
} else if (g_kernel == kCL) {
static Osd::EvaluatorCacheT<Osd::CLEvaluator> clEvaluatorCache;
g_stencilOutput = new StencilOutput<Osd::CLGLVertexBuffer,
Osd::CLGLVertexBuffer,
Osd::CLStencilTable,
Osd::CLEvaluator,
CLDeviceContext>(
g_controlStencils, nverts,
&clEvaluatorCache,
&g_clDeviceContext);
#endif
#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
} else if (g_kernel == kGLXFB) {
static Osd::EvaluatorCacheT<Osd::GLXFBEvaluator> glXFBEvaluatorCache;
g_stencilOutput = new StencilOutput<Osd::GLVertexBuffer,
Osd::GLVertexBuffer,
Osd::GLStencilTableTBO,
Osd::GLXFBEvaluator>(
g_controlStencils, nverts,
&glXFBEvaluatorCache);
#endif
#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
} else if (g_kernel == kGLCompute) {
static Osd::EvaluatorCacheT<Osd::GLComputeEvaluator> glComptueEvaluatorCache;
g_stencilOutput = new StencilOutput<Osd::GLVertexBuffer,
Osd::GLVertexBuffer,
Osd::GLStencilTableSSBO,
Osd::GLComputeEvaluator>(
g_controlStencils, nverts,
&glComptueEvaluatorCache);
#endif
}
updateGeom();
}
//------------------------------------------------------------------------------
class GLSLProgram {
public:
GLSLProgram() : _program(0), _vtxSrc(0), _frgSrc(0) { }
struct Attribute {
std::string name;
GLuint location;
GLuint size;
};
void SetVertexShaderSource( char const * src ) {
_vtxSrc = src;
}
void SetGeometryShaderSource( char const * src) {
_geomSrc = src;
}
void SetFragShaderSource( char const * src ) {
_frgSrc = src;
}
void AddAttribute( char const * attr, int size ) {
Attribute a;
a.name = attr;
a.size = size;
_attrs.push_back(a);
}
void EnableVertexAttributes( ) {
GLvoid * offset = 0;
for (AttrList::iterator i=_attrs.begin(); i!=_attrs.end(); ++i) {
glEnableVertexAttribArray( i->location );
glVertexAttribPointer( i->location, i->size,
GL_FLOAT, GL_FALSE, sizeof(GLfloat) * _attrStride, (GLvoid*)offset);
offset = (GLubyte*)offset + sizeof(GLfloat) * i->size;
}
}
GLuint GetUniformScale() const {
return _uniformScale;
}
GLuint GetUniformProjectionMatrix() const {
return _uniformProjectionMatrix;
}
GLuint GetUniformModelViewMatrix() const {
return _uniformModelViewMatrix;
}
GLuint GetUniformModelViewProjectionMatrix() const {
return _uniformModelViewProjectionMatrix;
}
void Use( ) {
if (! _program) {
assert( _vtxSrc && _frgSrc );
_program = glCreateProgram();
GLuint vertexShader =
GLUtils::CompileShader(GL_VERTEX_SHADER, _vtxSrc);
GLuint fragmentShader =
GLUtils::CompileShader(GL_FRAGMENT_SHADER, _frgSrc);
glAttachShader(_program, vertexShader);
glAttachShader(_program, fragmentShader);
GLuint geomShader = 0;
if (_geomSrc) {
geomShader = GLUtils::CompileShader(GL_GEOMETRY_SHADER, _geomSrc);
glAttachShader(_program, geomShader);
}
_attrStride=0;
int count=0;
for (AttrList::iterator i=_attrs.begin(); i!=_attrs.end(); ++i, ++count) {
glBindAttribLocation(_program, count, i->name.c_str());
_attrStride += i->size;
}
glBindFragDataLocation(_program, 0, "color");
glLinkProgram(_program);
GLint status;
glGetProgramiv(_program, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
GLint infoLogLength;
glGetProgramiv(_program, GL_INFO_LOG_LENGTH, &infoLogLength);
char *infoLog = new char[infoLogLength];
glGetProgramInfoLog(_program, infoLogLength, NULL, infoLog);
printf("%s\n", infoLog);
delete[] infoLog;
exit(1);
}
_uniformScale =
glGetUniformLocation(_program, "scale");
_uniformModelViewMatrix =
glGetUniformLocation(_program, "ModelViewMatrix");
