OpenSubdiv/examples/glShareTopology/glShareTopology.cpp
manuelk bfbd868fe2 Modify Far::TopologyRefiner refinement options
- move level of refinement / isolation into the Options structs
- fix splash damage in rest of the code

note 1: this is less than ideal, because most compilers accept the previous
        call to these functions with an incorrect parameter list (ie. passing
        the level instead of the struct issues no warnings and compiles...)
        caveat emptor...

note 2: the level parameter names may not be final for adaptive modes
        as we will likely want independent controls over crease vs.
        extraordinary vertex isolation.
2014-12-30 14:07:24 -08:00

1631 lines
50 KiB
C++

//
// Copyright 2014 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 <osd/vertex.h>
#include <osd/glDrawContext.h>
#include <osd/glDrawRegistry.h>
#include <osd/glMesh.h>
#include <far/error.h>
#include <osd/cpuGLVertexBuffer.h>
#include <osd/cpuComputeContext.h>
#include <osd/cpuComputeController.h>
#ifdef OPENSUBDIV_HAS_OPENMP
#include <osd/ompComputeController.h>
#endif
#ifdef OPENSUBDIV_HAS_TBB
#include <osd/tbbComputeController.h>
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
#include <osd/clGLVertexBuffer.h>
#include <osd/clComputeContext.h>
#include <osd/clComputeController.h>
#include "../common/clInit.h"
cl_context g_clContext;
cl_command_queue g_clQueue;
#endif
#ifdef OPENSUBDIV_HAS_CUDA
#include <osd/cudaGLVertexBuffer.h>
#include <osd/cudaComputeContext.h>
#include <osd/cudaComputeController.h>
#include <cuda_runtime_api.h>
#include <cuda_gl_interop.h>
#include "../common/cudaInit.h"
bool g_cudaInitialized = false;
#endif
#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
#include <osd/glslTransformFeedbackComputeContext.h>
#include <osd/glslTransformFeedbackComputeController.h>
#include <osd/glVertexBuffer.h>
#endif
#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
#include <osd/glslComputeContext.h>
#include <osd/glslComputeController.h>
#include <osd/glVertexBuffer.h>
#endif
#include <common/vtr_utils.h>
#include <shapes/catmark_cube.h>
#include <shapes/catmark_bishop.h>
#include <shapes/catmark_pawn.h>
#include <shapes/catmark_rook.h>
#include "../common/stopwatch.h"
#include "../common/simple_math.h"
#include "../common/gl_hud.h"
static const char *shaderSource =
#include "shader.gen.h"
;
#include <cfloat>
#include <vector>
#include <iostream>
#include <fstream>
#include <sstream>
using namespace OpenSubdiv;
// ---------------------------------------------------------------------------
class InstancesBase {
public:
virtual ~InstancesBase() {}
virtual void UpdateVertexBuffer(int instance, std::vector<float> const &src) = 0;
virtual void UpdateVaryingBuffer(int instance, std::vector<float> const &src) = 0;
virtual GLuint BindVertexBuffer() = 0;
virtual GLuint BindVaryingBuffer() = 0;
Osd::VertexBufferDescriptor const &GetVertexDesc() const {
return _vertexDesc;
}
Osd::VertexBufferDescriptor const &GetVaryingDesc() const {
return _varyingDesc;
}
protected:
InstancesBase(Osd::VertexBufferDescriptor const &vertexDesc,
Osd::VertexBufferDescriptor const &varyingDesc,
int numVertices) :
_vertexDesc(vertexDesc),
_varyingDesc(varyingDesc),
_numVertices(numVertices) {
}
int getNumVertices() const { return _numVertices; }
private:
Osd::VertexBufferDescriptor _vertexDesc;
Osd::VertexBufferDescriptor _varyingDesc;
int _numVertices; // # of vertices of single instance
};
template <class VERTEX_BUFFER>
class Instances : public InstancesBase {
public:
Instances(int numInstances,
Osd::VertexBufferDescriptor const &vertexDesc,
Osd::VertexBufferDescriptor const &varyingDesc,
bool interleaved,
int numVertices) :
InstancesBase(vertexDesc, varyingDesc, numVertices),
_vertexBuffer(NULL), _varyingBuffer(NULL), _interleaved(interleaved) {
if (interleaved) {
assert(vertexDesc.stride == varyingDesc.stride);
_vertexBuffer = createVertexBuffer(
vertexDesc.stride, numInstances * numVertices);
} else {
if (vertexDesc.stride > 0) {
_vertexBuffer = createVertexBuffer(
vertexDesc.stride, numInstances * numVertices);
}
if (varyingDesc.stride > 0) {
_varyingBuffer = createVertexBuffer(
varyingDesc.stride, numInstances * numVertices);
}
}
}
virtual ~Instances() {
delete _vertexBuffer;
delete _varyingBuffer;
}
virtual void UpdateVertexBuffer(int instance, std::vector<float> const &src) {
updateVertexBuffer(_vertexBuffer, &src[0], instance * getNumVertices(),
(int)src.size()/_vertexBuffer->GetNumElements());
}
virtual void UpdateVaryingBuffer(int instance, std::vector<float> const &src) {
updateVertexBuffer(_varyingBuffer, &src[0], instance * getNumVertices(),
(int)src.size()/_varyingBuffer->GetNumElements());
}
virtual GLuint BindVertexBuffer() {
return _vertexBuffer->BindVBO();
}
virtual GLuint BindVaryingBuffer() {
return _varyingBuffer->BindVBO();
}
VERTEX_BUFFER *createVertexBuffer(int numElements, int numVertices) {
return VERTEX_BUFFER::Create(numElements, numVertices);
}
void updateVertexBuffer(VERTEX_BUFFER *vertexBuffer, const float *src, int startVertex,
int numVertices) {
vertexBuffer->UpdateData(src, startVertex, numVertices);
}
VERTEX_BUFFER *GetVertexBuffer() const { return _vertexBuffer; }
VERTEX_BUFFER *GetVaryingBuffer() const { return _interleaved ? _vertexBuffer :_varyingBuffer; }
private:
VERTEX_BUFFER *_vertexBuffer;
VERTEX_BUFFER *_varyingBuffer;
bool _interleaved;
};
// ---------------------------------------------------------------------------
class TopologyBase {
public:
virtual ~TopologyBase() {
delete _drawContext;
}
virtual void Refine(InstancesBase *instance, int numInstances) = 0;
virtual InstancesBase *CreateInstances(
int numInstances,
Osd::VertexBufferDescriptor const &vertexDesc,
Osd::VertexBufferDescriptor const &varyingDesc,
bool interleaved) = 0;
virtual void UpdateVertexTexture(InstancesBase *instances) = 0;
virtual void Synchronize() = 0;
Osd::GLDrawContext *GetDrawContext() const {
return _drawContext;
}
void SetRestPosition(std::vector<float> const &restPosition) {
_restPosition = restPosition;
}
std::vector<float> const &GetRestPosition() const {
return _restPosition;
}
int GetNumVertices() const {
return _numVertices;
}
protected:
TopologyBase(Far::PatchTables const * patchTables) {
_drawContext = Osd::GLDrawContext::Create(patchTables, 7);
}
void updateVertexBufferStride(int stride) {
// modifying patchArrays in drawcontext.
