OpenSubdiv/examples/glShareTopology/glShareTopology.cpp
Takahito Tejima c3aa00e706 remove SupportsAdaptiveTessellation from OsdDrawContext, and example cleanups
As a preparation for retiring DrawContext, move SupportsAdaptiveTessellation
method to examples/common/glUtils, which is renamed and namespaced
from gl_common.{cpp,h} to be consistent to other files.
Same renamings applied to other example files.
2015-05-19 10:30:16 -07:00

1281 lines
39 KiB
C++

//
// Copyright 2014 Pixar
//
// Licensed under the Apache License, Version 2.0 (the "Apache License")
// with the following modification; you may not use this file except in
// compliance with the Apache License and the following modification to it:
// Section 6. Trademarks. is deleted and replaced with:
//
// 6. Trademarks. This License does not grant permission to use the trade
// names, trademarks, service marks, or product names of the Licensor
// and its affiliates, except as required to comply with Section 4(c) of
// the License and to reproduce the content of the NOTICE file.
//
// You may obtain a copy of the Apache License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the Apache License with the above modification is
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
// KIND, either express or implied. See the Apache License for the specific
// language governing permissions and limitations under the Apache License.
//
#if defined(__APPLE__)
#if defined(OSD_USES_GLEW)
#include <GL/glew.h>
#else
#include <OpenGL/gl3.h>
#endif
#define GLFW_INCLUDE_GL3
#define GLFW_NO_GLU
#else
#include <stdlib.h>
#include <GL/glew.h>
#if defined(WIN32)
#include <GL/wglew.h>
#endif
#endif
#include <GLFW/glfw3.h>
GLFWwindow* g_window=0;
GLFWmonitor* g_primary=0;
#include <far/error.h>
#include <far/stencilTables.h>
#include <far/ptexIndices.h>
#include <osd/mesh.h>
#include <osd/glVertexBuffer.h>
#include <osd/cpuGLVertexBuffer.h>
#include <osd/cpuEvaluator.h>
#ifdef OPENSUBDIV_HAS_OPENMP
#include <osd/ompEvaluator.h>
#endif
#ifdef OPENSUBDIV_HAS_TBB
#include <osd/tbbEvaluator.h>
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
#include <osd/clGLVertexBuffer.h>
#include <osd/clEvaluator.h>
#include "../common/clDeviceContext.h"
CLDeviceContext g_clDeviceContext;
#endif
#ifdef OPENSUBDIV_HAS_CUDA
#include <osd/cudaGLVertexBuffer.h>
#include <osd/cudaEvaluator.h>
#include "../common/cudaDeviceContext.h"
CudaDeviceContext g_cudaDeviceContext;
#endif
#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
#include <osd/glXFBEvaluator.h>
#endif
#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
#include <osd/glComputeEvaluator.h>
#endif
#include <common/vtr_utils.h>
#include "init_shapes.h"
#include "../common/stopwatch.h"
#include "../common/simple_math.h"
#include "../common/glHud.h"
#include "../common/glShaderCache.h"
#include <osd/glslPatchShaderSource.h>
static const char *shaderSource =
#include "shader.gen.h"
;
#include <cfloat>
#include <vector>
#include <iostream>
#include <fstream>
#include <sstream>
#include <limits>
#include "scene.h"
SceneBase *g_scene = NULL;
using namespace OpenSubdiv;
// ---------------------------------------------------------------------------
enum KernelType { kCPU = 0,
kOPENMP = 1,
kTBB = 2,
kCUDA = 3,
kCL = 4,
kGLSL = 5,
kGLSLCompute = 6 };
enum DisplayStyle { kWire = 0,
kShaded,
kWireShaded,
kVarying,
kVaryingInterleaved };
enum HudCheckBox { kHUD_CB_ADAPTIVE,
kHUD_CB_MDI,
kHUD_CB_FREEZE,
kHUD_CB_VIEW_LOD,
kHUD_CB_PATCH_CULL };
// GUI variables
int g_displayStyle = kShaded,
g_MDI = 0,
g_mbutton[3] = {0, 0, 0},
g_freeze = 0,
g_screenSpaceTess = 1,
g_patchCull = 1,
g_running = 1;
SceneBase::Options g_options;
float g_rotate[2] = {0, 0},
g_dolly = 5,
g_pan[2] = {0, 0},
