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945 lines (742 loc) · 30.8 KB
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/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
/* Contact ckubisch@nvidia.com (Christoph Kubisch) for feedback */
#define DEBUG_FILTER 1
#include <nvgl/extensions_gl.hpp>
#include <imgui/backends/imgui_impl_gl.h>
#include <imgui/imgui_helper.h>
#include <nvgl/glsltypes_gl.hpp>
#include <nvh/cameracontrol.hpp>
#include <nvh/fileoperations.hpp>
#include <nvh/geometry.hpp>
#include <nvh/misc.hpp>
#include <nvgl/appwindowprofiler_gl.hpp>
#include <nvgl/base_gl.hpp>
#include <nvgl/error_gl.hpp>
#include <nvgl/programmanager_gl.hpp>
#include "transformsystem.hpp"
#include "cadscene.hpp"
#include "renderer.hpp"
#include <algorithm>
#include "common.h"
#include "glm/gtc/matrix_access.hpp"
#include "glm/gtc/type_ptr.hpp"
namespace csfviewer {
int const SAMPLE_SIZE_WIDTH(800);
int const SAMPLE_SIZE_HEIGHT(600);
int const SAMPLE_MAJOR_VERSION(4);
int const SAMPLE_MINOR_VERSION(5);
class Sample : public nvgl::AppWindowProfilerGL
{
public:
enum GuiEnums
{
GUI_RENDERER,
GUI_MSAA,
GUI_SHADE,
GUI_STRATEGY,
};
struct
{
nvgl::ProgramID draw_object, draw_object_tris, draw_object_line, draw_object_indexed, draw_object_indexed_tris,
draw_object_indexed_line,
cull_object_frustum, cull_object_hiz, cull_object_raster, cull_bit_temporallast, cull_bit_temporalnew,
cull_bit_regular, cull_depth_mips,
scan_prefixsum, scan_offsets, scan_combine,
transform_leaves, transform_level,
xplode;
} programs;
struct
{
GLuint scene = 0;
GLuint scene2 = 0;
} fbos;
struct
{
GLuint scene_ubo = 0;
} buffers;
struct
{
GLuint64 scene_ubo;
} addresses;
struct
{
GLuint scene_color = 0;
GLuint scene_color2 = 0;
GLuint scene_depthstencil = 0;
GLuint scene_depthstencil2 = 0;
} textures;
struct Tweak
{
int renderer = 0;
ShadeType shade = SHADE_SOLID;
Strategy strategy = STRATEGY_GROUPS;
int clones = 0;
bool cloneaxisX = true;
bool cloneaxisY = true;
bool cloneaxisZ = false;
bool animateActive = false;
float animateMin = 1;
float animateDelta = 1;
int zoom = 100;
int msaa = 0;
bool noUI = false;
};
nvgl::ProgramManager m_progManager;
ImGuiH::Registry m_ui;
double m_uiTime = 0;
Tweak m_tweak;
Tweak m_lastTweak;
std::string m_modelFilename;
SceneData m_sceneUbo;
CadScene m_scene;
TransformSystem m_transformSystem;
GLuint m_xplodeGroupSize;
std::vector<unsigned int> m_renderersSorted;
std::string m_rendererName;
Renderer* NV_RESTRICT m_renderer;
Resources m_resources;
size_t m_stateChangeID;
void updateProgramDefine();
bool initProgram();
bool initScene(const char* filename, int clones, int cloneaxis);
bool initFramebuffers(int width, int height);
void initRenderer(int type, Strategy strategy);
void deinitRenderer();
void getCullPrograms(CullingSystem::Programs& cullprograms);
void getScanPrograms(ScanSystem::Programs& scanprograms);
void getTransformPrograms(TransformSystem::Programs& xfromPrograms);
void updatedPrograms();
void setupConfigParameters();
void setRendererFromName();
public:
Sample() { setupConfigParameters(); }
bool validateConfig() override;
bool begin() override;
void think(double time) override;
void resize(int width, int height) override;
void processUI(double time);
nvh::CameraControl m_control;
void end() override { ImGui::ShutdownGL(); }
// return true to prevent m_windowState updates
bool mouse_pos(int x, int y) override
{
if(m_tweak.noUI)
return false;
return ImGuiH::mouse_pos(x, y);
}
