mirror of
https://github.com/AleziaKurdis/overte.git
synced 2025-04-16 16:59:18 +02:00
Batch side implementation of multi-draw indirect
This commit is contained in:
parent
7060befd1c
commit
deaa4a747b
8 changed files with 318 additions and 78 deletions
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@ -102,6 +102,19 @@ void Batch::drawIndexedInstanced(uint32 nbInstances, Primitive primitiveType, ui
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_params.push_back(nbInstances);
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}
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void Batch::multiDrawIndirect(uint32 nbCommands, Primitive primitiveType) {
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ADD_COMMAND(multiDrawIndirect);
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_params.push_back(nbCommands);
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_params.push_back(primitiveType);
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}
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void Batch::multiDrawIndexedIndirect(uint32 nbCommands, Primitive primitiveType) {
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ADD_COMMAND(multiDrawIndexedIndirect);
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_params.push_back(nbCommands);
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_params.push_back(primitiveType);
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}
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void Batch::setInputFormat(const Stream::FormatPointer& format) {
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ADD_COMMAND(setInputFormat);
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@ -144,6 +157,15 @@ void Batch::setIndexBuffer(const BufferView& buffer) {
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setIndexBuffer(buffer._element.getType(), buffer._buffer, buffer._offset);
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}
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void Batch::setIndirectBuffer(const BufferPointer& buffer, Offset offset, Offset stride) {
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ADD_COMMAND(setIndirectBuffer);
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_params.push_back(_buffers.cache(buffer));
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_params.push_back(offset);
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_params.push_back(stride);
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}
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void Batch::setModelTransform(const Transform& model) {
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ADD_COMMAND(setModelTransform);
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@ -288,6 +310,11 @@ void Batch::resetStages() {
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ADD_COMMAND(resetStages);
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}
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void Batch::runLambda(std::function<void()> f) {
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ADD_COMMAND(runLambda);
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_params.push_back(_lambdas.cache(f));
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}
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void Batch::enableStereo(bool enable) {
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_enableStereo = enable;
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}
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@ -63,8 +63,8 @@ public:
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void process(Batch& batch) {
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if (_function) {
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_function(batch, *this);
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}
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_function(batch, *this);
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}
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}
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};
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@ -96,12 +96,15 @@ public:
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void drawIndexed(Primitive primitiveType, uint32 nbIndices, uint32 startIndex = 0);
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void drawInstanced(uint32 nbInstances, Primitive primitiveType, uint32 nbVertices, uint32 startVertex = 0, uint32 startInstance = 0);
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void drawIndexedInstanced(uint32 nbInstances, Primitive primitiveType, uint32 nbIndices, uint32 startIndex = 0, uint32 startInstance = 0);
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void multiDrawIndirect(uint32 nbCommands, Primitive primitiveType);
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void multiDrawIndexedIndirect(uint32 nbCommands, Primitive primitiveType);
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void setupNamedCalls(const std::string& instanceName, size_t count, NamedBatchData::Function function);
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void setupNamedCalls(const std::string& instanceName, NamedBatchData::Function function);
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BufferPointer getNamedBuffer(const std::string& instanceName, uint8_t index = 0);
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void setNamedBuffer(const std::string& instanceName, BufferPointer& buffer, uint8_t index = 0);
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// Input Stage
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@ -117,6 +120,8 @@ public:
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void setIndexBuffer(Type type, const BufferPointer& buffer, Offset offset);
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void setIndexBuffer(const BufferView& buffer); // not a command, just a shortcut from a BufferView
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void setIndirectBuffer(const BufferPointer& buffer, Offset offset = 0, Offset stride = 0);
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// Transform Stage
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// Vertex position is transformed by ModelTransform from object space to world space
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// Then by the inverse of the ViewTransform from world space to eye space
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@ -169,6 +174,8 @@ public:
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// Reset the stage caches and states
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void resetStages();
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void runLambda(std::function<void()> f);
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// TODO: As long as we have gl calls explicitely issued from interface
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// code, we need to be able to record and batch these calls. THe long
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// term strategy is to get rid of any GL calls in favor of the HIFI GPU API
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@ -194,10 +201,13 @@ public:
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COMMAND_drawIndexed,
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COMMAND_drawInstanced,
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COMMAND_drawIndexedInstanced,
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COMMAND_multiDrawIndirect,
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COMMAND_multiDrawIndexedIndirect,
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COMMAND_setInputFormat,
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COMMAND_setInputBuffer,
