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

1178 lines
37 KiB
C++

//
// Copyright 2013 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the trade
// names, trademarks, service marks, or product names of the Licensor
// and its affiliates, except as required to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
#include "glLoader.h"
#include <GLFW/glfw3.h>
GLFWwindow* g_window=0;
GLFWmonitor* g_primary=0;
#include <opensubdiv/far/error.h>
#include <opensubdiv/far/ptexIndices.h>
#include <opensubdiv/osd/cpuEvaluator.h>
#include <opensubdiv/osd/cpuGLVertexBuffer.h>
#include <opensubdiv/osd/glMesh.h>
OpenSubdiv::Osd::GLMeshInterface *g_mesh;
#include "../../regression/common/far_utils.h"
#include "../../regression/common/arg_utils.h"
#include "../common/viewerArgsUtils.h"
#include "../common/stopwatch.h"
#include "../common/simple_math.h"
#include "../common/glHud.h"
#include "../common/glShaderCache.h"
#include "../common/glUtils.h"
#include "init_shapes.h"
#include <opensubdiv/osd/glslPatchShaderSource.h>
static const char *shaderSource =
#include "shader.gen.h"
;
static const char *paintShaderSource =
#include "paintShader.gen.h"
;
#include <cfloat>
#include <vector>
#include <iostream>
#include <fstream>
#include <sstream>
float g_rotate[2] = {0, 0},
g_dolly = 5,
g_pan[2] = {0, 0},
g_center[3] = {0, 0, 0},
g_size = 0;
bool g_yup = false;
int g_prev_x = 0,
g_prev_y = 0;
int g_width = 1024,
g_height = 1024;
GLhud g_hud;
int g_level = 2;
int g_tessLevel = 6;
std::vector<float> g_orgPositions;
GLuint g_transformUB = 0,
g_transformBinding = 0,
g_tessellationUB = 0,
g_tessellationBinding = 0,
g_lightingUB = 0,
g_lightingBinding = 0;
struct Transform {
float ModelViewMatrix[16];
float ProjectionMatrix[16];
float ModelViewProjectionMatrix[16];
float ModelViewInverseMatrix[16];
float ProjectionWithoutPickMatrix[16];
} g_transformData;
GLuint g_primQuery = 0;
GLuint g_vao = 0;
GLuint g_paintTexture = 0;
GLuint g_depthTexture = 0;
int g_running = 1,
g_wire = 2,
g_displayColor = 1,
g_displayDisplacement = 0,
g_mbutton[3] = {0, 0, 0};
int g_brushSize = 100;
int g_frame = 0;
GLuint g_ptexPages = 0,
g_ptexLayouts = 0,
g_ptexTexels = 0;
int g_pageSize = 512;
int g_currentShape = 0;
#define NUM_FPS_TIME_SAMPLES 6
float g_fpsTimeSamples[NUM_FPS_TIME_SAMPLES] = {0,0,0,0,0,0};
int g_currentFpsTimeSample = 0;
Stopwatch g_fpsTimer;
static void
checkGLErrors(std::string const & where = "") {
GLuint err;
while ((err = glGetError()) != GL_NO_ERROR) {
std::cerr << "GL error: "
<< (where.empty() ? "" : where + " ")
<< err << "\n";
}
}
//------------------------------------------------------------------------------
static void
updateGeom() {
int nverts = (int)g_orgPositions.size() / 3;
std::vector<float> vertex;
vertex.reserve(nverts*3);
const float *p = &g_orgPositions[0];
g_frame++;
// float r = sin(frame*0.01f); // * g_moveScale;
float r = 0;
for (int i = 0; i < nverts; ++i) {
//float move = 0.05f*cosf(p[0]*20+g_frame*0.01f);
float ct = cos(p[2] * r);
float st = sin(p[2] * r);
vertex.push_back(p[0]*ct + p[1]*st);
vertex.push_back(-p[0]*st + p[1]*ct);
vertex.push_back(p[2]);
p += 3;
}
g_mesh->UpdateVertexBuffer(&vertex[0], 0, nverts);
g_mesh->Refine();
g_mesh->Synchronize();
}
//------------------------------------------------------------------------------
static GLuint
genTextureBuffer(GLenum format, GLsizeiptr size, GLvoid const * data) {
GLuint buffer, result;
glGenBuffers(1, &buffer);
glBindBuffer(GL_TEXTURE_BUFFER, buffer);
glBufferData(GL_TEXTURE_BUFFER, size, data, GL_STATIC_DRAW);
glGenTextures(1, & result);
glBindTexture(GL_TEXTURE_BUFFER, result);
glTexBuffer(GL_TEXTURE_BUFFER, format, buffer);
// need to reset texture binding before deleting the source buffer.