_uniformProjectionMatrix =
glGetUniformLocation(_program, "ProjectionMatrix");
_uniformModelViewProjectionMatrix =
glGetUniformLocation(_program, "ModelViewProjectionMatrix");
for (AttrList::iterator i=_attrs.begin(); i!=_attrs.end(); ++i) {
i->location = glGetAttribLocation(_program, i->name.c_str());
}
}
glUseProgram(_program);
}
private:
GLuint _program;
GLuint _uniformScale;
GLuint _uniformModelViewMatrix;
GLuint _uniformProjectionMatrix;
GLuint _uniformModelViewProjectionMatrix;
char const * _vtxSrc,
* _geomSrc,
* _frgSrc;
typedef std::list<Attribute> AttrList;
AttrList _attrs;
int _attrStride;
};
GLSLProgram g_samplesProgram;
//------------------------------------------------------------------------------
static bool
linkDefaultPrograms() {
#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
#define GLSL_VERSION_DEFINE "#version 400\n"
#else
#define GLSL_VERSION_DEFINE "#version 150\n"
#endif
{ // setup samples program
//
// this shader takes position, uTangent and vTangent for each point
// then generates 3 lines in the geometry shader.
//
static const char *vsSrc =
GLSL_VERSION_DEFINE
"in vec3 position;\n"
"in vec3 uTangent;\n"
"in vec3 vTangent;\n"
"out vec3 p;\n"
"out vec3 ut;\n"
"out vec3 vt;\n"
"uniform mat4 ModelViewMatrix;\n"
"void main() {\n"
" p = (ModelViewMatrix * vec4(position, 1)).xyz;\n"
" ut = (ModelViewMatrix * vec4(uTangent, 0)).xyz;\n"
" vt = (ModelViewMatrix * vec4(vTangent, 0)).xyz;\n"
"}\n";
static const char *gsSrc =
GLSL_VERSION_DEFINE
"layout(points) in;\n"
"layout(line_strip, max_vertices = 6) out;\n"
"in vec3 p[];\n"
"in vec3 ut[];\n"
"in vec3 vt[];\n"
"out vec4 c;\n"
"uniform mat4 ProjectionMatrix;\n"
"uniform float scale;\n"
"void main() {\n"
" vec3 pos = p[0]; \n"
" c = vec4(1, 0, 0, 1);\n"
" gl_Position = ProjectionMatrix * vec4(pos, 1);\n"
" EmitVertex();\n"
" \n"
" pos = p[0] + ut[0] * scale; \n"
" gl_Position = ProjectionMatrix * vec4(pos, 1);\n"
" EmitVertex();\n"
" EndPrimitive();\n"
" \n"
" pos = p[0]; \n"
" c = vec4(0, 1, 0, 1);\n"
" gl_Position = ProjectionMatrix * vec4(pos, 1);\n"
" EmitVertex();\n"
" \n"
" pos = p[0] + vt[0] * scale; \n"
" gl_Position = ProjectionMatrix * vec4(pos, 1);\n"
" EmitVertex();\n"
" EndPrimitive();\n"
" \n"
" pos = p[0]; \n"
" c = vec4(0, 0, 1, 1);\n"
" gl_Position = ProjectionMatrix * vec4(pos, 1);\n"
" EmitVertex();\n"
" \n"
" pos = p[0] + cross(ut[0], vt[0]) * scale; \n"
" gl_Position = ProjectionMatrix * vec4(pos, 1);\n"
" EmitVertex();\n"
" EndPrimitive();\n"
" \n"
"}\n";
static const char *fsSrc =
GLSL_VERSION_DEFINE
"in vec4 c;\n"
"out vec4 color;\n"
"void main() {\n"
" color = c;\n"
"}\n";
g_samplesProgram.SetVertexShaderSource(vsSrc);
g_samplesProgram.SetGeometryShaderSource(gsSrc);
g_samplesProgram.SetFragShaderSource(fsSrc);
g_samplesProgram.AddAttribute( "position",3 );
g_samplesProgram.AddAttribute( "uTangent",3 );
g_samplesProgram.AddAttribute( "vTangent",3 );
}
return true;
}
//------------------------------------------------------------------------------
static void
drawStencils() {
g_samplesProgram.Use( );
const float scale = 0.02f;
glUniform1f(g_samplesProgram.GetUniformScale(), scale);
glUniformMatrix4fv(g_samplesProgram.GetUniformModelViewMatrix(),
1, GL_FALSE, g_transformData.ModelViewMatrix);
glUniformMatrix4fv(g_samplesProgram.GetUniformProjectionMatrix(),
1, GL_FALSE, g_transformData.ProjectionMatrix);
glBindVertexArray(g_stencilsVAO);