g_center[3] = {0, 0, 0},
g_size = 0;
int g_prev_x = 0,
g_prev_y = 0;
int g_width = 1024,
g_height = 1024;
GLhud g_hud;
// performance
float g_cpuTime = 0;
float g_gpuTime = 0;
Stopwatch g_fpsTimer;
int g_level = 1;
int g_tessLevel = 1;
int g_tessLevelMin = 1;
int g_frame = 0;
int g_kernel = kCPU;
int g_numObjects = 64;
size_t g_vboSize = 0;
size_t g_iboSize = 0;
GLuint g_transformUB = 0,
g_transformBinding = 0,
g_tessellationUB = 0,
g_tessellationBinding = 0,
g_lightingUB = 0,
g_lightingBinding = 0;
struct Transform {
float ModelViewMatrix[16];
float ProjectionMatrix[16];
float ModelViewProjectionMatrix[16];
} g_transformData;
GLuint g_queries[2] = {0, 0};
GLuint g_vao = 0;
//------------------------------------------------------------------------------
struct SimpleShape {
std::string name;
Scheme scheme;
std::string data;
SimpleShape() { }
SimpleShape( std::string const & idata, char const * iname, Scheme ischeme )
: name(iname), scheme(ischeme), data(idata) { }
};
//------------------------------------------------------------------------------
static void
updateGeom() {
int numObjects = g_scene->GetNumObjects();
int column = (int)ceil(sqrt((float)numObjects));
for (int i = 0; i < numObjects; ++i) {
std::vector<float> const &restPosition = g_scene->GetRestPosition(i);
int nverts = (int)restPosition.size()/3;
int numVertexElements = (g_displayStyle == kVaryingInterleaved ? 7 : 3);
int numVaryingElements = (g_displayStyle == kVarying ? 4 : 0);
std::vector<float> vertex(numVertexElements * nverts);
std::vector<float> varying(numVaryingElements * nverts);
float *d = &vertex[0];
const float *p = &restPosition[0];
for (int j = 0; j < nverts; ++j) {
*d++ = p[0] + i%column - 0.5f*(column-1);
*d++ = p[1] + i/column - 0.5f*(column-1);
*d++ = p[2] * (float)(1+sin(0.1f*g_frame + i));
p += 3;
if (g_displayStyle == kVaryingInterleaved) {
*d++ = (1+(float)sin(0.1f*g_frame + i)) * 0.5f;
*d++ = 1;
*d++ = 1;
*d++ = 1.0;
}
}
int vertsOffset = g_scene->GetVertsOffset(i);
g_scene->UpdateVertexBuffer(vertsOffset, vertex);
if (g_displayStyle == kVarying) {
float *d = &varying[0];
for (int j = 0; j < nverts; ++j) {
*d++ = 1;
*d++ = (1+(float)sin(0.1f*g_frame + i)) * 0.5f;
*d++ = 1;
*d++ = 1.0;
}
g_scene->UpdateVaryingBuffer(vertsOffset, varying);
}
}
}
static void
refine() {
Stopwatch s;
s.Start();
int numObjects = g_scene->GetNumObjects();
for (int i = 0; i < numObjects; ++i) {
g_scene->Refine(i);
}
s.Stop();
g_cpuTime = float(s.GetElapsed() * 1000.0f);
s.Start();
g_scene->Synchronize();
s.Stop();
g_gpuTime = float(s.GetElapsed() * 1000.0f);
s.Stop();
}
//------------------------------------------------------------------------------
//------------------------------------------------------------------------------
static void
fitFrame() {
g_pan[0] = g_pan[1] = 0;
g_dolly = g_size;
}
//------------------------------------------------------------------------------
union Effect {
Effect(int displayStyle_,
int screenSpaceTess_,
int patchCull_) : value(0) {
displayStyle = displayStyle_;
screenSpaceTess = screenSpaceTess_;
patchCull = patchCull_;
}
struct {
unsigned int displayStyle: 3;
unsigned int screenSpaceTess: 1;
unsigned int patchCull: 1;
};
int value;
bool operator < (const Effect &e) const {
return value < e.value;
}
};
static Effect
GetEffect() {
return Effect(g_displayStyle, g_screenSpaceTess, g_patchCull);
}
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
#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
const char *glslVersion = "#version 400\n";
#else
const char *glslVersion = "#version 330\n";
#endif
GLDrawConfig *config = new GLDrawConfig(glslVersion);
Far::PatchDescriptor::Type type = effectDesc.desc.GetType();
std::string primTypeDefine =
(type == Far::PatchDescriptor::QUADS ?