glBindTexture(GL_TEXTURE_BUFFER, 0);
glDeleteBuffers(1, &buffer);
return result;
}
static void
createOsdMesh() {
ShapeDesc const & shapeDesc = g_defaultShapes[g_currentShape];
Shape * shape = Shape::parseObj(shapeDesc);
checkGLErrors("create osd enter");
g_orgPositions=shape->verts;
// create Far mesh (topology)
OpenSubdiv::Sdc::SchemeType sdctype = GetSdcType(*shape);
OpenSubdiv::Sdc::Options sdcoptions = GetSdcOptions(*shape);
// Recall this application should not accept or include Bilinear shapes
assert(sdctype != OpenSubdiv::Sdc::SCHEME_BILINEAR);
OpenSubdiv::Far::TopologyRefiner * refiner =
OpenSubdiv::Far::TopologyRefinerFactory<Shape>::Create(*shape,
OpenSubdiv::Far::TopologyRefinerFactory<Shape>::Options(sdctype, sdcoptions));
// count ptex face id
OpenSubdiv::Far::PtexIndices ptexIndices(*refiner);
int numPtexFaces = ptexIndices.GetNumFaces();
delete g_mesh;
g_mesh = NULL;
bool doAdaptive = true;
OpenSubdiv::Osd::MeshBitset bits;
bits.set(OpenSubdiv::Osd::MeshAdaptive, doAdaptive);
bits.set(OpenSubdiv::Osd::MeshEndCapGregoryBasis, true);
g_mesh = new OpenSubdiv::Osd::Mesh<OpenSubdiv::Osd::CpuGLVertexBuffer,
OpenSubdiv::Far::StencilTable,
OpenSubdiv::Osd::CpuEvaluator,
OpenSubdiv::Osd::GLPatchTable>(
refiner, 3, 0, g_level, bits);
// 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);
updateGeom();
// -------- VAO
glBindVertexArray(g_vao);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_mesh->GetPatchTable()->GetPatchIndexBuffer());
glBindBuffer(GL_ARRAY_BUFFER, g_mesh->BindVertexBuffer());
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 3, 0);
glBindVertexArray(0);
// -------- create ptex
if (g_ptexPages) glDeleteTextures(1, &g_ptexPages);
if (g_ptexLayouts) glDeleteTextures(1, &g_ptexLayouts);
if (g_ptexTexels) glDeleteTextures(1, &g_ptexTexels);
std::vector<int> pages;
std::vector<float> layouts;
for (int i = 0; i < numPtexFaces; ++i) {
pages.push_back(i);
layouts.push_back(0);
layouts.push_back(0);
layouts.push_back(1);
layouts.push_back(1);
}
g_ptexPages = genTextureBuffer(GL_R32I,
numPtexFaces * sizeof(GLint), &pages[0]);
g_ptexLayouts = genTextureBuffer(GL_RGBA32F,
numPtexFaces * 4 * sizeof(GLfloat),
&layouts[0]);
// actual texels texture array
glGenTextures(1, &g_ptexTexels);
glBindTexture(GL_TEXTURE_2D_ARRAY, g_ptexTexels);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
g_pageSize = std::min(512, (int)sqrt((float)1024*1024*1024/64/numPtexFaces));
int pageSize = g_pageSize;
std::vector<float> texels;
texels.resize(pageSize*pageSize*numPtexFaces);
// allocate ptex
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_R32F,
pageSize, pageSize, numPtexFaces, 0, GL_RED, GL_FLOAT, &texels[0]);
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
checkGLErrors("create osd exit");
}
//------------------------------------------------------------------------------
static void
fitFrame() {
g_pan[0] = g_pan[1] = 0;
g_dolly = g_size;
}
//------------------------------------------------------------------------------
union Effect {
struct {
int color:1;
int displacement:1;
int paint:1;
unsigned int wire:2;
};
int value;
