Batch side implementation of multi-draw indirect

This commit is contained in:
Brad Davis 2015-09-22 10:11:49 -07:00 committed by Bradley Austin Davis
parent 7060befd1c
commit deaa4a747b
8 changed files with 318 additions and 78 deletions

View file

@ -102,6 +102,19 @@ void Batch::drawIndexedInstanced(uint32 nbInstances, Primitive primitiveType, ui
_params.push_back(nbInstances);
}
void Batch::multiDrawIndirect(uint32 nbCommands, Primitive primitiveType) {
ADD_COMMAND(multiDrawIndirect);
_params.push_back(nbCommands);
_params.push_back(primitiveType);
}
void Batch::multiDrawIndexedIndirect(uint32 nbCommands, Primitive primitiveType) {
ADD_COMMAND(multiDrawIndexedIndirect);
_params.push_back(nbCommands);
_params.push_back(primitiveType);
}
void Batch::setInputFormat(const Stream::FormatPointer& format) {
ADD_COMMAND(setInputFormat);
@ -144,6 +157,15 @@ void Batch::setIndexBuffer(const BufferView& buffer) {
setIndexBuffer(buffer._element.getType(), buffer._buffer, buffer._offset);
}
void Batch::setIndirectBuffer(const BufferPointer& buffer, Offset offset, Offset stride) {
ADD_COMMAND(setIndirectBuffer);
_params.push_back(_buffers.cache(buffer));
_params.push_back(offset);
_params.push_back(stride);
}
void Batch::setModelTransform(const Transform& model) {
ADD_COMMAND(setModelTransform);
@ -288,6 +310,11 @@ void Batch::resetStages() {
ADD_COMMAND(resetStages);
}
void Batch::runLambda(std::function<void()> f) {
ADD_COMMAND(runLambda);
_params.push_back(_lambdas.cache(f));
}
void Batch::enableStereo(bool enable) {
_enableStereo = enable;
}

View file

@ -63,8 +63,8 @@ public:
void process(Batch& batch) {
if (_function) {
_function(batch, *this);
}
_function(batch, *this);
}
}
};
@ -96,12 +96,15 @@ public:
void drawIndexed(Primitive primitiveType, uint32 nbIndices, uint32 startIndex = 0);
void drawInstanced(uint32 nbInstances, Primitive primitiveType, uint32 nbVertices, uint32 startVertex = 0, uint32 startInstance = 0);
void drawIndexedInstanced(uint32 nbInstances, Primitive primitiveType, uint32 nbIndices, uint32 startIndex = 0, uint32 startInstance = 0);
void multiDrawIndirect(uint32 nbCommands, Primitive primitiveType);
void multiDrawIndexedIndirect(uint32 nbCommands, Primitive primitiveType);
void setupNamedCalls(const std::string& instanceName, size_t count, NamedBatchData::Function function);
void setupNamedCalls(const std::string& instanceName, NamedBatchData::Function function);
BufferPointer getNamedBuffer(const std::string& instanceName, uint8_t index = 0);
void setNamedBuffer(const std::string& instanceName, BufferPointer& buffer, uint8_t index = 0);
// Input Stage
@ -117,6 +120,8 @@ public:
void setIndexBuffer(Type type, const BufferPointer& buffer, Offset offset);
void setIndexBuffer(const BufferView& buffer); // not a command, just a shortcut from a BufferView
void setIndirectBuffer(const BufferPointer& buffer, Offset offset = 0, Offset stride = 0);
// Transform Stage
// Vertex position is transformed by ModelTransform from object space to world space
// Then by the inverse of the ViewTransform from world space to eye space
@ -169,6 +174,8 @@ public:
// Reset the stage caches and states
void resetStages();
void runLambda(std::function<void()> f);
// TODO: As long as we have gl calls explicitely issued from interface
// code, we need to be able to record and batch these calls. THe long
// term strategy is to get rid of any GL calls in favor of the HIFI GPU API
@ -194,10 +201,13 @@ public:
COMMAND_drawIndexed,
COMMAND_drawInstanced,
COMMAND_drawIndexedInstanced,
COMMAND_multiDrawIndirect,
COMMAND_multiDrawIndexedIndirect,
COMMAND_setInputFormat,
COMMAND_setInputBuffer,
COMMAND_setIndexBuffer,
COMMAND_setIndirectBuffer,
COMMAND_setModelTransform,
COMMAND_setViewTransform,
@ -221,6 +231,8 @@ public:
COMMAND_resetStages,
COMMAND_runLambda,
// TODO: As long as we have gl calls explicitely issued from interface
// code, we need to be able to record and batch these calls. THe long
// term strategy is to get rid of any GL calls in favor of the HIFI GPU API
@ -302,6 +314,7 @@ public:
typedef Cache<PipelinePointer>::Vector PipelineCaches;
typedef Cache<FramebufferPointer>::Vector FramebufferCaches;
typedef Cache<QueryPointer>::Vector QueryCaches;
typedef Cache<std::function<void()>>::Vector LambdaCache;
// Cache Data in a byte array if too big to fit in Param
// FOr example Mat4s are going there
@ -327,6 +340,7 @@ public:
PipelineCaches _pipelines;
FramebufferCaches _framebuffers;
QueryCaches _queries;
LambdaCache _lambdas;
NamedBatchDataMap _namedData;
@ -336,6 +350,20 @@ public:
protected:
};
};
template <typename V>
void popVectorParam(Batch::Params& params, uint32& paramOffset, V& v) {
for (size_t i = 0; i < v.length(); ++i) {
v[i] = params[paramOffset++]._float;
}
}
template <typename V>
void pushVectorParam(Batch::Params& params, const V& v) {
for (size_t i = 0; i < v.length(); ++i) {
params.push_back(v[i]);
}
}
}
#endif