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COMMAND_setIndexBuffer,
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COMMAND_setIndirectBuffer,
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COMMAND_setModelTransform,
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COMMAND_setViewTransform,
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@ -221,6 +231,8 @@ public:
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COMMAND_resetStages,
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COMMAND_runLambda,
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// TODO: As long as we have gl calls explicitely issued from interface
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// code, we need to be able to record and batch these calls. THe long
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// term strategy is to get rid of any GL calls in favor of the HIFI GPU API
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@ -302,6 +314,7 @@ public:
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typedef Cache<PipelinePointer>::Vector PipelineCaches;
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typedef Cache<FramebufferPointer>::Vector FramebufferCaches;
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typedef Cache<QueryPointer>::Vector QueryCaches;
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typedef Cache<std::function<void()>>::Vector LambdaCache;
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// Cache Data in a byte array if too big to fit in Param
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// FOr example Mat4s are going there
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@ -327,6 +340,7 @@ public:
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PipelineCaches _pipelines;
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FramebufferCaches _framebuffers;
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QueryCaches _queries;
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LambdaCache _lambdas;
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NamedBatchDataMap _namedData;
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@ -336,6 +350,20 @@ public:
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protected:
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};
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};
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template <typename V>
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void popVectorParam(Batch::Params& params, uint32& paramOffset, V& v) {
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for (size_t i = 0; i < v.length(); ++i) {
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v[i] = params[paramOffset++]._float;
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}
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}
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template <typename V>
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void pushVectorParam(Batch::Params& params, const V& v) {
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for (size_t i = 0; i < v.length(); ++i) {
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params.push_back(v[i]);
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}
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}
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}
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#endif
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@ -23,10 +23,13 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
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(&::gpu::GLBackend::do_drawIndexed),
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(&::gpu::GLBackend::do_drawInstanced),
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(&::gpu::GLBackend::do_drawIndexedInstanced),
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(&::gpu::GLBackend::do_multiDrawIndirect),
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(&::gpu::GLBackend::do_multiDrawIndexedIndirect),
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(&::gpu::GLBackend::do_setInputFormat),
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(&::gpu::GLBackend::do_setInputBuffer),
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(&::gpu::GLBackend::do_setIndexBuffer),
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(&::gpu::GLBackend::do_setIndirectBuffer),
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(&::gpu::GLBackend::do_setModelTransform),
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(&::gpu::GLBackend::do_setViewTransform),
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@ -50,6 +53,8 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
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(&::gpu::GLBackend::do_resetStages),
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(&::gpu::GLBackend::do_runLambda),
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(&::gpu::GLBackend::do_glActiveBindTexture),
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(&::gpu::GLBackend::do_glUniform1i),
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@ -323,6 +328,9 @@ void GLBackend::do_drawInstanced(Batch& batch, uint32 paramOffset) {
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(void) CHECK_GL_ERROR();
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}
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// DO NOT MERGE THIS, it will break mac clients
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#define GL_430
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void GLBackend::do_drawIndexedInstanced(Batch& batch, uint32 paramOffset) {
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updateInput();
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updateTransform();
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@ -332,17 +340,63 @@ void GLBackend::do_drawIndexedInstanced(Batch& batch, uint32 paramOffset) {
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GLenum mode = _primitiveToGLmode[(Primitive)batch._params[paramOffset + 3]._uint];
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uint32 numIndices = batch._params[paramOffset + 2]._uint;
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uint32 startIndex = batch._params[paramOffset + 1]._uint;
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// FIXME glDrawElementsInstancedBaseVertexBaseInstance is only available in GL 4.3
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// and higher, so currently we ignore this field
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uint32 startInstance = batch._params[paramOffset + 0]._uint;
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GLenum glType = _elementTypeToGLType[_input._indexBufferType];
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#ifdef GL_430
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glDrawElementsInstancedBaseVertexBaseInstance(mode, numIndices, glType, reinterpret_cast<GLvoid*>(startIndex + _input._indexBufferOffset), numInstances, 0, startInstance);
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#else
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glDrawElementsInstanced(mode, numIndices, glType, reinterpret_cast<GLvoid*>(startIndex + _input._indexBufferOffset), numInstances);
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#endif
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(void)CHECK_GL_ERROR();
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}
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void GLBackend::do_multiDrawIndirect(Batch& batch, uint32 paramOffset) {
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#ifdef GL_430
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updateInput();