bool mouse_button(int button, int action) override
{
if(m_tweak.noUI)
return false;
return ImGuiH::mouse_button(button, action);
}
bool mouse_wheel(int wheel) override
{
if(m_tweak.noUI)
return false;
return ImGuiH::mouse_wheel(wheel);
}
bool key_char(int button) override
{
if(m_tweak.noUI)
return false;
return ImGuiH::key_char(button);
}
bool key_button(int button, int action, int mods) override
{
if(m_tweak.noUI)
return false;
return ImGuiH::key_button(button, action, mods);
}
};
void Sample::updateProgramDefine() {}
void Sample::getTransformPrograms(TransformSystem::Programs& xformPrograms)
{
xformPrograms.transform_leaves = m_progManager.get(programs.transform_leaves);
xformPrograms.transform_level = m_progManager.get(programs.transform_level);
}
void Sample::getCullPrograms(CullingSystem::Programs& cullprograms)
{
cullprograms.bit_regular = m_progManager.get(programs.cull_bit_regular);
cullprograms.bit_temporallast = m_progManager.get(programs.cull_bit_temporallast);
cullprograms.bit_temporalnew = m_progManager.get(programs.cull_bit_temporalnew);
cullprograms.depth_mips = m_progManager.get(programs.cull_depth_mips);
cullprograms.object_frustum = m_progManager.get(programs.cull_object_frustum);
cullprograms.object_hiz = m_progManager.get(programs.cull_object_hiz);
cullprograms.object_raster = m_progManager.get(programs.cull_object_raster);
}
void Sample::getScanPrograms(ScanSystem::Programs& scanprograms)
{
scanprograms.prefixsum = m_progManager.get(programs.scan_prefixsum);
scanprograms.offsets = m_progManager.get(programs.scan_offsets);
scanprograms.combine = m_progManager.get(programs.scan_combine);
}
bool Sample::initProgram()
{
bool validated(true);
m_progManager.m_filetype = nvh::ShaderFileManager::FILETYPE_GLSL;
m_progManager.addDirectory(std::string("GLSL_" PROJECT_NAME));
m_progManager.addDirectory(exePath() + std::string(PROJECT_RELDIRECTORY));
m_progManager.registerInclude("common.h");
updateProgramDefine();
programs.draw_object =
m_progManager.createProgram(nvgl::ProgramManager::Definition(GL_VERTEX_SHADER, "scene.vert.glsl"),
nvgl::ProgramManager::Definition(GL_FRAGMENT_SHADER, "scene.frag.glsl"));
programs.draw_object_tris = m_progManager.createProgram(
nvgl::ProgramManager::Definition(GL_VERTEX_SHADER, "#define WIREMODE 0\n", "scene.vert.glsl"),
nvgl::ProgramManager::Definition(GL_FRAGMENT_SHADER, "#define WIREMODE 0\n", "scene.frag.glsl"));
programs.draw_object_line = m_progManager.createProgram(
nvgl::ProgramManager::Definition(GL_VERTEX_SHADER, "#define WIREMODE 1\n", "scene.vert.glsl"),
nvgl::ProgramManager::Definition(GL_FRAGMENT_SHADER, "#define WIREMODE 1\n", "scene.frag.glsl"));
programs.draw_object_indexed = m_progManager.createProgram(
nvgl::ProgramManager::Definition(GL_VERTEX_SHADER, "#define USE_INDEXING 1\n", "scene.vert.glsl"),
nvgl::ProgramManager::Definition(GL_FRAGMENT_SHADER, "#define USE_INDEXING 1\n", "scene.frag.glsl"));
programs.draw_object_indexed_tris = m_progManager.createProgram(
nvgl::ProgramManager::Definition(GL_VERTEX_SHADER, "#define USE_INDEXING 1\n#define WIREMODE 0\n",
"scene.vert.glsl"),
nvgl::ProgramManager::Definition(GL_FRAGMENT_SHADER, "#define USE_INDEXING 1\n#define WIREMODE 0\n",
"scene.frag.glsl"));
programs.draw_object_indexed_line = m_progManager.createProgram(
nvgl::ProgramManager::Definition(GL_VERTEX_SHADER, "#define USE_INDEXING 1\n#define WIREMODE 1\n",
"scene.vert.glsl"),
nvgl::ProgramManager::Definition(GL_FRAGMENT_SHADER, "#define USE_INDEXING 1\n#define WIREMODE 1\n",
