mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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9ed6ac7da8
- add a -Wall flag, but leave it commented out for now until the same is done for other compilers fixes #96
594 lines
20 KiB
C++
594 lines
20 KiB
C++
// CPU Subdivision with OpenSubdiv
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// -------------------------------
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// In this example program, we will setup an OpenGL application that uses OSD to
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// subdivide an animated mesh. It is intended to be as simple as possible and
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// not necessarily efficient. It is also intended as a learning tool for
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// understanding the OSD internals. Unlike the other OSD examples, the common
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// code infrastructure has been removed for clarity.
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//
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// ### Program Structure
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//
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// This example program is structured as follows:
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//
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// 1. Setup static mesh topology (OsdHbrMesh)
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// 2. Convert the topology into a subdividable mesh (OsdMesh)
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// 3. On each frame:
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// * Animate the coarse mesh points and update the OsdMesh
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// * Subdivide the updated mesh
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// * Draw the subdivided mesh and wire frame
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//
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// If you are completely new to OSD, you should read the following sections to
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// get a basic understanding of how it works.
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//
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// ### OSD Architecture Basics
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// As a client, you will primarily be interacting with the Osd and Hbr classes,
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// however it's good to be aware of all three layers. The following describes
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// these layers from lowest level (Hbr) to highest (Osd):
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//
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// **Hbr: Halfedge Boundary Representation.**
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// This layer represents the mesh topology as meshes, vertices and edges. It is
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// the core that provides the structure for subdivision and provides an
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// abstraction for dealing with topology in a type-agnostic way (i.e. everything
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// is templated).
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//
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// **Far: Feature Adaptive Representation.**
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// Far uses hbr to create and cache fast run time data structures for table
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// driven subdivision. Feature-adaptive refinement logic is used to adaptively
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// refine coarse topology only as much as needed. The FarMesh does hold vertex
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// objects but the topology has been baked into FarSubdivisionTables. It also
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// provides the underpinnings for generic dispatch of subdivision evaluation, so
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// subdivision can be preformed with different mechanisms (GLSL, Cuda, etc.),
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// the concrete implementations are specified at the next layer up.
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//
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// **Osd: Open Subdiv.**
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// Osd contains client level code that uses Far to create concrete instances of
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// meshes and compute patch CVs with different back ends for table driven
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// subdivision. Currently, the following are supported in Osd:
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//
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// * CPU / C++ with single or multiple threads
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// * GLSL kernels with transform feedback into VBOs
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// * OpenCL kernels
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// * CUDA kernels
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//
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// The amount of hardware specific computation code is small, ~300 lines of code,
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// so it isn't a large effort to support multiple different ones for different
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// clients. In the future, it is conceivable that additional dispatchers will be
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// developed to target mobile devices.
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//
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/*
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Copyright (C) Pixar. All rights reserved.
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This license governs use of the accompanying software. If you
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use the software, you accept this license. If you do not accept
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the license, do not use the software.
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1. Definitions
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The terms "reproduce," "reproduction," "derivative works," and
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"distribution" have the same meaning here as under U.S.
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copyright law. A "contribution" is the original software, or
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any additions or changes to the software.
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A "contributor" is any person or entity that distributes its
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contribution under this license.
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"Licensed patents" are a contributor's patent claims that read
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directly on its contribution.
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2. Grant of Rights
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(A) Copyright Grant- Subject to the terms of this license,
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including the license conditions and limitations in section 3,
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each contributor grants you a non-exclusive, worldwide,
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royalty-free copyright license to reproduce its contribution,
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prepare derivative works of its contribution, and distribute
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its contribution or any derivative works that you create.
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(B) Patent Grant- Subject to the terms of this license,
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including the license conditions and limitations in section 3,
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each contributor grants you a non-exclusive, worldwide,
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royalty-free license under its licensed patents to make, have
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made, use, sell, offer for sale, import, and/or otherwise
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dispose of its contribution in the software or derivative works
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of the contribution in the software.
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3. Conditions and Limitations
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(A) No Trademark License- This license does not grant you
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rights to use any contributor's name, logo, or trademarks.