"#define PRIM_QUAD\n" : "#define PRIM_TRI\n");
// common defines
std::stringstream ss;
if (effectDesc.effect.screenSpaceTess) {
ss << "#define OSD_ENABLE_SCREENSPACE_TESSELLATION\n";
}
if (effectDesc.effect.patchCull) {
ss << "#define OSD_ENABLE_PATCH_CULL\n";
}
// display styles
switch (effectDesc.effect.displayStyle) {
case kWire:
ss << "#define GEOMETRY_OUT_WIRE\n";
break;
case kWireShaded:
ss << "#define GEOMETRY_OUT_LINE\n";
break;
case kShaded:
ss << "#define GEOMETRY_OUT_FILL\n";
break;
case kVarying:
ss << "#define VARYING_COLOR\n";
ss << "#define GEOMETRY_OUT_FILL\n";
break;
case kVaryingInterleaved:
ss << "#define VARYING_COLOR\n";
ss << "#define GEOMETRY_OUT_FILL\n";
break;
}
if (effectDesc.desc.IsAdaptive()) {
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";
}
// 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")
<< shaderSource
<< Osd::GLSLPatchShaderSource::GetVertexShaderSource(type);
config->CompileAndAttachShader(GL_VERTEX_SHADER, ss.str());
ss.str("");
if (effectDesc.desc.IsAdaptive()) {
// tess control shader
ss << common
<< "#define OSD_PATCH_TESS_CONTROL_BSPLINE_SHADER\n"
<< 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" // for my shader source
<< primTypeDefine
<< shaderSource;
config->CompileAndAttachShader(GL_GEOMETRY_SHADER, ss.str());
ss.str("");
// fragment shader
ss << common
<< "#define FRAGMENT_SHADER\n" // for my shader source
<< primTypeDefine
<< 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;
if ((loc = glGetUniformLocation(program, "OsdPatchParamBuffer")) != -1) {
glProgramUniform1i(program, loc, 0); // GL_TEXTURE0
}
if ((loc = glGetUniformLocation(program, "OsdVertexBuffer")) != -1) {
glProgramUniform1i(program, loc, 1); // GL_TEXTURE1
}
if ((loc = glGetUniformLocation(program, "OsdValenceBuffer")) != -1) {
glProgramUniform1i(program, loc, 2); // GL_TEXTURE2
}
if ((loc = glGetUniformLocation(program, "OsdQuadOffsetBuffer")) != -1) {
glProgramUniform1i(program, loc, 3); // GL_TEXTURE3
}
if ((loc = glGetUniformLocation(program, "OsdFVarDataBuffer")) != -1) {
glProgramUniform1i(program, loc, 4); // GL_TEXTURE4
}
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() {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_BUFFER, g_scene->GetPatchParamTexture());
// XXX: LegacyGregory hasn't been supported.
glActiveTexture(GL_TEXTURE0);
}
static GLenum
bindProgram(Effect effect,
Far::PatchDescriptor desc,
int basePrimitiveID) {
EffectDesc effectDesc(desc, effect);
typedef OpenSubdiv::Far::PatchDescriptor Descriptor;
// lookup shader cache (compile the shader if needed)
GLDrawConfig *config = g_shaderCache.GetDrawConfig(effectDesc);
if (!config) return 0;
GLuint program = config->GetProgram();
glUseProgram(program);
// bind standalone uniforms
GLint uniformPrimitiveIdBase =
glGetUniformLocation(program, "PrimitiveIdBase");
if (uniformPrimitiveIdBase >=0)
glUniform1i(uniformPrimitiveIdBase, basePrimitiveID);
// return primtype
GLenum primType;
switch(effectDesc.desc.GetType()) {
case Descriptor::QUADS:
primType = GL_LINES_ADJACENCY;
break;
case Descriptor::TRIANGLES:
primType = GL_TRIANGLES;
break;
default:
#if defined(GL_ARB_tessellation_shader) || defined(GL_VERSION_4_0)
primType = GL_PATCHES;
glPatchParameteri(GL_PATCH_VERTICES, effectDesc.desc.GetNumControlVertices());
#else
primType = GL_POINTS;
#endif
break;
}
return primType;
}
//------------------------------------------------------------------------------
template <typename T>
std::string formatWithCommas(T value) {
std::stringstream ss;
ss.imbue(std::locale(""));
ss << std::fixed << value;
return ss.str();
}
static void
display() {
g_hud.GetFrameBuffer()->Bind();
Stopwatch s;
s.Start();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, g_width, g_height);
// prepare view matrix
double aspect = g_width/(double)g_height;
identity(g_transformData.ModelViewMatrix);
translate(g_transformData.ModelViewMatrix, -g_pan[0], -g_pan[1], -g_dolly);
rotate(g_transformData.ModelViewMatrix, g_rotate[1], 1, 0, 0);
rotate(g_transformData.ModelViewMatrix, g_rotate[0], 0, 1, 0);
rotate(g_transformData.ModelViewMatrix, -90, 1, 0, 0);
translate(g_transformData.ModelViewMatrix,
-g_center[0], -g_center[1], -g_center[2]);
perspective(g_transformData.ProjectionMatrix,
45.0f, (float)aspect, 0.01f, 500.0f);
multMatrix(g_transformData.ModelViewProjectionMatrix,
g_transformData.ModelViewMatrix,
g_transformData.ProjectionMatrix);
glEnable(GL_DEPTH_TEST);
// make sure that the vertex buffer is interoped back as a GL resources.