Osd::DrawContext::PatchArrayVector &patchArrays =
_drawContext->GetPatchArrays();
for (int i = 0; i < (int)patchArrays.size(); ++i) {
Osd::DrawContext::PatchDescriptor desc = patchArrays[i].GetDescriptor();
desc.SetNumElements(stride);
patchArrays[i].SetDescriptor(desc);
}
}
int _numVertices;
private:
Osd::GLDrawContext *_drawContext;
std::vector<float> _restPosition;
};
template <class COMPUTE_CONTROLLER, class VERTEX_BUFFER>
class Topology : public TopologyBase {
public:
typedef typename COMPUTE_CONTROLLER::ComputeContext ComputeContext;
Topology(Far::PatchTables const * patchTables,
Far::StencilTables const * vertexStencils,
Far::StencilTables const * varyingStencils)
: TopologyBase(patchTables) {
_computeContext = ComputeContext::Create(vertexStencils, varyingStencils);
_kernelBatches.push_back(Far::StencilTablesFactory::Create(*vertexStencils));
_numVertices = vertexStencils->GetNumStencils() +
vertexStencils->GetNumControlVertices();
}
~Topology() {
delete _computeContext;
}
void Refine(InstancesBase *instance, int numInstances) {
Osd::VertexBufferDescriptor const &globalVertexDesc =
instance->GetVertexDesc();
Osd::VertexBufferDescriptor const &globalVaryingDesc =
instance->GetVaryingDesc();
Instances<VERTEX_BUFFER> *typedInstance =
static_cast<Instances<VERTEX_BUFFER> *>(instance);
for (int i = 0; i < numInstances; ++i) {
Osd::VertexBufferDescriptor vertexDesc(
globalVertexDesc.offset + _numVertices*globalVertexDesc.stride*i,
globalVertexDesc.length,
globalVertexDesc.stride);
Osd::VertexBufferDescriptor varyingDesc(
globalVaryingDesc.offset + _numVertices*globalVaryingDesc.stride*i,
globalVaryingDesc.length,
globalVaryingDesc.stride);
_computeController.Compute(_computeContext,
_kernelBatches,
typedInstance->GetVertexBuffer(),
typedInstance->GetVaryingBuffer(),
&vertexDesc,
&varyingDesc);
}
}
virtual InstancesBase *CreateInstances(
int numInstances,
Osd::VertexBufferDescriptor const &vertexDesc,
Osd::VertexBufferDescriptor const &varyingDesc,
bool interleaved) {
return new Instances<VERTEX_BUFFER>(numInstances,
vertexDesc,
varyingDesc,
interleaved,
_numVertices);
}
virtual void Synchronize() {
_computeController.Synchronize();
}
virtual void UpdateVertexTexture(InstancesBase *instances) {
Instances<VERTEX_BUFFER> *typedInstance =
static_cast<Instances<VERTEX_BUFFER> *>(instances);
GetDrawContext()->UpdateVertexTexture(typedInstance->GetVertexBuffer());
updateVertexBufferStride(typedInstance->GetVertexBuffer()->GetNumElements());
}
private:
COMPUTE_CONTROLLER _computeController;
ComputeContext *_computeContext;
Far::KernelBatchVector _kernelBatches;
};
// ---------------------------------------------------------------------------
// CL specializations
#ifdef OPENSUBDIV_HAS_OPENCL
template<> Osd::CLGLVertexBuffer *
Instances<Osd::CLGLVertexBuffer>::createVertexBuffer(
int numElements, int numVertices) {
return Osd::CLGLVertexBuffer::Create(
numElements, numVertices, g_clContext);
}
template<> void
Instances<Osd::CLGLVertexBuffer>::updateVertexBuffer(
Osd::CLGLVertexBuffer *vertexBuffer,
const float *src, int startVertex, int numVertices) {
vertexBuffer->UpdateData(src, startVertex, numVertices, g_clQueue);
}
template<>
Topology<Osd::CLComputeController, Osd::CLGLVertexBuffer>::
Topology(Far::PatchTables const * patchTables,
Far::StencilTables const * vertexStencils, Far::StencilTables const * varyingStencils) :
TopologyBase(patchTables), _computeController(g_clContext, g_clQueue) {
_computeContext = ComputeContext::Create(g_clContext, vertexStencils, varyingStencils);
_kernelBatches.push_back(Far::StencilTablesFactory::Create(*vertexStencils));
_numVertices = vertexStencils->GetNumStencils() +
vertexStencils->GetNumControlVertices();
}
#endif
// ---------------------------------------------------------------------------
TopologyBase *g_topology = NULL;
InstancesBase *g_instances = NULL;
enum KernelType { kCPU = 0,
kOPENMP = 1,
kTBB = 2,
kCUDA = 3,
kCL = 4,
kGLSL = 5,
kGLSLCompute = 6 };
enum DisplayStyle { kWire = 0,
kShaded,
kWireShaded,
kVarying,
kVaryingInterleaved };
enum HudCheckBox { kHUD_CB_FREEZE };
// GUI variables
int g_displayStyle = kShaded,
g_adaptive = 0,
g_mbutton[3] = {0, 0, 0},
g_freeze = 0,
g_running = 1;
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;
// performance
float g_cpuTime = 0;
float g_gpuTime = 0;
Stopwatch g_fpsTimer;
int g_level = 2;
int g_tessLevel = 1;
int g_tessLevelMin = 1;
int g_numInstances = 25;
int g_frame = 0;
int g_kernel = kCPU;
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];
} g_transformData;
GLuint g_queries[2] = {0, 0};
GLuint g_vao = 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";
}
}
//------------------------------------------------------------------------------