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(B) If you bring a patent claim against any contributor over
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patents that you claim are infringed by the software, your
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patent license from such contributor to the software ends
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automatically.
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(C) If you distribute any portion of the software, you must
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retain all copyright, patent, trademark, and attribution
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notices that are present in the software.
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(D) If you distribute any portion of the software in source
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code form, you may do so only under this license by including a
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complete copy of this license with your distribution. If you
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distribute any portion of the software in compiled or object
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code form, you may only do so under a license that complies
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with this license.
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(E) The software is licensed "as-is." You bear the risk of
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using it. The contributors give no express warranties,
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guarantees or conditions. You may have additional consumer
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rights under your local laws which this license cannot change.
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To the extent permitted under your local laws, the contributors
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exclude the implied warranties of merchantability, fitness for
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a particular purpose and non-infringement.
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*/
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// ### Helper Includes
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// Vector algebra and common GL machinations that have been isolated for
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// clarity of the core OSD code.
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//
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#include "glhelpers.h"
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//
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// ### OpenSubdiv Includes
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// The mutex header provides a cross platform mutex implementation; the vertex
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// and mesh headers provide abstract representations of verts and meshes; the
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// element array buffer provides an abstract representation of an index buffer;
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// and finally, the cpu dispatcher is how subdivision work is dispatched to the
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// CPU.
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//
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// XXX: Fixme
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#include "../../regression/common/mutex.h"
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#include <far/meshFactory.h>
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#include <osd/vertex.h>
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#include <osd/glDrawContext.h>
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#include <osd/cpuDispatcher.h>
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#include <osd/cpuGLVertexBuffer.h>
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#include <osd/cpuComputeController.h>
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#include <osd/cpuComputeContext.h>
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//
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// ### Global Variables & Declarations
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//
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// The screen width & height; current frame for animation; and the desired
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// subdivision level.
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//
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int g_width = 0,
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g_height = 0,
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g_frame = 0,
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g_level = 4;
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//
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// A center point for the view matrix and the object size for framing
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//
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float g_center[3] = {0.0f, 0.0f, 0.0f},
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g_size = 0.0f;
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//
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// The OSD state: a mesh, vertex buffer and element array
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//
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OpenSubdiv::FarMesh<OpenSubdiv::OsdVertex> * g_farmesh = 0;
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OpenSubdiv::OsdCpuGLVertexBuffer * g_vertexBuffer = 0;
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OpenSubdiv::OsdGLDrawContext * g_drawContext = 0;
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OpenSubdiv::OsdCpuComputeContext * g_osdComputeContext = 0;
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OpenSubdiv::OsdCpuComputeController * g_osdComputeController = 0;
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typedef OpenSubdiv::HbrMesh<OpenSubdiv::OsdVertex> OsdHbrMesh;
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typedef OpenSubdiv::HbrVertex<OpenSubdiv::OsdVertex> OsdHbrVertex;
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typedef OpenSubdiv::HbrFace<OpenSubdiv::OsdVertex> OsdHbrFace;
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typedef OpenSubdiv::HbrHalfedge<OpenSubdiv::OsdVertex> OsdHbrHalfedge;
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//
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// The coarse mesh positions and normals are saved externally and deformed
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// during playback.
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//
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std::vector<float> g_orgPositions,
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g_normals;
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//
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// Forward declarations. These functions will be described below as they are
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// defined.
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//
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void idle();
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void reshape(int width, int height);
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void createOsdContext(int level);
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void display();
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void updateGeom();
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static void calcNormals(OsdHbrMesh * mesh,
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std::vector<float> const & pos,
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std::vector<float> & result );
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//
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// ### The main program entry point
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//
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// register the Osd CPU kernel,
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// call createOsdMesh (see below), init glew and one-time GL state and enter the
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// main glut loop.
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//
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void initOsd()
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{
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initGL();
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//
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// Dispatchers are created from a kernel enumeration via the factory pattern,
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// calling register here ensures that the CPU dispatcher will be available
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// for construction when it is requested via the kCPU enumeration inside the
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// function createOsdMesh.
