mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-24 08:41:18 +00:00
8378639deb
we need more work to get MDI work. disabling it for now.
1244 lines
38 KiB
C++
1244 lines
38 KiB
C++
//
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// Copyright 2014 Pixar
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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#include "../common/glUtils.h"
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#include <GLFW/glfw3.h>
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GLFWwindow* g_window=0;
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GLFWmonitor* g_primary=0;
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#include <far/error.h>
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#include <far/stencilTable.h>
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#include <far/ptexIndices.h>
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#include <osd/mesh.h>
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#include <osd/glVertexBuffer.h>
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#include <osd/cpuGLVertexBuffer.h>
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#include <osd/cpuEvaluator.h>
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#ifdef OPENSUBDIV_HAS_OPENMP
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#include <osd/ompEvaluator.h>
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#endif
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#ifdef OPENSUBDIV_HAS_TBB
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#include <osd/tbbEvaluator.h>
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#endif
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#ifdef OPENSUBDIV_HAS_OPENCL
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#include <osd/clGLVertexBuffer.h>
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#include <osd/clEvaluator.h>
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#include "../common/clDeviceContext.h"
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CLDeviceContext g_clDeviceContext;
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#endif
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#ifdef OPENSUBDIV_HAS_CUDA
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#include <osd/cudaGLVertexBuffer.h>
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#include <osd/cudaEvaluator.h>
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#include "../common/cudaDeviceContext.h"
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CudaDeviceContext g_cudaDeviceContext;
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#endif
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#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
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#include <osd/glXFBEvaluator.h>
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#endif
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#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
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#include <osd/glComputeEvaluator.h>
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#endif
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#include "../../regression/common/far_utils.h"
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#include "init_shapes.h"
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#include "../common/stopwatch.h"
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#include "../common/simple_math.h"
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#include "../common/glHud.h"
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#include "../common/glShaderCache.h"
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#include <osd/glslPatchShaderSource.h>
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static const char *shaderSource =
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#include "shader.gen.h"
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;
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#include <cfloat>
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#include <vector>
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#include <iostream>
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#include <fstream>
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#include <sstream>
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#include <limits>
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#include "scene.h"
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SceneBase *g_scene = NULL;
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using namespace OpenSubdiv;
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// ---------------------------------------------------------------------------
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enum KernelType { kCPU = 0,
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kOPENMP = 1,
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kTBB = 2,
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kCUDA = 3,
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kCL = 4,
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kGLSL = 5,
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kGLSLCompute = 6 };
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enum DisplayStyle { kWire = 0,
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kShaded,
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kWireShaded,
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kVarying,
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kVaryingInterleaved };
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enum HudCheckBox { kHUD_CB_ADAPTIVE,
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kHUD_CB_MDI,
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kHUD_CB_FREEZE,
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kHUD_CB_VIEW_LOD,
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kHUD_CB_PATCH_CULL };
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// GUI variables
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int g_displayStyle = kShaded,
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g_MDI = 0,
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g_mbutton[3] = {0, 0, 0},
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g_freeze = 0,
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g_screenSpaceTess = 1,
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g_patchCull = 1,
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g_running = 1;
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SceneBase::Options g_options;
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float g_rotate[2] = {0, 0},
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g_dolly = 5,
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g_pan[2] = {0, 0},
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g_center[3] = {0, 0, 0},
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g_size = 0;
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int g_prev_x = 0,
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g_prev_y = 0;
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int g_width = 1024,
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g_height = 1024;
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GLhud g_hud;
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// performance
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float g_cpuTime = 0;
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float g_gpuTime = 0;
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Stopwatch g_fpsTimer;
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int g_level = 1;
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int g_tessLevel = 1;
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int g_tessLevelMin = 1;
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int g_frame = 0;
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int g_kernel = kCPU;
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int g_numObjects = 64;
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size_t g_vboSize = 0;
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size_t g_iboSize = 0;
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GLuint g_transformUB = 0,
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g_transformBinding = 0,
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g_tessellationUB = 0,
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g_tessellationBinding = 0,
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g_lightingUB = 0,
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g_lightingBinding = 0;
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struct Transform {
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float ModelViewMatrix[16];
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float ProjectionMatrix[16];
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float ModelViewProjectionMatrix[16];
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} g_transformData;
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GLuint g_queries[2] = {0, 0};
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GLuint g_vao = 0;
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//------------------------------------------------------------------------------
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struct SimpleShape {
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std::string name;
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Scheme scheme;
