overte-Armored-Dragon/libraries/render-utils/src/GeometryCache.cpp
Anthony J. Thibault 04e7084743 Resource fix for textures in FBX files.
The baseTexturePath url for textures in FBXGeometry
should default to the same base url as the fbx file itself.
This error was introduced in my recent refactoring.
Textures embedded in FBXGeometries should be un-affected
by this change.
2015-08-21 21:44:15 -07:00

2093 lines
92 KiB
C++

//
// GeometryCache.cpp
// interface/src/renderer
//
// Created by Andrzej Kapolka on 6/21/13.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "GeometryCache.h"
#include <cmath>
#include <QNetworkReply>
#include <QThreadPool>
#include <FSTReader.h>
#include <NumericalConstants.h>
#include <gpu/GLBackend.h>
#include "TextureCache.h"
#include "RenderUtilsLogging.h"
#include "standardTransformPNTC_vert.h"
#include "standardDrawTexture_frag.h"
#include "gpu/StandardShaderLib.h"
//#define WANT_DEBUG
const int GeometryCache::UNKNOWN_ID = -1;
GeometryCache::GeometryCache() :
_nextID(0)
{
const qint64 GEOMETRY_DEFAULT_UNUSED_MAX_SIZE = DEFAULT_UNUSED_MAX_SIZE;
setUnusedResourceCacheSize(GEOMETRY_DEFAULT_UNUSED_MAX_SIZE);
}
GeometryCache::~GeometryCache() {
#ifdef WANT_DEBUG
qCDebug(renderutils) << "GeometryCache::~GeometryCache()... ";
qCDebug(renderutils) << " _registeredLine3DVBOs.size():" << _registeredLine3DVBOs.size();
qCDebug(renderutils) << " _line3DVBOs.size():" << _line3DVBOs.size();
qCDebug(renderutils) << " BatchItemDetails... population:" << GeometryCache::BatchItemDetails::population;
#endif //def WANT_DEBUG
}
QSharedPointer<Resource> GeometryCache::createResource(const QUrl& url, const QSharedPointer<Resource>& fallback,
bool delayLoad, const void* extra) {
// NetworkGeometry is no longer a subclass of Resource, but requires this method because, it is pure virtual.
assert(false);
return QSharedPointer<Resource>();
}
const int NUM_VERTICES_PER_TRIANGLE = 3;
const int NUM_TRIANGLES_PER_QUAD = 2;
const int NUM_VERTICES_PER_TRIANGULATED_QUAD = NUM_VERTICES_PER_TRIANGLE * NUM_TRIANGLES_PER_QUAD;
const int NUM_COORDS_PER_VERTEX = 3;
void GeometryCache::renderSphere(gpu::Batch& batch, float radius, int slices, int stacks, const glm::vec4& color, bool solid, int id) {
bool registered = (id != UNKNOWN_ID);
Vec2Pair radiusKey(glm::vec2(radius, slices), glm::vec2(stacks, 0));
IntPair slicesStacksKey(slices, stacks);
Vec3Pair colorKey(glm::vec3(color.x, color.y, slices), glm::vec3(color.z, color.w, stacks));
int vertices = slices * (stacks - 1) + 2;
int indices = slices * (stacks - 1) * NUM_VERTICES_PER_TRIANGULATED_QUAD;
if ((registered && (!_registeredSphereVertices.contains(id) || _lastRegisteredSphereVertices[id] != radiusKey))
|| (!registered && !_sphereVertices.contains(radiusKey))) {
if (registered && _registeredSphereVertices.contains(id)) {
_registeredSphereVertices[id].reset();
#ifdef WANT_DEBUG
qCDebug(renderutils) << "renderSphere()... RELEASING REGISTERED VERTICES BUFFER";
#endif
}
auto verticesBuffer = std::make_shared<gpu::Buffer>();