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//
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// OpenSubdiv::OsdCpuKernelDispatcher::Register();
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g_osdComputeController = new OpenSubdiv::OsdCpuComputeController();
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//
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// The following method will populate the g_osdMesh object, which will
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// contain the precomputed subdivision tables.
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//
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createOsdContext(g_level);
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}
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//
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// ### Construct the OSD Mesh
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// Here is where the real meat of the OSD setup happens. The mesh topology is
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// created and stored for later use. Actual subdivision happens in updateGeom
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// which gets called at the end of this function and on frame change.
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//
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void
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createOsdContext(int level)
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{
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//
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// Setup an OsdHbr mesh based on the desired subdivision scheme
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//
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static OpenSubdiv::HbrCatmarkSubdivision<OpenSubdiv::OsdVertex> _catmark;
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OsdHbrMesh *hmesh(new OsdHbrMesh(&_catmark));
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//
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// Now that we have a mesh, we need to add verticies and define the topology.
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// Here, we've declared the raw vertex data in-line, for simplicity
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//
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float verts[] = { 0.000000f, -1.414214f, 1.000000f,
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1.414214f, 0.000000f, 1.000000f,
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-1.414214f, 0.000000f, 1.000000f,
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0.000000f, 1.414214f, 1.000000f,
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-1.414214f, 0.000000f, -1.000000f,
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0.000000f, 1.414214f, -1.000000f,
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0.000000f, -1.414214f, -1.000000f,
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1.414214f, 0.000000f, -1.000000f
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};
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//
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// The cube faces are also in-lined, here they are specified as quads
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//
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int faces[] = {
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0,1,3,2,
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2,3,5,4,
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4,5,7,6,
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6,7,1,0,
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1,7,5,3,
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6,0,2,4
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};
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//
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// Record the original vertex positions and add verts to the mesh.
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//
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// OsdVertex is really just a place holder, it doesn't care what the
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// position of the vertex is, it's just being used here as a means of
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// defining the mesh topology.
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//
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for (unsigned i = 0; i < sizeof(verts)/sizeof(float); i += 3) {
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g_orgPositions.push_back(verts[i+0]);
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g_orgPositions.push_back(verts[i+1]);
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g_orgPositions.push_back(verts[i+2]);
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OpenSubdiv::OsdVertex vert;
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hmesh->NewVertex(i/3, vert);
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}
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//
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// Now specify the actual mesh topology by processing the faces array
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//
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const unsigned VERTS_PER_FACE = 4;
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for (unsigned i = 0; i < sizeof(faces)/sizeof(int); i += VERTS_PER_FACE) {
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//
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// Do some sanity checking. It is a good idea to keep this in your
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// code for your personal sanity as well.
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//
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// Note that this loop is not changing the HbrMesh, it's purely validating
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// the topology that is about to be created below.
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//
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for (unsigned j = 0; j < VERTS_PER_FACE; j++) {
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OsdHbrVertex * origin = hmesh->GetVertex(faces[i+j]);
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OsdHbrVertex * destination = hmesh->GetVertex(faces[i+((j+1)%VERTS_PER_FACE)]);
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OsdHbrHalfedge * opposite = destination->GetEdge(origin);
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if(origin==NULL || destination==NULL) {
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std::cerr <<
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" An edge was specified that connected a nonexistent vertex"
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<< std::endl;
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exit(1);
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}
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if(origin == destination) {
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std::cerr <<
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" An edge was specified that connected a vertex to itself"
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<< std::endl;
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exit(1);
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}
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if(opposite && opposite->GetOpposite() ) {
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std::cerr <<
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" A non-manifold edge incident to more than 2 faces was found"
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<< std::endl;
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exit(1);
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}
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if(origin->GetEdge(destination)) {
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std::cerr <<
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" An edge connecting two vertices was specified more than once."
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" It's likely that an incident face was flipped"
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<< std::endl;
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exit(1);
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}
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}
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//
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// Now, create current face given the number of verts per face and the
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// face index data.
