//------------------------------------------------------------------------------ static void display() { Stopwatch s; s.Start(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glViewport(0, 0, g_width, g_height); g_hud.FillBackground(); 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); drawStencils(); // draw the control mesh g_controlMeshDisplay.Draw(g_stencilOutput->BindSrcBuffer(), 3*sizeof(float), g_transformData.ModelViewProjectionMatrix); s.Stop(); float drawCpuTime = float(s.GetElapsed() * 1000.0f); s.Start(); glFinish(); s.Stop(); float drawGpuTime = float(s.GetElapsed() * 1000.0f); if (g_hud.IsVisible()) { g_fpsTimer.Stop(); double fps = 1.0/g_fpsTimer.GetElapsed(); g_fpsTimer.Start(); g_hud.DrawString(10, -100, "# stencils : %d", g_nsamplesDrawn); g_hud.DrawString(10, -80, "EvalStencils : %.3f ms", g_evalTime); 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(); } glFinish(); //checkGLErrors("display leave"); }
//------------------------------------------------------------------------------ static void display() { Stopwatch s; s.Start(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glViewport(0, 0, g_width, g_height); g_hud.FillBackground(); 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); s.Stop(); float drawCpuTime = float(s.GetElapsed() * 1000.0f); s.Start(); glFinish(); s.Stop(); float drawGpuTime = float(s.GetElapsed() * 1000.0f); drawSamples(); // draw the control mesh g_controlMeshDisplay.Draw( g_evalOutput->BindSourceData(), 3*sizeof(float), g_transformData.ModelViewProjectionMatrix); if (g_hud.IsVisible()) { g_fpsTimer.Stop(); double elapsed = g_fpsTimer.GetElapsed(); g_fpsTimer.Start(); double fps = 1.0/elapsed; if (g_animParticles) g_currentTime += (float)elapsed; int nPatchCoords = (int)g_particles->GetPatchCoords().size(); g_hud.DrawString(10, -150, "Particle Speed ([) (]): %.1f", g_particles->GetSpeed()); g_hud.DrawString(10, -120, "# Samples : (%d / %d)", nPatchCoords, g_nParticles); g_hud.DrawString(10, -100, "Compute : %.3f ms", g_computeTime); g_hud.DrawString(10, -80, "Eval : %.3f ms", g_evalTime * 1000.f); 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); if (g_drawMode==kFACEVARYING) { static char msg[] = "ERROR: Face-varying interpolation hasn't been supported yet."; g_hud.DrawString(g_width/4, g_height/4, 1, 0, 0, msg); } if (g_endCap != kEndCapBSplineBasis && (g_kernel != kCPU && g_kernel != kOPENMP && g_kernel != kTBB)) { static char msg[] = "ERROR: This kernel only supports BSpline basis patches."; g_hud.DrawString(g_width/4, g_height/4+20, 1, 0, 0, msg); } g_hud.Flush(); } glFinish(); GLUtils::CheckGLErrors("display leave"); }