/* virtual */
void
Hdx_UnitTestWindow::OnInitializeGL()
{
    GlfGlewInit();
    GlfRegisterDefaultDebugOutputMessageCallback();
    GlfContextCaps::InitInstance();

    std::cout << glGetString(GL_VENDOR) << "\n";
    std::cout << glGetString(GL_RENDERER) << "\n";
    std::cout << glGetString(GL_VERSION) << "\n";

    //
    // Create an offscreen draw target which is the same size as this
    // widget and initialize the unit test with the draw target bound.
    //
    _drawTarget = GlfDrawTarget::New(GfVec2i(GetWidth(), GetHeight()));
    _drawTarget->Bind();
    _drawTarget->AddAttachment("color", GL_RGBA, GL_FLOAT, GL_RGBA);
    _drawTarget->AddAttachment("depth", GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8,
                               GL_DEPTH24_STENCIL8);
    _unitTest->InitTest();

    _drawTarget->Unbind();
}
Пример #2
0
SdfPath
My_TestGLDrawing::PickScene(int pickX, int pickY,
        int * outInstanceIndex,
        int * outElementIndex)
{
    int width = 128;
    int height = 128;

    GlfDrawTargetRefPtr drawTarget = GlfDrawTarget::New(GfVec2i(width, height));
    drawTarget->Bind();
    drawTarget->AddAttachment(
        "primId", GL_RGBA, GL_UNSIGNED_BYTE, GL_RGBA8);
    drawTarget->AddAttachment(
        "instanceId", GL_RGBA, GL_UNSIGNED_BYTE, GL_RGBA8);
    drawTarget->AddAttachment(
        "elementId", GL_RGBA, GL_UNSIGNED_BYTE, GL_RGBA8);
    drawTarget->AddAttachment(
        "depth", GL_DEPTH_COMPONENT, GL_FLOAT, GL_DEPTH_COMPONENT32F);
    drawTarget->Unbind();

    drawTarget->Bind();

    GLenum drawBuffers[] = { 
        GL_COLOR_ATTACHMENT0,
        GL_COLOR_ATTACHMENT1,
        GL_COLOR_ATTACHMENT2
    };
    glDrawBuffers(3, drawBuffers);

    glEnable(GL_DEPTH_TEST);

    GLfloat clearColor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
    glClearBufferfv(GL_COLOR, 0, clearColor);
    glClearBufferfv(GL_COLOR, 1, clearColor);

    GLfloat clearDepth[1] = { 1.0f };
    glClearBufferfv(GL_DEPTH, 0, clearDepth);

    PickParam pickParam;
    pickParam.location = GfVec2d(pickX, pickY);
    pickParam.viewport = GfVec4d(0, 0, width, height);

    DrawScene(&pickParam);

    drawTarget->Unbind();

    GLubyte primId[width*height*4];
    glBindTexture(GL_TEXTURE_2D,
        drawTarget->GetAttachments().at("primId")->GetGlTextureName());
    glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, primId);

    GLubyte instanceId[width*height*4];
    glBindTexture(GL_TEXTURE_2D,
        drawTarget->GetAttachments().at("instanceId")->GetGlTextureName());
    glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, instanceId);

    GLubyte elementId[width*height*4];
    glBindTexture(GL_TEXTURE_2D,
        drawTarget->GetAttachments().at("elementId")->GetGlTextureName());
    glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, elementId);

    GLfloat depths[width*height];
    glBindTexture(GL_TEXTURE_2D,
        drawTarget->GetAttachments().at("depth")->GetGlTextureName());
    glGetTexImage(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, GL_FLOAT, depths);

    double zMin = 1.0;
    int zMinIndex = -1;
    for (int y=0, i=0; y<height; y++) {
        for (int x=0; x<width; x++, i++) {
            if (depths[i] < zMin) {
                    zMin = depths[i];
                    zMinIndex = i;
            }
        }
    }

    bool didHit = (zMin < 1.0);

    SdfPath result;
    if (didHit) {
        int idIndex = zMinIndex*4;

        result = _delegate->GetRenderIndex().GetRprimPathFromPrimId(
                HdxRenderSetupTask::DecodeIDRenderColor(&primId[idIndex]));
        if (outInstanceIndex) {
            *outInstanceIndex = HdxRenderSetupTask::DecodeIDRenderColor(
                    &instanceId[idIndex]);
        }
        if (outElementIndex) {
            *outElementIndex = HdxRenderSetupTask::DecodeIDRenderColor(
                    &elementId[idIndex]);
        }
    }

    return result;
}