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updateTransform();
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updatePipeline();
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uint commandCount = batch._params[paramOffset + 0]._uint;
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GLenum mode = _primitiveToGLmode[(Primitive)batch._params[paramOffset + 1]._uint];
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glMultiDrawArraysIndirect(mode, reinterpret_cast<GLvoid*>(_input._indirectBufferOffset), commandCount, _input._indirectBufferStride);
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#else
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// FIXME implement the slow path
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#endif
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(void)CHECK_GL_ERROR();
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}
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void GLBackend::do_multiDrawIndexedIndirect(Batch& batch, uint32 paramOffset) {
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#ifdef GL_430
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updateInput();
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updateTransform();
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updatePipeline();
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uint commandCount = batch._params[paramOffset + 0]._uint;
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GLenum mode = _primitiveToGLmode[(Primitive)batch._params[paramOffset + 1]._uint];
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GLenum indexType = _elementTypeToGLType[_input._indexBufferType];
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glMultiDrawElementsIndirect(mode, indexType, reinterpret_cast<GLvoid*>(_input._indirectBufferOffset), commandCount, _input._indirectBufferStride);
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#else
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// FIXME implement the slow path
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#endif
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(void)CHECK_GL_ERROR();
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}
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void GLBackend::do_resetStages(Batch& batch, uint32 paramOffset) {
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resetStages();
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}
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void GLBackend::do_runLambda(Batch& batch, uint32 paramOffset) {
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std::function<void()> f = batch._lambdas.get(batch._params[paramOffset]._uint);
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f();
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}
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void GLBackend::resetStages() {
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resetInputStage();
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resetPipelineStage();
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@ -252,11 +252,14 @@ protected:
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void do_drawIndexed(Batch& batch, uint32 paramOffset);
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void do_drawInstanced(Batch& batch, uint32 paramOffset);
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void do_drawIndexedInstanced(Batch& batch, uint32 paramOffset);
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void do_multiDrawIndirect(Batch& batch, uint32 paramOffset);
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void do_multiDrawIndexedIndirect(Batch& batch, uint32 paramOffset);
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// Input Stage
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void do_setInputFormat(Batch& batch, uint32 paramOffset);
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void do_setInputBuffer(Batch& batch, uint32 paramOffset);
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void do_setIndexBuffer(Batch& batch, uint32 paramOffset);
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void do_setIndirectBuffer(Batch& batch, uint32 paramOffset);
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void initInput();
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void killInput();
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@ -284,6 +287,10 @@ protected:
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Offset _indexBufferOffset;
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Type _indexBufferType;
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BufferPointer _indirectBuffer;
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Offset _indirectBufferOffset{ 0 };
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Offset _indirectBufferStride{ 0 };
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GLuint _defaultVAO;
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InputStageState() :
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@ -448,6 +455,9 @@ protected:
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// Reset stages
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void do_resetStages(Batch& batch, uint32 paramOffset);
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void do_runLambda(Batch& batch, uint32 paramOffset);
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void resetStages();
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// TODO: As long as we have gl calls explicitely issued from interface
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@ -471,7 +481,6 @@ protected:
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static CommandCall _commandCalls[Batch::NUM_COMMANDS];
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};
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};
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#endif
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@ -273,21 +273,36 @@ void GLBackend::resetInputStage() {
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}
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void GLBackend::do_setIndexBuffer(Batch& batch, uint32 paramOffset) {
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_input._indexBufferType = (Type) batch._params[paramOffset + 2]._uint;
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BufferPointer indexBuffer = batch._buffers.get(batch._params[paramOffset + 1]._uint);
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_input._indexBufferType = (Type)batch._params[paramOffset + 2]._uint;
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_input._indexBufferOffset = batch._params[paramOffset + 0]._uint;
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_input._indexBuffer = indexBuffer;
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if (indexBuffer) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, getBufferID(*indexBuffer));
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} else {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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BufferPointer indexBuffer = batch._buffers.get(batch._params[paramOffset + 1]._uint);
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if (indexBuffer != _input._indexBuffer) {
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_input._indexBuffer = indexBuffer;
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if (indexBuffer) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, getBufferID(*indexBuffer));
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} else {
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// FIXME do we really need this? Is there ever a draw call where we care that the element buffer is null?