struct SimpleShape {
std::string name;
Scheme scheme;
std::string data;
SimpleShape() { }
SimpleShape( std::string const & idata, char const * iname, Scheme ischeme )
: name(iname), scheme(ischeme), data(idata) { }
};
//------------------------------------------------------------------------------
static void
updateGeom() {
std::vector<float> const &restPosition = g_topology->GetRestPosition();
int nverts = (int)restPosition.size()/3;
int numVertexElements = (g_displayStyle == kVaryingInterleaved ? 7 : 3);
int numVaryingElements = (g_displayStyle == kVarying ? 4 : 0);
std::vector<float> vertex(numVertexElements * nverts);
std::vector<float> varying(numVaryingElements * nverts);
int column = (int)ceil(sqrt((float)g_numInstances));
for (int i = 0; i < g_numInstances; ++i) {
float *d = &vertex[0];
const float *p = &restPosition[0];
for (int j = 0; j < nverts; ++j) {
*d++ = p[0] + i%column - 0.5f*(column-1);
*d++ = p[1] + i/column - 0.5f*(column-1);
*d++ = p[2] * (float)(1+sin(0.1f*g_frame + i));
p += 3;
if (g_displayStyle == kVaryingInterleaved) {
*d++ = (1+(float)sin(0.1f*g_frame + i)) * 0.5f;
*d++ = 1;
*d++ = 1;
*d++ = 1.0;
}
}
g_instances->UpdateVertexBuffer(i, vertex);
if (g_displayStyle == kVarying) {
float *d = &varying[0];
for (int j = 0; j < nverts; ++j) {
*d++ = 1;
*d++ = (1+(float)sin(0.1f*g_frame + i)) * 0.5f;
*d++ = 1;
*d++ = 1.0;
}
g_instances->UpdateVaryingBuffer(i, varying);
}
}
}
static void
refine() {
Stopwatch s;
s.Start();
g_topology->Refine(g_instances, g_numInstances);
s.Stop();
g_cpuTime = float(s.GetElapsed() * 1000.0f);
s.Start();
g_topology->Synchronize();
s.Stop();
g_gpuTime = float(s.GetElapsed() * 1000.0f);
s.Stop();
}
//------------------------------------------------------------------------------
static TopologyBase *
createOsdMesh( const std::string &shapeStr, int level, Scheme scheme=kCatmark ) {
checkGLErrors("create osd enter");
Shape * shape = Shape::parseObj(shapeStr.c_str(), scheme);
std::vector<float> restPosition(shape->verts);
Far::TopologyRefiner * refiner = 0;
{
Sdc::Type type = GetSdcType(*shape);
Sdc::Options options = GetSdcOptions(*shape);
refiner = Far::TopologyRefinerFactory<Shape>::Create(type, options, *shape);
assert(refiner);
}
// material assignment
std::vector<int> idsOnPtexFaces;
{
int numFaces = refiner->GetNumFaces(0);
// first, assign material ID to each coarse face
std::vector<int> idsOnCoarseFaces;
for (int i = 0; i < numFaces; ++i) {
int materialID = i%6;
idsOnCoarseFaces.push_back(materialID);
}
// create ptex index to coarse face index mapping
int numPtexFaces = refiner->GetNumPtexFaces();
// XXX: duped logic to simpleHbr
std::vector<int> ptexIndexToFaceMapping(numPtexFaces);
int ptexIndex = 0;
for (int face=0; face < numFaces; ++face) {
ptexIndexToFaceMapping[ptexIndex++] = face;
Far::ConstIndexArray fverts = refiner->GetFaceVertices(0, face);
if ( (scheme==kCatmark or scheme==kBilinear) and fverts.size() != 4 ) {
for (int j = 0; j < (fverts.size()-1); ++j) {
ptexIndexToFaceMapping[ptexIndex++] = face;
}
}
}
// convert ID array from coarse face index space to ptex index space
for (int i = 0; i < numPtexFaces; ++i) {
idsOnPtexFaces.push_back(idsOnCoarseFaces[ptexIndexToFaceMapping[i]]);
}
}
// Adaptive refinement currently supported only for catmull-clark scheme
bool doAdaptive = (g_adaptive!=0 and scheme==kCatmark);
if (doAdaptive) {
refiner->RefineAdaptive(Far::TopologyRefiner::AdaptiveOptions(level));
} else {
refiner->RefineUniform(Far::TopologyRefiner::UniformOptions(level));
}
Far::StencilTables const * vertexStencils=0, * varyingStencils=0;
{
Far::StencilTablesFactory::Options options;
options.generateOffsets = true;
options.generateIntermediateLevels = doAdaptive ? true : false;
vertexStencils = Far::StencilTablesFactory::Create(*refiner, options);
if (g_displayStyle==kVarying or g_displayStyle==kVaryingInterleaved) {
varyingStencils = Far::StencilTablesFactory::Create(*refiner, options);
}
assert(vertexStencils);
}
Far::PatchTables const * patchTables =
Far::PatchTablesFactory::Create(*refiner);
// create partitioned patcharray
TopologyBase *topology = NULL;
if (g_kernel == kCPU) {
topology = new Topology<Osd::CpuComputeController,
Osd::CpuGLVertexBuffer>(patchTables, vertexStencils, varyingStencils);
#ifdef OPENSUBDIV_HAS_OPENMP
} else if (g_kernel == kOPENMP) {
topology = new Topology<Osd::OmpComputeController,
Osd::CpuGLVertexBuffer>(patchTables, vertexStencils, varyingStencils);
#endif
#ifdef OPENSUBDIV_HAS_TBB
} else if (g_kernel == kTBB) {
topology = new Topology<Osd::TbbComputeController,
Osd::CpuGLVertexBuffer>(patchTables, vertexStencils, varyingStencils);
#endif
#ifdef OPENSUBDIV_HAS_CUDA