g_scene->BindVertexBuffer();
glBindVertexArray(g_vao);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_scene->GetIndexBuffer());
if (g_displayStyle == kVarying) {
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, g_scene->BindVertexBuffer());
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 3, 0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, g_scene->BindVaryingBuffer());
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 4, 0);
} else if (g_displayStyle == kVaryingInterleaved) {
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, g_scene->BindVertexBuffer());
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 7, 0);
glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 7,
(void*)(sizeof(GLfloat)*3));
} else {
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, g_scene->BindVertexBuffer());
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 3, 0);
glDisableVertexAttribArray(1);
}
// update vertex buffer to texture for gregory patch drawing.
// g_topology->UpdateVertexTexture(g_vbo);
int numDrawCalls = 0;
// primitive counting
glBeginQuery(GL_PRIMITIVES_GENERATED, g_queries[0]);
#if defined(GL_VERSION_3_3)
glBeginQuery(GL_TIME_ELAPSED, g_queries[1]);
#endif
updateUniformBlocks();
bindTextures();
if (g_MDI && glMultiDrawElementsIndirect) {
SceneBase::BatchVector const &batches = g_scene->GetBatches();
for (int i = 0; i < (int)batches.size(); ++i) {
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, batches[i].dispatchBuffer);
GLenum primType = bindProgram(GetEffect(),
batches[i].desc,
/*primitiveIDBase=*/0);
glMultiDrawElementsIndirect(primType, GL_UNSIGNED_INT, 0,
batches[i].count,
batches[i].stride);
// XXX: currently MDI path is broken because of the bad plumbing
// of PrimitiveIdBase.
++numDrawCalls;
}
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0);
} else {
int numObjects = g_scene->GetNumObjects();
for (int i = 0; i < numObjects; ++i) {
SceneBase::PatchArrayVector const &patchArrays = g_scene->GetPatchArrays(i);
for (int j = 0; j < (int)patchArrays.size(); ++j) {
SceneBase::PatchArray const &patchArray = patchArrays[j];
int nPatch = patchArray.numPatches;
int baseVertex = g_scene->GetVertsOffset(i);
GLvoid *indices = (void *)(patchArray.indexOffset * sizeof(int));
GLenum primType = bindProgram(GetEffect(),
patchArray.desc,
patchArray.primitiveIDOffset);
glDrawElementsBaseVertex(
primType,
nPatch * patchArray.desc.GetNumControlVertices(),
GL_UNSIGNED_INT,
indices,
baseVertex);
++numDrawCalls;
}
}
}
glEndQuery(GL_PRIMITIVES_GENERATED);
#if defined(GL_VERSION_3_3)
glEndQuery(GL_TIME_ELAPSED);
#endif
glBindVertexArray(0);
glUseProgram(0);
s.Stop();
float drawCpuTime = float(s.GetElapsed() * 1000.0f);
GLuint numPrimsGenerated = 0;
GLuint timeElapsed = 0;
glGetQueryObjectuiv(g_queries[0], GL_QUERY_RESULT, &numPrimsGenerated);
#if defined(GL_VERSION_3_3)
glGetQueryObjectuiv(g_queries[1], GL_QUERY_RESULT, &timeElapsed);
#endif
float drawGpuTime = timeElapsed / 1000.0f / 1000.0f;
g_hud.GetFrameBuffer()->ApplyImageShader();
if (g_hud.IsVisible()) {
g_fpsTimer.Stop();
double fps = 1.0/g_fpsTimer.GetElapsed();
g_fpsTimer.Start();
g_hud.DrawString(230, -60, "Vertex + Varying Bufsize : %s",
formatWithCommas(g_vboSize).c_str());
g_hud.DrawString(230, -40, "Index + PatchParam Bufsize : %s",
formatWithCommas(g_iboSize).c_str());
g_hud.DrawString(230, -20, "Stencil table size : %s",