bool operator < (const Effect &e) const {
return value < e.value;
}
};
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) &&
(effect < e.effect))));
}
};
// ---------------------------------------------------------------------------
class ShaderCache : public GLShaderCache<EffectDesc> {
public:
virtual GLDrawConfig *CreateDrawConfig(EffectDesc const &effectDesc) {
using namespace OpenSubdiv;
// compile shader program
const char *glslVersion = "#version 420\n";
GLDrawConfig *config = new GLDrawConfig(glslVersion);
Far::PatchDescriptor::Type type = effectDesc.desc.GetType();
std::stringstream ss;
if (effectDesc.effect.color) {
ss << "#define USE_PTEX_COLOR\n";
}
if (effectDesc.effect.displacement) {
ss << "#define USE_PTEX_DISPLACEMENT\n";
}
ss << "#define OSD_ENABLE_SCREENSPACE_TESSELLATION\n";
if (effectDesc.effect.wire == 0) {
ss << "#define GEOMETRY_OUT_WIRE\n";
} else if (effectDesc.effect.wire == 1) {
ss << "#define GEOMETRY_OUT_FILL\n";
} else {
ss << "#define GEOMETRY_OUT_LINE\n";
}
// for legacy gregory
ss << "#define OSD_MAX_VALENCE " << effectDesc.maxValence << "\n";
ss << "#define OSD_NUM_ELEMENTS " << effectDesc.numElements << "\n";
// include osd PatchCommon
ss << Osd::GLSLPatchShaderSource::GetCommonShaderSource();
std::string common = ss.str();
ss.str("");
// vertex shader
ss << common
<< (effectDesc.desc.IsAdaptive() ? "" : "#define VERTEX_SHADER\n")
<< (effectDesc.effect.paint ? paintShaderSource : shaderSource)
<< Osd::GLSLPatchShaderSource::GetVertexShaderSource(type);
config->CompileAndAttachShader(GL_VERTEX_SHADER, ss.str());
ss.str("");
if (effectDesc.desc.IsAdaptive()) {
// tess control shader
ss << common
<< (effectDesc.effect.paint ? paintShaderSource : shaderSource)
<< Osd::GLSLPatchShaderSource::GetTessControlShaderSource(type);
config->CompileAndAttachShader(GL_TESS_CONTROL_SHADER, ss.str());
ss.str("");
// tess eval shader
ss << common
<< (effectDesc.effect.paint ? paintShaderSource : shaderSource)
<< Osd::GLSLPatchShaderSource::GetTessEvalShaderSource(type);
config->CompileAndAttachShader(GL_TESS_EVALUATION_SHADER, ss.str());
ss.str("");
}
// geometry shader
ss << common
<< "#define GEOMETRY_SHADER\n" // for my shader source
<< (effectDesc.effect.paint ? paintShaderSource : shaderSource);
config->CompileAndAttachShader(GL_GEOMETRY_SHADER, ss.str());
ss.str("");
// fragment shader
ss << common
<< "#define FRAGMENT_SHADER\n" // for my shader source
<< (effectDesc.effect.paint ? paintShaderSource : 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();
g_transformBinding = 0;
uboIndex = glGetUniformBlockIndex(program, "Transform");
if (uboIndex != GL_INVALID_INDEX)
glUniformBlockBinding(program, uboIndex, g_transformBinding);
g_tessellationBinding = 1;
uboIndex = glGetUniformBlockIndex(program, "Tessellation");
if (uboIndex != GL_INVALID_INDEX)
glUniformBlockBinding(program, uboIndex, g_tessellationBinding);
g_lightingBinding = 2;
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 (effectDesc.effect.paint) {
if ((loc = glGetUniformLocation(program, "outTextureImage")) != -1) {
glUniform1i(loc, 0); // image 0