} else if (g_kernel == kCUDA) {
topology = new Topology<Osd::CudaComputeController,
Osd::CudaGLVertexBuffer>(patchTables, vertexStencils, varyingStencils);
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
} else if (g_kernel == kCL) {
topology = new Topology<Osd::CLComputeController,
Osd::CLGLVertexBuffer>(patchTables, vertexStencils, varyingStencils);
#endif
#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
} else if (g_kernel == kGLSL) {
topology = new Topology<Osd::GLSLTransformFeedbackComputeController,
Osd::GLVertexBuffer>(patchTables, vertexStencils, varyingStencils);
#endif
#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
} else if (g_kernel == kGLSLCompute) {
topology = new Topology<Osd::GLSLComputeController,
Osd::GLVertexBuffer>(patchTables, vertexStencils, varyingStencils);
#endif
} else {
}
delete refiner;
delete vertexStencils;
delete varyingStencils;
delete patchTables;
// centering rest position
float min[3] = { FLT_MAX, FLT_MAX, FLT_MAX};
float max[3] = {-FLT_MAX, -FLT_MAX, -FLT_MAX};
float center[3];
for (size_t i=0; i < restPosition.size()/3; ++i) {
for (int j=0; j<3; ++j) {
float v = restPosition[i*3+j];
min[j] = std::min(min[j], v);
max[j] = std::max(max[j], v);
}
}
for (int j=0; j<3; ++j) center[j] = (min[j] + max[j]) * 0.5f;
for (size_t i=0; i < restPosition.size()/3; ++i) {
restPosition[i*3+0] -= center[0];
restPosition[i*3+1] -= center[1];
restPosition[i*3+2] -= min[2];
}
// save rest position
topology->SetRestPosition(restPosition);
return topology;
}
//------------------------------------------------------------------------------
static void
fitFrame() {
g_pan[0] = g_pan[1] = 0;
g_dolly = g_size;
}
//------------------------------------------------------------------------------
union Effect {
Effect(int displayStyle_) : value(0) {
displayStyle = displayStyle_;
}
struct {
unsigned int displayStyle:3;
};
int value;
bool operator < (const Effect &e) const {
return value < e.value;
}
};
typedef std::pair<Osd::DrawContext::PatchDescriptor, Effect> EffectDesc;
class EffectDrawRegistry : public Osd::GLDrawRegistry<EffectDesc> {
protected:
virtual ConfigType *
_CreateDrawConfig(DescType const & desc, SourceConfigType const * sconfig);
virtual SourceConfigType *
_CreateDrawSourceConfig(DescType const & desc);
};
EffectDrawRegistry::SourceConfigType *
EffectDrawRegistry::_CreateDrawSourceConfig(DescType const & desc) {
Effect effect = desc.second;
SourceConfigType * sconfig =
BaseRegistry::_CreateDrawSourceConfig(desc.first);
assert(sconfig);
#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
const char *glslVersion = "#version 400\n";
#else
const char *glslVersion = "#version 330\n";
#endif
if (desc.first.GetType() == Far::PatchDescriptor::QUADS or
desc.first.GetType() == Far::PatchDescriptor::TRIANGLES) {
sconfig->vertexShader.source = shaderSource;
sconfig->vertexShader.version = glslVersion;
sconfig->vertexShader.AddDefine("VERTEX_SHADER");
} else {
sconfig->geometryShader.AddDefine("SMOOTH_NORMALS");
}
sconfig->geometryShader.source = shaderSource;
sconfig->geometryShader.version = glslVersion;
sconfig->geometryShader.AddDefine("GEOMETRY_SHADER");
sconfig->fragmentShader.source = shaderSource;
sconfig->fragmentShader.version = glslVersion;
sconfig->fragmentShader.AddDefine("FRAGMENT_SHADER");
if (desc.first.GetType() == Far::PatchDescriptor::QUADS) {
// uniform catmark, bilinear
sconfig->geometryShader.AddDefine("PRIM_QUAD");
sconfig->fragmentShader.AddDefine("PRIM_QUAD");
sconfig->commonShader.AddDefine("UNIFORM_SUBDIVISION");
} else if (desc.first.GetType() == Far::PatchDescriptor::TRIANGLES) {
// uniform loop
sconfig->geometryShader.AddDefine("PRIM_TRI");
sconfig->fragmentShader.AddDefine("PRIM_TRI");
sconfig->commonShader.AddDefine("LOOP");
sconfig->commonShader.AddDefine("UNIFORM_SUBDIVISION");
} else {
// adaptive
sconfig->vertexShader.source = shaderSource + sconfig->vertexShader.source;
sconfig->tessControlShader.source = shaderSource + sconfig->tessControlShader.source;
sconfig->tessEvalShader.source = shaderSource + sconfig->tessEvalShader.source;
sconfig->geometryShader.AddDefine("PRIM_TRI");
sconfig->fragmentShader.AddDefine("PRIM_TRI");
}
switch (effect.displayStyle) {
case kWire:
sconfig->commonShader.AddDefine("GEOMETRY_OUT_WIRE");
break;
case kWireShaded:
sconfig->commonShader.AddDefine("GEOMETRY_OUT_LINE");
break;
case kShaded:
sconfig->commonShader.AddDefine("GEOMETRY_OUT_FILL");
break;
case kVarying:
sconfig->commonShader.AddDefine("VARYING_COLOR");
sconfig->commonShader.AddDefine("GEOMETRY_OUT_FILL");
break;
case kVaryingInterleaved:
sconfig->commonShader.AddDefine("VARYING_COLOR");
sconfig->commonShader.AddDefine("GEOMETRY_OUT_FILL");
break;
}
return sconfig;
}