if (registered) {
_registeredSphereVertices[id] = verticesBuffer;
_lastRegisteredSphereVertices[id] = radiusKey;
} else {
_sphereVertices[radiusKey] = verticesBuffer;
}
GLfloat* vertexData = new GLfloat[vertices * NUM_COORDS_PER_VERTEX];
GLfloat* vertex = vertexData;
// south pole
*(vertex++) = 0.0f;
*(vertex++) = 0.0f;
*(vertex++) = -1.0f * radius;
//add stacks vertices climbing up Y axis
for (int i = 1; i < stacks; i++) {
float phi = PI * (float)i / (float)(stacks) - PI_OVER_TWO;
float z = sinf(phi) * radius;
float stackRadius = cosf(phi) * radius;
for (int j = 0; j < slices; j++) {
float theta = TWO_PI * (float)j / (float)slices;
*(vertex++) = sinf(theta) * stackRadius;
*(vertex++) = cosf(theta) * stackRadius;
*(vertex++) = z;
}
}
// north pole
*(vertex++) = 0.0f;
*(vertex++) = 0.0f;
*(vertex++) = 1.0f * radius;
verticesBuffer->append(sizeof(GLfloat) * vertices * NUM_COORDS_PER_VERTEX, (gpu::Byte*) vertexData);
delete[] vertexData;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "GeometryCache::renderSphere()... --- CREATING VERTICES BUFFER";
qCDebug(renderutils) << " radius:" << radius;
qCDebug(renderutils) << " slices:" << slices;
qCDebug(renderutils) << " stacks:" << stacks;
qCDebug(renderutils) << " _sphereVertices.size():" << _sphereVertices.size();
#endif
}
#ifdef WANT_DEBUG
else if (registered) {
qCDebug(renderutils) << "renderSphere()... REUSING PREVIOUSLY REGISTERED VERTICES BUFFER";
}
#endif
if ((registered && (!_registeredSphereIndices.contains(id) || _lastRegisteredSphereIndices[id] != slicesStacksKey))
|| (!registered && !_sphereIndices.contains(slicesStacksKey))) {
if (registered && _registeredSphereIndices.contains(id)) {
_registeredSphereIndices[id].reset();
#ifdef WANT_DEBUG
qCDebug(renderutils) << "renderSphere()... RELEASING REGISTERED INDICES BUFFER";
#endif
}
auto indicesBuffer = std::make_shared<gpu::Buffer>();
if (registered) {
_registeredSphereIndices[id] = indicesBuffer;
_lastRegisteredSphereIndices[id] = slicesStacksKey;
} else {
_sphereIndices[slicesStacksKey] = indicesBuffer;
}
GLushort* indexData = new GLushort[indices];
GLushort* index = indexData;
int indexCount = 0;
// South cap
GLushort bottom = 0;
GLushort top = 1;
for (int i = 0; i < slices; i++) {
*(index++) = bottom;
*(index++) = top + i;
*(index++) = top + (i + 1) % slices;
indexCount += 3;
}
// (stacks - 2) ribbons
for (int i = 0; i < stacks - 2; i++) {
bottom = i * slices + 1;
top = bottom + slices;
for (int j = 0; j < slices; j++) {
int next = (j + 1) % slices;
*(index++) = top + next;
*(index++) = bottom + j;
*(index++) = top + j;
indexCount += 3;
*(index++) = bottom + next;
*(index++) = bottom + j;
*(index++) = top + next;
indexCount += 3;
}
}
// north cap
bottom = (stacks - 2) * slices + 1;
top = bottom + slices;
for (int i = 0; i < slices; i++) {
*(index++) = bottom + (i + 1) % slices;
*(index++) = bottom + i;
*(index++) = top;
indexCount += 3;
}
indicesBuffer->append(sizeof(GLushort) * indices, (gpu::Byte*) indexData);