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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}
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(void) CHECK_GL_ERROR();
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}
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template <typename V>
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void popParam(Batch::Params& params, uint32& paramOffset, V& v) {
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for (size_t i = 0; i < v.length(); ++i) {
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v[i] = params[paramOffset++]._float;
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void GLBackend::do_setIndirectBuffer(Batch& batch, uint32 paramOffset) {
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_input._indirectBufferOffset = batch._params[paramOffset + 1]._uint;
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_input._indirectBufferStride = batch._params[paramOffset + 2]._uint;
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BufferPointer buffer = batch._buffers.get(batch._params[paramOffset]._uint);
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if (buffer != _input._indirectBuffer) {
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_input._indirectBuffer = buffer;
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if (buffer) {
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glBindBuffer(GL_DRAW_INDIRECT_BUFFER, getBufferID(*buffer));
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} else {
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// FIXME do we really need this? Is there ever a draw call where we care that the element buffer is null?
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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}
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(void)CHECK_GL_ERROR();
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}
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@ -87,37 +87,34 @@ void GeometryCache::ShapeData::setupIndices(gpu::BufferPointer& indexBuffer, con
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void GeometryCache::ShapeData::setupBatch(gpu::Batch& batch) const {
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batch.setInputBuffer(gpu::Stream::POSITION, _positionView);
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batch.setInputBuffer(gpu::Stream::NORMAL, _normalView);
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batch.setIndexBuffer(gpu::UINT16, _indices, 0);
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}
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void GeometryCache::ShapeData::draw(gpu::Batch& batch) const {
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if (_indexCount) {
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setupBatch(batch);
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batch.setIndexBuffer(gpu::UINT16, _indices, _indexOffset);
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batch.drawIndexed(gpu::TRIANGLES, _indexCount);
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batch.drawIndexed(gpu::TRIANGLES, _indexCount, _indexOffset);
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}
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}
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void GeometryCache::ShapeData::drawWire(gpu::Batch& batch) const {
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if (_wireIndexCount) {
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setupBatch(batch);
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batch.setIndexBuffer(gpu::UINT16, _indices, _wireIndexOffset);
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batch.drawIndexed(gpu::LINES, _wireIndexCount);
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batch.drawIndexed(gpu::LINES, _wireIndexCount, _wireIndexOffset);
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}
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}
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void GeometryCache::ShapeData::drawInstances(gpu::Batch& batch, size_t count) const {
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if (_indexCount) {
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setupBatch(batch);
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batch.setIndexBuffer(gpu::UINT16, _indices, _indexOffset);
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batch.drawIndexedInstanced(count, gpu::TRIANGLES, _indexCount);
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batch.drawIndexedInstanced(count, gpu::TRIANGLES, _indexCount, _indexOffset);
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}
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}
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void GeometryCache::ShapeData::drawWireInstances(gpu::Batch& batch, size_t count) const {
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if (_wireIndexCount) {
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setupBatch(batch);
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batch.setIndexBuffer(gpu::UINT16, _indices, _wireIndexOffset);
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batch.drawIndexedInstanced(count, gpu::LINES, _wireIndexCount);
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batch.drawIndexedInstanced(count, gpu::LINES, _wireIndexCount, _wireIndexOffset);
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}
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}
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@ -323,7 +320,7 @@ void GeometryCache::buildShapes() {
