mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-27 14:00:10 +00:00
c9a3bb4d87
Both of these have been updated to expose toggles to enable refinement and creation of infinitely sharp patches.
1761 lines
57 KiB
C++
1761 lines
57 KiB
C++
//
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// Copyright 2013 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 <osd/cpuEvaluator.h>
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#include <osd/cpuGLVertexBuffer.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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#include <osd/glVertexBuffer.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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#include <osd/glVertexBuffer.h>
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#endif
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#include <osd/glMesh.h>
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#include <osd/glLegacyGregoryPatchTable.h>
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OpenSubdiv::Osd::GLMeshInterface *g_mesh = NULL;
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OpenSubdiv::Osd::GLLegacyGregoryPatchTable *g_legacyGregoryPatchTable = NULL;
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#include "../../regression/common/far_utils.h"
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#include "../common/glHud.h"
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#include "../common/glUtils.h"
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#include "../common/glControlMeshDisplay.h"
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#include "../common/glShaderCache.h"
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#include "../common/objAnim.h"
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#include "../common/simple_math.h"
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#include "../common/stopwatch.h"
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#include <osd/glslPatchShaderSource.h>
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/* Function to get the correct shader file based on the opengl version.
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The implentation varies depending if glew is available or not. In case
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is available the capabilities are queried during execution and the correct
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source is returned. If glew in not available during compile time the version
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is determined*/
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static const char *shaderSource(){
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#if ! defined(OSD_USES_GLEW)
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static const char *res =
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#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
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#include "shader.gen.h"
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#else
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#include "shader_gl3.gen.h"
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#endif
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;
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#else
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static const char *res = NULL;
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if (!res){
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static const char *gen =
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#include "shader.gen.h"
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;
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static const char *gen3 =
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#include "shader_gl3.gen.h"
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;
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//Determine the shader file to use. Since some opengl implementations
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//define that an extension is available but not an implementation
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//for it you cannnot trust in the glew header definitions to know that is
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//available, but you need to query it during runtime.
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if (GLUtils::SupportsAdaptiveTessellation())
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res = gen;
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else
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res = gen3;
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}
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#endif
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return res;
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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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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 { kDisplayStyleWire,
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kDisplayStyleShaded,
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kDisplayStyleWireOnShaded };
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enum ShadingMode { kShadingMaterial,
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kShadingVaryingColor,
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kShadingInterleavedVaryingColor,
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kShadingFaceVaryingColor,
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kShadingPatchType,
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kShadingPatchCoord,
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kShadingNormal };
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enum EndCap { kEndCapNone = 0,
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kEndCapBSplineBasis,
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kEndCapGregoryBasis,
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kEndCapLegacyGregory };
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enum HudCheckBox { kHUD_CB_DISPLAY_CONTROL_MESH_EDGES,
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kHUD_CB_DISPLAY_CONTROL_MESH_VERTS,
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kHUD_CB_ANIMATE_VERTICES,
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kHUD_CB_DISPLAY_PATCH_COLOR,
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kHUD_CB_VIEW_LOD,
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kHUD_CB_FRACTIONAL_SPACING,
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kHUD_CB_PATCH_CULL,
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kHUD_CB_FREEZE,
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kHUD_CB_DISPLAY_PATCH_COUNTS,
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kHUD_CB_ADAPTIVE,
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kHUD_CB_SINGLE_CREASE_PATCH,
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kHUD_CB_INF_SHARP_PATCH };
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int g_currentShape = 0;
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ObjAnim const * g_objAnim = 0;
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bool g_axis=true;
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int g_frame = 0,
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g_repeatCount = 0;
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float g_animTime = 0;
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// GUI variables
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int g_fullscreen = 0,