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std::string data;
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SimpleShape() { }
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SimpleShape( std::string const & idata, char const * iname, Scheme ischeme )
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: name(iname), scheme(ischeme), data(idata) { }
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};
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//------------------------------------------------------------------------------
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static void
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updateGeom() {
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int numObjects = g_scene->GetNumObjects();
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int column = (int)ceil(sqrt((float)numObjects));
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for (int i = 0; i < numObjects; ++i) {
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std::vector<float> const &restPosition = g_scene->GetRestPosition(i);
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int nverts = (int)restPosition.size()/3;
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int numVertexElements = (g_displayStyle == kVaryingInterleaved ? 7 : 3);
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int numVaryingElements = (g_displayStyle == kVarying ? 4 : 0);
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std::vector<float> vertex(numVertexElements * nverts);
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std::vector<float> varying(numVaryingElements * nverts);
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float *d = &vertex[0];
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const float *p = &restPosition[0];
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for (int j = 0; j < nverts; ++j) {
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*d++ = p[0] + i%column - 0.5f*(column-1);
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*d++ = p[1] + i/column - 0.5f*(column-1);
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*d++ = p[2] * (float)(1+sin(0.1f*g_frame + i));
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p += 3;
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if (g_displayStyle == kVaryingInterleaved) {
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*d++ = (1+(float)sin(0.1f*g_frame + i)) * 0.5f;
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*d++ = 1;
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*d++ = 1;
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*d++ = 1.0;
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}
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}
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int vertsOffset = g_scene->GetVertsOffset(i);
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g_scene->UpdateVertexBuffer(vertsOffset, vertex);
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if (g_displayStyle == kVarying) {
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float *d = &varying[0];
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for (int j = 0; j < nverts; ++j) {
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*d++ = 1;
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*d++ = (1+(float)sin(0.1f*g_frame + i)) * 0.5f;
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*d++ = 1;
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*d++ = 1.0;
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}
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g_scene->UpdateVaryingBuffer(vertsOffset, varying);
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}
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}
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}
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static void
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refine() {
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Stopwatch s;
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s.Start();
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int numObjects = g_scene->GetNumObjects();
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for (int i = 0; i < numObjects; ++i) {
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g_scene->Refine(i);
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}
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s.Stop();
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g_cpuTime = float(s.GetElapsed() * 1000.0f);
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s.Start();
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g_scene->Synchronize();
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s.Stop();
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g_gpuTime = float(s.GetElapsed() * 1000.0f);
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s.Stop();
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}
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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static void
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fitFrame() {
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g_pan[0] = g_pan[1] = 0;
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g_dolly = g_size;
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}
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//------------------------------------------------------------------------------
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union Effect {
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Effect(int displayStyle_,
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int screenSpaceTess_,
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int patchCull_) : value(0) {
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displayStyle = displayStyle_;
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screenSpaceTess = screenSpaceTess_;
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patchCull = patchCull_;
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}
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struct {
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unsigned int displayStyle: 3;
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unsigned int screenSpaceTess: 1;
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unsigned int patchCull: 1;
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};
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int value;
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bool operator < (const Effect &e) const {
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return value < e.value;
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}
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};
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static Effect
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GetEffect() {
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return Effect(g_displayStyle, g_screenSpaceTess, g_patchCull);
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}
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struct EffectDesc {
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EffectDesc(OpenSubdiv::Far::PatchDescriptor desc,
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Effect effect) : desc(desc), effect(effect),
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maxValence(0), numElements(0) { }
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OpenSubdiv::Far::PatchDescriptor desc;
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Effect effect;
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int maxValence;
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int numElements;
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bool operator < (const EffectDesc &e) const {
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return desc < e.desc || (desc == e.desc &&
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(maxValence < e.maxValence || ((maxValence == e.maxValence) &&
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(effect < e.effect))));
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}
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};
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class ShaderCache : public GLShaderCache<EffectDesc> {
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public:
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virtual GLDrawConfig *CreateDrawConfig(EffectDesc const &effectDesc) {
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using namespace OpenSubdiv;
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// compile shader program
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#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
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const char *glslVersion = "#version 400\n";
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#else
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const char *glslVersion = "#version 330\n";
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#endif
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GLDrawConfig *config = new GLDrawConfig(glslVersion);
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Far::PatchDescriptor::Type type = effectDesc.desc.GetType();
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std::string primTypeDefine =
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(type == Far::PatchDescriptor::QUADS ?