"scene.frag.glsl"));
programs.cull_object_raster = m_progManager.createProgram(
nvgl::ProgramManager::Definition(GL_VERTEX_SHADER, "#define DUALINDEX 1\n#define MATRICES 4\n",
"cull-raster.vert.glsl"),
nvgl::ProgramManager::Definition(GL_GEOMETRY_SHADER, "#define DUALINDEX 1\n#define MATRICES 4\n",
"cull-raster.geo.glsl"),
nvgl::ProgramManager::Definition(GL_FRAGMENT_SHADER, "#define DUALINDEX 1\n#define MATRICES 4\n",
"cull-raster.frag.glsl"));
programs.cull_object_frustum = m_progManager.createProgram(nvgl::ProgramManager::Definition(
GL_VERTEX_SHADER, "#define DUALINDEX 1\n#define MATRICES 4\n", "cull-xfb.vert.glsl"));
programs.cull_object_hiz = m_progManager.createProgram(nvgl::ProgramManager::Definition(
GL_VERTEX_SHADER, "#define DUALINDEX 1\n#define MATRICES 4\n#define OCCLUSION\n", "cull-xfb.vert.glsl"));
programs.cull_bit_regular = m_progManager.createProgram(
nvgl::ProgramManager::Definition(GL_VERTEX_SHADER, "#define TEMPORAL 0\n", "cull-bitpack.vert.glsl"));
programs.cull_bit_temporallast = m_progManager.createProgram(
nvgl::ProgramManager::Definition(GL_VERTEX_SHADER, "#define TEMPORAL TEMPORAL_LAST\n", "cull-bitpack.vert.glsl"));
programs.cull_bit_temporalnew = m_progManager.createProgram(
nvgl::ProgramManager::Definition(GL_VERTEX_SHADER, "#define TEMPORAL TEMPORAL_NEW\n", "cull-bitpack.vert.glsl"));
programs.cull_depth_mips =
m_progManager.createProgram(nvgl::ProgramManager::Definition(GL_VERTEX_SHADER, "cull-downsample.vert.glsl"),
nvgl::ProgramManager::Definition(GL_FRAGMENT_SHADER, "cull-downsample.frag.glsl"));
programs.scan_prefixsum = m_progManager.createProgram(
nvgl::ProgramManager::Definition(GL_COMPUTE_SHADER, "#define TASK TASK_SUM\n", "scan.comp.glsl"));
programs.scan_offsets = m_progManager.createProgram(
nvgl::ProgramManager::Definition(GL_COMPUTE_SHADER, "#define TASK TASK_OFFSETS\n", "scan.comp.glsl"));
programs.scan_combine = m_progManager.createProgram(
nvgl::ProgramManager::Definition(GL_COMPUTE_SHADER, "#define TASK TASK_COMBINE\n", "scan.comp.glsl"));
programs.transform_leaves =
m_progManager.createProgram(nvgl::ProgramManager::Definition(GL_COMPUTE_SHADER, "transform-leaves.comp.glsl"));
programs.transform_level =
m_progManager.createProgram(nvgl::ProgramManager::Definition(GL_COMPUTE_SHADER, "transform-level.comp.glsl"));
programs.xplode =
m_progManager.createProgram(nvgl::ProgramManager::Definition(GL_COMPUTE_SHADER, "xplode-animation.comp.glsl"));
validated = m_progManager.areProgramsValid();
return validated;
}
bool Sample::initScene(const char* filename, int clones, int cloneaxis)
{
m_scene.unload();
if(buffers.scene_ubo && has_GL_NV_shader_buffer_load)
{
glMakeNamedBufferNonResidentNV(buffers.scene_ubo);
}
nvgl::newBuffer(buffers.scene_ubo);
glNamedBufferStorage(buffers.scene_ubo, sizeof(SceneData), NULL, GL_DYNAMIC_STORAGE_BIT);
if(has_GL_NV_shader_buffer_load)
{
glGetNamedBufferParameterui64vNV(buffers.scene_ubo, GL_BUFFER_GPU_ADDRESS_NV, &addresses.scene_ubo);
glMakeNamedBufferResidentNV(buffers.scene_ubo, GL_READ_ONLY);
}
m_resources.sceneUbo = buffers.scene_ubo;
m_resources.sceneAddr = addresses.scene_ubo;
m_resources.stateChangeID++;
bool status = m_scene.loadCSF(filename, clones, cloneaxis);
LOGI("\nscene %s\n", filename);
LOGI("geometries: %6d\n", (uint32_t)m_scene.m_geometry.size());
LOGI("materials: %6d\n", (uint32_t)m_scene.m_materials.size());
LOGI("nodes: %6d\n", (uint32_t)m_scene.m_matrices.size());
LOGI("objects: %6d\n", (uint32_t)m_scene.m_objects.size());