formatWithCommas(g_scene->GetStencilTableSize()).c_str());
g_hud.DrawString(10, -180, "Tess level : %d", g_tessLevel);
g_hud.DrawString(10, -160, "Primitives : %s", formatWithCommas(numPrimsGenerated).c_str());
g_hud.DrawString(10, -140, "Draw calls : %d", numDrawCalls);
g_hud.DrawString(10, -100, "GPU Compute : %.3f ms", g_gpuTime);
g_hud.DrawString(10, -80, "CPU Compute : %.3f ms", g_cpuTime);
g_hud.DrawString(10, -60, "GPU Draw : %.3f ms", drawGpuTime);
g_hud.DrawString(10, -40, "CPU Draw : %.3f ms", drawCpuTime);
g_hud.DrawString(10, -20, "FPS : %3.1f", fps);
g_hud.Flush();
}
//checkGLErrors("display leave");
}
//------------------------------------------------------------------------------
static void
motion(GLFWwindow *, double dx, double dy) {
int x=(int)dx, y=(int)dy;
if (g_mbutton[0] && !g_mbutton[1] && !g_mbutton[2]) {
// orbit
g_rotate[0] += x - g_prev_x;
g_rotate[1] += y - g_prev_y;
} else if (!g_mbutton[0] && !g_mbutton[1] && g_mbutton[2]) {
// pan
g_pan[0] -= g_dolly*(x - g_prev_x)/g_width;
g_pan[1] += g_dolly*(y - g_prev_y)/g_height;
} else if ((g_mbutton[0] && !g_mbutton[1] && g_mbutton[2]) or
(!g_mbutton[0] && g_mbutton[1] && !g_mbutton[2])) {
// dolly
g_dolly -= g_dolly*0.01f*(x - g_prev_x);
if(g_dolly <= 0.01) g_dolly = 0.01f;
}
g_prev_x = x;
g_prev_y = y;
}
//------------------------------------------------------------------------------
static void
mouse(GLFWwindow *, int button, int state, int /* mods */) {
if (button == 0 && state == GLFW_PRESS && g_hud.MouseClick(g_prev_x, g_prev_y))
return;
if (button < 3) {
g_mbutton[button] = (state == GLFW_PRESS);
}
}
//------------------------------------------------------------------------------
static void
uninitGL() {
glDeleteQueries(2, g_queries);
glDeleteVertexArrays(1, &g_vao);
delete g_scene;
g_scene = NULL;
}
//------------------------------------------------------------------------------
static void
reshape(GLFWwindow *, int width, int height) {
g_width = width;
g_height = height;
int windowWidth = g_width, windowHeight = g_height;
// window size might not match framebuffer size on a high DPI display
glfwGetWindowSize(g_window, &windowWidth, &windowHeight);
g_hud.Rebuild(windowWidth, windowHeight, width, height);
}
//------------------------------------------------------------------------------
void windowClose(GLFWwindow*) {
g_running = false;
}
static void
rebuildObjects() {
// create Objects
int numVerts = g_scene->AddObjects(g_numObjects);
Osd::VertexBufferDescriptor vertexDesc, varyingDesc;
bool interleaved = true;
if (g_displayStyle == kVaryingInterleaved) {
vertexDesc = Osd::VertexBufferDescriptor(0, 3, 7);
varyingDesc = Osd::VertexBufferDescriptor(3, 4, 7);
interleaved = true;
} else if (g_displayStyle == kVarying) {
vertexDesc = Osd::VertexBufferDescriptor(0, 3, 3);
varyingDesc = Osd::VertexBufferDescriptor(0, 4, 4);
interleaved = false;
} else {
vertexDesc = Osd::VertexBufferDescriptor(0, 3, 3);
varyingDesc = Osd::VertexBufferDescriptor(0, 0, 0);
interleaved = false;
}
g_vboSize = g_scene->AllocateVBO(numVerts, vertexDesc, varyingDesc, interleaved);
updateGeom();
refine();
}
static void
rebuildTopology() {
if (g_scene) delete g_scene;
if (g_kernel == kCPU) {
g_scene = new Scene<Osd::CpuEvaluator,
Osd::CpuGLVertexBuffer,
Far::StencilTables>(g_options);
#ifdef OPENSUBDIV_HAS_OPENMP
} else if (g_kernel == kOPENMP) {
g_scene = new Scene<Osd::OmpEvaluator,
Osd::CpuGLVertexBuffer,
Far::StencilTables>(g_options);