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"#define PRIM_QUAD\n" : "#define PRIM_TRI\n");
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// common defines
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std::stringstream ss;
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if (effectDesc.effect.screenSpaceTess) {
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ss << "#define OSD_ENABLE_SCREENSPACE_TESSELLATION\n";
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}
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if (effectDesc.effect.patchCull) {
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ss << "#define OSD_ENABLE_PATCH_CULL\n";
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}
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// display styles
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switch (effectDesc.effect.displayStyle) {
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case kWire:
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ss << "#define GEOMETRY_OUT_WIRE\n";
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break;
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case kWireShaded:
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ss << "#define GEOMETRY_OUT_LINE\n";
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break;
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case kShaded:
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ss << "#define GEOMETRY_OUT_FILL\n";
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break;
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case kVarying:
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ss << "#define VARYING_COLOR\n";
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ss << "#define GEOMETRY_OUT_FILL\n";
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break;
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case kVaryingInterleaved:
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ss << "#define VARYING_COLOR\n";
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ss << "#define GEOMETRY_OUT_FILL\n";
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break;
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}
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if (effectDesc.desc.IsAdaptive()) {
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ss << "#define SMOOTH_NORMALS\n";
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}
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// need for patch color-coding : we need these defines in the fragment shader
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if (type == Far::PatchDescriptor::GREGORY) {
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ss << "#define OSD_PATCH_GREGORY\n";
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} else if (type == Far::PatchDescriptor::GREGORY_BOUNDARY) {
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ss << "#define OSD_PATCH_GREGORY_BOUNDARY\n";
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} else if (type == Far::PatchDescriptor::GREGORY_BASIS) {
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ss << "#define OSD_PATCH_GREGORY_BASIS\n";
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}
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// for legacy gregory
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ss << "#define OSD_MAX_VALENCE " << effectDesc.maxValence << "\n";
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ss << "#define OSD_NUM_ELEMENTS " << effectDesc.numElements << "\n";
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// include osd PatchCommon
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ss << Osd::GLSLPatchShaderSource::GetCommonShaderSource();
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std::string common = ss.str();
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ss.str("");
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// vertex shader
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ss << common
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<< (effectDesc.desc.IsAdaptive() ? "" : "#define VERTEX_SHADER\n")
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<< shaderSource
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<< Osd::GLSLPatchShaderSource::GetVertexShaderSource(type);
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config->CompileAndAttachShader(GL_VERTEX_SHADER, ss.str());
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ss.str("");
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if (effectDesc.desc.IsAdaptive()) {
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// tess control shader
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ss << common
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<< "#define OSD_PATCH_TESS_CONTROL_BSPLINE_SHADER\n"
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<< shaderSource
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<< Osd::GLSLPatchShaderSource::GetTessControlShaderSource(type);
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config->CompileAndAttachShader(GL_TESS_CONTROL_SHADER, ss.str());
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ss.str("");
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// tess eval shader
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ss << common
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<< shaderSource
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<< Osd::GLSLPatchShaderSource::GetTessEvalShaderSource(type);
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config->CompileAndAttachShader(GL_TESS_EVALUATION_SHADER, ss.str());
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ss.str("");
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}
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// geometry shader
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ss << common
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<< "#define GEOMETRY_SHADER\n" // for my shader source
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<< primTypeDefine
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<< shaderSource;
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config->CompileAndAttachShader(GL_GEOMETRY_SHADER, ss.str());
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ss.str("");
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// fragment shader
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ss << common
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<< "#define FRAGMENT_SHADER\n" // for my shader source
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<< primTypeDefine
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<< shaderSource;
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config->CompileAndAttachShader(GL_FRAGMENT_SHADER, ss.str());
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ss.str("");
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if (!config->Link()) {
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delete config;
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return NULL;