delete[] indexData;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "GeometryCache::renderSphere()... --- CREATING INDICES BUFFER";
qCDebug(renderutils) << " radius:" << radius;
qCDebug(renderutils) << " slices:" << slices;
qCDebug(renderutils) << " stacks:" << stacks;
qCDebug(renderutils) << "indexCount:" << indexCount;
qCDebug(renderutils) << " indices:" << indices;
qCDebug(renderutils) << " _sphereIndices.size():" << _sphereIndices.size();
#endif
}
#ifdef WANT_DEBUG
else if (registered) {
qCDebug(renderutils) << "renderSphere()... REUSING PREVIOUSLY REGISTERED INDICES BUFFER";
}
#endif
if ((registered && (!_registeredSphereColors.contains(id) || _lastRegisteredSphereColors[id] != colorKey))
|| (!registered && !_sphereColors.contains(colorKey))) {
if (registered && _registeredSphereColors.contains(id)) {
_registeredSphereColors[id].reset();
#ifdef WANT_DEBUG
qCDebug(renderutils) << "renderSphere()... RELEASING REGISTERED COLORS BUFFER";
#endif
}
auto colorBuffer = std::make_shared<gpu::Buffer>();
if (registered) {
_registeredSphereColors[id] = colorBuffer;
_lastRegisteredSphereColors[id] = colorKey;
} else {
_sphereColors[colorKey] = colorBuffer;
}
int compactColor = ((int(color.x * 255.0f) & 0xFF)) |
((int(color.y * 255.0f) & 0xFF) << 8) |
((int(color.z * 255.0f) & 0xFF) << 16) |
((int(color.w * 255.0f) & 0xFF) << 24);
int* colorData = new int[vertices];
int* colorDataAt = colorData;
for(int v = 0; v < vertices; v++) {
*(colorDataAt++) = compactColor;
}
colorBuffer->append(sizeof(int) * vertices, (gpu::Byte*) colorData);
delete[] colorData;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "GeometryCache::renderSphere()... --- CREATING COLORS BUFFER";
qCDebug(renderutils) << " vertices:" << vertices;
qCDebug(renderutils) << " color:" << color;
qCDebug(renderutils) << " slices:" << slices;
qCDebug(renderutils) << " stacks:" << stacks;
qCDebug(renderutils) << " _sphereColors.size():" << _sphereColors.size();
#endif
}
#ifdef WANT_DEBUG
else if (registered) {
qCDebug(renderutils) << "renderSphere()... REUSING PREVIOUSLY REGISTERED COLORS BUFFER";
}
#endif
gpu::BufferPointer verticesBuffer = registered ? _registeredSphereVertices[id] : _sphereVertices[radiusKey];
gpu::BufferPointer indicesBuffer = registered ? _registeredSphereIndices[id] : _sphereIndices[slicesStacksKey];
gpu::BufferPointer colorBuffer = registered ? _registeredSphereColors[id] : _sphereColors[colorKey];
const int VERTICES_SLOT = 0;
const int NORMALS_SLOT = 1;
const int COLOR_SLOT = 2;
static gpu::Stream::FormatPointer streamFormat;
static gpu::Element positionElement, normalElement, colorElement;
if (!streamFormat) {
streamFormat = std::make_shared<gpu::Stream::Format>(); // 1 for everyone
streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
streamFormat->setAttribute(gpu::Stream::NORMAL, NORMALS_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ));
streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA));
positionElement = streamFormat->getAttributes().at(gpu::Stream::POSITION)._element;