#endif
#ifdef OPENSUBDIV_HAS_TBB
} else if (g_kernel == kTBB) {
g_scene = new Scene<Osd::TbbEvaluator,
Osd::CpuGLVertexBuffer,
Far::StencilTables>(g_options);
#endif
#ifdef OPENSUBDIV_HAS_CUDA
} else if (g_kernel == kCUDA) {
g_scene = new Scene<Osd::CudaEvaluator,
Osd::CudaGLVertexBuffer,
Osd::CudaStencilTables>(g_options);
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
} else if (g_kernel == kCL) {
static Osd::EvaluatorCacheT<Osd::CLEvaluator> clEvaluatorCache;
g_scene = new Scene<Osd::CLEvaluator,
Osd::CLGLVertexBuffer,
Osd::CLStencilTables,
CLDeviceContext>(g_options, &clEvaluatorCache,
&g_clDeviceContext);
#endif
#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
} else if (g_kernel == kGLSL) {
static Osd::EvaluatorCacheT<Osd::GLXFBEvaluator> glXFBEvaluatorCache;
g_scene = new Scene<Osd::GLXFBEvaluator,
Osd::GLVertexBuffer,
Osd::GLStencilTablesTBO>(g_options, &glXFBEvaluatorCache);
#endif
#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
} else if (g_kernel == kGLSLCompute) {
static Osd::EvaluatorCacheT<Osd::GLComputeEvaluator> glComputeEvaluatorCache;
g_scene = new Scene<Osd::GLComputeEvaluator,
Osd::GLVertexBuffer,
Osd::GLStencilTablesSSBO>(g_options, &glComputeEvaluatorCache);
#endif
}
for (int i = 0; i < (int)g_defaultShapes.size(); ++i) {
Shape const * shape = Shape::parseObj(
g_defaultShapes[i].data.c_str(),
g_defaultShapes[i].scheme,
g_defaultShapes[i].isLeftHanded);
bool varying = (g_displayStyle==kVarying or g_displayStyle==kVaryingInterleaved);
g_scene->AddTopology(shape, g_level, varying);
delete shape;
}
g_iboSize = g_scene->CreateIndexBuffer();
rebuildObjects();
}
//------------------------------------------------------------------------------
static void
keyboard(GLFWwindow *, int key, int /* scancode */, int event, int /* mods */) {
if (event == GLFW_RELEASE) return;
if (g_hud.KeyDown(tolower(key))) return;
if (key == 'G') {
g_frame++;
updateGeom();
refine();
}
switch (key) {
case 'Q': g_running = 0; break;
case 'F': fitFrame(); break;
case '+':
case '=': g_tessLevel++; break;
case '-': g_tessLevel = std::max(g_tessLevelMin, g_tessLevel-1); break;
case '.': g_numObjects *= 2; rebuildObjects(); break;
case ',': g_numObjects = std::max(1, g_numObjects/2); rebuildObjects(); break;
case GLFW_KEY_ESCAPE: g_hud.SetVisible(!g_hud.IsVisible()); break;
}
}
//------------------------------------------------------------------------------
static void
callbackEndCap(int endCap) {
g_options.endCap = endCap;
rebuildTopology();
}
static void
callbackKernel(int k) {
g_kernel = k;
#ifdef OPENSUBDIV_HAS_OPENCL
if (g_kernel == kCL and (not g_clDeviceContext.IsInitialized())) {
if (g_clDeviceContext.Initialize() == false) {
printf("Error in initializing OpenCL\n");
exit(1);
}
}
#endif
#ifdef OPENSUBDIV_HAS_CUDA
if (g_kernel == kCUDA and (not g_cudaDeviceContext.IsInitialized())) {
if (g_cudaDeviceContext.Initialize() == false) {
printf("Error in initializing Cuda\n");
exit(1);
}
}
#endif
rebuildTopology();
}
static void
callbackLevel(int l) {
g_level = l;
rebuildTopology();
}
static void
callbackSlider(float value, int /* data */) {
g_numObjects = (int)value;
rebuildObjects();
}
static void
callbackDisplayStyle(int b) {
g_displayStyle = b;
rebuildTopology();
}
static void
callbackCheckBox(bool checked, int button) {
switch (button) {
case kHUD_CB_ADAPTIVE:
g_options.adaptive = checked;
rebuildTopology();
break;