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}
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// assign uniform locations
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GLuint uboIndex;
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GLuint program = config->GetProgram();
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g_transformBinding = 0;
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uboIndex = glGetUniformBlockIndex(program, "Transform");
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if (uboIndex != GL_INVALID_INDEX)
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glUniformBlockBinding(program, uboIndex, g_transformBinding);
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g_tessellationBinding = 1;
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uboIndex = glGetUniformBlockIndex(program, "Tessellation");
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if (uboIndex != GL_INVALID_INDEX)
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glUniformBlockBinding(program, uboIndex, g_tessellationBinding);
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g_lightingBinding = 2;
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uboIndex = glGetUniformBlockIndex(program, "Lighting");
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if (uboIndex != GL_INVALID_INDEX)
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glUniformBlockBinding(program, uboIndex, g_lightingBinding);
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// assign texture locations
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GLint loc;
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if ((loc = glGetUniformLocation(program, "OsdPatchParamBuffer")) != -1) {
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glProgramUniform1i(program, loc, 0); // GL_TEXTURE0
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}
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if ((loc = glGetUniformLocation(program, "OsdVertexBuffer")) != -1) {
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glProgramUniform1i(program, loc, 1); // GL_TEXTURE1
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}
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if ((loc = glGetUniformLocation(program, "OsdValenceBuffer")) != -1) {
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glProgramUniform1i(program, loc, 2); // GL_TEXTURE2
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}
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if ((loc = glGetUniformLocation(program, "OsdQuadOffsetBuffer")) != -1) {
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glProgramUniform1i(program, loc, 3); // GL_TEXTURE3
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}
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if ((loc = glGetUniformLocation(program, "OsdFVarDataBuffer")) != -1) {
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glProgramUniform1i(program, loc, 4); // GL_TEXTURE4
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}
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return config;
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}
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};
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ShaderCache g_shaderCache;
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//------------------------------------------------------------------------------
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static void
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updateUniformBlocks() {
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if (! g_transformUB) {
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glGenBuffers(1, &g_transformUB);
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glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB);
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glBufferData(GL_UNIFORM_BUFFER,
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sizeof(g_transformData), NULL, GL_STATIC_DRAW);
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};
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glBindBuffer(GL_UNIFORM_BUFFER, g_transformUB);
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glBufferSubData(GL_UNIFORM_BUFFER,
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0, sizeof(g_transformData), &g_transformData);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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glBindBufferBase(GL_UNIFORM_BUFFER, g_transformBinding, g_transformUB);
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// Update and bind tessellation state
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struct Tessellation {
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float TessLevel;
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} tessellationData;
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tessellationData.TessLevel = static_cast<float>(1 << g_tessLevel);
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if (! g_tessellationUB) {
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glGenBuffers(1, &g_tessellationUB);
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glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB);
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glBufferData(GL_UNIFORM_BUFFER,
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sizeof(tessellationData), NULL, GL_STATIC_DRAW);
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};
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glBindBuffer(GL_UNIFORM_BUFFER, g_tessellationUB);
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glBufferSubData(GL_UNIFORM_BUFFER,
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0, sizeof(tessellationData), &tessellationData);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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glBindBufferBase(GL_UNIFORM_BUFFER, g_tessellationBinding, g_tessellationUB);
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// Update and bind lighting state
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struct Lighting {
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struct Light {
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float position[4];
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float ambient[4];
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float diffuse[4];
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float specular[4];
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} lightSource[2];
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} lightingData = {
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{{ { 0.5, 0.2f, 1.0f, 0.0f },
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{ 0.1f, 0.1f, 0.1f, 1.0f },
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{ 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);
|
|
|
|
}
|
|
|
|
static void
|
|
bindTextures() {
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_BUFFER, g_scene->GetPatchParamTexture());
|
|
|
|
// XXX: LegacyGregory hasn't been supported.