LOGI("\n");
return status;
}
bool Sample::initFramebuffers(int width, int height)
{
bool layered = true;
if(!fbos.scene || m_tweak.msaa != m_lastTweak.msaa)
{
nvgl::newFramebuffer(fbos.scene);
nvgl::newFramebuffer(fbos.scene2);
m_resources.fbo = fbos.scene;
m_resources.fbo2 = fbos.scene2;
m_resources.stateChangeID++;
}
if(layered)
{
if(has_GL_NV_bindless_texture && textures.scene_color)
{
glMakeTextureHandleNonResidentNV(glGetTextureHandleNV(textures.scene_color));
glMakeTextureHandleNonResidentNV(glGetTextureHandleNV(textures.scene_depthstencil));
}
nvgl::newTexture(textures.scene_color, m_tweak.msaa ? GL_TEXTURE_2D_MULTISAMPLE_ARRAY : GL_TEXTURE_2D_ARRAY);
nvgl::newTexture(textures.scene_depthstencil, m_tweak.msaa ? GL_TEXTURE_2D_MULTISAMPLE_ARRAY : GL_TEXTURE_2D_ARRAY);
if(m_tweak.msaa)
{
glTextureStorage3DMultisample(textures.scene_color, m_tweak.msaa, GL_RGBA8, width, height, 2, GL_TRUE);
glTextureStorage3DMultisample(textures.scene_depthstencil, m_tweak.msaa, GL_DEPTH24_STENCIL8, width, height, 2, GL_TRUE);
}
else
{
glTextureStorage3D(textures.scene_color, 1, GL_RGBA8, width, height, 2);
glTextureStorage3D(textures.scene_depthstencil, 1, GL_DEPTH24_STENCIL8, width, height, 2);
}
glNamedFramebufferTextureLayer(fbos.scene, GL_COLOR_ATTACHMENT0, textures.scene_color, 0, 0);
glNamedFramebufferTextureLayer(fbos.scene, GL_DEPTH_STENCIL_ATTACHMENT, textures.scene_depthstencil, 0, 0);
glNamedFramebufferTextureLayer(fbos.scene2, GL_COLOR_ATTACHMENT0, textures.scene_color, 0, 1);
glNamedFramebufferTextureLayer(fbos.scene2, GL_DEPTH_STENCIL_ATTACHMENT, textures.scene_depthstencil, 0, 1);
if(has_GL_NV_bindless_texture)
{
glMakeTextureHandleResidentNV(glGetTextureHandleNV(textures.scene_color));
glMakeTextureHandleResidentNV(glGetTextureHandleNV(textures.scene_depthstencil));
}
}
else
{
if(has_GL_NV_bindless_texture && textures.scene_color)
{
glMakeTextureHandleNonResidentNV(glGetTextureHandleNV(textures.scene_color));
glMakeTextureHandleNonResidentNV(glGetTextureHandleNV(textures.scene_depthstencil));
glMakeTextureHandleNonResidentNV(glGetTextureHandleNV(textures.scene_color2));
glMakeTextureHandleNonResidentNV(glGetTextureHandleNV(textures.scene_depthstencil2));
}
nvgl::newTexture(textures.scene_color, m_tweak.msaa ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D);
nvgl::newTexture(textures.scene_depthstencil, m_tweak.msaa ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D);
if(m_tweak.msaa)
{
glTextureStorage2DMultisample(textures.scene_color, 1, GL_RGBA8, width, height, GL_TRUE);
glTextureStorage2DMultisample(textures.scene_depthstencil, 1, GL_DEPTH24_STENCIL8, width, height, GL_TRUE);
}
else
{
glTextureStorage2D(textures.scene_color, 1, GL_RGBA8, width, height);
glTextureStorage2D(textures.scene_depthstencil, 1, GL_DEPTH24_STENCIL8, width, height);
}
glNamedFramebufferTexture(fbos.scene, GL_COLOR_ATTACHMENT0, textures.scene_color, 0);
glNamedFramebufferTexture(fbos.scene, GL_DEPTH_STENCIL_ATTACHMENT, textures.scene_depthstencil, 0);
nvgl::newTexture(textures.scene_color2, m_tweak.msaa ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D);
nvgl::newTexture(textures.scene_depthstencil2, m_tweak.msaa ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D);
if(m_tweak.msaa)
{
glTextureStorage2DMultisample(textures.scene_color2, 1, GL_RGBA8, width, height, GL_TRUE);
glTextureStorage2DMultisample(textures.scene_depthstencil2, 1, GL_DEPTH24_STENCIL8, width, height, GL_TRUE);
}
else
{