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g_freeze = 0,
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g_shadingMode = kShadingPatchType,
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g_displayStyle = kDisplayStyleWireOnShaded,
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g_adaptive = 1,
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g_endCap = kEndCapBSplineBasis,
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g_singleCreasePatch = 1,
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g_infSharpPatch = 0,
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g_mbutton[3] = {0, 0, 0},
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g_running = 1;
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int g_screenSpaceTess = 1,
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g_fractionalSpacing = 1,
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g_patchCull = 0,
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g_displayPatchCounts = 1;
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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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GLControlMeshDisplay g_controlMeshDisplay;
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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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// geometry
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std::vector<float> g_orgPositions;
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int g_level = 2;
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int g_tessLevel = 1;
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int g_tessLevelMin = 1;
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int g_kernel = kCPU;
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float g_moveScale = 0.0f;
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GLuint g_queries[2] = {0, 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 = 1,
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g_lightingUB = 0,
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g_lightingBinding = 2;
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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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float ModelViewInverseMatrix[16];
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} g_transformData;
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GLuint g_vao = 0;
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// XXX:
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// this struct meant to be used as a stopgap entity until we fully implement
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// face-varying stuffs into patch table.
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//
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struct FVarData
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{
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FVarData() :
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textureBuffer(0) {
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}
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~FVarData() {
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Release();
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}
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void Release() {
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if (textureBuffer)
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glDeleteTextures(1, &textureBuffer);
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textureBuffer = 0;
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}
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void Create(OpenSubdiv::Far::PatchTable const *patchTable,
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int fvarWidth, std::vector<float> const & fvarSrcData) {
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Release();
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OpenSubdiv::Far::ConstIndexArray indices = patchTable->GetFVarValues();
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// expand fvardata to per-patch array
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std::vector<float> data;
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data.reserve(indices.size() * fvarWidth);
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for (int fvert = 0; fvert < (int)indices.size(); ++fvert) {
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int index = indices[fvert] * fvarWidth;
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for (int i = 0; i < fvarWidth; ++i) {
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data.push_back(fvarSrcData[index++]);
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}
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}
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GLuint buffer;
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glGenBuffers(1, &buffer);
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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glBufferData(GL_ARRAY_BUFFER, data.size()*sizeof(float),
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&data[0], GL_STATIC_DRAW);
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glGenTextures(1, &textureBuffer);
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glBindTexture(GL_TEXTURE_BUFFER, textureBuffer);
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glTexBuffer(GL_TEXTURE_BUFFER, GL_R32F, buffer);
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glBindTexture(GL_TEXTURE_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glDeleteBuffers(1, &buffer);
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}
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GLuint textureBuffer;
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} g_fvarData;
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//------------------------------------------------------------------------------
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#include "init_shapes.h"
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//------------------------------------------------------------------------------
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static void
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updateGeom() {
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std::vector<float> vertex, varying;
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int nverts = 0;
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int stride = (g_shadingMode == kShadingInterleavedVaryingColor ? 7 : 3);
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if (g_objAnim && g_currentShape==0) {
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nverts = g_objAnim->GetShape()->GetNumVertices(),
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vertex.resize(nverts*stride);
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if (g_shadingMode == kShadingVaryingColor) {
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varying.resize(nverts*4);
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}
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g_objAnim->InterpolatePositions(g_animTime, &vertex[0], stride);
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if (g_shadingMode == kShadingVaryingColor ||
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g_shadingMode == kShadingInterleavedVaryingColor) {
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const float *p = &g_objAnim->GetShape()->verts[0];