glBindBuffer(GL_ARRAY_BUFFER, g_stencilOutput->BindDstBuffer());
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glEnableVertexAttribArray(2);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*9, 0);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*9, (void*)(sizeof(GLfloat)*3));
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*9, (void*)(sizeof(GLfloat)*6));
glDrawArrays(GL_POINTS, 0, g_stencilOutput->GetNumStencils());
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glDisableVertexAttribArray(2);
glBindVertexArray(0);
glUseProgram(0);
}
//------------------------------------------------------------------------------
static void
display() {
Stopwatch s;
s.Start();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, g_width, g_height);
g_hud.FillBackground();
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);
if (!g_yup) {
rotate(g_transformData.ModelViewMatrix, -90, 1, 0, 0);
}
translate(g_transformData.ModelViewMatrix,
-g_center[0], -g_center[1], -g_center[2]);
perspective(g_transformData.ProjectionMatrix,
45.0f, (float)aspect, 0.01f, 500.0f);
multMatrix(g_transformData.ModelViewProjectionMatrix,
g_transformData.ModelViewMatrix,
g_transformData.ProjectionMatrix);
glEnable(GL_DEPTH_TEST);
drawStencils();
// draw the control mesh
g_controlMeshDisplay.Draw(g_stencilOutput->BindSrcBuffer(), 3*sizeof(float),
g_transformData.ModelViewProjectionMatrix);
s.Stop();
float drawCpuTime = float(s.GetElapsed() * 1000.0f);
s.Start();
glFinish();
s.Stop();
float drawGpuTime = float(s.GetElapsed() * 1000.0f);
if (g_hud.IsVisible()) {
g_fpsTimer.Stop();
double fps = 1.0/g_fpsTimer.GetElapsed();
g_fpsTimer.Start();
g_hud.DrawString(10, -100, "# stencils : %d", g_nsamplesDrawn);
g_hud.DrawString(10, -80, "EvalStencils : %.3f ms", g_evalTime);
g_hud.DrawString(10, -60, "GPU Draw : %.3f ms", drawGpuTime);
g_hud.DrawString(10, -40, "CPU Draw : %.3f ms", drawCpuTime);
g_hud.DrawString(10, -20, "FPS : %3.1f", fps);
g_hud.Flush();
}
glFinish();
//checkGLErrors("display leave");
}
//------------------------------------------------------------------------------
static void
idle() {
if (! g_freeze)
g_frame++;
updateGeom();
if (g_repeatCount != 0 && g_frame >= g_repeatCount)
g_running = 0;
}
//------------------------------------------------------------------------------
static void
motion(GLFWwindow *, double dx, double dy) {
int x=(int)dx, y=(int)dy;
if (g_mbutton[0] && !g_mbutton[1] && !g_mbutton[2]) {
// orbit
g_rotate[0] += x - g_prev_x;
g_rotate[1] += y - g_prev_y;
} else if (!g_mbutton[0] && !g_mbutton[1] && g_mbutton[2]) {
// pan
g_pan[0] -= g_dolly*(x - g_prev_x)/g_width;
g_pan[1] += g_dolly*(y - g_prev_y)/g_height;
} else if ((g_mbutton[0] && !g_mbutton[1] && g_mbutton[2]) ||
(!g_mbutton[0] && g_mbutton[1] && !g_mbutton[2])) {
// dolly
g_dolly -= g_dolly*0.01f*(x - g_prev_x);
if(g_dolly <= 0.01) g_dolly = 0.01f;
}
g_prev_x = x;
g_prev_y = y;
}
//------------------------------------------------------------------------------
static void
mouse(GLFWwindow *, int button, int state, int /* mods */) {
if (button == 0 && state == GLFW_PRESS && g_hud.MouseClick(g_prev_x, g_prev_y))
return;
if (button < 3) {
g_mbutton[button] = (state == GLFW_PRESS);
}
}
//------------------------------------------------------------------------------
static void
reshape(GLFWwindow *, int width, int height) {
g_width = width;
g_height = height;
int windowWidth = g_width, windowHeight = g_height;