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//
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/* OsdHbrFace * face = */ hmesh->NewFace(VERTS_PER_FACE, faces+i, 0);
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//
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// If you had ptex data, you would set it here, for example
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//
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/* face->SetPtexIndex(ptexIndex) */
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}
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//
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// Apply some tags to drive the subdivision algorithm. Here we set the
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// default boundary interpolation mode along with a corner sharpness. See
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// the API and the renderman spec for the full list of available operations.
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//
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hmesh->SetInterpolateBoundaryMethod( OsdHbrMesh::k_InterpolateBoundaryEdgeOnly );
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OsdHbrVertex * v = hmesh->GetVertex(0);
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v->SetSharpness(2.7f);
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//
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// Finalize the mesh object. The Finish() call is a signal to the internals
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// that optimizations can be made on the mesh data.
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//
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hmesh->Finish();
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//
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// Setup some raw vectors of data. Remember that the actual point values were
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// not stored in the OsdVertex, so we keep track of them here instead
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//
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g_normals.resize(g_orgPositions.size(),0.0f);
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calcNormals( hmesh, g_orgPositions, g_normals );
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//
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// At this point, we no longer need the topological structure of the mesh,
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// so we bake it down into subdivision tables by converting the HBR mesh
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// into an OSD mesh. Note that this is just storing the initial subdivision
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// tables, which will be used later during the actual subdivision process.
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//
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// Again, no vertex positions are being stored here, the point data will be
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// sent to the mesh in updateGeom().
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//
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OpenSubdiv::FarMeshFactory<OpenSubdiv::OsdVertex> meshFactory(hmesh, level);
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g_farmesh = meshFactory.Create();
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g_osdComputeContext = OpenSubdiv::OsdCpuComputeContext::Create(g_farmesh);
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delete hmesh;
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//
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// Initialize draw context and vertex buffer
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//
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g_vertexBuffer =
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OpenSubdiv::OsdCpuGLVertexBuffer::Create(6, /* 3 floats for position,
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+
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3 floats for normal*/
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g_farmesh->GetNumVertices());
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g_drawContext =
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OpenSubdiv::OsdGLDrawContext::Create(g_farmesh, g_vertexBuffer);
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//
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// Setup camera positioning based on object bounds. This really has nothing
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// to do with OSD.
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//
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computeCenterAndSize(g_orgPositions, g_center, &g_size);
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//
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// Finally, make an explicit call to updateGeom() to force creation of the
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// initial buffer objects for the first draw call.
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//
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updateGeom();
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//
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// The OsdVertexBuffer provides GL identifiers which can be bound in the
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// standard way. Here we setup a single VAO and enable points and normals
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// as attributes on the vertex buffer and set the index buffer.
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//
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GLuint vao;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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glBindBuffer(GL_ARRAY_BUFFER, g_vertexBuffer->BindVBO());
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 6, 0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof (GLfloat) * 6, (float*)12);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_drawContext->patchIndexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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//
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// ### Update Geometry and Subdivide
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// This is where the magic happens. Given the initial subdivision table stored
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// in the OsdMesh, on every frame we can now send coarse point position updates
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// and recompute the subdivided surface based on the coarse animation.
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//
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void
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updateGeom()
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{
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int nverts = (int)g_orgPositions.size() / 3;
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std::vector<float> vertex;
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vertex.reserve(nverts*6);
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const float *p = &g_orgPositions[0];
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const float *n = &g_normals[0];
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//
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// Apply a simple deformer to the coarse mesh. We save the deformed points
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// and normals into a separate buffer to avoid accumulation of error. This
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// loop really has nothing to do with OSD.
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//
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float r = sin(g_frame*0.001f);
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for (int i = 0; i < nverts; ++i) {
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//float move = 0.05f*cosf(p[0]*20+g_frame*0.01f);
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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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//
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// To be completely accurate, we should deform the normals here too, but
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// the original undeformed normals are sufficient for this example
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//
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vertex.push_back(n[0]);
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vertex.push_back(n[1]);
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vertex.push_back(n[2]);
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p += 3;
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n += 3;
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}
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//
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// Send the animated coarse positions and normals to the vertex buffer.