EffectDrawRegistry::ConfigType *
EffectDrawRegistry::_CreateDrawConfig(
DescType const & desc,
SourceConfigType const * sconfig) {
ConfigType * config = BaseRegistry::_CreateDrawConfig(desc.first, sconfig);
assert(config);
GLuint uboIndex;
// XXXdyu can use layout(binding=) with GLSL 4.20 and beyond
g_transformBinding = 0;
uboIndex = glGetUniformBlockIndex(config->program, "Transform");
if (uboIndex != GL_INVALID_INDEX)
glUniformBlockBinding(config->program, uboIndex, g_transformBinding);
g_tessellationBinding = 1;
uboIndex = glGetUniformBlockIndex(config->program, "Tessellation");
if (uboIndex != GL_INVALID_INDEX)
glUniformBlockBinding(config->program, uboIndex, g_tessellationBinding);
g_lightingBinding = 2;
uboIndex = glGetUniformBlockIndex(config->program, "Lighting");
if (uboIndex != GL_INVALID_INDEX)
glUniformBlockBinding(config->program, uboIndex, g_lightingBinding);
GLint loc;
#if not defined(GL_ARB_separate_shader_objects) || defined(GL_VERSION_4_1)
glUseProgram(config->program);
if ((loc = glGetUniformLocation(config->program, "OsdVertexBuffer")) != -1) {
glUniform1i(loc, 0); // GL_TEXTURE0
}
if ((loc = glGetUniformLocation(config->program, "OsdValenceBuffer")) != -1) {
glUniform1i(loc, 1); // GL_TEXTURE1
}
if ((loc = glGetUniformLocation(config->program, "OsdQuadOffsetBuffer")) != -1) {
glUniform1i(loc, 2); // GL_TEXTURE2
}
if ((loc = glGetUniformLocation(config->program, "OsdPatchParamBuffer")) != -1) {
glUniform1i(loc, 3); // GL_TEXTURE3
}
if ((loc = glGetUniformLocation(config->program, "OsdFVarDataBuffer")) != -1) {
glUniform1i(loc, 4); // GL_TEXTURE4
}
#else
if ((loc = glGetUniformLocation(config->program, "OsdVertexBuffer")) != -1) {
glProgramUniform1i(config->program, loc, 0); // GL_TEXTURE0
}
if ((loc = glGetUniformLocation(config->program, "OsdValenceBuffer")) != -1) {
glProgramUniform1i(config->program, loc, 1); // GL_TEXTURE1
}
if ((loc = glGetUniformLocation(config->program, "OsdQuadOffsetBuffer")) != -1) {
glProgramUniform1i(config->program, loc, 2); // GL_TEXTURE2
}
if ((loc = glGetUniformLocation(config->program, "OsdPatchParamBuffer")) != -1) {
glProgramUniform1i(config->program, loc, 3); // GL_TEXTURE3
}
if ((loc = glGetUniformLocation(config->program, "OsdFVarDataBuffer")) != -1) {
glProgramUniform1i(config->program, loc, 4); // GL_TEXTURE4
}
#endif
return config;
}
EffectDrawRegistry effectRegistry;
static Effect
GetEffect() {
return Effect(g_displayStyle);
}
//------------------------------------------------------------------------------
static GLuint
bindProgram(Effect effect, Osd::DrawContext::PatchArray const & patch) {
EffectDesc effectDesc(patch.GetDescriptor(), effect);
EffectDrawRegistry::ConfigType *
config = effectRegistry.GetDrawConfig(effectDesc);
GLuint program = config->program;
glUseProgram(program);
if (! g_transformUB) {
glGenBuffers(1, &g_transformUB);
glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB);
glBufferData(GL_UNIFORM_BUFFER,
sizeof(g_transformData), NULL, GL_STATIC_DRAW);
};
glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB);
glBufferSubData(GL_UNIFORM_BUFFER,
0, sizeof(g_transformData), &g_transformData);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glBindBufferBase(GL_UNIFORM_BUFFER, g_transformBinding, g_transformUB);
// Update and bind tessellation state
struct Tessellation {
float TessLevel;
} tessellationData;
tessellationData.TessLevel = static_cast<float>(1 << g_tessLevel);
if (! g_tessellationUB) {
glGenBuffers(1, &g_tessellationUB);
glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB);
glBufferData(GL_UNIFORM_BUFFER,
sizeof(tessellationData), NULL, GL_STATIC_DRAW);
};
glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB);
glBufferSubData(GL_UNIFORM_BUFFER,
0, sizeof(tessellationData), &tessellationData);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glBindBufferBase(GL_UNIFORM_BUFFER, g_tessellationBinding, g_tessellationUB);
// Update and bind lighting state
struct Lighting {
struct Light {
float position[4];
float ambient[4];
float diffuse[4];
float specular[4];
} lightSource[2];
} lightingData = {
{{ { 0.5, 0.2f, 1.0f, 0.0f },
{ 0.1f, 0.1f, 0.1f, 1.0f },
{ 0.7f, 0.7f, 0.7f, 1.0f },
{ 0.8f, 0.8f, 0.8f, 1.0f } },
{ { -0.8f, 0.4f, -1.0f, 0.0f },
{ 0.0f, 0.0f, 0.0f, 1.0f },
{ 0.5f, 0.5f, 0.5f, 1.0f },
{ 0.8f, 0.8f, 0.8f, 1.0f } }}
};
if (! g_lightingUB) {
glGenBuffers(1, &g_lightingUB);
glBindBuffer(GL_UNIFORM_BUFFER, g_lightingUB);
glBufferData(GL_UNIFORM_BUFFER,
sizeof(lightingData), NULL, GL_STATIC_DRAW);
};
glBindBuffer(GL_UNIFORM_BUFFER, g_lightingUB);
glBufferSubData(GL_UNIFORM_BUFFER,
0, sizeof(lightingData), &lightingData);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glBindBufferBase(GL_UNIFORM_BUFFER, g_lightingBinding, g_lightingUB);