View file

@ -23,10 +23,13 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
(&::gpu::GLBackend::do_drawIndexed),
(&::gpu::GLBackend::do_drawInstanced),
(&::gpu::GLBackend::do_drawIndexedInstanced),
(&::gpu::GLBackend::do_multiDrawIndirect),
(&::gpu::GLBackend::do_multiDrawIndexedIndirect),
(&::gpu::GLBackend::do_setInputFormat),
(&::gpu::GLBackend::do_setInputBuffer),
(&::gpu::GLBackend::do_setIndexBuffer),
(&::gpu::GLBackend::do_setIndirectBuffer),
(&::gpu::GLBackend::do_setModelTransform),
(&::gpu::GLBackend::do_setViewTransform),
@ -50,6 +53,8 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
(&::gpu::GLBackend::do_resetStages),
(&::gpu::GLBackend::do_runLambda),
(&::gpu::GLBackend::do_glActiveBindTexture),
(&::gpu::GLBackend::do_glUniform1i),
@ -323,6 +328,9 @@ void GLBackend::do_drawInstanced(Batch& batch, uint32 paramOffset) {
(void) CHECK_GL_ERROR();
}
// DO NOT MERGE THIS, it will break mac clients
#define GL_430
void GLBackend::do_drawIndexedInstanced(Batch& batch, uint32 paramOffset) {
updateInput();
updateTransform();
@ -332,17 +340,63 @@ void GLBackend::do_drawIndexedInstanced(Batch& batch, uint32 paramOffset) {
GLenum mode = _primitiveToGLmode[(Primitive)batch._params[paramOffset + 3]._uint];
uint32 numIndices = batch._params[paramOffset + 2]._uint;
uint32 startIndex = batch._params[paramOffset + 1]._uint;
// FIXME glDrawElementsInstancedBaseVertexBaseInstance is only available in GL 4.3
// and higher, so currently we ignore this field
uint32 startInstance = batch._params[paramOffset + 0]._uint;
GLenum glType = _elementTypeToGLType[_input._indexBufferType];
#ifdef GL_430
glDrawElementsInstancedBaseVertexBaseInstance(mode, numIndices, glType, reinterpret_cast<GLvoid*>(startIndex + _input._indexBufferOffset), numInstances, 0, startInstance);
#else
glDrawElementsInstanced(mode, numIndices, glType, reinterpret_cast<GLvoid*>(startIndex + _input._indexBufferOffset), numInstances);
#endif
(void)CHECK_GL_ERROR();
}
void GLBackend::do_multiDrawIndirect(Batch& batch, uint32 paramOffset) {
#ifdef GL_430
updateInput();
updateTransform();
updatePipeline();
uint commandCount = batch._params[paramOffset + 0]._uint;
GLenum mode = _primitiveToGLmode[(Primitive)batch._params[paramOffset + 1]._uint];
glMultiDrawArraysIndirect(mode, reinterpret_cast<GLvoid*>(_input._indirectBufferOffset), commandCount, _input._indirectBufferStride);
#else
// FIXME implement the slow path
#endif
(void)CHECK_GL_ERROR();
}
void GLBackend::do_multiDrawIndexedIndirect(Batch& batch, uint32 paramOffset) {
#ifdef GL_430
updateInput();
updateTransform();
updatePipeline();
uint commandCount = batch._params[paramOffset + 0]._uint;
GLenum mode = _primitiveToGLmode[(Primitive)batch._params[paramOffset + 1]._uint];
GLenum indexType = _elementTypeToGLType[_input._indexBufferType];
glMultiDrawElementsIndirect(mode, indexType, reinterpret_cast<GLvoid*>(_input._indirectBufferOffset), commandCount, _input._indirectBufferStride);
#else
// FIXME implement the slow path
#endif
(void)CHECK_GL_ERROR();
}
void GLBackend::do_resetStages(Batch& batch, uint32 paramOffset) {
resetStages();
}
void GLBackend::do_runLambda(Batch& batch, uint32 paramOffset) {
std::function<void()> f = batch._lambdas.get(batch._params[paramOffset]._uint);
f();
}
void GLBackend::resetStages() {
resetInputStage();
resetPipelineStage();