glTextureStorage2D(textures.scene_color2, 1, GL_RGBA8, width, height);
glTextureStorage2D(textures.scene_depthstencil2, 1, GL_DEPTH24_STENCIL8, width, height);
}
glNamedFramebufferTexture(fbos.scene2, GL_COLOR_ATTACHMENT0, textures.scene_color2, 0);
glNamedFramebufferTexture(fbos.scene2, GL_DEPTH_STENCIL_ATTACHMENT, textures.scene_depthstencil2, 0);
if(has_GL_NV_bindless_texture)
{
glMakeTextureHandleResidentNV(glGetTextureHandleNV(textures.scene_color));
glMakeTextureHandleResidentNV(glGetTextureHandleNV(textures.scene_depthstencil));
glMakeTextureHandleResidentNV(glGetTextureHandleNV(textures.scene_color2));
glMakeTextureHandleResidentNV(glGetTextureHandleNV(textures.scene_depthstencil2));
}
}
m_resources.fboTextureChangeID++;
return true;
}
void Sample::deinitRenderer()
{
if(m_renderer)
{
m_renderer->deinit();
delete m_renderer;
m_renderer = NULL;
}
}
void Sample::initRenderer(int type, Strategy strategy)
{
deinitRenderer();
Renderer::getRegistry()[m_renderersSorted[type]]->updatedPrograms(m_progManager);
m_renderer = Renderer::getRegistry()[m_renderersSorted[type]]->create();
m_renderer->m_strategy = strategy;
m_renderer->init(&m_scene, m_resources);
}
bool Sample::begin()
{
m_renderer = NULL;
m_stateChangeID = 0;
ImGuiH::Init(m_windowState.m_winSize[0], m_windowState.m_winSize[1], this);
ImGui::InitGL();
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
#if defined(NDEBUG)
setVsync(false);
#endif
Renderer::s_bindless_ubo = !!m_contextWindow.extensionSupported("GL_NV_uniform_buffer_unified_memory");
LOGI("\nNV_uniform_buffer_unified_memory support: %s\n\n", Renderer::s_bindless_ubo ? "true" : "false");
bool validated(true);
GLuint defaultVAO;
glGenVertexArrays(1, &defaultVAO);
glBindVertexArray(defaultVAO);
validated = validated && initProgram();
validated = validated && initScene(m_modelFilename.c_str(), 0, 3);
validated = validated && initFramebuffers(m_windowState.m_winSize[0], m_windowState.m_winSize[1]);
const Renderer::Registry registry = Renderer::getRegistry();
for(size_t i = 0; i < registry.size(); i++)
{
if(registry[i]->isAvailable())
{
if(!registry[i]->loadPrograms(m_progManager))
{
LOGE("Failed to load resources for renderer %s\n", registry[i]->name());
return false;
}
uint sortkey = uint(i);
sortkey |= registry[i]->priority() << 16;
m_renderersSorted.push_back(sortkey);
}
}
std::sort(m_renderersSorted.begin(), m_renderersSorted.end());
for(size_t i = 0; i < m_renderersSorted.size(); i++)
{
m_renderersSorted[i] &= 0xFFFF;
m_ui.enumAdd(GUI_RENDERER, int(i), registry[m_renderersSorted[i]]->name());
}
{
m_ui.enumAdd(GUI_STRATEGY, STRATEGY_INDIVIDUAL, "drawcall individual");
m_ui.enumAdd(GUI_STRATEGY, STRATEGY_JOIN, "drawcall join");
m_ui.enumAdd(GUI_STRATEGY, STRATEGY_GROUPS, "material groups");
m_ui.enumAdd(GUI_SHADE, SHADE_SOLID, toString(SHADE_SOLID));
m_ui.enumAdd(GUI_SHADE, SHADE_SOLIDWIRE, toString(SHADE_SOLIDWIRE));
m_ui.enumAdd(GUI_SHADE, SHADE_SOLIDWIRE_SPLIT, "solid w edges (split test, only in sorted)");
m_ui.enumAdd(GUI_MSAA, 0, "none");
m_ui.enumAdd(GUI_MSAA, 2, "2x");
m_ui.enumAdd(GUI_MSAA, 4, "4x");
m_ui.enumAdd(GUI_MSAA, 8, "8x");
}
m_control.m_sceneOrbit = glm::vec3(m_scene.m_bbox.max + m_scene.m_bbox.min) * 0.5f;
m_control.m_sceneDimension = glm::length((m_scene.m_bbox.max - m_scene.m_bbox.min));
m_control.m_viewMatrix =
glm::lookAt(m_control.m_sceneOrbit - (-vec3(1, 1, 1) * m_control.m_sceneDimension * 0.5f * (float(m_tweak.zoom) / 100.0f)),
m_control.m_sceneOrbit, vec3(0, 1, 0));