case kHUD_CB_MDI:
g_MDI = checked;
break;
case kHUD_CB_VIEW_LOD:
g_screenSpaceTess = checked;
break;
case kHUD_CB_PATCH_CULL:
g_patchCull = checked;
break;
case kHUD_CB_FREEZE:
g_freeze = checked;
break;
}
}
static void
initHUD() {
int windowWidth = g_width, windowHeight = g_height,
frameBufferWidth = g_width, frameBufferHeight = g_height;
// window size might not match framebuffer size on a high DPI display
glfwGetWindowSize(g_window, &windowWidth, &windowHeight);
glfwGetFramebufferSize(g_window, &frameBufferWidth, &frameBufferHeight);
g_hud.Init(windowWidth, windowHeight, frameBufferWidth, frameBufferHeight);
g_hud.SetFrameBuffer(new GLFrameBuffer);
int shading_pulldown = g_hud.AddPullDown("Shading (W)", 10, 10, 250, callbackDisplayStyle, 'w');
g_hud.AddPullDownButton(shading_pulldown, "Wire", kWire, g_displayStyle==kWire);
g_hud.AddPullDownButton(shading_pulldown, "Shaded", kShaded, g_displayStyle==kShaded);
g_hud.AddPullDownButton(shading_pulldown, "Wire+Shaded", kWireShaded, g_displayStyle==kWireShaded);
g_hud.AddPullDownButton(shading_pulldown, "Varying", kVarying, g_displayStyle==kVarying);
g_hud.AddPullDownButton(shading_pulldown, "Varying(Interleaved)", kVaryingInterleaved, g_displayStyle==kVaryingInterleaved);
g_hud.AddCheckBox("Screen space LOD (V)", g_screenSpaceTess != 0,
10, 110, callbackCheckBox, kHUD_CB_VIEW_LOD, 'v');
g_hud.AddCheckBox("Frustum Patch Culling (B)", g_patchCull != 0,
10, 130, callbackCheckBox, kHUD_CB_PATCH_CULL, 'b');
g_hud.AddCheckBox("Freeze (spc)", g_freeze != 0,
10, 150, callbackCheckBox, kHUD_CB_FREEZE, ' ');
int compute_pulldown = g_hud.AddPullDown("Compute (K)", 475, 10, 300, callbackKernel, 'k');
g_hud.AddPullDownButton(compute_pulldown, "CPU", kCPU);
#ifdef OPENSUBDIV_HAS_OPENMP
g_hud.AddPullDownButton(compute_pulldown, "OpenMP", kOPENMP);
#endif
#ifdef OPENSUBDIV_HAS_TBB
g_hud.AddPullDownButton(compute_pulldown, "TBB", kTBB);
#endif
#ifdef OPENSUBDIV_HAS_CUDA
g_hud.AddPullDownButton(compute_pulldown, "CUDA", kCUDA);
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
if (CLDeviceContext::HAS_CL_VERSION_1_1()) {
g_hud.AddPullDownButton(compute_pulldown, "OpenCL", kCL);
}
#endif
#ifdef OPENSUBDIV_HAS_GLSL_TRANSFORM_FEEDBACK
g_hud.AddPullDownButton(compute_pulldown, "GLSL TransformFeedback", kGLSL);
#endif
#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
// Must also check at run time for OpenGL 4.3
if (GLEW_VERSION_4_3) {
g_hud.AddPullDownButton(compute_pulldown, "GLSL Compute", kGLSLCompute);
}
#endif
g_hud.AddSlider("Objects count", 1, 1000, 25,
-200, 20, 20, true, callbackSlider, 0);
{
g_hud.AddCheckBox("Multi Draw Indirect (m)", g_MDI != 0,
10, 170, callbackCheckBox, kHUD_CB_MDI, 'm');
g_hud.AddCheckBox("Adaptive (`)", g_options.adaptive != 0,
10, 190, callbackCheckBox, kHUD_CB_ADAPTIVE, '`');
int endcap_pulldown = g_hud.AddPullDown(
"End cap (E)", 10, 210, 200, callbackEndCap, 'e');
g_hud.AddPullDownButton(endcap_pulldown, "BSpline",
SceneBase::kEndCapBSplineBasis,
g_options.endCap == SceneBase::kEndCapBSplineBasis);
g_hud.AddPullDownButton(endcap_pulldown, "GregoryBasis",
SceneBase::kEndCapGregoryBasis,
g_options.endCap == SceneBase::kEndCapGregoryBasis);
}
for (int i = 1; i < 11; ++i) {
char level[16];
sprintf(level, "Lv. %d", i);
g_hud.AddRadioButton(3, level, i==2, 10, 210+i*20, callbackLevel, i, '0'+(i%10));
}
g_hud.Rebuild(windowWidth, windowHeight, frameBufferWidth, frameBufferHeight);
}