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for (int i = 0; i < nverts; ++i) {
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if (g_shadingMode == kShadingInterleavedVaryingColor) {
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int ofs = i * stride;
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vertex[ofs + 0] = p[1];
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vertex[ofs + 1] = p[2];
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vertex[ofs + 2] = p[0];
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vertex[ofs + 3] = 0.0f;
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p += 3;
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}
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if (g_shadingMode == kShadingVaryingColor) {
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varying.push_back(p[2]);
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varying.push_back(p[1]);
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varying.push_back(p[0]);
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varying.push_back(1);
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p += 3;
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}
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}
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}
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} else {
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nverts = (int)g_orgPositions.size() / 3;
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vertex.reserve(nverts*stride);
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if (g_shadingMode == kShadingVaryingColor) {
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varying.reserve(nverts*4);
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}
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const float *p = &g_orgPositions[0];
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float r = sin(g_frame*0.001f) * g_moveScale;
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for (int i = 0; i < nverts; ++i) {
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float ct = cos(p[2] * r);
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float st = sin(p[2] * r);
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vertex.push_back( p[0]*ct + p[1]*st);
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vertex.push_back(-p[0]*st + p[1]*ct);
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vertex.push_back( p[2]);
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if (g_shadingMode == kShadingInterleavedVaryingColor) {
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vertex.push_back(p[1]);
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vertex.push_back(p[2]);
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vertex.push_back(p[0]);
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vertex.push_back(1.0f);
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} else if (g_shadingMode == kShadingVaryingColor) {
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varying.push_back(p[2]);
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varying.push_back(p[1]);
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varying.push_back(p[0]);
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varying.push_back(1);
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}
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p += 3;
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}
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}
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g_mesh->UpdateVertexBuffer(&vertex[0], 0, nverts);
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if (g_shadingMode == kShadingVaryingColor)
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g_mesh->UpdateVaryingBuffer(&varying[0], 0, nverts);
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Stopwatch s;
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s.Start();
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g_mesh->Refine();
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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_mesh->Synchronize();
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s.Stop();
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g_gpuTime = float(s.GetElapsed() * 1000.0f);
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}
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//------------------------------------------------------------------------------
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static const char *
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getKernelName(int kernel) {
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if (kernel == kCPU)
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return "CPU";
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else if (kernel == kOPENMP)
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return "OpenMP";
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else if (kernel == kTBB)
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return "TBB";
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else if (kernel == kCUDA)
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return "Cuda";
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else if (kernel == kGLSL)
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return "GLSL TransformFeedback";
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else if (kernel == kGLSLCompute)
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return "GLSL Compute";
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else if (kernel == kCL)
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return "OpenCL";
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return "Unknown";
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}
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//------------------------------------------------------------------------------
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static void
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rebuildMesh() {
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using namespace OpenSubdiv;
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ShapeDesc const &shapeDesc = g_defaultShapes[g_currentShape];
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int level = g_level;
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int kernel = g_kernel;
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bool doAnim = g_objAnim && g_currentShape==0;
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Scheme scheme = shapeDesc.scheme;
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Shape const * shape = 0;
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if (doAnim) {
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shape = g_objAnim->GetShape();
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} else {
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shape = Shape::parseObj(shapeDesc.data.c_str(), shapeDesc.scheme,
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shapeDesc.isLeftHanded);
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}
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// create Far mesh (topology)
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Sdc::SchemeType sdctype = GetSdcType(*shape);
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Sdc::Options sdcoptions = GetSdcOptions(*shape);
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Far::TopologyRefiner * refiner =
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Far::TopologyRefinerFactory<Shape>::Create(*shape,