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20, 21, 21, 22, 22, 23, 23, 20, // back
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0, 23, 1, 22, 2, 21, 3, 20 // sides
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};
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for (int i = 0; i < wireIndices.size(); ++i) {
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for (size_t i = 0; i < wireIndices.size(); ++i) {
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indices[i] += startingIndex;
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}
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@ -374,7 +371,7 @@ void GeometryCache::buildShapes() {
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0, 3, 1, 3, 2, 3,
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};
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for (int i = 0; i < wireIndices.size(); ++i) {
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for (size_t i = 0; i < wireIndices.size(); ++i) {
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wireIndices[i] += startingIndex;
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}
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@ -232,14 +232,6 @@ public:
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/// Set a batch to the simple pipeline, returning the previous pipeline
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void useSimpleDrawPipeline(gpu::Batch& batch, bool noBlend = false);
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private:
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GeometryCache();
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virtual ~GeometryCache();
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void buildShapes();
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typedef QPair<int, int> IntPair;
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typedef QPair<unsigned int, unsigned int> VerticesIndices;
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struct ShapeData {
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size_t _indexOffset{ 0 };
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size_t _indexCount{ 0 };
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@ -263,7 +255,13 @@ private:
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VShape _shapes;
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private:
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GeometryCache();
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virtual ~GeometryCache();
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void buildShapes();
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typedef QPair<int, int> IntPair;
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typedef QPair<unsigned int, unsigned int> VerticesIndices;
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gpu::PipelinePointer _standardDrawPipeline;
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gpu::PipelinePointer _standardDrawPipelineNoBlend;
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@ -35,6 +35,7 @@
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// Must come after GL headers
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#include <QtGui/QOpenGLContext>
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#include <QtGui/QOpenGLDebugLogger>
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#include <GLMHelpers.h>
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#include <PathUtils.h>
|
||||
|
@ -101,7 +102,24 @@ float getSeconds(quint64 start = 0) {
|
|||
return seconds;
|
||||
}
|
||||
|
||||
struct DrawElementsIndirectCommand {
|
||||
uint _count{ 0 };
|
||||
uint _instanceCount{ 0 };
|
||||
uint _firstIndex{ 0 };
|
||||
uint _baseVertex{ 0 };
|
||||
uint _baseInstance{ 0 };
|
||||
};
|
||||
|
||||
static const size_t TYPE_COUNT = 4;
|
||||
static GeometryCache::Shape SHAPE[TYPE_COUNT] = {
|
||||
GeometryCache::Icosahedron,
|
||||
GeometryCache::Cube,
|
||||
GeometryCache::Sphere,
|
||||
GeometryCache::Tetrahedron,
|
||||
//GeometryCache::Line,
|
||||
};
|
||||
|
||||
gpu::Stream::FormatPointer& getInstancedSolidStreamFormat();
|
||||
|
||||
// Creates an OpenGL window that renders a simple unlit scene using the gpu library and GeometryCache
|
||||
// Should eventually get refactored into something that supports multiple gpu backends.
|
||||
|
@ -134,7 +152,7 @@ public:
|
|||
// Qt Quick may need a depth and stencil buffer. Always make sure these are available.
|
||||
format.setDepthBufferSize(16);
|
||||
format.setStencilBufferSize(8);
|
||||
format.setVersion(4, 1);
|
||||
format.setVersion(4, 3);
|
||||
format.setProfile(QSurfaceFormat::OpenGLContextProfile::CoreProfile);
|
||||
format.setOption(QSurfaceFormat::DebugContext);
|
||||
format.setSwapInterval(0);
|
||||
|
@ -147,6 +165,13 @@ public:
|
|||
|
||||
show();
|
||||
makeCurrent();
|
||||
QOpenGLDebugLogger *logger = new QOpenGLDebugLogger(this);
|
||||
logger->initialize(); // initializes in the current context, i.e. ctx
|
||||
connect(logger, &QOpenGLDebugLogger::messageLogged, [](const QOpenGLDebugMessage& message){
|
||||
qDebug() << message;
|
||||
});
|
||||
logger->startLogging(QOpenGLDebugLogger::SynchronousLogging);
|
||||
|
||||
|
||||
gpu::Context::init<gpu::GLBackend>();
|
||||
_context = std::make_shared<gpu::Context>();
|
||||
|
@ -177,7 +202,9 @@ public:
|
|||
void draw() {
|
||||
static auto startTime = usecTimestampNow();
|
||||
|
||||
if (!isVisible()) {
|
||||
// Attempting to draw before we're visible and have a valid size will
|
||||
// produce GL errors.
