GfMatrix4d
Hdx_UnitTestGLDrawing::GetViewMatrix() const
{
    GfMatrix4d viewMatrix;
    viewMatrix.SetIdentity();
    // rotate from z-up to y-up
    viewMatrix *= GfMatrix4d().SetRotate(GfRotation(GfVec3d(1.0,0.0,0.0), -90.0));
    viewMatrix *= GfMatrix4d().SetRotate(GfRotation(GfVec3d(0, 1, 0), _rotate[1]));
    viewMatrix *= GfMatrix4d().SetRotate(GfRotation(GfVec3d(1, 0, 0), _rotate[0]));
    viewMatrix *= GfMatrix4d().SetTranslate(GfVec3d(_translate[0], _translate[1], _translate[2]));

    return viewMatrix;
}
示例#2
0
文件: frustum.cpp 项目: JT-a/USD
GfMatrix4d
GfFrustum::ComputeProjectionMatrix() const
{
    // Build the projection matrix per Section 2.11 of
    // The OpenGL Specification: Coordinate Transforms.
    GfMatrix4d matrix;
    matrix.SetIdentity();

    const double l = _window.GetMin()[0];
    const double r = _window.GetMax()[0];
    const double b = _window.GetMin()[1];
    const double t = _window.GetMax()[1];
    const double n = _nearFar.GetMin();
    const double f = _nearFar.GetMax();

    const double rl = r - l;
    const double tb = t - b;
    const double fn = f - n;

    if (_projectionType == GfFrustum::Orthographic) {
        matrix[0][0] =  2.0 / rl;
        matrix[1][1] =  2.0 / tb;
        matrix[2][2] = -2.0 / fn;
        matrix[3][0] = -(r + l) / rl;
        matrix[3][1] = -(t + b) / tb;
        matrix[3][2] = -(f + n) / fn;
    }
    else {
        // Perspective:
        // The window coordinates are specified with respect to the
        // reference plane (near == 1).
        // XXX Note: If we ever allow reference plane depth to be other 
        // than 1.0, we'll need to revisit this.
        matrix[0][0] = 2.0 / rl;
        matrix[1][1] = 2.0 / tb;
        matrix[2][2] = -(f + n) / fn;
        matrix[2][0] =  (r + l) / rl;
        matrix[2][1] =  (t + b) / tb;
        matrix[3][2] = -2.0 * n * f / fn;
        matrix[2][3] = -1.0;
        matrix[3][3] =  0.0;
    }

    return matrix;
}
示例#3
0
文件: frustum.cpp 项目: JT-a/USD
GfFrustum &
GfFrustum::Transform(const GfMatrix4d &matrix)
{
    // We'll need the old parameters as we build up the new ones, so, work
    // on a newly instantiated frustum. We'll replace the contents of
    // this frustum with it once we are done. Note that _dirty is true
    // by default, so, there is no need to initialize it here.
    GfFrustum frustum;

    // Copy the projection type
    frustum._projectionType = _projectionType;

    // Transform the position of the frustum
    frustum._position = matrix.Transform(_position);

    // Transform the rotation as follows:
    //   1. build view and direction vectors
    //   2. transform them with the given matrix
    //   3. normalize the vectors and cross them to build an orthonormal frame
    //   4. construct a rotation matrix
    //   5. extract the new rotation from the matrix
    
    // Generate view direction and up vector
    GfVec3d viewDir = ComputeViewDirection();
    GfVec3d upVec   = ComputeUpVector();

    // Transform by matrix
    GfVec3d viewDirPrime = matrix.TransformDir(viewDir);
    GfVec3d upVecPrime = matrix.TransformDir(upVec);

    // Normalize. Save the vec size since it will be used to scale near/far.
    double scale = viewDirPrime.Normalize();
    upVecPrime.Normalize();

    // Cross them to get the third axis. Voila. We have an orthonormal frame.
    GfVec3d viewRightPrime = GfCross(viewDirPrime, upVecPrime);
    viewRightPrime.Normalize();

    // Construct a rotation matrix using the axes.
    //
    //  [ right     0 ]
    //  [ up        1 ]
    //  [ -viewDir  0 ]
    //  [ 0  0   0  1 ]
    GfMatrix4d rotMatrix;
    rotMatrix.SetIdentity();
    // first row
    rotMatrix[0][0] = viewRightPrime[0];
    rotMatrix[0][1] = viewRightPrime[1];
    rotMatrix[0][2] = viewRightPrime[2];