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Far::TopologyRefinerFactory<Shape>::Options(sdctype, sdcoptions));
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// save coarse topology (used for coarse mesh drawing)
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g_controlMeshDisplay.SetTopology(refiner->GetLevel(0));
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g_orgPositions = shape->verts;
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delete g_mesh;
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g_mesh = NULL;
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// Adaptive refinement currently supported only for catmull-clark scheme
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bool doAdaptive = (g_adaptive!=0 && scheme==kCatmark);
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bool interleaveVarying = g_shadingMode == kShadingInterleavedVaryingColor;
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bool doSingleCreasePatch = (g_singleCreasePatch!=0 && scheme==kCatmark);
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bool doInfSharpPatch = (g_infSharpPatch!=0 && scheme==kCatmark);
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Osd::MeshBitset bits;
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bits.set(Osd::MeshAdaptive, doAdaptive);
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bits.set(Osd::MeshUseSingleCreasePatch, doSingleCreasePatch);
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bits.set(Osd::MeshUseInfSharpPatch, doInfSharpPatch);
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bits.set(Osd::MeshInterleaveVarying, interleaveVarying);
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bits.set(Osd::MeshFVarData, g_shadingMode == kShadingFaceVaryingColor);
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bits.set(Osd::MeshEndCapBSplineBasis, g_endCap == kEndCapBSplineBasis);
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bits.set(Osd::MeshEndCapGregoryBasis, g_endCap == kEndCapGregoryBasis);
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bits.set(Osd::MeshEndCapLegacyGregory, g_endCap == kEndCapLegacyGregory);
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int numVertexElements = 3;
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int numVaryingElements =
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(g_shadingMode == kShadingVaryingColor || interleaveVarying) ? 4 : 0;
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if (kernel == kCPU) {
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g_mesh = new Osd::Mesh<Osd::CpuGLVertexBuffer,
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Far::StencilTable,
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Osd::CpuEvaluator,
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Osd::GLPatchTable>(
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refiner,
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numVertexElements,
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numVaryingElements,
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level, bits);
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#ifdef OPENSUBDIV_HAS_OPENMP
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} else if (kernel == kOPENMP) {
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g_mesh = new Osd::Mesh<Osd::CpuGLVertexBuffer,
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Far::StencilTable,
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Osd::OmpEvaluator,
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Osd::GLPatchTable>(
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refiner,
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numVertexElements,
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numVaryingElements,
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level, bits);
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#endif
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#ifdef OPENSUBDIV_HAS_TBB
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} else if (kernel == kTBB) {
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g_mesh = new Osd::Mesh<Osd::CpuGLVertexBuffer,
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Far::StencilTable,
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Osd::TbbEvaluator,
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Osd::GLPatchTable>(
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refiner,
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numVertexElements,
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numVaryingElements,
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level, bits);
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#endif
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#ifdef OPENSUBDIV_HAS_OPENCL
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} else if(kernel == kCL) {
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// CLKernel
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static Osd::EvaluatorCacheT<Osd::CLEvaluator> clEvaluatorCache;
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g_mesh = new Osd::Mesh<Osd::CLGLVertexBuffer,
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Osd::CLStencilTable,
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Osd::CLEvaluator,
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Osd::GLPatchTable,
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CLDeviceContext>(
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refiner,
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numVertexElements,
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numVaryingElements,
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level, bits,
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&clEvaluatorCache,
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&g_clDeviceContext);
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#endif
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|
#ifdef OPENSUBDIV_HAS_CUDA
|
|
} else if(kernel == kCUDA) {
|
|
g_mesh = new Osd::Mesh<Osd::CudaGLVertexBuffer,
|
|
Osd::CudaStencilTable,
|
|
Osd::CudaEvaluator,
|
|
Osd::GLPatchTable>(
|
|
refiner,
|
|
numVertexElements,
|
|
numVaryingElements,
|
|
level, bits);
|
|
#endif
|
|
#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
|
|
} else if(kernel == kGLSL) {
|
|
static Osd::EvaluatorCacheT<Osd::GLXFBEvaluator> glXFBEvaluatorCache;
|
|
g_mesh = new Osd::Mesh<Osd::GLVertexBuffer,
|
|
Osd::GLStencilTableTBO,
|
|
Osd::GLXFBEvaluator,
|
|
Osd::GLPatchTable>(
|
|
refiner,
|
|
numVertexElements,
|
|
numVaryingElements,
|
|
level, bits,
|
|
&glXFBEvaluatorCache);
|
|
#endif
|
|
#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
|
|
} else if(kernel == kGLSLCompute) {
|
|
static Osd::EvaluatorCacheT<Osd::GLComputeEvaluator> glComputeEvaluatorCache;
|
|
g_mesh = new Osd::Mesh<Osd::GLVertexBuffer,
|
|
Osd::GLStencilTableSSBO,
|
|
Osd::GLComputeEvaluator,
|
|
Osd::GLPatchTable>(
|
|
refiner,
|
|
numVertexElements,
|
|
numVaryingElements,
|
|
level, bits,
|
|
&glComputeEvaluatorCache);
|
|
|
|
|
|
#endif
|
|
} else {
|
|
printf("Unsupported kernel %s\n", getKernelName(kernel));
|
|
}
|
|
|
|
if (g_shadingMode == kShadingFaceVaryingColor && shape->HasUV()) {
|
|
|
|
std::vector<float> fvarData;
|
|
|
|
InterpolateFVarData(*refiner, *shape, fvarData);
|
|
|
|
// set fvardata to texture buffer
|
|
g_fvarData.Create(g_mesh->GetFarPatchTable(),
|
|
shape->GetFVarWidth(), fvarData);
|
|
}
|
|
|
|
// legacy gregory
|
|
delete g_legacyGregoryPatchTable;
|
|
g_legacyGregoryPatchTable = NULL;