Osd::GLDrawContext *drawContext = g_topology->GetDrawContext();
if (drawContext->GetVertexTextureBuffer()) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_BUFFER,
drawContext->GetVertexTextureBuffer());
}
if (drawContext->GetVertexValenceTextureBuffer()) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_BUFFER,
drawContext->GetVertexValenceTextureBuffer());
}
if (drawContext->GetQuadOffsetsTextureBuffer()) {
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_BUFFER,
drawContext->GetQuadOffsetsTextureBuffer());
}
if (drawContext->GetPatchParamTextureBuffer()) {
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_BUFFER,
drawContext->GetPatchParamTextureBuffer());
}
if (drawContext->GetFvarDataTextureBuffer()) {
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_BUFFER,
drawContext->GetFvarDataTextureBuffer());
}
glActiveTexture(GL_TEXTURE0);
return program;
}
//------------------------------------------------------------------------------
static int
drawPatches(Osd::DrawContext::PatchArrayVector const &patches,
int instanceIndex,
GLfloat const *color) {
int numDrawCalls = 0;
for (int i=0; i<(int)patches.size(); ++i) {
Osd::DrawContext::PatchArray const & patch = patches[i];
Osd::DrawContext::PatchDescriptor desc = patch.GetDescriptor();
Far::PatchDescriptor::Type patchType = desc.GetType();
GLenum primType;
switch(patchType) {
case Far::PatchDescriptor::QUADS:
primType = GL_LINES_ADJACENCY;
break;
case 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)
GLuint program = bindProgram(GetEffect(), patch);
GLuint uniformColor =
glGetUniformLocation(program, "diffuseColor");
glProgramUniform4f(program, uniformColor, color[0], color[1], color[2], 1);
GLuint uniformGregoryQuadOffsetBase =
glGetUniformLocation(program, "GregoryQuadOffsetBase");
GLuint uniformPrimitiveIdBase =
glGetUniformLocation(program, "PrimitiveIdBase");
glProgramUniform1i(program, uniformGregoryQuadOffsetBase,
patch.GetQuadOffsetIndex());
glProgramUniform1i(program, uniformPrimitiveIdBase,
patch.GetPatchIndex());
#else
GLuint program = bindProgram(GetEffect(), patch);
GLint uniformPrimitiveIdBase =
glGetUniformLocation(program, "PrimitiveIdBase");
if (uniformPrimitiveIdBase != -1)
glUniform1i(uniformPrimitiveIdBase, patch.GetPatchIndex());
#endif
GLvoid *indices = (void *)(patch.GetVertIndex() * sizeof(unsigned int));
int baseVertex = g_topology->GetNumVertices() * instanceIndex;
glProgramUniform1i(program, glGetUniformLocation(program, "BaseVertex"),
baseVertex);
glDrawElementsBaseVertex(primType,
patch.GetNumIndices(),
GL_UNSIGNED_INT,
indices,
baseVertex);
++numDrawCalls;
}
return numDrawCalls;
}
//------------------------------------------------------------------------------
static void
display() {
g_hud.GetFrameBuffer()->Bind();
Stopwatch s;
s.Start();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, g_width, g_height);
// prepare view matrix
double aspect = g_width/(double)g_height;
identity(g_transformData.ModelViewMatrix);
translate(g_transformData.ModelViewMatrix, -g_pan[0], -g_pan[1], -g_dolly);
rotate(g_transformData.ModelViewMatrix, g_rotate[1], 1, 0, 0);
rotate(g_transformData.ModelViewMatrix, g_rotate[0], 0, 1, 0);
rotate(g_transformData.ModelViewMatrix, -90, 1, 0, 0);
translate(g_transformData.ModelViewMatrix,
-g_center[0], -g_center[1], -g_center[2]);
perspective(g_transformData.ProjectionMatrix,
45.0f, (float)aspect, 0.01f, 500.0f);
multMatrix(g_transformData.ModelViewProjectionMatrix,
g_transformData.ModelViewMatrix,
g_transformData.ProjectionMatrix);
glEnable(GL_DEPTH_TEST);
// make sure that the vertex buffer is interoped back as a GL resources.
g_instances->BindVertexBuffer();
glBindVertexArray(g_vao);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,
g_topology->GetDrawContext()->GetPatchIndexBuffer());
if (g_displayStyle == kVarying) {
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, g_instances->BindVertexBuffer());
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 3, 0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, g_instances->BindVaryingBuffer());
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 4, 0);
} else if (g_displayStyle == kVaryingInterleaved) {
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, g_instances->BindVertexBuffer());
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 7, 0);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 7,
(void*)(sizeof(GLfloat)*3));
} else {
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, g_instances->BindVertexBuffer());
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 3, 0);
glDisableVertexAttribArray(1);
}
// update vertex buffer to texture for gregory patch drawing.