}
if ((loc = glGetUniformLocation(program, "paintTexture")) != -1) {
glUniform1i(loc, 5); // GL_TEXTURE5
}
if ((loc = glGetUniformLocation(program, "depthTexture")) != -1) {
glUniform1i(loc, 6); // GL_TEXTURE6
}
} else {
if ((loc = glGetUniformLocation(program, "textureImage_Data")) != -1) {
glUniform1i(loc, 5); // GL_TEXTURE5
}
if ((loc = glGetUniformLocation(program, "textureImage_Packing")) != -1) {
glUniform1i(loc, 6); // GL_TEXTURE6
}
if ((loc = glGetUniformLocation(program, "textureImage_Pages")) != -1) {
glUniform1i(loc, 7); // GL_TEXTURE7
}
}
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(Effect effect) {
if (effect.paint) {
// set image
glBindImageTexture(0, g_ptexTexels, 0, GL_TRUE, 0, GL_READ_WRITE, GL_R32F);
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_2D, g_paintTexture);
glActiveTexture(GL_TEXTURE6);
glBindTexture(GL_TEXTURE_2D, g_depthTexture);
glActiveTexture(GL_TEXTURE0);
} else {
if (g_mesh->GetPatchTable()->GetPatchParamTextureBuffer()) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(
GL_TEXTURE_BUFFER,
g_mesh->GetPatchTable()->GetPatchParamTextureBuffer());
}
// color ptex
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_2D_ARRAY, g_ptexTexels);
glActiveTexture(GL_TEXTURE6);
glBindTexture(GL_TEXTURE_BUFFER, g_ptexLayouts);
glActiveTexture(GL_TEXTURE7);
glBindTexture(GL_TEXTURE_BUFFER, g_ptexPages);
}
glActiveTexture(GL_TEXTURE0);
}
static GLuint
bindProgram(Effect effect, OpenSubdiv::Osd::PatchArray const & patch) {
EffectDesc effectDesc(patch.GetDescriptor(), effect);
// lookup shader cache (compile the shader if needed)
GLDrawConfig *config = g_shaderCache.GetDrawConfig(effectDesc);
if (!config) return 0;
GLuint program = config->GetProgram();
glUseProgram(program);
GLint uniformImageSize = glGetUniformLocation(program, "imageSize");
if (uniformImageSize >= 0)
glUniform1i(uniformImageSize, g_pageSize);
GLint uniformPrimitiveIdBase =
glGetUniformLocation(program, "PrimitiveIdBase");
if (uniformPrimitiveIdBase >= 0)
glUniform1i(uniformPrimitiveIdBase, patch.GetPrimitiveIdBase());
return program;
}
//------------------------------------------------------------------------------
static void
display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, g_width, g_height);
g_hud.FillBackground();
// primitive counting
glBeginQuery(GL_PRIMITIVES_GENERATED, g_primQuery);
// 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);
if (!g_yup) {
rotate(g_transformData.ModelViewMatrix, -90, 1, 0, 0);
}
translate(g_transformData.ModelViewMatrix,
-g_center[0], -g_center[1], -g_center[2]);
perspective(g_transformData.ProjectionMatrix,
45.0f, (float)aspect, 0.01f, 500.0f);
multMatrix(g_transformData.ModelViewProjectionMatrix,
g_transformData.ModelViewMatrix,
g_transformData.ProjectionMatrix);
glEnable(GL_DEPTH_TEST);
if (g_wire == 0) {
glDisable(GL_CULL_FACE);
}
updateUniformBlocks();
Effect effect;
effect.color = g_displayColor;
effect.displacement = g_displayDisplacement;
effect.wire = g_wire;
effect.paint = 0;
bindTextures(effect);
// make sure that the vertex buffer is interoped back as a GL resource.