// window size might not match framebuffer size on a high DPI display
glfwGetWindowSize(g_window, &windowWidth, &windowHeight);
g_hud.Rebuild(windowWidth, windowHeight, width, height);
}
//------------------------------------------------------------------------------
void windowClose(GLFWwindow*) {
g_running = false;
}
//------------------------------------------------------------------------------
static void
rebuildMesh() {
createMesh( g_defaultShapes[g_currentShape], g_isolationLevel );
}
//------------------------------------------------------------------------------
static void
setSamples(bool add) {
g_nsamples += add ? 1000 : -1000;
g_nsamples = std::max(1000, g_nsamples);
rebuildMesh();
}
//------------------------------------------------------------------------------
static void
fitFrame() {
g_pan[0] = g_pan[1] = 0;
g_dolly = g_size;
}
//------------------------------------------------------------------------------
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 '=': setSamples(true); break;
case '-': setSamples(false); break;
case GLFW_KEY_ESCAPE: g_hud.SetVisible(!g_hud.IsVisible()); break;
}
}
//------------------------------------------------------------------------------
static void
callbackKernel(int k) {
g_kernel = k;
#ifdef OPENSUBDIV_HAS_OPENCL
if (g_kernel == kCL && (!g_clDeviceContext.IsInitialized())) {
if (g_clDeviceContext.Initialize() == false) {
printf("Error in initializing OpenCL\n");
exit(1);
}
}
#endif
#ifdef OPENSUBDIV_HAS_CUDA
if (g_kernel == kCUDA && (!g_cudaDeviceContext.IsInitialized())) {
if (g_cudaDeviceContext.Initialize() == false) {
printf("Error in initializing Cuda\n");
exit(1);
}
}
#endif
rebuildMesh();
}
static void
callbackLevel(int l) {
g_isolationLevel = l;
rebuildMesh();
}
//------------------------------------------------------------------------------
static void
callbackModel(int m) {
if (m < 0)
m = 0;
if (m >= (int)g_defaultShapes.size())
m = (int)g_defaultShapes.size() - 1;
g_currentShape = m;
rebuildMesh();
}
//------------------------------------------------------------------------------
static void
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_ANIMATE_VERTICES:
g_moveScale = checked;
break;
case kHUD_CB_FREEZE:
g_freeze = checked;
break;
case kHUD_CB_ADAPTIVE:
g_adaptive = checked;
rebuildMesh();
break;
case kHUD_CB_INF_SHARP_PATCH:
g_infSharpPatch = checked;
rebuildMesh();
break;
}
}
//------------------------------------------------------------------------------
static void
initHUD() {
int windowWidth = g_width, windowHeight = g_height,
frameBufferWidth = g_width, frameBufferHeight = g_height;
// window size might not match framebuffer size on a high DPI display
glfwGetWindowSize(g_window, &windowWidth, &windowHeight);
glfwGetFramebufferSize(g_window, &frameBufferWidth, &frameBufferHeight);
g_hud.Init(windowWidth, windowHeight, 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');
g_hud.AddCheckBox("Animate vertices (M)", g_moveScale != 0,
10, 50, callbackCheckBox, kHUD_CB_ANIMATE_VERTICES, 'm');
g_hud.AddCheckBox("Freeze (spc)", g_freeze != 0,
10, 70, callbackCheckBox, kHUD_CB_FREEZE, ' ');
g_hud.AddCheckBox("Adaptive (`)", g_adaptive != 0,
10, 190, callbackCheckBox, kHUD_CB_ADAPTIVE, '`');
g_hud.AddCheckBox("Inf Sharp Patch (I)", g_infSharpPatch != 0,
10, 210, callbackCheckBox, kHUD_CB_INF_SHARP_PATCH, 'i');
int compute_pulldown = g_hud.AddPullDown("Compute (K)", 250, 10, 300, callbackKernel, 'k');