|
|
glActiveTexture(GL_TEXTURE0);
|
|
}
|
|
|
|
static GLenum
|
|
bindProgram(Effect effect,
|
|
Far::PatchDescriptor desc,
|
|
int basePrimitiveID) {
|
|
|
|
EffectDesc effectDesc(desc, effect);
|
|
|
|
typedef OpenSubdiv::Far::PatchDescriptor Descriptor;
|
|
|
|
// lookup shader cache (compile the shader if needed)
|
|
GLDrawConfig *config = g_shaderCache.GetDrawConfig(effectDesc);
|
|
if (!config) return 0;
|
|
|
|
GLuint program = config->GetProgram();
|
|
|
|
glUseProgram(program);
|
|
|
|
// bind standalone uniforms
|
|
GLint uniformPrimitiveIdBase =
|
|
glGetUniformLocation(program, "PrimitiveIdBase");
|
|
if (uniformPrimitiveIdBase >=0)
|
|
glUniform1i(uniformPrimitiveIdBase, basePrimitiveID);
|
|
|
|
// return primtype
|
|
GLenum primType;
|
|
switch(effectDesc.desc.GetType()) {
|
|
case Descriptor::QUADS:
|
|
primType = GL_LINES_ADJACENCY;
|
|
break;
|
|
case Descriptor::TRIANGLES:
|
|
primType = GL_TRIANGLES;
|
|
break;
|
|
default:
|
|
#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
|
|
primType = GL_PATCHES;
|
|
glPatchParameteri(GL_PATCH_VERTICES, effectDesc.desc.GetNumControlVertices());
|
|
#else
|
|
primType = GL_POINTS;
|
|
#endif
|
|
break;
|
|
}
|
|
|
|
return primType;
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
template <typename T>
|
|
std::string formatWithCommas(T value) {
|
|
std::stringstream ss;
|
|
ss.imbue(std::locale(""));
|
|
ss << std::fixed << value;
|
|
return ss.str();
|
|
}
|
|
|
|
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();
|
|
|
|
// 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_scene->BindVertexBuffer();
|
|
|
|
glBindVertexArray(g_vao);
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_scene->GetIndexBuffer());
|
|
|
|
if (g_displayStyle == kVarying) {
|
|
|
|
glEnableVertexAttribArray(0);
|
|
glBindBuffer(GL_ARRAY_BUFFER, g_scene->BindVertexBuffer());
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 3, 0);
|
|
|
|
glEnableVertexAttribArray(1);
|
|
glBindBuffer(GL_ARRAY_BUFFER, g_scene->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_scene->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_scene->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_vbo);
|
|
|
|
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
|
|
|
|
updateUniformBlocks();
|
|
bindTextures();
|
|
|
|
//#define ENABLE_MDI
|
|
#if defined(ENABLE_MDI) && defined(GL_ARB_multi_draw_indirect)
|
|
if (g_MDI && glMultiDrawElementsIndirect) {
|
|
SceneBase::BatchVector const &batches = g_scene->GetBatches();
|
|
for (int i = 0; i < (int)batches.size(); ++i) {
|
|
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, batches[i].dispatchBuffer);
|
|
GLenum primType = bindProgram(GetEffect(),
|
|
batches[i].desc,
|
|
/*primitiveIDBase=*/0);
|
|
glMultiDrawElementsIndirect(primType, GL_UNSIGNED_INT, 0,
|
|
batches[i].count,
|
|
batches[i].stride);
|
|
// XXX: currently MDI path is broken because of the bad plumbing
|
|
// of PrimitiveIdBase.