    // second row
    rotMatrix[1][0] = upVecPrime[0];
    rotMatrix[1][1] = upVecPrime[1];
    rotMatrix[1][2] = upVecPrime[2];

    // third row
    rotMatrix[2][0] = -viewDirPrime[0];
    rotMatrix[2][1] = -viewDirPrime[1];
    rotMatrix[2][2] = -viewDirPrime[2];

    // Extract rotation
    frustum._rotation = rotMatrix.ExtractRotation();

    // Since we applied the matrix to the direction vector, we can use
    // its length to find out the scaling that needs to applied to the
    // near and far plane. 
    frustum._nearFar = _nearFar * scale;

    // Use the same length to scale the view distance
    frustum._viewDistance = _viewDistance * scale;

    // Transform the reference plane as follows:
    //
    //   - construct two 3D points that are on the reference plane 
    //     (left/bottom and right/top corner of the reference window) 
    //   - transform the points with the given matrix
    //   - move the window back to one unit from the viewpoint and
    //     extract the 2D coordinates that would form the new reference
    //     window
    //
    //     A note on how we do the last "move" of the reference window:
    //     Using similar triangles and the fact that the reference window
    //     is one unit away from the viewpoint, one can show that it's 
    //     sufficient to divide the x and y components of the transformed
    //     corners by the length of the transformed direction vector.
    //
    //     A 2D diagram helps:
    //
    //                            |
    //                            |
    //               |            |
    //       * ------+------------+
    //      vp       |y1          |
    //                            |
    //       \--d1--/             |y2
    //
    //       \-------d2----------/
    //
    //     So, y1/y2 = d1/d2 ==> y1 = y2 * d1/d2 
    //     Since d1 = 1 ==> y1 = y2 / d2
    //     The same argument applies to the x coordinate.
    //
    // NOTE: In an orthographic projection, the last step (division by
    // the length of the vector) is skipped.
    //
    // XXX NOTE2:  The above derivation relies on the
    // fact that GetReferecePlaneDepth() is 1.0.
    // If we ever allow this to NOT be 1, we'll need to fix this up.

    const GfVec2d &min = _window.GetMin();
    const GfVec2d &max = _window.GetMax();

    // Construct the corner points in 3D as follows: construct a starting 
    // point by using the x and y coordinates of the reference plane and 
    // -1 as the z coordinate. Add the position of the frustum to generate 
    // the actual points in world-space coordinates.
    GfVec3d leftBottom = 
        _position + _rotation.TransformDir(GfVec3d(min[0], min[1], -1.0));
    GfVec3d rightTop = 
        _position + _rotation.TransformDir(GfVec3d(max[0], max[1], -1.0));

    // Now, transform the corner points by the given matrix
    leftBottom = matrix.Transform(leftBottom);
    rightTop   = matrix.Transform(rightTop);

    // Subtract the transformed frustum position from the transformed
    // corner points. Then, rotate the points using the rotation that would
    // transform the view direction vector back to (0, 0, -1). This brings 
    // the corner points from the woorld coordinate system into the local 
    // frustum one.
    leftBottom -= frustum._position;
    rightTop   -= frustum._position;
    leftBottom = frustum._rotation.GetInverse().TransformDir(leftBottom);
    rightTop   = frustum._rotation.GetInverse().TransformDir(rightTop);

    // Finally, use the similar triangles trick to bring the corner
    // points back at one unit away from the point. These scaled x and
    // y coordinates can be directly used to construct the new
    // transformed reference plane.  Skip the scaling step for an
    // orthographic projection, though.
    if (_projectionType == Perspective) {
        leftBottom /= scale;
        rightTop   /= scale;
    }

    frustum._window.SetMin(GfVec2d(leftBottom[0], leftBottom[1]));
    frustum._window.SetMax(GfVec2d(rightTop[0],   rightTop[1]));

    // Note that negative scales in the transform have the potential
    // to flip the window.  Fix it if necessary.
    GfVec2d wMin = frustum._window.GetMin();
    GfVec2d wMax = frustum._window.GetMax();
    // Make sure left < right
    if ( wMin[0] > wMax[0] ) {
        std::swap( wMin[0], wMax[0] );
    }
    // Make sure bottom < top
    if ( wMin[1] > wMax[1] ) {
        std::swap( wMin[1], wMax[1] );
    }
    frustum._window.SetMin( wMin );
    frustum._window.SetMax( wMax );