g_topology->UpdateVertexTexture(g_instances);
Osd::DrawContext::PatchArrayVector const & patches =
g_topology->GetDrawContext()->GetPatchArrays();
int numDrawCalls = 0;
// primitive counting
glBeginQuery(GL_PRIMITIVES_GENERATED, g_queries[0]);
#if defined(GL_VERSION_3_3)
glBeginQuery(GL_TIME_ELAPSED, g_queries[1]);
#endif
// draw instances with same topology
for (int i = 0; i < g_numInstances; ++i) {
GLfloat color[3] = {i/(float)g_numInstances, 0.5, 0.5};
numDrawCalls += drawPatches(patches, i, color);
}
glEndQuery(GL_PRIMITIVES_GENERATED);
#if defined(GL_VERSION_3_3)
glEndQuery(GL_TIME_ELAPSED);
#endif
glBindVertexArray(0);
glUseProgram(0);
s.Stop();
float drawCpuTime = float(s.GetElapsed() * 1000.0f);
GLuint numPrimsGenerated = 0;
GLuint timeElapsed = 0;
glGetQueryObjectuiv(g_queries[0], GL_QUERY_RESULT, &numPrimsGenerated);
#if defined(GL_VERSION_3_3)
glGetQueryObjectuiv(g_queries[1], GL_QUERY_RESULT, &timeElapsed);
#endif
float drawGpuTime = timeElapsed / 1000.0f / 1000.0f;
g_hud.GetFrameBuffer()->ApplyImageShader();
if (g_hud.IsVisible()) {
g_fpsTimer.Stop();
double fps = 1.0/g_fpsTimer.GetElapsed();
g_fpsTimer.Start();
g_hud.DrawString(10, -180, "Tess level : %d", g_tessLevel);
g_hud.DrawString(10, -160, "Primitives : %d", numPrimsGenerated);
g_hud.DrawString(10, -140, "Draw calls : %d", numDrawCalls);
g_hud.DrawString(10, -100, "GPU Compute : %.3f ms", g_gpuTime);
g_hud.DrawString(10, -80, "CPU Compute : %.3f ms", g_cpuTime);
g_hud.DrawString(10, -60, "GPU Draw : %.3f ms", drawGpuTime);
g_hud.DrawString(10, -40, "CPU Draw : %.3f ms", drawCpuTime);
g_hud.DrawString(10, -20, "FPS : %3.1f", fps);
g_hud.Flush();
}
glFinish();
//checkGLErrors("display leave");
}
//------------------------------------------------------------------------------
static void
motion(GLFWwindow *, double dx, double dy) {
int x=(int)dx, y=(int)dy;
if (g_mbutton[0] && !g_mbutton[1] && !g_mbutton[2]) {
// orbit
g_rotate[0] += x - g_prev_x;
g_rotate[1] += y - g_prev_y;
} else if (!g_mbutton[0] && !g_mbutton[1] && g_mbutton[2]) {
// pan
g_pan[0] -= g_dolly*(x - g_prev_x)/g_width;
g_pan[1] += g_dolly*(y - g_prev_y)/g_height;
} else if ((g_mbutton[0] && !g_mbutton[1] && g_mbutton[2]) or
(!g_mbutton[0] && g_mbutton[1] && !g_mbutton[2])) {
// dolly
g_dolly -= g_dolly*0.01f*(x - g_prev_x);
if(g_dolly <= 0.01) g_dolly = 0.01f;
}
g_prev_x = x;
g_prev_y = y;
}
//------------------------------------------------------------------------------
static void
mouse(GLFWwindow *, int button, int state, int /* mods */) {
if (button == 0 && state == GLFW_PRESS && g_hud.MouseClick(g_prev_x, g_prev_y))
return;
if (button < 3) {
g_mbutton[button] = (state == GLFW_PRESS);
}
}
//------------------------------------------------------------------------------
static void
uninitGL() {
glDeleteQueries(2, g_queries);
glDeleteVertexArrays(1, &g_vao);
if (g_instances)
delete g_instances;
if (g_topology)
delete g_topology;
#ifdef OPENSUBDIV_HAS_OPENCL
uninitCL(g_clContext, g_clQueue);
#endif
}
//------------------------------------------------------------------------------
static void
reshape(GLFWwindow *, int width, int height) {
g_width = width;
g_height = height;
int windowWidth = g_width, windowHeight = g_height;
// window size might not match framebuffer size on a high DPI display
glfwGetWindowSize(g_window, &windowWidth, &windowHeight);
g_hud.Rebuild(windowWidth, windowHeight, width, height);
}
//------------------------------------------------------------------------------
void windowClose(GLFWwindow*) {
g_running = false;
}
static void
rebuildInstances() {
delete g_instances;
if (g_displayStyle == kVaryingInterleaved) {
g_instances = g_topology->CreateInstances(
g_numInstances,
Osd::VertexBufferDescriptor(0, 3, 7),
Osd::VertexBufferDescriptor(3, 4, 7),
true);
} else if (g_displayStyle == kVarying) {
g_instances = g_topology->CreateInstances(
g_numInstances,
Osd::VertexBufferDescriptor(0, 3, 3),
Osd::VertexBufferDescriptor(0, 4, 4),
false);
} else {
g_instances = g_topology->CreateInstances(
g_numInstances,
Osd::VertexBufferDescriptor(0, 3, 3),
Osd::VertexBufferDescriptor(0, 0, 0),
false);
}
updateGeom();
refine();
}
static void
rebuildOsdMesh() {
static SimpleShape g_modelCube =
SimpleShape(catmark_cube, "catmark_cube", kCatmark);
//static SimpleShape g_modelBishop =
// SimpleShape(catmark_bishop, "catmark_bishop", kCatmark);
static SimpleShape g_modelPawn =
SimpleShape(catmark_pawn, "catmark_pawn", kCatmark);
// static SimpleShape g_modelRook =
// SimpleShape(catmark_rook, "catmark_rook", kCatmark);
delete g_topology;
g_topology = createOsdMesh(g_modelPawn.data, g_level);
//g_topology = createOsdMesh(g_modelCube.data, g_level);
rebuildInstances();
}
//------------------------------------------------------------------------------
static void
keyboard(GLFWwindow *, int key, int /* scancode */, int event, int /* mods */) {
if (event == GLFW_RELEASE) return;
if (g_hud.KeyDown(tolower(key))) return;
if (key == 'G') {
g_frame++;
updateGeom();
refine();
}
switch (key) {
case 'Q': g_running = 0; break;
case 'F': fitFrame(); break;
case '+':
case '=': g_tessLevel++; break;
case '-': g_tessLevel = std::max(g_tessLevelMin, g_tessLevel-1); break;
case '.': g_numInstances++; rebuildInstances(); break;
case ',': g_numInstances = std::max(1, g_numInstances-1); rebuildInstances(); break;
case GLFW_KEY_ESCAPE: g_hud.SetVisible(!g_hud.IsVisible()); break;
}
}
//------------------------------------------------------------------------------
static void
callbackKernel(int k) {
g_kernel = k;
#ifdef OPENSUBDIV_HAS_OPENCL
if (g_kernel == kCL and g_clContext == NULL) {