|
|
++numDrawCalls;
|
|
}
|
|
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0);
|
|
} else {
|
|
#else
|
|
{
|
|
#endif
|
|
int numObjects = g_scene->GetNumObjects();
|
|
for (int i = 0; i < numObjects; ++i) {
|
|
SceneBase::PatchArrayVector const &patchArrays = g_scene->GetPatchArrays(i);
|
|
for (int j = 0; j < (int)patchArrays.size(); ++j) {
|
|
SceneBase::PatchArray const &patchArray = patchArrays[j];
|
|
|
|
int nPatch = patchArray.numPatches;
|
|
int baseVertex = g_scene->GetVertsOffset(i);
|
|
GLvoid *indices = (void *)(patchArray.indexOffset * sizeof(int));
|
|
GLenum primType = bindProgram(GetEffect(),
|
|
patchArray.desc,
|
|
patchArray.primitiveIDOffset);
|
|
glDrawElementsBaseVertex(
|
|
primType,
|
|
nPatch * patchArray.desc.GetNumControlVertices(),
|
|
GL_UNSIGNED_INT,
|
|
indices,
|
|
baseVertex);
|
|
++numDrawCalls;
|
|
}
|
|
}
|
|
}
|
|
|
|
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;
|
|
|
|
if (g_hud.IsVisible()) {
|
|
g_fpsTimer.Stop();
|
|
double fps = 1.0/g_fpsTimer.GetElapsed();
|
|
g_fpsTimer.Start();
|
|
|
|
g_hud.DrawString(230, -60, "Vertex + Varying Bufsize : %s",
|
|
formatWithCommas(g_vboSize).c_str());
|
|
g_hud.DrawString(230, -40, "Index + PatchParam Bufsize : %s",
|
|
formatWithCommas(g_iboSize).c_str());
|
|
g_hud.DrawString(230, -20, "Stencil table size : %s",
|
|
formatWithCommas(g_scene->GetStencilTableSize()).c_str());
|
|
|
|
g_hud.DrawString(10, -180, "Tess level : %d", g_tessLevel);
|
|
g_hud.DrawString(10, -160, "Primitives : %s", formatWithCommas(numPrimsGenerated).c_str());
|
|
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();
|
|
}
|
|
|
|
//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);
|
|
|
|
delete g_scene;
|
|
g_scene = NULL;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
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
|
|
rebuildObjects() {
|
|
|
|
// create Objects
|
|
|
|
int numVerts = g_scene->AddObjects(g_numObjects);
|
|
|
|
Osd::BufferDescriptor vertexDesc, varyingDesc;
|
|
bool interleaved = true;
|
|
|
|
if (g_displayStyle == kVaryingInterleaved) {
|
|
vertexDesc = Osd::BufferDescriptor(0, 3, 7);
|
|
varyingDesc = Osd::BufferDescriptor(3, 4, 7);
|
|
interleaved = true;
|
|
} else if (g_displayStyle == kVarying) {
|
|
vertexDesc = Osd::BufferDescriptor(0, 3, 3);
|
|
varyingDesc = Osd::BufferDescriptor(0, 4, 4);
|
|
interleaved = false;
|
|
} else {
|
|
vertexDesc = Osd::BufferDescriptor(0, 3, 3);
|
|
varyingDesc = Osd::BufferDescriptor(0, 0, 0);
|
|
interleaved = false;
|
|
}
|
|
|
|
g_vboSize = g_scene->AllocateVBO(numVerts, vertexDesc, varyingDesc, interleaved);
|
|
|
|
updateGeom();
|
|
refine();
|
|
}
|
|
|
|
static void
|
|
rebuildTopology() {
|
|
|
|
if (g_scene) delete g_scene;
|
|
|
|
if (g_kernel == kCPU) {
|
|
g_scene = new Scene<Osd::CpuEvaluator,
|
|
Osd::CpuGLVertexBuffer,
|
|
Far::StencilTable>(g_options);
|
|
#ifdef OPENSUBDIV_HAS_OPENMP
|
|
} else if (g_kernel == kOPENMP) {
|
|
g_scene = new Scene<Osd::OmpEvaluator,
|
|
Osd::CpuGLVertexBuffer,
|
|
Far::StencilTable>(g_options);
|
|
#endif
|