    *this = frustum;

    return *this;
}
示例#4
0
void Xform::updateSample(Time t_)
{
    super::updateSample(t_);
    if (m_update_flag.bits == 0) {
        m_sample.flags = (m_sample.flags & ~(int)XformData::Flags::UpdatedMask);
        return;
    }
    if (m_update_flag.variant_set_changed) { m_summary_needs_update = true; }

    auto t = UsdTimeCode(t_);
    const auto& conf = getImportSettings();

    auto& sample = m_sample;
    auto prev = sample;

    if (m_summary.type == XformSummary::Type::TRS) {
        auto translate  = float3::zero();
        auto scale      = float3::one();
        auto rotation   = quatf::identity();

        for (auto& op : m_read_ops) {
            switch (op.GetOpType()) {
            case UsdGeomXformOp::TypeTranslate:
            {
                float3 tmp;
                op.GetAs((GfVec3f*)&tmp, t);
                translate += tmp;
                break;
            }
            case UsdGeomXformOp::TypeScale:
            {
                float3 tmp;
                op.GetAs((GfVec3f*)&tmp, t);
                scale *= tmp;
                break;
            }
            case UsdGeomXformOp::TypeOrient:
            {
                quatf tmp;
                op.GetAs((GfQuatf*)&tmp, t);
                rotation *= tmp;
                break;
            }
            case UsdGeomXformOp::TypeRotateX:
            {
                float angle;
                op.GetAs(&angle, t);
                rotation *= rotateX(angle * Deg2Rad);
                break;
            }
            case UsdGeomXformOp::TypeRotateY:
            {
                float angle;
                op.GetAs(&angle, t);
                rotation *= rotateY(angle * Deg2Rad);
                break;
            }
            case UsdGeomXformOp::TypeRotateZ:
            {
                float angle;
                op.GetAs(&angle, t);
                rotation *= rotateZ(angle * Deg2Rad);
                break;
            }
            case UsdGeomXformOp::TypeRotateXYZ: // 
            case UsdGeomXformOp::TypeRotateXZY: // 
            case UsdGeomXformOp::TypeRotateYXZ: // 
            case UsdGeomXformOp::TypeRotateYZX: // 
            case UsdGeomXformOp::TypeRotateZXY: // 
            case UsdGeomXformOp::TypeRotateZYX: // fall through
            {
                float3 euler;
                op.GetAs((GfVec3f*)&euler, t);
                rotation *= EulerToQuaternion(euler * Deg2Rad, op.GetOpType());
                break;
            }
            default:
                break;
            }
        }

        if (conf.swap_handedness) {
            translate.x *= -1.0f;
            rotation = swap_handedness(sample.rotation);
        }
        sample.position = translate;
        sample.rotation = rotation;
        sample.scale = scale;
    }
    else {
        GfMatrix4d result;
        result.SetIdentity();
        for (auto& op : m_read_ops) {
            auto m = op.GetOpTransform(t);
            result = m * result;
        }

        GfTransform gft;
        gft.SetMatrix(result);

        (GfMatrix4f&)sample.transform = GfMatrix4f(result);
        (GfVec3f&)sample.position = GfVec3f(gft.GetTranslation());
        (GfQuatf&)sample.rotation = GfQuatf(gft.GetRotation().GetQuat());
        (GfVec3f&)sample.scale = GfVec3f(gft.GetScale());
    }

    int update_flags = 0;
    if (!near_equal(prev.position, sample.position)) {
        update_flags |= (int)XformData::Flags::UpdatedPosition;
    }
    if (!near_equal(prev.rotation, sample.rotation)) {
        update_flags |= (int)XformData::Flags::UpdatedRotation;
    }
    if (!near_equal(prev.scale, sample.scale)) {
        update_flags |= (int)XformData::Flags::UpdatedScale;
    }
    sample.flags = (sample.flags & ~(int)XformData::Flags::UpdatedMask) | update_flags;
}
void
My_TestGLDrawing::DrawTest(bool offscreen)
{
    std::cout << "My_TestGLDrawing::DrawTest()\n";

    HdPerfLog& perfLog = HdPerfLog::GetInstance();
    perfLog.Enable();
    