if (initCL(&g_clContext, &g_clQueue) == false) {
printf("Error in initializing OpenCL\n");
exit(1);
}
}
#endif
#ifdef OPENSUBDIV_HAS_CUDA
if (g_kernel == kCUDA and g_cudaInitialized == false) {
g_cudaInitialized = true;
cudaGLSetGLDevice( cutGetMaxGflopsDeviceId() );
}
#endif
rebuildOsdMesh();
}
static void
callbackLevel(int l) {
g_level = l;
rebuildOsdMesh();
}
static void
callbackSlider(float value, int /* data */) {
g_numInstances = (int)value;
rebuildInstances();
}
static void
callbackDisplayStyle(int b) {
g_displayStyle = b;
rebuildInstances();
}
static void
callbackAdaptive(bool checked, int /* a */) {
if (Osd::GLDrawContext::SupportsAdaptiveTessellation()) {
g_adaptive = checked;
rebuildOsdMesh();
}
}
static void
callbackCheckBox(bool checked, int button) {
switch (button) {
case kHUD_CB_FREEZE:
g_freeze = checked;
break;
}
}
static void
initHUD() {
int windowWidth = g_width, windowHeight = g_height,
frameBufferWidth = g_width, frameBufferHeight = g_height;
// window size might not match framebuffer size on a high DPI display
glfwGetWindowSize(g_window, &windowWidth, &windowHeight);
glfwGetFramebufferSize(g_window, &frameBufferWidth, &frameBufferHeight);
g_hud.Init(windowWidth, windowHeight, frameBufferWidth, frameBufferHeight);
g_hud.SetFrameBuffer(new GLFrameBuffer);
int shading_pulldown = g_hud.AddPullDown("Shading (W)", 10, 10, 250, callbackDisplayStyle, 'w');
g_hud.AddPullDownButton(shading_pulldown, "Wire", kWire, g_displayStyle==kWire);
g_hud.AddPullDownButton(shading_pulldown, "Shaded", kShaded, g_displayStyle==kShaded);
g_hud.AddPullDownButton(shading_pulldown, "Wire+Shaded", kWireShaded, g_displayStyle==kWireShaded);
g_hud.AddPullDownButton(shading_pulldown, "Varying", kVarying, g_displayStyle==kVarying);
g_hud.AddPullDownButton(shading_pulldown, "Varying(Interleaved)", kVaryingInterleaved, g_displayStyle==kVaryingInterleaved);
g_hud.AddCheckBox("Freeze (spc)", g_freeze != 0,
10, 150, callbackCheckBox, kHUD_CB_FREEZE, ' ');
int compute_pulldown = g_hud.AddPullDown("Compute (K)", 475, 10, 300, callbackKernel, 'k');
g_hud.AddPullDownButton(compute_pulldown, "CPU", kCPU);
#ifdef OPENSUBDIV_HAS_OPENMP
g_hud.AddPullDownButton(compute_pulldown, "OpenMP", kOPENMP);
#endif
#ifdef OPENSUBDIV_HAS_TBB
g_hud.AddPullDownButton(compute_pulldown, "TBB", kTBB);
#endif
#ifdef OPENSUBDIV_HAS_CUDA
g_hud.AddPullDownButton(compute_pulldown, "CUDA", kCUDA);
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
if (HAS_CL_VERSION_1_1()) {
g_hud.AddPullDownButton(compute_pulldown, "OpenCL", kCL);
}
#endif
#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
g_hud.AddPullDownButton(compute_pulldown, "GLSL TransformFeedback", kGLSL);
#endif
#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
// Must also check at run time for OpenGL 4.3
if (GLEW_VERSION_4_3) {
g_hud.AddPullDownButton(compute_pulldown, "GLSL Compute", kGLSLCompute);
}
#endif
g_hud.AddSlider("Prim counts", 1, 100, 25,
-200, 20, 20, false, callbackSlider, 0);
if (Osd::GLDrawContext::SupportsAdaptiveTessellation())
g_hud.AddCheckBox("Adaptive (`)", g_adaptive!=0, 10, 190, callbackAdaptive, 0, '`');
for (int i = 1; i < 11; ++i) {
char level[16];
sprintf(level, "Lv. %d", i);
g_hud.AddRadioButton(3, level, i==2, 10, 210+i*20, callbackLevel, i, '0'+(i%10));
}
g_hud.Rebuild(windowWidth, windowHeight, frameBufferWidth, frameBufferHeight);
}
//------------------------------------------------------------------------------
static void
initGL() {
glClearColor(0.1f, 0.1f, 0.1f, 0.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
glGenQueries(2, g_queries);
glGenVertexArrays(1, &g_vao);
}
//------------------------------------------------------------------------------
static void
idle() {
if (not g_freeze) {
++g_frame;
updateGeom();
refine();
}
}
//------------------------------------------------------------------------------
static void
callbackError(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::string str;
for (int i = 1; i < argc; ++i) {
if (!strcmp(argv[i], "-d")) {
g_level = atoi(argv[++i]);
}
}
Far::SetErrorCallback(callbackError);
glfwSetErrorCallback(callbackErrorGLFW);
if (not glfwInit()) {
printf("Failed to initialize GLFW\n");
return 1;
}
static const char windowTitle[] = "OpenSubdiv face partitioning example";
#define CORE_PROFILE
#ifdef CORE_PROFILE
setGLCoreProfile();
#endif
if (not (g_window=glfwCreateWindow(g_width, g_height, windowTitle, NULL, NULL))) {
printf("Failed to open window.\n");
glfwTerminate();
return 1;
}
glfwMakeContextCurrent(g_window);
// accommocate high DPI displays (e.g. mac retina displays)
glfwGetFramebufferSize(g_window, &g_width, &g_height);
glfwSetFramebufferSizeCallback(g_window, reshape);
glfwSetKeyCallback(g_window, keyboard);
glfwSetCursorPosCallback(g_window, motion);
glfwSetMouseButtonCallback(g_window, mouse);
glfwSetWindowCloseCallback(g_window, windowClose);
#if defined(OSD_USES_GLEW)
#ifdef CORE_PROFILE
// this is the only way to initialize glew correctly under core profile context.
glewExperimental = true;
#endif
if (GLenum r = glewInit() != GLEW_OK) {
printf("Failed to initialize glew. Error = %s\n", glewGetErrorString(r));
exit(1);
}
#ifdef CORE_PROFILE
// clear GL errors which was generated during glewInit()
glGetError();
#endif
#endif
// activate feature adaptive tessellation if OSD supports it
g_adaptive = Osd::GLDrawContext::SupportsAdaptiveTessellation();
initGL();
glfwSwapInterval(0);
initHUD();
rebuildOsdMesh();
while (g_running) {
idle();
display();
glfwPollEvents();
glfwSwapBuffers(g_window);
glFinish();
}
uninitGL();
glfwTerminate();
}
//------------------------------------------------------------------------------