|
#ifdef OPENSUBDIV_HAS_TBB
|
|
} else if (g_kernel == kTBB) {
|
|
g_scene = new Scene<Osd::TbbEvaluator,
|
|
Osd::CpuGLVertexBuffer,
|
|
Far::StencilTable>(g_options);
|
|
#endif
|
|
#ifdef OPENSUBDIV_HAS_CUDA
|
|
} else if (g_kernel == kCUDA) {
|
|
g_scene = new Scene<Osd::CudaEvaluator,
|
|
Osd::CudaGLVertexBuffer,
|
|
Osd::CudaStencilTable>(g_options);
|
|
#endif
|
|
#ifdef OPENSUBDIV_HAS_OPENCL
|
|
} else if (g_kernel == kCL) {
|
|
static Osd::EvaluatorCacheT<Osd::CLEvaluator> clEvaluatorCache;
|
|
g_scene = new Scene<Osd::CLEvaluator,
|
|
Osd::CLGLVertexBuffer,
|
|
Osd::CLStencilTable,
|
|
CLDeviceContext>(g_options, &clEvaluatorCache,
|
|
&g_clDeviceContext);
|
|
#endif
|
|
#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
|
|
} else if (g_kernel == kGLSL) {
|
|
static Osd::EvaluatorCacheT<Osd::GLXFBEvaluator> glXFBEvaluatorCache;
|
|
g_scene = new Scene<Osd::GLXFBEvaluator,
|
|
Osd::GLVertexBuffer,
|
|
Osd::GLStencilTableTBO>(g_options, &glXFBEvaluatorCache);
|
|
#endif
|
|
#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
|
|
} else if (g_kernel == kGLSLCompute) {
|
|
static Osd::EvaluatorCacheT<Osd::GLComputeEvaluator> glComputeEvaluatorCache;
|
|
g_scene = new Scene<Osd::GLComputeEvaluator,
|
|
Osd::GLVertexBuffer,
|
|
Osd::GLStencilTableSSBO>(g_options, &glComputeEvaluatorCache);
|
|
#endif
|
|
}
|
|
|
|
for (int i = 0; i < (int)g_defaultShapes.size(); ++i) {
|
|
Shape const * shape = Shape::parseObj(
|
|
g_defaultShapes[i].data.c_str(),
|
|
g_defaultShapes[i].scheme,
|
|
g_defaultShapes[i].isLeftHanded);
|
|
|
|
bool varying = (g_displayStyle==kVarying or g_displayStyle==kVaryingInterleaved);
|
|
g_scene->AddTopology(shape, g_level, varying);
|
|
|
|
delete shape;
|
|
}
|
|
|
|
g_iboSize = g_scene->CreateIndexBuffer();
|
|
|
|
rebuildObjects();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
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_numObjects *= 2; rebuildObjects(); break;
|
|
case ',': g_numObjects = std::max(1, g_numObjects/2); rebuildObjects(); break;
|
|
case GLFW_KEY_ESCAPE: g_hud.SetVisible(!g_hud.IsVisible()); break;
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
static void
|
|
callbackEndCap(int endCap) {
|
|
g_options.endCap = endCap;
|
|
rebuildTopology();
|
|
}
|
|
|
|
static void
|
|
callbackKernel(int k) {
|
|
|
|
g_kernel = k;
|
|
|
|
#ifdef OPENSUBDIV_HAS_OPENCL
|
|
if (g_kernel == kCL and (not 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 and (not g_cudaDeviceContext.IsInitialized())) {
|
|
if (g_cudaDeviceContext.Initialize() == false) {
|
|
printf("Error in initializing Cuda\n");
|
|
exit(1);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
rebuildTopology();
|
|
}
|
|
|
|
static void
|
|
callbackLevel(int l) {
|
|
|
|
g_level = l;
|
|
rebuildTopology();
|
|
}
|
|
|
|
static void
|
|
callbackSlider(float value, int /* data */) {
|
|
|
|
g_numObjects = (int)value;
|
|
rebuildObjects();
|
|
}
|
|
|
|
static void
|
|
callbackDisplayStyle(int b) {
|
|
|
|
g_displayStyle = b;
|
|
rebuildTopology();
|
|
}
|
|
|
|
static void
|
|