m_sceneUbo.wLightPos = (m_scene.m_bbox.max + m_scene.m_bbox.min) * 0.5f + m_control.m_sceneDimension;
m_sceneUbo.wLightPos.w = 1.0;
updatedPrograms();
CullingSystem::Programs cullprogs;
getCullPrograms(cullprogs);
Renderer::s_cullsys.init(cullprogs, true);
ScanSystem::Programs scanprogs;
getScanPrograms(scanprogs);
Renderer::s_scansys.init(scanprogs);
//Renderer::s_scansys.test();
TransformSystem::Programs xformprogs;
getTransformPrograms(xformprogs);
m_transformSystem.init(xformprogs);
initRenderer(m_tweak.renderer, m_tweak.strategy);
return validated;
}
void Sample::processUI(double time)
{
int width = m_windowState.m_winSize[0];
int height = m_windowState.m_winSize[1];
// Update imgui configuration
auto& imgui_io = ImGui::GetIO();
imgui_io.DeltaTime = static_cast<float>(time - m_uiTime);
imgui_io.DisplaySize = ImVec2(static_cast<float>(width), static_cast<float>(height));
m_uiTime = time;
ImGui::NewFrame();
ImGui::SetNextWindowSize(ImGuiH::dpiScaled(350, 0), ImGuiCond_FirstUseEver);
if(ImGui::Begin("NVIDIA " PROJECT_NAME, nullptr))
{
m_ui.enumCombobox(GUI_RENDERER, "renderer", &m_tweak.renderer);
m_ui.enumCombobox(GUI_STRATEGY, "strategy", &m_tweak.strategy);
m_ui.enumCombobox(GUI_SHADE, "shademode", &m_tweak.shade);
ImGui::Checkbox("xplode via GPU", &m_tweak.animateActive);
ImGui::SliderFloat("xplode min", &m_tweak.animateMin, 0, 16.0f);
ImGui::SliderFloat("xplode delta", &m_tweak.animateDelta, 0, 16.0f);
ImGuiH::InputIntClamped("clones", &m_tweak.clones, 0, 255, 1, 10, ImGuiInputTextFlags_EnterReturnsTrue);
ImGui::Checkbox("clone X", &m_tweak.cloneaxisX);
ImGui::Checkbox("clone Y", &m_tweak.cloneaxisY);
ImGui::Checkbox("clone Z", &m_tweak.cloneaxisZ);
m_ui.enumCombobox(GUI_MSAA, "msaa", &m_tweak.msaa);
}
if(!m_tweak.cloneaxisX && !m_tweak.cloneaxisY && !m_tweak.cloneaxisZ)
{
m_tweak.cloneaxisX = true;
}
ImGui::End();
}
void Sample::updatedPrograms()
{
CullingSystem::Programs cullprogs;
getCullPrograms(cullprogs);
Renderer::s_cullsys.update(cullprogs, true);
ScanSystem::Programs scanprogs;
getScanPrograms(scanprogs);
Renderer::s_scansys.update(scanprogs);
TransformSystem::Programs xformprogs;
getTransformPrograms(xformprogs);
m_transformSystem.update(xformprogs);
m_resources.programUbo = m_progManager.get(programs.draw_object);
m_resources.programUboLine = m_progManager.get(programs.draw_object_line);
m_resources.programUboTris = m_progManager.get(programs.draw_object_tris);
m_resources.programIdx = m_progManager.get(programs.draw_object_indexed);
m_resources.programIdxLine = m_progManager.get(programs.draw_object_indexed_line);
m_resources.programIdxTris = m_progManager.get(programs.draw_object_indexed_tris);
GLuint groupsizes[3];
glGetProgramiv(m_progManager.get(programs.xplode), GL_COMPUTE_WORK_GROUP_SIZE, (GLint*)groupsizes);
m_xplodeGroupSize = groupsizes[0];
m_resources.stateChangeID++;
}
void Sample::think(double time)
{
NV_PROFILE_GL_SECTION("Frame");
processUI(time);
m_control.processActions({m_windowState.m_winSize[0], m_windowState.m_winSize[1]},
glm::vec2(m_windowState.m_mouseCurrent[0], m_windowState.m_mouseCurrent[1]),
m_windowState.m_mouseButtonFlags, m_windowState.m_mouseWheel);
if(m_windowState.onPress(KEY_R))
{
m_progManager.reloadPrograms();
Renderer::getRegistry()[m_tweak.renderer]->updatedPrograms(m_progManager);
updatedPrograms();
}
if(m_tweak.msaa != m_lastTweak.msaa)
{
initFramebuffers(m_windowState.m_winSize[0], m_windowState.m_winSize[1]);
}
if(m_tweak.clones != m_lastTweak.clones || m_tweak.cloneaxisX != m_lastTweak.cloneaxisX