|
||||
if (!isVisible() || _size.width() <= 0 || _size.height() <= 0) {
|
||||
return;
|
||||
}
|
||||
makeCurrent();
|
||||
|
@ -192,7 +219,8 @@ public:
|
|||
glm::vec3 unitscale { 1.0f };
|
||||
glm::vec3 up { 0.0f, 1.0f, 0.0f };
|
||||
|
||||
glm::vec3 camera_position { 1.5f * sinf(t), 0.0f, 1.5f * cos(t) };
|
||||
float distance = 3.0f;
|
||||
glm::vec3 camera_position{ distance * sinf(t), 0.0f, distance * cos(t) };
|
||||
|
||||
static const vec3 camera_focus(0);
|
||||
static const vec3 camera_up(0, 1, 0);
|
||||
|
@ -202,57 +230,141 @@ public:
|
|||
batch.setModelTransform(Transform());
|
||||
|
||||
auto geometryCache = DependencyManager::get<GeometryCache>();
|
||||
|
||||
|
||||
// Render grid on xz plane (not the optimal way to do things, but w/e)
|
||||
// Note: GeometryCache::renderGrid will *not* work, as it is apparenly unaffected by batch rotations and renders xy only
|
||||
static const std::string GRID_INSTANCE = "Grid";
|
||||
static auto compactColor1 = toCompactColor(vec4{ 0.35f, 0.25f, 0.15f, 1.0f });
|
||||
static auto compactColor2 = toCompactColor(vec4{ 0.15f, 0.25f, 0.35f, 1.0f });
|
||||
auto transformBuffer = batch.getNamedBuffer(GRID_INSTANCE, 0);
|
||||
auto colorBuffer = batch.getNamedBuffer(GRID_INSTANCE, 1);
|
||||
for (int i = 0; i < 100; ++i) {
|
||||
{
|
||||
glm::mat4 transform = glm::translate(mat4(), vec3(0, -1, -50 + i));
|
||||
transform = glm::scale(transform, vec3(100, 1, 1));
|
||||
transformBuffer->append(transform);
|
||||
colorBuffer->append(compactColor1);
|
||||
}
|
||||
{
|
||||
static const std::string GRID_INSTANCE = "Grid";
|
||||
static auto compactColor1 = toCompactColor(vec4{ 0.35f, 0.25f, 0.15f, 1.0f });
|
||||
static auto compactColor2 = toCompactColor(vec4{ 0.15f, 0.25f, 0.35f, 1.0f });
|
||||
static gpu::BufferPointer transformBuffer;
|
||||
static gpu::BufferPointer colorBuffer;
|
||||
if (!transformBuffer) {
|
||||
transformBuffer = std::make_shared<gpu::Buffer>();
|
||||
colorBuffer = std::make_shared<gpu::Buffer>();
|
||||
for (int i = 0; i < 100; ++i) {
|
||||
{
|
||||
glm::mat4 transform = glm::translate(mat4(), vec3(0, -1, -50 + i));
|
||||
transform = glm::scale(transform, vec3(100, 1, 1));
|
||||
transformBuffer->append(transform);
|
||||
colorBuffer->append(compactColor1);
|
||||
}
|
||||
|
||||
{
|
||||
glm::mat4 transform = glm::mat4_cast(quat(vec3(0, PI / 2.0f, 0)));
|
||||
transform = glm::translate(transform, vec3(0, -1, -50 + i));
|
||||
transform = glm::scale(transform, vec3(100, 1, 1));
|
||||
transformBuffer->append(transform);
|
||||
colorBuffer->append(compactColor2);
|
||||
{
|
||||
glm::mat4 transform = glm::mat4_cast(quat(vec3(0, PI / 2.0f, 0)));
|
||||
transform = glm::translate(transform, vec3(0, -1, -50 + i));
|
||||
transform = glm::scale(transform, vec3(100, 1, 1));
|
||||
transformBuffer->append(transform);
|
||||
colorBuffer->append(compactColor2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