callbackCheckBox(bool checked, int button) {
|
|
|
|
switch (button) {
|
|
case kHUD_CB_ADAPTIVE:
|
|
g_options.adaptive = checked;
|
|
rebuildTopology();
|
|
break;
|
|
case kHUD_CB_MDI:
|
|
g_MDI = checked;
|
|
break;
|
|
case kHUD_CB_VIEW_LOD:
|
|
g_screenSpaceTess = checked;
|
|
break;
|
|
case kHUD_CB_PATCH_CULL:
|
|
g_patchCull = checked;
|
|
break;
|
|
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);
|
|
|
|
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("Screen space LOD (V)", g_screenSpaceTess != 0,
|
|
10, 110, callbackCheckBox, kHUD_CB_VIEW_LOD, 'v');
|
|
g_hud.AddCheckBox("Frustum Patch Culling (B)", g_patchCull != 0,
|
|
10, 130, callbackCheckBox, kHUD_CB_PATCH_CULL, 'b');
|
|
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 (CLDeviceContext::HAS_CL_VERSION_1_1()) {
|
|
g_hud.AddPullDownButton(compute_pulldown, "OpenCL", kCL);
|
|
}
|
|
#endif
|
|
#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
|
|
g_hud.AddPullDownButton(compute_pulldown, "GLSL TransformFeedback", kGLSL);
|
|
#endif
|
|
#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
|
|
// Must also check at run time for OpenGL 4.3
|
|
if (GLEW_VERSION_4_3) {
|
|
g_hud.AddPullDownButton(compute_pulldown, "GLSL Compute", kGLSLCompute);
|
|
}
|
|
#endif
|
|
|
|
g_hud.AddSlider("Objects count", 1, 1000, 25,
|
|
-200, 20, 20, true, callbackSlider, 0);
|
|
|
|
{
|
|
#if defined(ENABLE_MDI) && defined(GL_ARB_multi_draw_indirect)
|
|
g_hud.AddCheckBox("Multi Draw Indirect (m)", g_MDI != 0,
|
|
10, 170, callbackCheckBox, kHUD_CB_MDI, 'm');
|
|
#endif
|
|
g_hud.AddCheckBox("Adaptive (`)", g_options.adaptive != 0,
|
|
10, 190, callbackCheckBox, kHUD_CB_ADAPTIVE, '`');
|
|
|
|
int endcap_pulldown = g_hud.AddPullDown(
|
|
"End cap (E)", 10, 210, 200, callbackEndCap, 'e');
|
|
g_hud.AddPullDownButton(endcap_pulldown, "BSpline",
|
|
SceneBase::kEndCapBSplineBasis,
|
|
g_options.endCap == SceneBase::kEndCapBSplineBasis);
|
|
g_hud.AddPullDownButton(endcap_pulldown, "GregoryBasis",
|
|
SceneBase::kEndCapGregoryBasis,
|
|
g_options.endCap == SceneBase::kEndCapGregoryBasis);
|
|
}
|
|
|
|
|
|
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);
|
|
}
|
|
//------------------------------------------------------------------------------
|
|
|
|
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 batching example " OPENSUBDIV_VERSION_STRING;
|
|
|
|
GLUtils::SetMinimumGLVersion();
|
|
|
|
if (not (g_window=glfwCreateWindow(g_width, g_height, windowTitle, NULL, NULL))) {
|
|
std::cerr << "Failed to create OpenGL context.\n";
|
|
glfwTerminate();
|
|
return 1;
|
|
}
|
|
|
|
glfwMakeContextCurrent(g_window);
|
|
GLUtils::PrintGLVersion();
|
|
|
|
// 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_options.adaptive = true;
|
|
|
|
initShapes();
|
|
initGL();
|
|
|
|
glfwSwapInterval(0);
|
|
|
|
initHUD();
|
|
rebuildTopology();
|
|
|
|
while (g_running) {
|
|
idle();
|
|
display();
|
|
|
|
glfwPollEvents();
|
|
glfwSwapBuffers(g_window);
|
|
}
|
|
|
|
uninitGL();
|
|
glfwTerminate();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|