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//
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g_vertexBuffer->UpdateData(&vertex[0], nverts);
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//
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// Dispatch subdivision work based on the coarse vertex buffer. At this
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// point, the assigned dispatcher will queue up work, potentially in many
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// worker threads. If the subdivided data is required for further processing
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// a call to Synchronize() will allow you to block until the worker threads
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// complete.
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//
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g_osdComputeController->Refine(g_osdComputeContext, g_vertexBuffer);
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//
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// The call to Synchronize() is not actually necessary, it's being used
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// here only for illustration.
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//
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// g_osdComputeController->Synchronize();
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}
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//
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// ### Calculate Face Normals
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// A helper function to calculate face normals. It is included here to illustrate
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// how to inspect the coarse mesh, give an HbrMesh pointer.
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//
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static void
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calcNormals(OsdHbrMesh * mesh,
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std::vector<float> const & pos,
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std::vector<float> & result )
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{
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//
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// Get the number of vertices and faces. Notice the naming convention is
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// different between coarse Vertices and Faces. This may change in the
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// future (it an artifact of the original renderman code).
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//
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int nverts = mesh->GetNumVertices();
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int nfaces = mesh->GetNumCoarseFaces();
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for (int i = 0; i < nfaces; ++i) {
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OsdHbrFace * f = mesh->GetFace(i);
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float const * p0 = &pos[f->GetVertex(0)->GetID()*3],
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* p1 = &pos[f->GetVertex(1)->GetID()*3],
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* p2 = &pos[f->GetVertex(2)->GetID()*3];
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float n[3];
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cross( n, p0, p1, p2 );
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for (int j = 0; j < f->GetNumVertices(); j++) {
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int idx = f->GetVertex(j)->GetID() * 3;
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result[idx ] += n[0];
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result[idx+1] += n[1];
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result[idx+2] += n[2];
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}
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}
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for (int i = 0; i < nverts; ++i)
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normalize(&result[i*3]);
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}
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//
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// ### Draw the Mesh
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// Display handles all drawing per frame. We first call the setupForDisplay
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// helper method to setup some uninteresting GL state and then bind the mesh
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// using the buffers provided by our OSD objects
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//
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void
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display()
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{
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setupForDisplay(g_width, g_height, g_size, g_center);
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//
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// Bind the GL vertex and index buffers
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//
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glBindBuffer(GL_ARRAY_BUFFER, g_vertexBuffer->BindVBO());
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OpenSubdiv::OsdPatchArrayVector const & patches = g_drawContext->patchArrays;
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for (int i=0; i<(int)patches.size(); ++i) {
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OpenSubdiv::OsdPatchArray const & patch = patches[i];
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//
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// Bind the solid shaded program and draw elements based on the buffer contents
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//
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bindProgram(g_quadFillProgram);
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glDrawElements(GL_LINES_ADJACENCY, patch.numIndices,
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GL_UNSIGNED_INT, NULL);
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//
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// Draw the wire frame over the solid shaded mesh
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//
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bindProgram(g_quadLineProgram);
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glUniform4f(glGetUniformLocation(g_quadLineProgram, "fragColor"),
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0, 0, 0.5, 1);
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glDrawElements(GL_LINES_ADJACENCY, patch.numIndices,
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GL_UNSIGNED_INT, NULL);
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}
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//
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// This isn't strictly necessary, but unbind the GL state
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//
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glUseProgram(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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//glDisableClientState(GL_VERTEX_ARRAY);
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//
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// Draw the HUD/status text
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//
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//glColor3f(1, 1, 1);
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drawString(10, 10, "LEVEL = %d", g_level);
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drawString(10, 30, "# of Vertices = %d", g_farmesh->GetNumVertices());
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drawString(10, 50, "KERNEL = CPU");
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drawString(10, 70, "SUBDIVISION = %s", "CATMARK");
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//
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// Finish the current frame
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//
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glFinish();
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}
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