g_mesh->BindVertexBuffer();
glBindVertexArray(g_vao);
OpenSubdiv::Osd::PatchArrayVector const & patches =
g_mesh->GetPatchTable()->GetPatchArrays();
// patch drawing
for (int i=0; i<(int)patches.size(); ++i) {
OpenSubdiv::Osd::PatchArray const & patch = patches[i];
OpenSubdiv::Far::PatchDescriptor desc = patch.GetDescriptor();
GLenum primType = GL_PATCHES;
glPatchParameteri(GL_PATCH_VERTICES, desc.GetNumControlVertices());
GLuint program = bindProgram(effect, patch);
GLuint diffuseColor = glGetUniformLocation(program, "diffuseColor");
glProgramUniform4f(program, diffuseColor, 1, 1, 1, 1);
glDrawElements(primType,
patch.GetNumPatches() * desc.GetNumControlVertices(),
GL_UNSIGNED_INT,
(void *)(patch.GetIndexBase() * sizeof(unsigned int)));
}
glBindVertexArray(0);
glUseProgram(0);
glEndQuery(GL_PRIMITIVES_GENERATED);
glBindTexture(GL_TEXTURE_2D, g_depthTexture);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, g_width, g_height);
glBindTexture(GL_TEXTURE_2D, 0);
if (g_wire == 0) {
glEnable(GL_CULL_FACE);
}
GLuint numPrimsGenerated = 0;
glGetQueryObjectuiv(g_primQuery, GL_QUERY_RESULT, &numPrimsGenerated);
if (g_hud.IsVisible()) {
g_fpsTimer.Stop();
double fps = 1.0/g_fpsTimer.GetElapsed();
g_fpsTimer.Start();
// Average fps over a defined number of time samples for
// easier reading in the HUD
g_fpsTimeSamples[g_currentFpsTimeSample++] = float(fps);
if (g_currentFpsTimeSample >= NUM_FPS_TIME_SAMPLES)
g_currentFpsTimeSample = 0;
double averageFps = 0;
for (int i=0; i< NUM_FPS_TIME_SAMPLES; ++i) {
averageFps += g_fpsTimeSamples[i]/(float)NUM_FPS_TIME_SAMPLES;
}
g_hud.DrawString(10, -100, "Tess level (+/-): %d", g_tessLevel);
if (numPrimsGenerated > 1000000) {
g_hud.DrawString(10, -80, "Primitives : %3.1f million", (float)numPrimsGenerated/1000000.0);
} else if (numPrimsGenerated > 1000) {
g_hud.DrawString(10, -80, "Primitives : %3.1f thousand", (float)numPrimsGenerated/1000.0);
} else {
g_hud.DrawString(10, -80, "Primitives : %d", numPrimsGenerated);
}
g_hud.DrawString(10, -60, "Vertices : %d", g_mesh->GetNumVertices());
g_hud.DrawString(10, -20, "FPS : %3.1f", averageFps);
}
g_hud.Flush();
glFinish();
//checkGLErrors("display leave");
glfwSwapBuffers(g_window);
}
//------------------------------------------------------------------------------
void
drawStroke(int x, int y) {
glViewport(0, 0, g_pageSize, g_pageSize);
// prepare view matrix
double aspect = g_width/(double)g_height;
int viewport[4] = {0, 0, g_width, g_height};
float pick[16], pers[16];
perspective(pers, 45.0f, (float)aspect, 0.01f, 500.0f);
pickMatrix(pick, (float)x, (float)g_height-y, g_brushSize*0.5f, g_brushSize*0.5f, viewport);
multMatrix(g_transformData.ProjectionMatrix, pers, pick);
multMatrix(g_transformData.ModelViewProjectionMatrix,
g_transformData.ModelViewMatrix,
g_transformData.ProjectionMatrix);
memcpy(g_transformData.ProjectionWithoutPickMatrix, pers, sizeof(float)*16);
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>>1));
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);
// make sure that the vertex buffer is interoped back as a GL resource.