normalElement = streamFormat->getAttributes().at(gpu::Stream::NORMAL)._element;
colorElement = streamFormat->getAttributes().at(gpu::Stream::COLOR)._element;
}
gpu::BufferView verticesView(verticesBuffer, positionElement);
gpu::BufferView normalsView(verticesBuffer, normalElement);
gpu::BufferView colorView(colorBuffer, colorElement);
batch.setInputFormat(streamFormat);
batch.setInputBuffer(VERTICES_SLOT, verticesView);
batch.setInputBuffer(NORMALS_SLOT, normalsView);
batch.setInputBuffer(COLOR_SLOT, colorView);
batch.setIndexBuffer(gpu::UINT16, indicesBuffer, 0);
if (solid) {
batch.drawIndexed(gpu::TRIANGLES, indices);
} else {
batch.drawIndexed(gpu::LINES, indices);
}
}
void GeometryCache::renderGrid(gpu::Batch& batch, int xDivisions, int yDivisions, const glm::vec4& color) {
IntPair key(xDivisions, yDivisions);
Vec3Pair colorKey(glm::vec3(color.x, color.y, yDivisions), glm::vec3(color.z, color.y, xDivisions));
int vertices = (xDivisions + 1 + yDivisions + 1) * 2;
if (!_gridBuffers.contains(key)) {
auto verticesBuffer = std::make_shared<gpu::Buffer>();
GLfloat* vertexData = new GLfloat[vertices * 2];
GLfloat* vertex = vertexData;
for (int i = 0; i <= xDivisions; i++) {
float x = (float)i / xDivisions;
*(vertex++) = x;
*(vertex++) = 0.0f;
*(vertex++) = x;
*(vertex++) = 1.0f;
}
for (int i = 0; i <= yDivisions; i++) {
float y = (float)i / yDivisions;
*(vertex++) = 0.0f;
*(vertex++) = y;
*(vertex++) = 1.0f;
*(vertex++) = y;
}
verticesBuffer->append(sizeof(GLfloat) * vertices * 2, (gpu::Byte*) vertexData);
delete[] vertexData;
_gridBuffers[key] = verticesBuffer;
}
if (!_gridColors.contains(colorKey)) {
auto colorBuffer = std::make_shared<gpu::Buffer>();
_gridColors[colorKey] = colorBuffer;
int compactColor = ((int(color.x * 255.0f) & 0xFF)) |
((int(color.y * 255.0f) & 0xFF) << 8) |
((int(color.z * 255.0f) & 0xFF) << 16) |
((int(color.w * 255.0f) & 0xFF) << 24);
int* colorData = new int[vertices];
int* colorDataAt = colorData;
for(int v = 0; v < vertices; v++) {
*(colorDataAt++) = compactColor;
}
colorBuffer->append(sizeof(int) * vertices, (gpu::Byte*) colorData);
delete[] colorData;
}
gpu::BufferPointer verticesBuffer = _gridBuffers[key];
gpu::BufferPointer colorBuffer = _gridColors[colorKey];
const int VERTICES_SLOT = 0;
const int COLOR_SLOT = 1;
auto streamFormat = std::make_shared<gpu::Stream::Format>(); // 1 for everyone
streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::XYZ), 0);
streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA));
gpu::BufferView verticesView(verticesBuffer, 0, verticesBuffer->getSize(), streamFormat->getAttributes().at(gpu::Stream::POSITION)._element);
gpu::BufferView colorView(colorBuffer, streamFormat->getAttributes().at(gpu::Stream::COLOR)._element);
batch.setInputFormat(streamFormat);
batch.setInputBuffer(VERTICES_SLOT, verticesView);
batch.setInputBuffer(COLOR_SLOT, colorView);
batch.draw(gpu::LINES, vertices, 0);
}
// TODO: why do we seem to create extra BatchItemDetails when we resize the window?? what's that??