//------------------------------------------------------------------------------
static void
initGL() {
glClearColor(0.1f, 0.1f, 0.1f, 0.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
glGenQueries(2, g_queries);
glGenVertexArrays(1, &g_vao);
}
//------------------------------------------------------------------------------
static void
idle() {
if (not g_freeze) {
++g_frame;
updateGeom();
refine();
}
}
//------------------------------------------------------------------------------
static void
callbackError(Far::ErrorType err, const char *message) {
printf("Error: %d\n", err);
printf("%s", message);
}
//------------------------------------------------------------------------------
static void
callbackErrorGLFW(int error, const char* description) {
fprintf(stderr, "GLFW Error (%d) : %s\n", error, description);
}
//------------------------------------------------------------------------------
static void
setGLCoreProfile() {
#define glfwOpenWindowHint glfwWindowHint
#define GLFW_OPENGL_VERSION_MAJOR GLFW_CONTEXT_VERSION_MAJOR
#define GLFW_OPENGL_VERSION_MINOR GLFW_CONTEXT_VERSION_MINOR
glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#if not defined(__APPLE__)
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 4);
#ifdef OPENSUBDIV_HAS_GLSL_COMPUTE
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 3);
#else
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
#endif
#else
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3);
glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
#endif
glfwOpenWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
}
//------------------------------------------------------------------------------
int main(int argc, char ** argv) {
std::string str;
for (int i = 1; i < argc; ++i) {
if (!strcmp(argv[i], "-d")) {
g_level = atoi(argv[++i]);
}
}
Far::SetErrorCallback(callbackError);
glfwSetErrorCallback(callbackErrorGLFW);
if (not glfwInit()) {
printf("Failed to initialize GLFW\n");
return 1;
}
static const char windowTitle[] = "OpenSubdiv batching example " OPENSUBDIV_VERSION_STRING;
#define CORE_PROFILE
#ifdef CORE_PROFILE
setGLCoreProfile();
#endif
if (not (g_window=glfwCreateWindow(g_width, g_height, windowTitle, NULL, NULL))) {
printf("Failed to open window.\n");
glfwTerminate();
return 1;
}
glfwMakeContextCurrent(g_window);
// accommocate high DPI displays (e.g. mac retina displays)
glfwGetFramebufferSize(g_window, &g_width, &g_height);
glfwSetFramebufferSizeCallback(g_window, reshape);
glfwSetKeyCallback(g_window, keyboard);
glfwSetCursorPosCallback(g_window, motion);
glfwSetMouseButtonCallback(g_window, mouse);
glfwSetWindowCloseCallback(g_window, windowClose);
#if defined(OSD_USES_GLEW)
#ifdef CORE_PROFILE
// this is the only way to initialize glew correctly under core profile context.
glewExperimental = true;
#endif
if (GLenum r = glewInit() != GLEW_OK) {
printf("Failed to initialize glew. Error = %s\n", glewGetErrorString(r));
exit(1);
}
#ifdef CORE_PROFILE
// clear GL errors which was generated during glewInit()
glGetError();
#endif
#endif
// activate feature adaptive tessellation if OSD supports it
g_options.adaptive = true;
initShapes();
initGL();
glfwSwapInterval(0);
initHUD();
rebuildTopology();
while (g_running) {
idle();
display();
glfwPollEvents();
glfwSwapBuffers(g_window);
}
uninitGL();
glfwTerminate();
}
//------------------------------------------------------------------------------