batch.setupNamedCalls(GRID_INSTANCE, 200, [=](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) {
|
||||
batch.setViewTransform(camera);
|
||||
batch.setModelTransform(Transform());
|
||||
batch.setPipeline(_pipeline);
|
||||
batch._glUniform1i(_instanceLocation, 1);
|
||||
geometryCache->renderWireShapeInstances(batch, GeometryCache::Line, data._count, transformBuffer, colorBuffer);
|
||||
batch._glUniform1i(_instanceLocation, 0);
|
||||
});
|
||||
}
|
||||
|
||||
batch.setupNamedCalls(GRID_INSTANCE, 200, [=](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) {
|
||||
{
|
||||
static const size_t ITEM_COUNT = 1000;
|
||||
static const float SHAPE_INTERVAL = (PI * 2.0f) / ITEM_COUNT;
|
||||
static const float ITEM_INTERVAL = SHAPE_INTERVAL / TYPE_COUNT;
|
||||
|
||||
static const gpu::Element POSITION_ELEMENT{ gpu::VEC3, gpu::FLOAT, gpu::XYZ };
|
||||
static const gpu::Element NORMAL_ELEMENT{ gpu::VEC3, gpu::FLOAT, gpu::XYZ };
|
||||
static const gpu::Element COLOR_ELEMENT{ gpu::VEC4, gpu::NUINT8, gpu::RGBA };
|
||||
static const gpu::Element TRANSFORM_ELEMENT{ gpu::MAT4, gpu::FLOAT, gpu::XYZW };
|
||||
|
||||
|
||||
static std::vector<Transform> transforms;
|
||||
static std::vector<vec4> colors;
|
||||
static gpu::BufferPointer indirectBuffer;
|
||||
static gpu::BufferPointer transformBuffer;
|
||||
static gpu::BufferPointer colorBuffer;
|
||||
static gpu::BufferView colorView;
|
||||
static gpu::BufferView instanceXfmView;
|
||||
|
||||
if (!transformBuffer) {
|
||||
transformBuffer = std::make_shared<gpu::Buffer>();
|
||||
colorBuffer = std::make_shared<gpu::Buffer>();
|
||||
indirectBuffer = std::make_shared<gpu::Buffer>();
|
||||
|
||||
static const float ITEM_RADIUS = 20;
|
||||
static const vec3 ITEM_TRANSLATION{ 0, 0, -ITEM_RADIUS };
|
||||
for (size_t i = 0; i < TYPE_COUNT; ++i) {
|
||||
GeometryCache::Shape shape = SHAPE[i];
|
||||
GeometryCache::ShapeData shapeData = geometryCache->_shapes[shape];
|
||||
{
|
||||
DrawElementsIndirectCommand indirectCommand;
|
||||
indirectCommand._count = shapeData._indexCount;
|
||||
indirectCommand._instanceCount = ITEM_COUNT;
|
||||
indirectCommand._baseInstance = i * ITEM_COUNT;
|
||||
indirectCommand._firstIndex = shapeData._indexOffset / 2;
|
||||
indirectCommand._baseVertex = 0;
|
||||
indirectBuffer->append(indirectCommand);
|
||||
}
|
||||
|
||||
//indirectCommand._count
|
||||
float startingInterval = ITEM_INTERVAL * i;
|
||||
for (size_t j = 0; j < ITEM_COUNT; ++j) {
|
||||
float theta = j * SHAPE_INTERVAL + startingInterval;
|
||||
auto transform = glm::rotate(mat4(), theta, Vectors::UP);
|
||||
transform = glm::rotate(transform, (randFloat() - 0.5f) * PI / 4.0f, Vectors::UNIT_X);
|
||||
transform = glm::translate(transform, ITEM_TRANSLATION);
|
||||
transform = glm::scale(transform, vec3(randFloat() / 2.0f + 0.5f));
|
||||
transformBuffer->append(transform);
|
||||
transforms.push_back(transform);