void GeometryCache::renderGrid(gpu::Batch& batch, int x, int y, int width, int height, int rows, int cols, const glm::vec4& color, int id) {
#ifdef WANT_DEBUG
qCDebug(renderutils) << "GeometryCache::renderGrid(x["<<x<<"], "
"y["<<y<<"],"
"w["<<width<<"],"
"h["<<height<<"],"
"rows["<<rows<<"],"
"cols["<<cols<<"],"
" id:"<<id<<")...";
#endif
bool registered = (id != UNKNOWN_ID);
Vec3Pair key(glm::vec3(x, y, width), glm::vec3(height, rows, cols));
Vec3Pair colorKey(glm::vec3(color.x, color.y, rows), glm::vec3(color.z, color.y, cols));
int vertices = (cols + 1 + rows + 1) * 2;
if ((registered && (!_registeredAlternateGridBuffers.contains(id) || _lastRegisteredAlternateGridBuffers[id] != key))
|| (!registered && !_alternateGridBuffers.contains(key))) {
if (registered && _registeredAlternateGridBuffers.contains(id)) {
_registeredAlternateGridBuffers[id].reset();
#ifdef WANT_DEBUG
qCDebug(renderutils) << "renderGrid()... RELEASING REGISTERED VERTICES BUFFER";
#endif
}
auto verticesBuffer = std::make_shared<gpu::Buffer>();
if (registered) {
_registeredAlternateGridBuffers[id] = verticesBuffer;
_lastRegisteredAlternateGridBuffers[id] = key;
} else {
_alternateGridBuffers[key] = verticesBuffer;
}
GLfloat* vertexData = new GLfloat[vertices * 2];
GLfloat* vertex = vertexData;
int dx = width / cols;
int dy = height / rows;
int tx = x;
int ty = y;
// Draw horizontal grid lines
for (int i = rows + 1; --i >= 0; ) {
*(vertex++) = x;
*(vertex++) = ty;
*(vertex++) = x + width;
*(vertex++) = ty;
ty += dy;
}
// Draw vertical grid lines
for (int i = cols + 1; --i >= 0; ) {
*(vertex++) = tx;
*(vertex++) = y;
*(vertex++) = tx;
*(vertex++) = y + height;
tx += dx;
}
verticesBuffer->append(sizeof(GLfloat) * vertices * 2, (gpu::Byte*) vertexData);
delete[] vertexData;
}
if (!_gridColors.contains(colorKey)) {
auto colorBuffer = std::make_shared<gpu::Buffer>();
_gridColors[colorKey] = colorBuffer;
int compactColor = ((int(color.x * 255.0f) & 0xFF)) |
((int(color.y * 255.0f) & 0xFF) << 8) |
((int(color.z * 255.0f) & 0xFF) << 16) |
((int(color.w * 255.0f) & 0xFF) << 24);
int* colorData = new int[vertices];
int* colorDataAt = colorData;
for(int v = 0; v < vertices; v++) {
*(colorDataAt++) = compactColor;
}
colorBuffer->append(sizeof(int) * vertices, (gpu::Byte*) colorData);
delete[] colorData;
}
gpu::BufferPointer verticesBuffer = registered ? _registeredAlternateGridBuffers[id] : _alternateGridBuffers[key];
gpu::BufferPointer colorBuffer = _gridColors[colorKey];
const int VERTICES_SLOT = 0;
const int COLOR_SLOT = 1;
auto streamFormat = std::make_shared<gpu::Stream::Format>(); // 1 for everyone
streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::XYZ), 0);
streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA));
gpu::BufferView verticesView(verticesBuffer, 0, verticesBuffer->getSize(), streamFormat->getAttributes().at(gpu::Stream::POSITION)._element);
gpu::BufferView colorView(colorBuffer, streamFormat->getAttributes().at(gpu::Stream::COLOR)._element);
batch.setInputFormat(streamFormat);
batch.setInputBuffer(VERTICES_SLOT, verticesView);
batch.setInputBuffer(COLOR_SLOT, colorView);
batch.draw(gpu::LINES, vertices, 0);
}
void GeometryCache::updateVertices(int id, const QVector<glm::vec2>& points, const glm::vec4& color) {
BatchItemDetails& details = _registeredVertices[id];
if (details.isCreated) {
details.clear();
#ifdef WANT_DEBUG