    // Reset all counters we care about.
    perfLog.ResetCache(HdTokens->extent);
    perfLog.ResetCache(HdTokens->points);
    perfLog.ResetCache(HdTokens->topology);
    perfLog.ResetCache(HdTokens->transform);
    perfLog.SetCounter(UsdImagingTokens->usdVaryingExtent, 0);
    perfLog.SetCounter(UsdImagingTokens->usdVaryingPrimvar, 0);
    perfLog.SetCounter(UsdImagingTokens->usdVaryingTopology, 0);
    perfLog.SetCounter(UsdImagingTokens->usdVaryingVisibility, 0);
    perfLog.SetCounter(UsdImagingTokens->usdVaryingXform, 0);

    int width = GetWidth(), height = GetHeight();

    double aspectRatio = double(width)/height;
    GfFrustum frustum;
    frustum.SetPerspective(60.0, aspectRatio, 1, 100000.0);

    GfMatrix4d viewMatrix;
    viewMatrix.SetIdentity();
    viewMatrix *= GfMatrix4d().SetRotate(GfRotation(GfVec3d(0, 1, 0), _rotate[0]));
    viewMatrix *= GfMatrix4d().SetRotate(GfRotation(GfVec3d(1, 0, 0), _rotate[1]));
    viewMatrix *= GfMatrix4d().SetTranslate(GfVec3d(_translate[0], _translate[1], _translate[2]));

    GfMatrix4d projMatrix = frustum.ComputeProjectionMatrix();

    GfMatrix4d modelViewMatrix = viewMatrix; 
    if (UsdGeomGetStageUpAxis(_stage) == UsdGeomTokens->z) {
        // rotate from z-up to y-up
        modelViewMatrix = 
            GfMatrix4d().SetRotate(GfRotation(GfVec3d(1.0,0.0,0.0), -90.0)) *
            modelViewMatrix;
    }

    GfVec4d viewport(0, 0, width, height);
    _engine->SetCameraState(modelViewMatrix, projMatrix, viewport);

    size_t i = 0;
    TF_FOR_ALL(timeIt, GetTimes()) {
        UsdTimeCode time = *timeIt;
        if (*timeIt == -999) {
            time = UsdTimeCode::Default();
        }
        UsdImagingGLRenderParams params;
        params.drawMode = GetDrawMode();
        params.enableLighting = IsEnabledTestLighting();
        params.enableIdRender = IsEnabledIdRender();
        params.frame = time;
        params.complexity = _GetComplexity();
        params.cullStyle = IsEnabledCullBackfaces() ?
                            UsdImagingGLCullStyle::CULL_STYLE_BACK :
                            UsdImagingGLCullStyle::CULL_STYLE_NOTHING;

        glViewport(0, 0, width, height);

        glEnable(GL_DEPTH_TEST);

        if(IsEnabledTestLighting()) {
            if(UsdImagingGLEngine::IsHydraEnabled()) {
                _engine->SetLightingState(_lightingContext);
            } else {
                _engine->SetLightingStateFromOpenGL();
            }
        }

        if (!GetClipPlanes().empty()) {
            params.clipPlanes = GetClipPlanes();
            for (size_t i=0; i<GetClipPlanes().size(); ++i) {
                glEnable(GL_CLIP_PLANE0 + i);
            }
        }

        GfVec4f const &clearColor = GetClearColor();
        GLfloat clearDepth[1] = { 1.0f };

        // Make sure we render to convergence.
        TfErrorMark mark;
        do {
            glClearBufferfv(GL_COLOR, 0, clearColor.data());
            glClearBufferfv(GL_DEPTH, 0, clearDepth);
            _engine->Render(_stage->GetPseudoRoot(), params);
        } while (!_engine->IsConverged());
        TF_VERIFY(mark.IsClean(), "Errors occurred while rendering!");

        std::cout << "itemsDrawn " << perfLog.GetCounter(HdTokens->itemsDrawn) << std::endl;
        std::cout << "totalItemCount " << perfLog.GetCounter(HdTokens->totalItemCount) << std::endl;

        std::string imageFilePath = GetOutputFilePath();
        if (!imageFilePath.empty()) {
            if (time != UsdTimeCode::Default()) {
                std::stringstream suffix;
                suffix << "_" << std::setw(3) << std::setfill('0') << params.frame << ".png";
                imageFilePath = TfStringReplace(imageFilePath, ".png", suffix.str());
            }
            std::cout << imageFilePath << "\n";
            WriteToFile("color", imageFilePath);
        }
        i++;
    }