View file

@ -252,11 +252,14 @@ protected:
void do_drawIndexed(Batch& batch, uint32 paramOffset);
void do_drawInstanced(Batch& batch, uint32 paramOffset);
void do_drawIndexedInstanced(Batch& batch, uint32 paramOffset);
void do_multiDrawIndirect(Batch& batch, uint32 paramOffset);
void do_multiDrawIndexedIndirect(Batch& batch, uint32 paramOffset);
// Input Stage
void do_setInputFormat(Batch& batch, uint32 paramOffset);
void do_setInputBuffer(Batch& batch, uint32 paramOffset);
void do_setIndexBuffer(Batch& batch, uint32 paramOffset);
void do_setIndirectBuffer(Batch& batch, uint32 paramOffset);
void initInput();
void killInput();
@ -284,6 +287,10 @@ protected:
Offset _indexBufferOffset;
Type _indexBufferType;
BufferPointer _indirectBuffer;
Offset _indirectBufferOffset{ 0 };
Offset _indirectBufferStride{ 0 };
GLuint _defaultVAO;
InputStageState() :
@ -448,6 +455,9 @@ protected:
// Reset stages
void do_resetStages(Batch& batch, uint32 paramOffset);
void do_runLambda(Batch& batch, uint32 paramOffset);
void resetStages();
// TODO: As long as we have gl calls explicitely issued from interface
@ -471,7 +481,6 @@ protected:
static CommandCall _commandCalls[Batch::NUM_COMMANDS];
};
};
#endif

View file

@ -273,21 +273,36 @@ void GLBackend::resetInputStage() {
}
void GLBackend::do_setIndexBuffer(Batch& batch, uint32 paramOffset) {
_input._indexBufferType = (Type) batch._params[paramOffset + 2]._uint;
BufferPointer indexBuffer = batch._buffers.get(batch._params[paramOffset + 1]._uint);
_input._indexBufferType = (Type)batch._params[paramOffset + 2]._uint;
_input._indexBufferOffset = batch._params[paramOffset + 0]._uint;
_input._indexBuffer = indexBuffer;
if (indexBuffer) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, getBufferID(*indexBuffer));
} else {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
BufferPointer indexBuffer = batch._buffers.get(batch._params[paramOffset + 1]._uint);
if (indexBuffer != _input._indexBuffer) {
_input._indexBuffer = indexBuffer;
if (indexBuffer) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, getBufferID(*indexBuffer));
} else {
// FIXME do we really need this? Is there ever a draw call where we care that the element buffer is null?
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
}
(void) CHECK_GL_ERROR();
}
template <typename V>
void popParam(Batch::Params& params, uint32& paramOffset, V& v) {
for (size_t i = 0; i < v.length(); ++i) {
v[i] = params[paramOffset++]._float;
void GLBackend::do_setIndirectBuffer(Batch& batch, uint32 paramOffset) {
_input._indirectBufferOffset = batch._params[paramOffset + 1]._uint;
_input._indirectBufferStride = batch._params[paramOffset + 2]._uint;
BufferPointer buffer = batch._buffers.get(batch._params[paramOffset]._uint);
if (buffer != _input._indirectBuffer) {
_input._indirectBuffer = buffer;
if (buffer) {
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, getBufferID(*buffer));
} else {
// FIXME do we really need this? Is there ever a draw call where we care that the element buffer is null?
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
}
(void)CHECK_GL_ERROR();
}