|
||||
auto color = vec4{ randomColorValue(64), randomColorValue(64), randomColorValue(64), 255 };
|
||||
color /= 255.0f;
|
||||
colors.push_back(color);
|
||||
colorBuffer->append(toCompactColor(color));
|
||||
}
|
||||
}
|
||||
colorView = gpu::BufferView(colorBuffer, COLOR_ELEMENT);
|
||||
instanceXfmView = gpu::BufferView(transformBuffer, TRANSFORM_ELEMENT);
|
||||
}
|
||||
|
||||
#if 1
|
||||
GeometryCache::ShapeData shapeData = geometryCache->_shapes[GeometryCache::Icosahedron];
|
||||
{
|
||||
batch.setViewTransform(camera);
|
||||
batch.setModelTransform(Transform());
|
||||
batch.setPipeline(_pipeline);
|
||||
batch._glUniform1i(_instanceLocation, 1);
|
||||
batch.setInputFormat(getInstancedSolidStreamFormat());
|
||||
batch.setInputBuffer(gpu::Stream::COLOR, colorView);
|
||||
batch.setInputBuffer(gpu::Stream::INSTANCE_XFM, instanceXfmView);
|
||||
batch.setIndirectBuffer(indirectBuffer);
|
||||
shapeData.setupBatch(batch);
|
||||
batch.multiDrawIndexedIndirect(TYPE_COUNT, gpu::TRIANGLES);
|
||||
batch._glUniform1i(_instanceLocation, 0);
|
||||
}
|
||||
#else
|
||||
batch.setViewTransform(camera);
|
||||
batch.setModelTransform(Transform());
|
||||
batch.setPipeline(_pipeline);
|
||||
auto& xfm = data._buffers[0];
|
||||
auto& color = data._buffers[1];
|
||||
batch._glUniform1i(_instanceLocation, 1);
|
||||
geometryCache->renderWireShapeInstances(batch, GeometryCache::Line, data._count, xfm, color);
|
||||
batch._glUniform1i(_instanceLocation, 0);
|
||||
});
|
||||
|
||||
|
||||
for (size_t i = 0; i < TYPE_COUNT; ++i) {
|
||||
GeometryCache::Shape shape = SHAPE[i];
|
||||
for (size_t j = 0; j < ITEM_COUNT; ++j) {
|
||||
int index = i * ITEM_COUNT + j;
|
||||
batch.setModelTransform(transforms[index]);
|
||||
const vec4& color = colors[index];
|
||||
batch._glColor4f(color.r, color.g, color.b, 1.0);
|
||||
geometryCache->renderShape(batch, shape);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
// Render unlit cube + sphere
|
||||
|
||||
static GeometryCache::Shape SHAPE[] = {
|
||||
GeometryCache::Cube,
|
||||
GeometryCache::Sphere,
|
||||
GeometryCache::Tetrahedron,
|
||||
GeometryCache::Icosahedron,
|
||||
};
|
||||
|
||||
static auto startUsecs = usecTimestampNow();
|
||||
float seconds = getSeconds(startUsecs);
|
||||
seconds /= 4.0;
|
||||
int shapeIndex = ((int)seconds) % 4;
|
||||
int shapeIndex = ((int)seconds) % TYPE_COUNT;
|
||||
bool wire = seconds - floor(seconds) > 0.5f;
|
||||
batch.setModelTransform(Transform());
|
||||
batch._glColor4f(0.8f, 0.25f, 0.25f, 1.0f);
|
||||
|
@ -263,7 +375,7 @@ public:
|
|||
geometryCache->renderShape(batch, SHAPE[shapeIndex]);
|
||||
}
|
||||
|
||||
batch.setModelTransform(Transform().setScale(1.05f));
|
||||
batch.setModelTransform(Transform().setScale(2.05f));
|
||||
batch._glColor4f(1, 1, 1, 1);
|
||||
geometryCache->renderWireCube(batch);
|
||||
|
||||
|
|
Loading…
Reference in a new issue