|| m_tweak.cloneaxisY != m_lastTweak.cloneaxisY || m_tweak.cloneaxisZ != m_lastTweak.cloneaxisZ)
{
deinitRenderer();
initScene(m_modelFilename.c_str(), m_tweak.clones,
(int(m_tweak.cloneaxisX) << 0) | (int(m_tweak.cloneaxisY) << 1) | (int(m_tweak.cloneaxisZ) << 2));
}
if(m_tweak.renderer != m_lastTweak.renderer || m_tweak.strategy != m_lastTweak.strategy
|| m_tweak.cloneaxisX != m_lastTweak.cloneaxisX || m_tweak.cloneaxisY != m_lastTweak.cloneaxisY
|| m_tweak.cloneaxisZ != m_lastTweak.cloneaxisZ || m_tweak.clones != m_lastTweak.clones)
{
initRenderer(m_tweak.renderer, m_tweak.strategy);
}
if(!m_tweak.animateActive && m_lastTweak.animateActive)
{
m_scene.resetMatrices();
}
m_lastTweak = m_tweak;
int width = m_windowState.m_winSize[0];
int height = m_windowState.m_winSize[1];
{
// generic state setup
glViewport(0, 0, width, height);
if(m_tweak.shade == SHADE_SOLIDWIRE_SPLIT)
{
glBindFramebuffer(GL_FRAMEBUFFER, fbos.scene2);
glClearColor(0.2f, 0.2f, 0.2f, 0.0f);
glClearDepth(1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
glBindFramebuffer(GL_FRAMEBUFFER, fbos.scene);
glClearColor(0.2f, 0.2f, 0.2f, 0.0f);
glClearDepth(1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
m_sceneUbo.viewport = ivec2(width, height);
glm::mat4 projection = glm::perspectiveRH_ZO((45.f), float(width) / float(height),
m_control.m_sceneDimension * 0.001f, m_control.m_sceneDimension * 10.0f);
glm::mat4 view = m_control.m_viewMatrix;
m_sceneUbo.viewProjMatrix = projection * view;
m_sceneUbo.viewMatrix = view;
m_sceneUbo.viewMatrixIT = glm::transpose(glm::inverse(view));
m_sceneUbo.viewPos = glm::row(m_sceneUbo.viewMatrixIT, 3);
m_sceneUbo.viewDir = -glm::row(view,2);
m_sceneUbo.wLightPos = glm::row(m_sceneUbo.viewMatrixIT, 3);
m_sceneUbo.wLightPos.w = 1.0;
m_sceneUbo.tboMatrices = uvec2(m_scene.m_matricesTexGLADDR & 0xFFFFFFFF, m_scene.m_matricesTexGLADDR >> 32);
glNamedBufferSubData(buffers.scene_ubo, 0, sizeof(SceneData), &m_sceneUbo);
glDisable(GL_CULL_FACE);
}
if(m_tweak.animateActive)
{
{
NV_PROFILE_GL_SECTION("Xplode");
float speed = 0.5;
float scale = m_tweak.animateMin + (cosf(float(time) * speed) * 0.5f + 0.5f) * (m_tweak.animateDelta);
GLuint totalNodes = GLuint(m_scene.m_matrices.size());
GLuint groupsize = m_xplodeGroupSize;
glUseProgram(m_progManager.get(programs.xplode));
glUniform1f(0, scale);
glUniform1i(1, totalNodes);
nvgl::bindMultiTexture(GL_TEXTURE0, GL_TEXTURE_BUFFER, m_scene.m_matricesOrigTexGL);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, m_scene.m_matricesGL);
glDispatchCompute((totalNodes + groupsize - 1) / groupsize, 1, 1);
glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
nvgl::bindMultiTexture(GL_TEXTURE0, GL_TEXTURE_BUFFER, 0);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, 0);
glUseProgram(0);
}
{
NV_PROFILE_GL_SECTION("Tree");
TransformSystem::Buffer ids;
TransformSystem::Buffer world;
TransformSystem::Buffer object;
ids.buffer = m_scene.m_parentIDsGL;
ids.offset = 0;
ids.size = sizeof(GLuint) * m_scene.m_matrices.size();
world.buffer = m_scene.m_matricesGL;
world.offset = 0;
world.size = sizeof(CadScene::MatrixNode) * m_scene.m_matrices.size();
object.buffer = m_scene.m_matricesGL;
object.offset = 0;
object.size = sizeof(CadScene::MatrixNode) * m_scene.m_matrices.size();
m_transformSystem.process(m_scene.m_nodeTree, ids, object, world);
}
}
{
NV_PROFILE_GL_SECTION("Render");
m_resources.cullView.viewPos = glm::value_ptr(m_sceneUbo.viewPos);