|
|
if (g_endCap == kEndCapLegacyGregory) {
|
|
g_legacyGregoryPatchTable =
|
|
Osd::GLLegacyGregoryPatchTable::Create(g_mesh->GetFarPatchTable());
|
|
}
|
|
|
|
if (! doAnim) {
|
|
delete shape;
|
|
}
|
|
|
|
// compute model bounding
|
|
float min[3] = { FLT_MAX, FLT_MAX, FLT_MAX};
|
|
float max[3] = {-FLT_MAX, -FLT_MAX, -FLT_MAX};
|
|
for (size_t i=0; i <g_orgPositions.size()/3; ++i) {
|
|
for(int j=0; j<3; ++j) {
|
|
float v = g_orgPositions[i*3+j];
|
|
min[j] = std::min(min[j], v);
|
|
max[j] = std::max(max[j], v);
|
|
}
|
|
}
|
|
for (int j=0; j<3; ++j) {
|
|
g_center[j] = (min[j] + max[j]) * 0.5f;
|
|
g_size += (max[j]-min[j])*(max[j]-min[j]);
|
|
}
|
|
g_size = sqrtf(g_size);
|
|
|
|
g_tessLevelMin = 1;
|
|
|
|
g_tessLevel = std::max(g_tessLevel,g_tessLevelMin);
|
|
|
|
updateGeom();
|
|
|
|
// -------- VAO
|
|
glBindVertexArray(g_vao);
|
|
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_mesh->GetPatchTable()->GetPatchIndexBuffer());
|
|
glBindBuffer(GL_ARRAY_BUFFER, g_mesh->BindVertexBuffer());
|
|
|
|
glEnableVertexAttribArray(0);
|
|
|
|
if (g_shadingMode == kShadingVaryingColor) {
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 3, 0);
|
|
glBindBuffer(GL_ARRAY_BUFFER, g_mesh->BindVaryingBuffer());
|
|
glEnableVertexAttribArray(1);
|
|
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 4, 0);
|
|
} else if (g_shadingMode == kShadingInterleavedVaryingColor) {
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 7, 0);
|
|
glEnableVertexAttribArray(1);
|
|
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 7, (void*)(sizeof (GLfloat) * 3));
|
|
} else {
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 3, 0);
|
|
glDisableVertexAttribArray(1);
|
|
}
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
glBindVertexArray(0);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
fitFrame() {
|
|
|
|
g_pan[0] = g_pan[1] = 0;
|
|
g_dolly = g_size;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
|
|
union Effect {
|
|
Effect(int displayStyle_, int shadingMode_, int screenSpaceTess_,
|
|
int fractionalSpacing_, int patchCull_, int singleCreasePatch_)
|
|
: value(0) {
|
|
displayStyle = displayStyle_;
|
|
shadingMode = shadingMode_;
|
|
screenSpaceTess = screenSpaceTess_;
|
|
fractionalSpacing = fractionalSpacing_;
|
|
patchCull = patchCull_;
|
|
singleCreasePatch = singleCreasePatch_;
|
|
}
|
|
|
|
struct {
|
|
unsigned int displayStyle:2;
|
|
unsigned int shadingMode:4;
|
|
unsigned int screenSpaceTess:1;
|
|
unsigned int fractionalSpacing:1;
|
|
unsigned int patchCull:1;
|
|
unsigned int singleCreasePatch:1;
|
|
};
|
|
int value;
|
|
|
|
bool operator < (const Effect &e) const {
|
|
return value < e.value;
|
|
}
|
|
};
|
|
|
|
static Effect
|
|
GetEffect()
|
|
{
|
|
return Effect(g_displayStyle,
|
|
g_shadingMode,
|
|
g_screenSpaceTess,
|
|
g_fractionalSpacing,
|
|
g_patchCull,
|
|
g_singleCreasePatch);
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
struct EffectDesc {
|
|
EffectDesc(OpenSubdiv::Far::PatchDescriptor desc,
|
|
Effect effect) : desc(desc), effect(effect),
|
|
maxValence(0), numElements(0) { }
|
|
|
|
OpenSubdiv::Far::PatchDescriptor desc;
|
|
Effect effect;
|
|
int maxValence;
|
|
int numElements;
|
|
|
|
bool operator < (const EffectDesc &e) const {
|
|
return
|
|
(desc < e.desc || ((desc == e.desc &&
|
|
(maxValence < e.maxValence || ((maxValence == e.maxValence) &&
|
|
(numElements < e.numElements || ((numElements == e.numElements) &&
|
|
(effect < e.effect))))))));
|
|
}
|
|
};
|
|
|
|
// ---------------------------------------------------------------------------
|
|
|
|
class ShaderCache : public GLShaderCache<EffectDesc> {
|
|
public:
|
|
virtual GLDrawConfig *CreateDrawConfig(EffectDesc const &effectDesc) {
|
|
|
|
using namespace OpenSubdiv;
|
|
|
|
// compile shader program
|
|
|
|
GLDrawConfig *config = new GLDrawConfig(GLUtils::GetShaderVersionInclude().c_str());
|
|
|
|
Far::PatchDescriptor::Type type = effectDesc.desc.GetType();
|
|
|
|
// common defines
|
|
std::stringstream ss;
|
|
|
|
if (type == Far::PatchDescriptor::QUADS) {
|
|
ss << "#define PRIM_QUAD\n";
|
|
} else {
|
|
ss << "#define PRIM_TRI\n";
|
|
}
|
|
|
|
// OSD tessellation controls
|
|
if (effectDesc.effect.screenSpaceTess) {
|
|
ss << "#define OSD_ENABLE_SCREENSPACE_TESSELLATION\n";
|
|
}
|
|
if (effectDesc.effect.fractionalSpacing) {
|
|
ss << "#define OSD_FRACTIONAL_ODD_SPACING\n";
|
|
}
|
|
if (effectDesc.effect.patchCull) {
|
|
ss << "#define OSD_ENABLE_PATCH_CULL\n";
|
|
}
|
|
if (effectDesc.effect.singleCreasePatch) {
|
|
ss << "#define OSD_PATCH_ENABLE_SINGLE_CREASE\n";
|
|
}
|
|
// for legacy gregory
|
|
ss << "#define OSD_MAX_VALENCE " << effectDesc.maxValence << "\n";
|
|
ss << "#define OSD_NUM_ELEMENTS " << effectDesc.numElements << "\n";
|
|
|
|
// display styles
|
|
switch (effectDesc.effect.displayStyle) {
|
|
case kDisplayStyleWire:
|
|
ss << "#define GEOMETRY_OUT_WIRE\n";
|
|
break;
|
|
case kDisplayStyleWireOnShaded:
|
|
ss << "#define GEOMETRY_OUT_LINE\n";
|
|
break;
|
|
case kDisplayStyleShaded:
|
|
ss << "#define GEOMETRY_OUT_FILL\n";
|
|
break;
|
|
}
|
|
|
|
// shading mode
|
|
switch(effectDesc.effect.shadingMode) {
|
|
case kShadingMaterial:
|
|
ss << "#define SHADING_MATERIAL\n";
|
|
break;
|
|
case kShadingVaryingColor:
|
|
ss << "#define SHADING_VARYING_COLOR\n";
|
|
break;
|
|
case kShadingInterleavedVaryingColor:
|
|
ss << "#define SHADING_VARYING_COLOR\n";
|
|
break;
|
|
case kShadingFaceVaryingColor:
|
|
ss << "#define OSD_FVAR_WIDTH 2\n";
|
|
ss << "#define SHADING_FACEVARYING_COLOR\n";
|
|
if (! effectDesc.desc.IsAdaptive()) {
|
|
ss << "#define SHADING_FACEVARYING_UNIFORM_SUBDIVISION\n";
|
|
}
|
|
break;
|
|
case kShadingPatchType:
|
|
ss << "#define SHADING_PATCH_TYPE\n";
|
|
break;
|
|
case kShadingPatchCoord:
|
|
ss << "#define SHADING_PATCH_COORD\n";
|
|
break;
|
|
case kShadingNormal:
|
|
ss << "#define SHADING_NORMAL\n";
|
|
break;
|
|
}
|
|
|
|
if (type == Far::PatchDescriptor::TRIANGLES) {
|
|
ss << "#define LOOP\n";
|
|
} else if (type == Far::PatchDescriptor::QUADS) {
|
|
} else {
|
|
ss << "#define SMOOTH_NORMALS\n";
|
|
}
|
|
|
|
// need for patch color-coding : we need these defines in the fragment shader
|
|
if (type == Far::PatchDescriptor::GREGORY) {
|
|
ss << "#define OSD_PATCH_GREGORY\n";
|
|
} else if (type == Far::PatchDescriptor::GREGORY_BOUNDARY) {
|
|
ss << "#define OSD_PATCH_GREGORY_BOUNDARY\n";
|
|
} else if (type == Far::PatchDescriptor::GREGORY_BASIS) {
|
|
ss << "#define OSD_PATCH_GREGORY_BASIS\n";
|
|
}
|
|
|
|
// include osd PatchCommon
|
|
ss << "#define OSD_PATCH_BASIS_GLSL\n";
|
|
ss << Osd::GLSLPatchShaderSource::GetPatchBasisShaderSource();
|
|
ss << Osd::GLSLPatchShaderSource::GetCommonShaderSource();
|
|
std::string common = ss.str();
|
|
ss.str("");
|
|
|
|
// vertex shader
|
|
ss << common
|
|
// enable local vertex shader
|
|
<< (effectDesc.desc.IsAdaptive() ? "" : "#define VERTEX_SHADER\n")
|
|
<< shaderSource()
|
|
<< Osd::GLSLPatchShaderSource::GetVertexShaderSource(type);
|
|
config->CompileAndAttachShader(GL_VERTEX_SHADER, ss.str());
|
|
ss.str("");
|
|
|
|
if (effectDesc.desc.IsAdaptive()) {
|
|
// tess control shader
|
|
ss << common
|
|
<< shaderSource()
|
|
<< Osd::GLSLPatchShaderSource::GetTessControlShaderSource(type);
|
|
config->CompileAndAttachShader(GL_TESS_CONTROL_SHADER, ss.str());
|
|
ss.str("");
|
|
|
|
// tess eval shader
|
|
ss << common
|
|
<< shaderSource()
|
|
<< Osd::GLSLPatchShaderSource::GetTessEvalShaderSource(type);
|
|
config->CompileAndAttachShader(GL_TESS_EVALUATION_SHADER, ss.str());
|
|
ss.str("");
|
|
}
|
|
|
|
// geometry shader
|
|
ss << common