View file

@ -87,37 +87,34 @@ void GeometryCache::ShapeData::setupIndices(gpu::BufferPointer& indexBuffer, con
void GeometryCache::ShapeData::setupBatch(gpu::Batch& batch) const {
batch.setInputBuffer(gpu::Stream::POSITION, _positionView);
batch.setInputBuffer(gpu::Stream::NORMAL, _normalView);
batch.setIndexBuffer(gpu::UINT16, _indices, 0);
}
void GeometryCache::ShapeData::draw(gpu::Batch& batch) const {
if (_indexCount) {
setupBatch(batch);
batch.setIndexBuffer(gpu::UINT16, _indices, _indexOffset);
batch.drawIndexed(gpu::TRIANGLES, _indexCount);
batch.drawIndexed(gpu::TRIANGLES, _indexCount, _indexOffset);
}
}
void GeometryCache::ShapeData::drawWire(gpu::Batch& batch) const {
if (_wireIndexCount) {
setupBatch(batch);
batch.setIndexBuffer(gpu::UINT16, _indices, _wireIndexOffset);
batch.drawIndexed(gpu::LINES, _wireIndexCount);
batch.drawIndexed(gpu::LINES, _wireIndexCount, _wireIndexOffset);
}
}
void GeometryCache::ShapeData::drawInstances(gpu::Batch& batch, size_t count) const {
if (_indexCount) {
setupBatch(batch);
batch.setIndexBuffer(gpu::UINT16, _indices, _indexOffset);
batch.drawIndexedInstanced(count, gpu::TRIANGLES, _indexCount);
batch.drawIndexedInstanced(count, gpu::TRIANGLES, _indexCount, _indexOffset);
}
}
void GeometryCache::ShapeData::drawWireInstances(gpu::Batch& batch, size_t count) const {
if (_wireIndexCount) {
setupBatch(batch);
batch.setIndexBuffer(gpu::UINT16, _indices, _wireIndexOffset);
batch.drawIndexedInstanced(count, gpu::LINES, _wireIndexCount);
batch.drawIndexedInstanced(count, gpu::LINES, _wireIndexCount, _wireIndexOffset);
}
}
@ -323,7 +320,7 @@ void GeometryCache::buildShapes() {
20, 21, 21, 22, 22, 23, 23, 20, // back
0, 23, 1, 22, 2, 21, 3, 20 // sides
};
for (int i = 0; i < wireIndices.size(); ++i) {
for (size_t i = 0; i < wireIndices.size(); ++i) {
indices[i] += startingIndex;
}
@ -374,7 +371,7 @@ void GeometryCache::buildShapes() {
0, 3, 1, 3, 2, 3,
};
for (int i = 0; i < wireIndices.size(); ++i) {
for (size_t i = 0; i < wireIndices.size(); ++i) {
wireIndices[i] += startingIndex;
}

View file

@ -232,14 +232,6 @@ public:
/// Set a batch to the simple pipeline, returning the previous pipeline
void useSimpleDrawPipeline(gpu::Batch& batch, bool noBlend = false);
private:
GeometryCache();
virtual ~GeometryCache();
void buildShapes();
typedef QPair<int, int> IntPair;
typedef QPair<unsigned int, unsigned int> VerticesIndices;
struct ShapeData {
size_t _indexOffset{ 0 };
size_t _indexCount{ 0 };
@ -263,7 +255,13 @@ private:
VShape _shapes;
private:
GeometryCache();
virtual ~GeometryCache();
void buildShapes();
typedef QPair<int, int> IntPair;
typedef QPair<unsigned int, unsigned int> VerticesIndices;
gpu::PipelinePointer _standardDrawPipeline;
gpu::PipelinePointer _standardDrawPipelineNoBlend;

View file

@ -35,6 +35,7 @@
// Must come after GL headers
#include <QtGui/QOpenGLContext>
#include <QtGui/QOpenGLDebugLogger>
#include <GLMHelpers.h>
#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);