m_resources.cullView.viewDir = glm::value_ptr(m_sceneUbo.viewDir);
m_resources.cullView.viewProjMatrix = glm::value_ptr(m_sceneUbo.viewProjMatrix);
m_renderer->draw(m_tweak.shade, m_resources, m_profiler, m_progManager);
}
{
NV_PROFILE_GL_SECTION("Blit");
if(m_tweak.shade == SHADE_SOLIDWIRE_SPLIT)
{
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
int wh = width / 2;
int hh = height / 2;
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbos.scene);
glBlitFramebuffer(0, 0, wh, hh, 0, 0, wh, hh, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBlitFramebuffer(wh, hh, width, height, wh, hh, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbos.scene2);
glBlitFramebuffer(wh, 0, width, hh, wh, 0, width, hh, GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBlitFramebuffer(0, hh, wh, height, 0, hh, wh, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
else
{
// blit to background
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbos.scene);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
}
if(!m_tweak.noUI)
{
NV_PROFILE_GL_SECTION("GUI");
ImGui::Render();
ImGui::RenderDrawDataGL(ImGui::GetDrawData());
}
ImGui::EndFrame();
m_lastTweak = m_tweak;
}
void Sample::resize(int width, int height)
{
initFramebuffers(width, height);
}
void Sample::setRendererFromName()
{
if(!m_rendererName.empty())
{
const Renderer::Registry registry = Renderer::getRegistry();
for(size_t i = 0; i < m_renderersSorted.size(); i++)
{
if(strcmp(m_rendererName.c_str(), registry[m_renderersSorted[i]]->name()) == 0)
{
m_tweak.renderer = int(i);
}
}
}
}
static std::string addPath(std::string const& defaultPath, std::string const& filename)
{
if(
#ifdef _WIN32
filename.find(':') != std::string::npos
#else
!filename.empty() && filename[0] == '/'
#endif
)
{
return filename;
}
else
{
return defaultPath + "/" + filename;
}
}
static bool endsWith(std::string const& s, std::string const& end)
{
if(s.length() >= end.length())
{
return (0 == s.compare(s.length() - end.length(), end.length(), end));
}
else
{
return false;
}
}
void Sample::setupConfigParameters()
{
m_parameterList.addFilename(".csf", &m_modelFilename);
m_parameterList.addFilename(".csf.gz", &m_modelFilename);
m_parameterList.addFilename(".gltf", &m_modelFilename);
m_parameterList.add("noui", &m_tweak.noUI, false);
m_parameterList.add("renderer", (uint32_t*)&m_tweak.renderer);
m_parameterList.add("renderernamed", &m_rendererName);
m_parameterList.add("strategy", (uint32_t*)&m_tweak.strategy);
m_parameterList.add("shademode", (uint32_t*)&m_tweak.shade);
m_parameterList.add("msaa", &m_tweak.msaa);
m_parameterList.add("clones", &m_tweak.clones);
m_parameterList.add("xplode", &m_tweak.animateActive);
m_parameterList.add("zoom", &m_tweak.zoom);
}
bool Sample::validateConfig()
{
if(m_modelFilename.empty())
{
LOGI("no .csf model file specified\n");
LOGI("exe <filename.csf/cfg> parameters...\n");
m_parameterList.print();
return false;
}
return true;
}
} // namespace csfviewer
using namespace csfviewer;
int main(int argc, const char** argv)
{
NVPSystem system(PROJECT_NAME);
Sample sample;
{
std::vector<std::string> directories;
directories.push_back(NVPSystem::exePath());
directories.push_back(NVPSystem::exePath() + "/media");
directories.push_back(NVPSystem::exePath() + std::string(PROJECT_DOWNLOAD_RELDIRECTORY));
sample.m_modelFilename = nvh::findFile(std::string("geforce.csf.gz"), directories);
}
return sample.run(PROJECT_NAME, argc, argv, SAMPLE_SIZE_WIDTH, SAMPLE_SIZE_HEIGHT);
}