g_mesh->BindVertexBuffer();
glBindVertexArray(g_vao);
Effect effect;
effect.color = 0;
effect.displacement = g_displayDisplacement;
effect.wire = 1;
effect.paint = 1;
bindTextures(effect);
OpenSubdiv::Osd::PatchArrayVector const & patches =
g_mesh->GetPatchTable()->GetPatchArrays();
// patch drawing
for (int i=0; i<(int)patches.size(); ++i) {
OpenSubdiv::Osd::PatchArray const & patch = patches[i];
OpenSubdiv::Far::PatchDescriptor desc = patch.GetDescriptor();
GLenum primType = GL_PATCHES;
glPatchParameteri(GL_PATCH_VERTICES, desc.GetNumControlVertices());
bindProgram(effect, patch);
glDrawElements(primType,
patch.GetNumPatches() * desc.GetNumControlVertices(),
GL_UNSIGNED_INT,
(void *)(patch.GetIndexBase() * sizeof(unsigned int)));
}
glBindVertexArray(0);
glUseProgram(0);
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT |
GL_TEXTURE_FETCH_BARRIER_BIT);
//checkGLErrors("display leave");
}
//------------------------------------------------------------------------------
static void
motion(GLFWwindow * w, double dx, double dy) {
int x=(int)dx, y=(int)dy;
if (glfwGetKey(w,GLFW_KEY_LEFT_ALT)) {
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;
}
} else {
if (g_mbutton[0] && !g_mbutton[1] && !g_mbutton[2]) {
// paint something into screen
drawStroke(x, y);
}
}
g_prev_x = x;
g_prev_y = y;
}
//------------------------------------------------------------------------------
static void
mouse(GLFWwindow * w, 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);
}
if (! glfwGetKey(w, GLFW_KEY_LEFT_ALT)) {
if (g_mbutton[0] && !g_mbutton[1] && !g_mbutton[2]) {
drawStroke(g_prev_x, g_prev_y);
}
}
}
//------------------------------------------------------------------------------
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);
// prepare depth texture
if (g_depthTexture == 0) glGenTextures(1, &g_depthTexture);
glBindTexture(GL_TEXTURE_2D, g_depthTexture);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, width, height, 0,
GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, 0);
}
void reshape() {
reshape(g_window, g_width, g_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(1, g_tessLevel-1); break;
case GLFW_KEY_ESCAPE: g_hud.SetVisible(!g_hud.IsVisible()); break;
}
}
//------------------------------------------------------------------------------
static void
callbackWireframe(int b) {
g_wire = b;
}
static void
callbackDisplay(bool /* checked */, int n) {
if (n == 0) g_displayColor = !g_displayColor;
else if (n == 1) g_displayDisplacement = !g_displayDisplacement;
}
static void
callbackLevel(int l) {
g_level = l;
createOsdMesh();
}
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;
createOsdMesh();
}
static void
callbackBrushSize(float value, int /* data */) {
g_brushSize = (int)value;
}
//------------------------------------------------------------------------------
static void
initHUD() {
int windowWidth = g_width, windowHeight = g_height,
frameBufferWidth = g_width, frameBufferHeight = g_height;
// window size might not match framebuffer size on a high DPI display
glfwGetWindowSize(g_window, &windowWidth, &windowHeight);
glfwGetFramebufferSize(g_window, &frameBufferWidth, &frameBufferHeight);
g_hud.Init(windowWidth, windowHeight, frameBufferWidth, frameBufferHeight);
g_hud.AddCheckBox("Color (C)", g_displayColor != 0, 10, 10, callbackDisplay, 0, 'c');
g_hud.AddCheckBox("Displacement (D)", g_displayDisplacement != 0, 10, 30, callbackDisplay, 1, 'd');
int shading_pulldown = g_hud.AddPullDown("Shading (W)", 200, 10, 250, callbackWireframe, 'w');
g_hud.AddPullDownButton(shading_pulldown, "Wire", 0, g_wire==0);
g_hud.AddPullDownButton(shading_pulldown, "Shaded", 1, g_wire==1);
g_hud.AddPullDownButton(shading_pulldown, "Wire+Shaded", 2, g_wire==2);
g_hud.AddSlider("Brush size", 10.0f, 500.0f, (float)g_brushSize,
350, -60, 40, true, callbackBrushSize, 0);
for (int i = 1; i < 11; ++i) {
char level[16];
sprintf(level, "Lv. %d", i);
g_hud.AddRadioButton(3, level, i==g_level, 10, 170+i*20, callbackLevel, i, '0'+(i%10));
}