|
|
<< "#define GEOMETRY_SHADER\n"
|
|
<< shaderSource();
|
|
config->CompileAndAttachShader(GL_GEOMETRY_SHADER, ss.str());
|
|
ss.str("");
|
|
|
|
// fragment shader
|
|
ss << common
|
|
<< "#define FRAGMENT_SHADER\n"
|
|
<< shaderSource();
|
|
config->CompileAndAttachShader(GL_FRAGMENT_SHADER, ss.str());
|
|
ss.str("");
|
|
|
|
if (!config->Link()) {
|
|
delete config;
|
|
return NULL;
|
|
}
|
|
|
|
// assign uniform locations
|
|
GLuint uboIndex;
|
|
GLuint program = config->GetProgram();
|
|
uboIndex = glGetUniformBlockIndex(program, "Transform");
|
|
if (uboIndex != GL_INVALID_INDEX)
|
|
glUniformBlockBinding(program, uboIndex, g_transformBinding);
|
|
|
|
uboIndex = glGetUniformBlockIndex(program, "Tessellation");
|
|
if (uboIndex != GL_INVALID_INDEX)
|
|
glUniformBlockBinding(program, uboIndex, g_tessellationBinding);
|
|
|
|
uboIndex = glGetUniformBlockIndex(program, "Lighting");
|
|
if (uboIndex != GL_INVALID_INDEX)
|
|
glUniformBlockBinding(program, uboIndex, g_lightingBinding);
|
|
|
|
// assign texture locations
|
|
GLint loc;
|
|
glUseProgram(program);
|
|
if ((loc = glGetUniformLocation(program, "OsdPatchParamBuffer")) != -1) {
|
|
glUniform1i(loc, 0); // GL_TEXTURE0
|
|
}
|
|
if ((loc = glGetUniformLocation(program, "OsdFVarDataBuffer")) != -1) {
|
|
glUniform1i(loc, 1); // GL_TEXTURE1
|
|
}
|
|
// for legacy gregory patches
|
|
if ((loc = glGetUniformLocation(program, "OsdVertexBuffer")) != -1) {
|
|
glUniform1i(loc, 2); // GL_TEXTURE2
|
|
}
|
|
if ((loc = glGetUniformLocation(program, "OsdValenceBuffer")) != -1) {
|
|
glUniform1i(loc, 3); // GL_TEXTURE3
|
|
}
|
|
if ((loc = glGetUniformLocation(program, "OsdQuadOffsetBuffer")) != -1) {
|
|
glUniform1i(loc, 4); // GL_TEXTURE4
|
|
}
|
|
glUseProgram(0);
|
|
|
|
return config;
|
|
}
|
|
};
|
|
|
|
ShaderCache g_shaderCache;
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
updateUniformBlocks() {
|
|
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);
|
|
}
|
|
|
|
static void
|
|
bindTextures() {
|
|
// bind patch textures
|
|
if (g_mesh->GetPatchTable()->GetPatchParamTextureBuffer()) {
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_BUFFER,
|
|
g_mesh->GetPatchTable()->GetPatchParamTextureBuffer());
|
|
}
|
|
|
|
if (true) {
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glBindTexture(GL_TEXTURE_BUFFER,
|
|
g_fvarData.textureBuffer);
|
|
}
|
|
|
|
// legacy gregory
|
|
if (g_legacyGregoryPatchTable) {
|
|
glActiveTexture(GL_TEXTURE2);
|
|
glBindTexture(GL_TEXTURE_BUFFER,
|
|
g_legacyGregoryPatchTable->GetVertexTextureBuffer());
|
|
glActiveTexture(GL_TEXTURE3);
|
|
glBindTexture(GL_TEXTURE_BUFFER,
|
|
g_legacyGregoryPatchTable->GetVertexValenceTextureBuffer());
|
|
glActiveTexture(GL_TEXTURE4);
|
|
glBindTexture(GL_TEXTURE_BUFFER,
|
|
g_legacyGregoryPatchTable->GetQuadOffsetsTextureBuffer());
|
|
}
|
|
glActiveTexture(GL_TEXTURE0);
|
|
}
|
|
|
|
static GLenum
|
|
bindProgram(Effect effect,
|
|
OpenSubdiv::Osd::PatchArray const & patch) {
|
|
EffectDesc effectDesc(patch.GetDescriptor(), effect);
|
|
|
|
// only legacy gregory needs maxValence and numElements
|
|
// neither legacy gregory nor gregory basis need single crease
|
|
typedef OpenSubdiv::Far::PatchDescriptor Descriptor;
|
|
if (patch.GetDescriptor().GetType() == Descriptor::GREGORY ||
|
|
patch.GetDescriptor().GetType() == Descriptor::GREGORY_BOUNDARY) {
|
|
int maxValence = g_mesh->GetMaxValence();
|
|
int numElements = (g_shadingMode == kShadingInterleavedVaryingColor ? 7 : 3);
|
|
effectDesc.maxValence = maxValence;
|
|
effectDesc.numElements = numElements;
|
|
effectDesc.effect.singleCreasePatch = 0;
|
|
}
|
|
if (patch.GetDescriptor().GetType() == Descriptor::GREGORY_BASIS) {
|
|
effectDesc.effect.singleCreasePatch = 0;
|
|
}
|
|
|
|
// 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, patch.GetPrimitiveIdBase());
|
|
|
|
// legacy gregory
|
|
if (g_endCap == kEndCapLegacyGregory) {
|
|
GLint uniformGregoryQuadOffsetBase =
|
|
glGetUniformLocation(program, "GregoryQuadOffsetBase");
|
|
int quadOffsetBase =
|
|
g_legacyGregoryPatchTable->GetQuadOffsetsBase(patch.GetDescriptor().GetType());
|
|
if (uniformGregoryQuadOffsetBase >= 0)
|
|
glUniform1i(uniformGregoryQuadOffsetBase, quadOffsetBase);
|
|
}
|
|
|
|
// update uniform
|
|
GLint uniformDiffuseColor =
|
|
glGetUniformLocation(program, "diffuseColor");
|
|
if (uniformDiffuseColor >= 0)
|
|
glUniform4f(uniformDiffuseColor, 0.4f, 0.4f, 0.8f, 1);
|
|
|
|
// 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;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
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, 0.1f, 500.0f);
|
|
multMatrix(g_transformData.ModelViewProjectionMatrix,
|
|
g_transformData.ModelViewMatrix,
|
|
g_transformData.ProjectionMatrix);
|
|
inverseMatrix(g_transformData.ModelViewInverseMatrix,
|
|
g_transformData.ModelViewMatrix);
|
|
|
|
// make sure that the vertex buffer is interoped back as a GL resources.
|
|
GLuint vbo = g_mesh->BindVertexBuffer();
|
|
|
|
// vertex texture update for legacy gregory drawing
|
|
if (g_legacyGregoryPatchTable) {
|
|
glActiveTexture(GL_TEXTURE1);
|
|
g_legacyGregoryPatchTable->UpdateVertexBuffer(vbo);
|
|
}
|
|
|
|
if (g_shadingMode == kShadingVaryingColor)
|
|
g_mesh->BindVaryingBuffer();
|
|
|
|
// update transform and lighting uniform blocks
|
|
updateUniformBlocks();
|
|
|
|
// also bind patch related textures
|
|
bindTextures();
|
|
|
|
if (g_displayStyle == kDisplayStyleWire)
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
glBindVertexArray(g_vao);
|
|
|
|
OpenSubdiv::Osd::PatchArrayVector const & patches =
|
|
g_mesh->GetPatchTable()->GetPatchArrays();
|
|
|
|
// patch drawing
|
|
int patchCount[13]; // [Type] (see far/patchTable.h)
|
|
int numTotalPatches = 0;
|
|
int numDrawCalls = 0;
|
|
memset(patchCount, 0, sizeof(patchCount));
|
|
|
|
// primitive counting
|
|
glBeginQuery(GL_PRIMITIVES_GENERATED, g_queries[0]);
|
|
#if defined(GL_VERSION_3_3)
|
|
glBeginQuery(GL_TIME_ELAPSED, g_queries[1]);
|
|
#endif
|
|
|
|
// core draw-calls
|
|
for (int i=0; i<(int)patches.size(); ++i) {
|
|
OpenSubdiv::Osd::PatchArray const & patch = patches[i];
|
|
|
|
OpenSubdiv::Far::PatchDescriptor desc = patch.GetDescriptor();
|
|
OpenSubdiv::Far::PatchDescriptor::Type patchType = desc.GetType();
|
|
|
|
patchCount[patchType] += patch.GetNumPatches();
|
|
numTotalPatches += patch.GetNumPatches();
|
|
|
|
GLenum primType = bindProgram(GetEffect(), patch);
|
|
|
|
|
|
glDrawElements(primType,
|
|
patch.GetNumPatches() * desc.GetNumControlVertices(),
|
|
GL_UNSIGNED_INT,
|
|
(void *)(patch.GetIndexBase() * sizeof(unsigned int)));
|
|
++numDrawCalls;
|
|
}
|
|
|
|
s.Stop();
|
|
float drawCpuTime = float(s.GetElapsed() * 1000.0f);
|
|
|
|
glEndQuery(GL_PRIMITIVES_GENERATED);
|
|
#if defined(GL_VERSION_3_3)
|
|
glEndQuery(GL_TIME_ELAPSED);
|
|
#endif
|
|
|
|
glBindVertexArray(0);
|
|
|
|
glUseProgram(0);
|
|
|
|
if (g_displayStyle == kDisplayStyleWire)
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
// draw the control mesh
|
|
int stride = g_shadingMode == kShadingInterleavedVaryingColor ? 7 : 3;
|
|
g_controlMeshDisplay.Draw(vbo, stride*sizeof(float),
|
|
g_transformData.ModelViewProjectionMatrix);
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
GLuint numPrimsGenerated = 0;
|
|
GLuint timeElapsed = 0;
|
|
glGetQueryObjectuiv(g_queries[0], GL_QUERY_RESULT, &numPrimsGenerated);
|
|
#if defined(GL_VERSION_3_3)
|
|
glGetQueryObjectuiv(g_queries[1], GL_QUERY_RESULT, &timeElapsed);
|
|
#endif
|
|
|
|
float drawGpuTime = timeElapsed / 1000.0f / 1000.0f;
|
|
|
|
g_fpsTimer.Stop();
|
|
float elapsed = (float)g_fpsTimer.GetElapsed();