qCDebug(renderutils) << "updateVertices()... RELEASING REGISTERED";
#endif // def WANT_DEBUG
}
const int FLOATS_PER_VERTEX = 2;
details.isCreated = true;
details.vertices = points.size();
details.vertexSize = FLOATS_PER_VERTEX;
auto verticesBuffer = std::make_shared<gpu::Buffer>();
auto colorBuffer = std::make_shared<gpu::Buffer>();
auto streamFormat = std::make_shared<gpu::Stream::Format>();
auto stream = std::make_shared<gpu::BufferStream>();
details.verticesBuffer = verticesBuffer;
details.colorBuffer = colorBuffer;
details.streamFormat = streamFormat;
details.stream = stream;
details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::XYZ), 0);
details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA));
details.stream->addBuffer(details.verticesBuffer, 0, details.streamFormat->getChannels().at(0)._stride);
details.stream->addBuffer(details.colorBuffer, 0, details.streamFormat->getChannels().at(1)._stride);
details.vertices = points.size();
details.vertexSize = FLOATS_PER_VERTEX;
int compactColor = ((int(color.x * 255.0f) & 0xFF)) |
((int(color.y * 255.0f) & 0xFF) << 8) |
((int(color.z * 255.0f) & 0xFF) << 16) |
((int(color.w * 255.0f) & 0xFF) << 24);
GLfloat* vertexData = new GLfloat[details.vertices * FLOATS_PER_VERTEX];
GLfloat* vertex = vertexData;
int* colorData = new int[details.vertices];
int* colorDataAt = colorData;
foreach (const glm::vec2& point, points) {
*(vertex++) = point.x;
*(vertex++) = point.y;
*(colorDataAt++) = compactColor;
}
details.verticesBuffer->append(sizeof(GLfloat) * FLOATS_PER_VERTEX * details.vertices, (gpu::Byte*) vertexData);
details.colorBuffer->append(sizeof(int) * details.vertices, (gpu::Byte*) colorData);
delete[] vertexData;
delete[] colorData;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "new registered linestrip buffer made -- _registeredVertices.size():" << _registeredVertices.size();
#endif
}
void GeometryCache::updateVertices(int id, const QVector<glm::vec3>& points, const glm::vec4& color) {
BatchItemDetails& details = _registeredVertices[id];
if (details.isCreated) {
details.clear();
#ifdef WANT_DEBUG
qCDebug(renderutils) << "updateVertices()... RELEASING REGISTERED";
#endif // def WANT_DEBUG
}
const int FLOATS_PER_VERTEX = 3;
details.isCreated = true;
details.vertices = points.size();
details.vertexSize = FLOATS_PER_VERTEX;
auto verticesBuffer = std::make_shared<gpu::Buffer>();
auto colorBuffer = std::make_shared<gpu::Buffer>();
auto streamFormat = std::make_shared<gpu::Stream::Format>();
auto stream = std::make_shared<gpu::BufferStream>();
details.verticesBuffer = verticesBuffer;
details.colorBuffer = colorBuffer;
details.streamFormat = streamFormat;
details.stream = stream;
details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA));
details.stream->addBuffer(details.verticesBuffer, 0, details.streamFormat->getChannels().at(0)._stride);
details.stream->addBuffer(details.colorBuffer, 0, details.streamFormat->getChannels().at(1)._stride);
details.vertices = points.size();
details.vertexSize = FLOATS_PER_VERTEX;
int compactColor = ((int(color.x * 255.0f) & 0xFF)) |
((int(color.y * 255.0f) & 0xFF) << 8) |
((int(color.z * 255.0f) & 0xFF) << 16) |
((int(color.w * 255.0f) & 0xFF) << 24);
GLfloat* vertexData = new GLfloat[details.vertices * FLOATS_PER_VERTEX];
GLfloat* vertex = vertexData;
int* colorData = new int[details.vertices];
int* colorDataAt = colorData;
foreach (const glm::vec3& point, points) {