int pulldown_handle = g_hud.AddPullDown("Shape (N)", -300, 10, 300, callbackModel, 'n');
for (int i = 0; i < (int)g_defaultShapes.size(); ++i) {
g_hud.AddPullDownButton(pulldown_handle, g_defaultShapes[i].name.c_str(),i);
}
g_hud.Rebuild(g_width, g_height, 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);
glGenVertexArrays(1, &g_vao);
glGenTextures(1, &g_paintTexture);
static const GLfloat border[] = { 0.0, 0.0, 0.0, 0.0 };
// create brush-size buffer
glBindTexture(GL_TEXTURE_2D, g_paintTexture);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border);
int reso = 64;
std::vector<float> values;
for(int yy = 0; yy < reso; ++yy) {
for (int xx = 0; xx < reso; ++xx) {
float r = sqrtf((xx-reso*0.5f)*(xx-reso*0.5f)+
(yy-reso*0.5f)*(yy-reso*0.5f))/(reso*0.5f);
float v = 0.5f*std::max(0.0f, expf(-r*r)-0.4f);
values.push_back(v);
values.push_back(v);
values.push_back(v);
}
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F, reso, reso, 0, GL_RGB, GL_FLOAT, &values[0]);
glBindTexture(GL_TEXTURE_2D, 0);
glGenQueries(1, &g_primQuery);
}
//------------------------------------------------------------------------------
static void
uninitGL() {
if (g_vao) glDeleteVertexArrays(1, &g_vao);
if (g_paintTexture) glDeleteTextures(1, &g_paintTexture);
if (g_depthTexture) glDeleteTextures(1, &g_depthTexture);
if (g_primQuery) glDeleteQueries(1, &g_primQuery);
if (g_ptexPages) glDeleteTextures(1, &g_ptexPages);
if (g_ptexLayouts) glDeleteTextures(1, &g_ptexLayouts);
if (g_ptexTexels) glDeleteTextures(1, &g_ptexTexels);
if (g_mesh)
delete g_mesh;
}
//------------------------------------------------------------------------------
static void
idle() {
updateGeom();
}
//------------------------------------------------------------------------------
static void
callbackError(OpenSubdiv::Far::ErrorType err, const char *message) {
printf("OpenSubdiv Error: %d\n", err);
printf(" %s\n", message);
}
//------------------------------------------------------------------------------
static void
callbackErrorGLFW(int error, const char* description) {
fprintf(stderr, "GLFW Error (%d) : %s\n", error, description);
}
//------------------------------------------------------------------------------
int main(int argc, char ** argv) {
ArgOptions args;
args.Parse(argc, argv);
args.PrintUnrecognizedArgsWarnings();
g_yup = args.GetYUp();
g_level = args.GetLevel();
ViewerArgsUtils::PopulateShapes(args, &g_defaultShapes);
initShapes();
OpenSubdiv::Far::SetErrorCallback(callbackError);
glfwSetErrorCallback(callbackErrorGLFW);
if (! glfwInit()) {
printf("Failed to initialize GLFW\n");
return 1;
}
static const char windowTitle[] = "OpenSubdiv glPaintTest " OPENSUBDIV_VERSION_STRING;
GLUtils::SetMinimumGLVersion();
if (args.GetFullScreen()) {
g_primary = glfwGetPrimaryMonitor();
// apparently glfwGetPrimaryMonitor fails under linux : if no primary,
// settle for the first one in the list
if (! g_primary) {
int count=0;
GLFWmonitor ** monitors = glfwGetMonitors(&count);
if (count)
g_primary = monitors[0];
}
if (g_primary) {
GLFWvidmode const * vidmode = glfwGetVideoMode(g_primary);
g_width = vidmode->width;
g_height = vidmode->height;
}
}
if (! (g_window=glfwCreateWindow(g_width, g_height, windowTitle,
args.GetFullScreen() && g_primary ? g_primary : NULL, NULL))) {
printf("Failed to open window.\n");
glfwTerminate();
return 1;
}
glfwMakeContextCurrent(g_window);
GLUtils::InitializeGL();
GLUtils::PrintGLVersion();
glfwSetKeyCallback(g_window, keyboard);
glfwSetCursorPosCallback(g_window, motion);
glfwSetMouseButtonCallback(g_window, mouse);
glfwSetWindowCloseCallback(g_window, windowClose);
initGL();
// accommodate high DPI displays (e.g. mac retina displays)
glfwGetFramebufferSize(g_window, &g_width, &g_height);
glfwSetFramebufferSizeCallback(g_window, reshape);
// as of GLFW 3.0.1 this callback is not implicit
reshape();
glfwSwapInterval(0);
initHUD();
callbackModel(g_currentShape);
while (g_running) {
idle();
display();
glfwPollEvents();
}
uninitGL();
glfwTerminate();
}
//------------------------------------------------------------------------------