g_hud.AddPullDownButton(compute_pulldown, "CPU", kCPU);
#ifdef OPENSUBDIV_HAS_OPENMP
g_hud.AddPullDownButton(compute_pulldown, "OpenMP", kOPENMP);
#endif
#ifdef OPENSUBDIV_HAS_TBB
g_hud.AddPullDownButton(compute_pulldown, "TBB", kTBB);
#endif
#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, "GL XFB", kGLXFB);
#endif
#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
if (GLUtils::GL_ARBComputeShaderOrGL_VERSION_4_3()) {
g_hud.AddPullDownButton(compute_pulldown, "GL Compute", kGLCompute);
}
#endif
for (int i = 1; i < 11; ++i) {
char level[16];
sprintf(level, "Lv. %d", i);
g_hud.AddRadioButton(3, level, i==g_isolationLevel, 10, 250+i*20, callbackLevel, i, '0'+(i%10));
}
int pulldown_handle = g_hud.AddPullDown("Shape (N)", -300, 10, 300, callbackModel, 'n');
for (int i = 0; i < (int)g_defaultShapes.size(); ++i) {
g_hud.AddPullDownButton(pulldown_handle, g_defaultShapes[i].name.c_str(),i);
}
}
//------------------------------------------------------------------------------
static void
initGL() {
glClearColor(0.1f, 0.1f, 0.1f, 0.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
glGenVertexArrays(1, &g_stencilsVAO);
}
//------------------------------------------------------------------------------
static void
uninitGL() {
glDeleteVertexArrays(1, &g_stencilsVAO);
}
//------------------------------------------------------------------------------
static void
callbackErrorGLFW(int error, const char* description) {
fprintf(stderr, "GLFW Error (%d) : %s\n", error, description);
}
//------------------------------------------------------------------------------
int main(int argc, char **argv) {
ArgOptions args;
args.Parse(argc, argv);
args.PrintUnrecognizedArgsWarnings();
g_yup = args.GetYUp();
g_adaptive = args.GetAdaptive();
g_isolationLevel = args.GetLevel();
g_repeatCount = args.GetRepeatCount();
ViewerArgsUtils::PopulateShapes(args, &g_defaultShapes);
initShapes();
glfwSetErrorCallback(callbackErrorGLFW);
if (! glfwInit()) {
printf("Failed to initialize GLFW\n");
return 1;
}
static const char windowTitle[] = "OpenSubdiv glStencilViewer " OPENSUBDIV_VERSION_STRING;
GLUtils::SetMinimumGLVersion();
if (args.GetFullScreen()) {
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,
args.GetFullScreen() && g_primary ? g_primary : NULL, NULL))) {
std::cerr << "Failed to create OpenGL context.\n";
glfwTerminate();
return 1;
}
glfwMakeContextCurrent(g_window);
GLUtils::PrintGLVersion();
// accommodate high DPI displays (e.g. mac retina displays)
glfwGetFramebufferSize(g_window, &g_width, &g_height);
glfwSetFramebufferSizeCallback(g_window, reshape);
glfwSetKeyCallback(g_window, keyboard);
glfwSetCursorPosCallback(g_window, motion);
glfwSetMouseButtonCallback(g_window, mouse);
glfwSetWindowCloseCallback(g_window, windowClose);
#if defined(OSD_USES_GLEW)
#ifdef CORE_PROFILE
// this is the only way to initialize glew correctly under core profile context.
glewExperimental = true;
#endif
if (GLenum r = glewInit() != GLEW_OK) {
printf("Failed to initialize glew. Error = %s\n", glewGetErrorString(r));
exit(1);
}
#ifdef CORE_PROFILE
// clear GL errors which were generated during glewInit()
glGetError();
#endif
#endif
initGL();
linkDefaultPrograms();
glfwSwapInterval(0);
initHUD();
callbackModel(g_currentShape);
while (g_running) {
idle();
display();
glfwPollEvents();
glfwSwapBuffers(g_window);
glFinish();
}
uninitGL();
glfwTerminate();
}