|
|
if (! g_freeze) {
|
|
g_animTime += elapsed;
|
|
}
|
|
g_fpsTimer.Start();
|
|
|
|
if (g_hud.IsVisible()) {
|
|
|
|
typedef OpenSubdiv::Far::PatchDescriptor Descriptor;
|
|
|
|
double fps = 1.0/elapsed;
|
|
|
|
if (g_displayPatchCounts) {
|
|
int x = -280;
|
|
int y = -180;
|
|
g_hud.DrawString(x, y, "NonPatch : %d",
|
|
patchCount[Descriptor::QUADS]); y += 20;
|
|
g_hud.DrawString(x, y, "Regular : %d",
|
|
patchCount[Descriptor::REGULAR]); y+= 20;
|
|
g_hud.DrawString(x, y, "Gregory : %d",
|
|
patchCount[Descriptor::GREGORY]); y+= 20;
|
|
g_hud.DrawString(x, y, "Boundary Gregory : %d",
|
|
patchCount[Descriptor::GREGORY_BOUNDARY]); y+= 20;
|
|
g_hud.DrawString(x, y, "Gregory Basis : %d",
|
|
patchCount[Descriptor::GREGORY_BASIS]); y+= 20;
|
|
}
|
|
|
|
int y = -220;
|
|
g_hud.DrawString(10, y, "Tess level : %d", g_tessLevel); y+= 20;
|
|
g_hud.DrawString(10, y, "Patches : %d", numTotalPatches); y+= 20;
|
|
g_hud.DrawString(10, y, "Draw calls : %d", numDrawCalls); y+= 20;
|
|
g_hud.DrawString(10, y, "Primitives : %d", numPrimsGenerated); y+= 20;
|
|
g_hud.DrawString(10, y, "Vertices : %d", g_mesh->GetNumVertices()); y+= 20;
|
|
g_hud.DrawString(10, y, "GPU Kernel : %.3f ms", g_gpuTime); y+= 20;
|
|
g_hud.DrawString(10, y, "CPU Kernel : %.3f ms", g_cpuTime); y+= 20;
|
|
g_hud.DrawString(10, y, "GPU Draw : %.3f ms", drawGpuTime); y+= 20;
|
|
g_hud.DrawString(10, y, "CPU Draw : %.3f ms", drawCpuTime); y+= 20;
|
|
g_hud.DrawString(10, y, "FPS : %3.1f", fps); y+= 20;
|
|
|
|
g_hud.Flush();
|
|
}
|
|
|
|
glFinish();
|
|
|
|
GLUtils::CheckGLErrors("display leave\n");
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
motion(GLFWwindow *, double dx, double dy) {
|
|
|
|
int x=(int)dx, y=(int)dy;
|
|
|
|
if (g_hud.MouseCapture()) {
|
|
// check gui
|
|
g_hud.MouseMotion(x, y);
|
|
} else if (g_mbutton[0] && !g_mbutton[1] && !g_mbutton[2]) {
|
|
// orbit
|
|
g_rotate[0] += x - g_prev_x;
|
|
g_rotate[1] += y - g_prev_y;
|
|
} else if (!g_mbutton[0] && !g_mbutton[1] && g_mbutton[2]) {
|
|
// pan
|
|
g_pan[0] -= g_dolly*(x - g_prev_x)/g_width;
|
|
g_pan[1] += g_dolly*(y - g_prev_y)/g_height;
|
|
} else if ((g_mbutton[0] && !g_mbutton[1] && g_mbutton[2]) ||
|
|
(!g_mbutton[0] && g_mbutton[1] && !g_mbutton[2])) {
|
|
// dolly
|
|
g_dolly -= g_dolly*0.01f*(x - g_prev_x);
|
|
if(g_dolly <= 0.01) g_dolly = 0.01f;
|
|
}
|
|
|
|
g_prev_x = x;
|
|
g_prev_y = y;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
mouse(GLFWwindow *, int button, int state, int /* mods */) {
|
|
|
|
if (state == GLFW_RELEASE)
|
|
g_hud.MouseRelease();
|
|
|
|
if (button == 0 && state == GLFW_PRESS && g_hud.MouseClick(g_prev_x, g_prev_y))
|
|
return;
|
|
|
|
if (button < 3) {
|
|
g_mbutton[button] = (state == GLFW_PRESS);
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
uninitGL() {
|
|
|
|
glDeleteQueries(2, g_queries);
|
|
glDeleteVertexArrays(1, &g_vao);
|
|
|
|
if (g_mesh)
|
|
delete g_mesh;
|
|
|
|
if (g_legacyGregoryPatchTable)
|
|
delete g_legacyGregoryPatchTable;
|
|
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
reshape(GLFWwindow *, int width, int height) {
|
|
|
|
g_width = width;
|
|
g_height = height;
|
|
|
|
int windowWidth = g_width, windowHeight = g_height;
|
|
|
|
// window size might not match framebuffer size on a high DPI display
|
|
glfwGetWindowSize(g_window, &windowWidth, &windowHeight);
|
|
|
|
g_hud.Rebuild(windowWidth, windowHeight, width, height);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
void windowClose(GLFWwindow*) {
|
|
g_running = false;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
toggleFullScreen() {
|
|
// XXXX manuelk : to re-implement from glut
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
keyboard(GLFWwindow *, int key, int /* scancode */, int event, int /* mods */) {
|
|
|
|
if (event == GLFW_RELEASE) return;
|
|
if (g_hud.KeyDown(tolower(key))) return;
|
|
|
|
switch (key) {
|
|
case 'Q': g_running = 0; break;
|
|
case 'F': fitFrame(); break;
|
|
case GLFW_KEY_TAB: toggleFullScreen(); break;
|
|
case '+':
|
|
case '=': g_tessLevel++; break;
|
|
case '-': g_tessLevel = std::max(g_tessLevelMin, g_tessLevel-1); break;
|
|
case GLFW_KEY_ESCAPE: g_hud.SetVisible(!g_hud.IsVisible()); break;
|
|
case 'X': GLUtils::WriteScreenshot(g_width, g_height); break;
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
callbackDisplayStyle(int b) {
|
|
g_displayStyle = b;
|
|
}
|
|
|
|
static void
|
|
callbackShadingMode(int b) {
|
|
if (g_shadingMode == kShadingVaryingColor || b == kShadingVaryingColor ||
|
|
g_shadingMode == kShadingInterleavedVaryingColor || b == kShadingInterleavedVaryingColor ||
|
|
g_shadingMode == kShadingFaceVaryingColor || b == kShadingFaceVaryingColor) {
|
|
// need to rebuild for varying reconstruct
|
|
g_shadingMode = b;
|
|
rebuildMesh();
|
|
return;
|
|
}
|
|
g_shadingMode = b;
|
|
}
|
|
|
|
static void
|
|
callbackEndCap(int endCap) {
|
|
g_endCap = endCap;
|
|
rebuildMesh();
|
|
}
|
|
|
|
static void
|
|
callbackKernel(int k) {
|
|
g_kernel = k;
|
|
|
|
#ifdef OPENSUBDIV_HAS_OPENCL
|
|
if (g_kernel == kCL && (!g_clDeviceContext.IsInitialized())) {
|
|
if (g_clDeviceContext.Initialize() == false) {
|
|
printf("Error in initializing OpenCL\n");
|
|
exit(1);
|
|
}
|
|
}
|
|
#endif
|
|
#ifdef OPENSUBDIV_HAS_CUDA
|
|
if (g_kernel == kCUDA && (!g_cudaDeviceContext.IsInitialized())) {
|
|
if (g_cudaDeviceContext.Initialize() == false) {
|
|
printf("Error in initializing Cuda\n");
|
|
exit(1);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
rebuildMesh();
|
|
}
|
|
|
|
static void
|
|
callbackLevel(int l) {
|
|
g_level = l;
|
|
rebuildMesh();
|
|
}
|
|
|
|
static void
|
|
callbackModel(int m) {
|
|
if (m < 0)
|
|
m = 0;
|
|
|
|
if (m >= (int)g_defaultShapes.size())
|
|
m = (int)g_defaultShapes.size() - 1;
|
|
|
|
g_currentShape = m;
|
|
rebuildMesh();
|
|
}
|
|
|
|
static void
|
|
callbackCheckBox(bool checked, int button) {
|
|
|
|
if (GLUtils::SupportsAdaptiveTessellation()) {
|
|
switch(button) {
|
|
case kHUD_CB_ADAPTIVE:
|
|
g_adaptive = checked;
|
|
rebuildMesh();
|
|
return;
|
|
case kHUD_CB_SINGLE_CREASE_PATCH:
|
|
g_singleCreasePatch = checked;
|
|
rebuildMesh();
|
|
return;
|
|
case kHUD_CB_INF_SHARP_PATCH:
|
|
g_infSharpPatch = checked;
|
|
rebuildMesh();
|
|
return;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
switch (button) {
|
|
case kHUD_CB_DISPLAY_CONTROL_MESH_EDGES:
|
|
g_controlMeshDisplay.SetEdgesDisplay(checked);
|
|
break;
|
|
case kHUD_CB_DISPLAY_CONTROL_MESH_VERTS:
|
|
g_controlMeshDisplay.SetVerticesDisplay(checked);
|
|
break;
|
|
case kHUD_CB_ANIMATE_VERTICES:
|
|
g_moveScale = checked;
|
|
break;
|
|
case kHUD_CB_VIEW_LOD:
|
|
g_screenSpaceTess = checked;
|
|
break;
|
|
case kHUD_CB_FRACTIONAL_SPACING:
|
|
g_fractionalSpacing = checked;
|
|
break;
|
|
case kHUD_CB_PATCH_CULL:
|
|
g_patchCull = checked;
|
|
break;
|
|
case kHUD_CB_FREEZE:
|
|
g_freeze = checked;
|
|
break;
|
|
case kHUD_CB_DISPLAY_PATCH_COUNTS:
|
|
g_displayPatchCounts = checked;
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void
|
|
initHUD() {
|
|
int windowWidth = g_width, windowHeight = g_height;
|
|
int frameBufferWidth = g_width, frameBufferHeight = g_height;
|
|
|
|
// window size might not match framebuffer size on a high DPI display
|
|
glfwGetWindowSize(g_window, &windowWidth, &windowHeight);
|
|
glfwGetFramebufferSize(g_window, &frameBufferWidth, &frameBufferHeight);
|
|
|
|
g_hud.Init(windowWidth, windowHeight, frameBufferWidth, frameBufferHeight);
|
|
|
|
int y = 10;
|
|
g_hud.AddCheckBox("Control edges (H)",
|
|
g_controlMeshDisplay.GetEdgesDisplay(),
|
|
10, y, callbackCheckBox,
|
|
kHUD_CB_DISPLAY_CONTROL_MESH_EDGES, 'h');
|
|
y += 20;
|
|
g_hud.AddCheckBox("Control vertices (J)",
|
|
g_controlMeshDisplay.GetVerticesDisplay(),
|
|
10, y, callbackCheckBox,
|
|
kHUD_CB_DISPLAY_CONTROL_MESH_VERTS, 'j');
|
|
y += 20;
|
|
g_hud.AddCheckBox("Animate vertices (M)", g_moveScale != 0,
|
|
10, y, callbackCheckBox, kHUD_CB_ANIMATE_VERTICES, 'm');
|
|
y += 20;
|
|
g_hud.AddCheckBox("Screen space LOD (V)", g_screenSpaceTess != 0,
|
|
10, y, callbackCheckBox, kHUD_CB_VIEW_LOD, 'v');
|
|
y += 20;
|
|
g_hud.AddCheckBox("Fractional spacing (T)", g_fractionalSpacing != 0,
|
|
10, y, callbackCheckBox, kHUD_CB_FRACTIONAL_SPACING, 't');
|
|
y += 20;
|
|
g_hud.AddCheckBox("Frustum Patch Culling (B)", g_patchCull != 0,
|
|
10, y, callbackCheckBox, kHUD_CB_PATCH_CULL, 'b');
|
|
y += 20;
|
|
g_hud.AddCheckBox("Freeze (spc)", g_freeze != 0,
|
|
10, y, callbackCheckBox, kHUD_CB_FREEZE, ' ');
|
|
y += 20;
|
|
|
|
int displaystyle_pulldown = g_hud.AddPullDown("DisplayStyle (W)", 200, 10, 250,
|
|
callbackDisplayStyle, 'w');
|
|
g_hud.AddPullDownButton(displaystyle_pulldown, "Wire", kDisplayStyleWire,
|
|
g_displayStyle == kDisplayStyleWire);
|
|
g_hud.AddPullDownButton(displaystyle_pulldown, "Shaded", kDisplayStyleShaded,
|
|
g_displayStyle == kDisplayStyleShaded);
|
|
g_hud.AddPullDownButton(displaystyle_pulldown, "Wire+Shaded", kDisplayStyleWireOnShaded,
|
|
g_displayStyle == kDisplayStyleWireOnShaded);
|
|
|
|
int shading_pulldown = g_hud.AddPullDown("Shading (C)", 200, 70, 250,
|
|
callbackShadingMode, 'c');
|
|
g_hud.AddPullDownButton(shading_pulldown, "Material",
|
|
kShadingMaterial,
|
|
g_shadingMode == kShadingMaterial);
|
|
g_hud.AddPullDownButton(shading_pulldown, "Varying Color",
|
|
kShadingVaryingColor,
|
|
g_shadingMode == kShadingVaryingColor);
|
|
g_hud.AddPullDownButton(shading_pulldown, "Varying Color (Interleaved)",
|
|
kShadingInterleavedVaryingColor,
|
|
g_shadingMode == kShadingInterleavedVaryingColor);
|
|
g_hud.AddPullDownButton(shading_pulldown, "FaceVarying Color",
|
|
kShadingFaceVaryingColor,
|
|
g_shadingMode == kShadingFaceVaryingColor);
|
|
g_hud.AddPullDownButton(shading_pulldown, "Patch Type",
|
|
kShadingPatchType,
|
|
g_shadingMode == kShadingPatchType);
|
|
g_hud.AddPullDownButton(shading_pulldown, "Patch Coord",
|
|
kShadingPatchCoord,
|
|
g_shadingMode == kShadingPatchCoord);
|
|
g_hud.AddPullDownButton(shading_pulldown, "Normal",
|
|
kShadingNormal,
|
|
g_shadingMode == kShadingNormal);
|
|
|
|
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
|
|
if (GLUtils::GL_ARBComputeShaderOrGL_VERSION_4_3()) {
|
|
g_hud.AddPullDownButton(compute_pulldown, "GLSL Compute", kGLSLCompute);
|
|
}
|
|
#endif
|
|
if (GLUtils::SupportsAdaptiveTessellation()) {
|
|
g_hud.AddCheckBox("Adaptive (`)", g_adaptive!=0,
|
|
10, 190, callbackCheckBox, kHUD_CB_ADAPTIVE, '`');
|
|
g_hud.AddCheckBox("Single Crease Patch (S)", g_singleCreasePatch!=0,
|
|
10, 210, callbackCheckBox, kHUD_CB_SINGLE_CREASE_PATCH, 's');
|
|
g_hud.AddCheckBox("Inf Sharp Patch (I)", g_infSharpPatch!=0,
|
|
10, 230, callbackCheckBox, kHUD_CB_INF_SHARP_PATCH, 'i');
|
|
|
|
int endcap_pulldown = g_hud.AddPullDown(
|
|
"End cap (E)", 10, 250, 200, callbackEndCap, 'e');
|
|
g_hud.AddPullDownButton(endcap_pulldown,"None",
|
|
kEndCapNone,
|
|
g_endCap == kEndCapNone);
|
|
g_hud.AddPullDownButton(endcap_pulldown, "BSpline",
|
|
kEndCapBSplineBasis,
|
|
g_endCap == kEndCapBSplineBasis);
|
|
g_hud.AddPullDownButton(endcap_pulldown, "GregoryBasis",
|
|
kEndCapGregoryBasis,
|
|
g_endCap == kEndCapGregoryBasis);
|
|
g_hud.AddPullDownButton(endcap_pulldown, "LegacyGregory",
|
|
kEndCapLegacyGregory,
|
|
g_endCap == kEndCapLegacyGregory);
|
|
}
|
|
|
|
for (int i = 1; i < 11; ++i) {
|
|
char level[16];
|
|
sprintf(level, "Lv. %d", i);
|
|
g_hud.AddRadioButton(3, level, i==2, 10, 310+i*20, callbackLevel, i, '0'+(i%10));
|
|
}
|
|
|
|
int shapes_pulldown = g_hud.AddPullDown("Shape (N)", -300, 10, 300, callbackModel, 'n');
|
|
for (int i = 0; i < (int)g_defaultShapes.size(); ++i) {
|
|
g_hud.AddPullDownButton(shapes_pulldown, g_defaultShapes[i].name.c_str(),i);
|
|
}
|
|
|
|
g_hud.AddCheckBox("Show patch counts", g_displayPatchCounts!=0, -280, -20, callbackCheckBox, kHUD_CB_DISPLAY_PATCH_COUNTS);
|
|
|
|
g_hud.Rebuild(windowWidth, windowHeight, frameBufferWidth, frameBufferHeight);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
initGL() {
|
|
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
|
|
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 (! g_freeze) {
|
|
g_frame++;
|
|
updateGeom();
|
|
}
|
|
|
|
if (g_repeatCount != 0 && g_frame >= g_repeatCount)
|
|
g_running = 0;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
callbackErrorOsd(OpenSubdiv::Far::ErrorType err, const char *message) {
|
|
printf("Error: %d\n", err);
|
|
printf("%s", message);
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|
|
static void
|
|
callbackErrorGLFW(int error, const char* description) {
|
|
fprintf(stderr, "GLFW Error (%d) : %s\n", error, description);
|
|
}
|
|
//------------------------------------------------------------------------------
|
|
//------------------------------------------------------------------------------
|
|
int main(int argc, char ** argv) {
|
|
|
|
bool fullscreen = false;
|
|
std::string str;
|
|
std::vector<char const *> animobjs;
|
|
|
|
for (int i = 1; i < argc; ++i) {
|
|
if (strstr(argv[i], ".obj")) {
|
|
animobjs.push_back(argv[i]);
|
|
}
|
|
else if (!strcmp(argv[i], "-axis")) {
|
|
g_axis = false;
|
|
}
|
|
else if (!strcmp(argv[i], "-d")) {
|
|
g_level = atoi(argv[++i]);
|
|
}
|
|
else if (!strcmp(argv[i], "-c")) {
|
|
g_repeatCount = atoi(argv[++i]);
|
|
}
|
|
else if (!strcmp(argv[i], "-f")) {
|
|
fullscreen = true;
|
|
}
|
|
else {
|
|
std::ifstream ifs(argv[1]);
|
|
if (ifs) {
|
|
std::stringstream ss;
|
|
ss << ifs.rdbuf();
|
|
ifs.close();
|
|
str = ss.str();
|
|
g_defaultShapes.push_back(ShapeDesc(argv[1], str.c_str(), kCatmark));
|
|
}
|
|
}
|
|
}
|
|
|
|
if (! animobjs.empty()) {
|
|
|
|
g_defaultShapes.push_back(ShapeDesc(animobjs[0], "", kCatmark));
|
|
|
|
g_objAnim = ObjAnim::Create(animobjs, g_axis);
|
|
}
|
|
|
|
initShapes();
|
|
|
|
g_fpsTimer.Start();
|
|
|
|
OpenSubdiv::Far::SetErrorCallback(callbackErrorOsd);
|
|
|
|
glfwSetErrorCallback(callbackErrorGLFW);
|
|
if (! glfwInit()) {
|
|
printf("Failed to initialize GLFW\n");
|
|
return 1;
|
|
}
|
|
|
|
static const char windowTitle[] = "OpenSubdiv glViewer " OPENSUBDIV_VERSION_STRING;
|
|
|
|
GLUtils::SetMinimumGLVersion(argc, argv);
|
|
|
|
if (fullscreen) {
|
|
|
|
g_primary = glfwGetPrimaryMonitor();
|
|
|
|
// apparently glfwGetPrimaryMonitor fails under linux : if no primary,
|
|
// settle for the first one in the list
|
|
if (! g_primary) {
|
|
int count = 0;
|
|
GLFWmonitor ** monitors = glfwGetMonitors(&count);
|
|
|
|
if (count)
|
|
g_primary = monitors[0];
|
|
}
|
|
|
|
if (g_primary) {
|
|
GLFWvidmode const * vidmode = glfwGetVideoMode(g_primary);
|
|
g_width = vidmode->width;
|
|
g_height = vidmode->height;
|
|
}
|
|
}
|
|
|
|
g_window = glfwCreateWindow(g_width, g_height, windowTitle,
|
|
fullscreen && g_primary ? g_primary : NULL, NULL);
|
|
|
|
if (! g_window) {
|
|
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_adaptive = GLUtils::SupportsAdaptiveTessellation();
|
|
|
|
initGL();
|
|
|
|
glfwSwapInterval(0);
|
|
|
|
initHUD();
|
|
rebuildMesh();
|
|
|
|
while (g_running) {
|
|
idle();
|
|
display();
|
|
|
|
glfwPollEvents();
|
|
glfwSwapBuffers(g_window);
|
|
|
|
glFinish();
|
|
}
|
|
|
|
uninitGL();
|
|
glfwTerminate();
|
|
}
|
|
|
|
//------------------------------------------------------------------------------
|