*(vertex++) = point.x;
*(vertex++) = point.y;
*(vertex++) = point.z;
*(colorDataAt++) = compactColor;
}
details.verticesBuffer->append(sizeof(GLfloat) * FLOATS_PER_VERTEX * details.vertices, (gpu::Byte*) vertexData);
details.colorBuffer->append(sizeof(int) * details.vertices, (gpu::Byte*) colorData);
delete[] vertexData;
delete[] colorData;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "new registered linestrip buffer made -- _registeredVertices.size():" << _registeredVertices.size();
#endif
}
void GeometryCache::updateVertices(int id, const QVector<glm::vec3>& points, const QVector<glm::vec2>& texCoords, const glm::vec4& color) {
BatchItemDetails& details = _registeredVertices[id];
if (details.isCreated) {
details.clear();
#ifdef WANT_DEBUG
qCDebug(renderutils) << "updateVertices()... RELEASING REGISTERED";
#endif // def WANT_DEBUG
}
const int FLOATS_PER_VERTEX = 5;
details.isCreated = true;
details.vertices = points.size();
details.vertexSize = FLOATS_PER_VERTEX;
auto verticesBuffer = std::make_shared<gpu::Buffer>();
auto colorBuffer = std::make_shared<gpu::Buffer>();
auto streamFormat = std::make_shared<gpu::Stream::Format>();
auto stream = std::make_shared<gpu::BufferStream>();
details.verticesBuffer = verticesBuffer;
details.colorBuffer = colorBuffer;
details.streamFormat = streamFormat;
details.stream = stream;
details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
details.streamFormat->setAttribute(gpu::Stream::TEXCOORD, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV), 3 * sizeof(float));
details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA));
details.stream->addBuffer(details.verticesBuffer, 0, details.streamFormat->getChannels().at(0)._stride);
details.stream->addBuffer(details.colorBuffer, 0, details.streamFormat->getChannels().at(1)._stride);
assert(points.size() == texCoords.size());
details.vertices = points.size();
details.vertexSize = FLOATS_PER_VERTEX;
int compactColor = ((int(color.x * 255.0f) & 0xFF)) |
((int(color.y * 255.0f) & 0xFF) << 8) |
((int(color.z * 255.0f) & 0xFF) << 16) |
((int(color.w * 255.0f) & 0xFF) << 24);
GLfloat* vertexData = new GLfloat[details.vertices * FLOATS_PER_VERTEX];
GLfloat* vertex = vertexData;
int* colorData = new int[details.vertices];
int* colorDataAt = colorData;
for (int i = 0; i < points.size(); i++) {
glm::vec3 point = points[i];
glm::vec2 texCoord = texCoords[i];
*(vertex++) = point.x;
*(vertex++) = point.y;
*(vertex++) = point.z;
*(vertex++) = texCoord.x;
*(vertex++) = texCoord.y;
*(colorDataAt++) = compactColor;
}
details.verticesBuffer->append(sizeof(GLfloat) * FLOATS_PER_VERTEX * details.vertices, (gpu::Byte*) vertexData);
details.colorBuffer->append(sizeof(int) * details.vertices, (gpu::Byte*) colorData);
delete[] vertexData;
delete[] colorData;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "new registered linestrip buffer made -- _registeredVertices.size():" << _registeredVertices.size();
#endif
}
void GeometryCache::renderVertices(gpu::Batch& batch, gpu::Primitive primitiveType, int id) {
BatchItemDetails& details = _registeredVertices[id];
if (details.isCreated) {
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(primitiveType, details.vertices, 0);
}
}
void GeometryCache::renderSolidCube(gpu::Batch& batch, float size, const glm::vec4& color) {
Vec2Pair colorKey(glm::vec2(color.x, color.y), glm::vec2(color.z, color.y));
const int FLOATS_PER_VERTEX = 3;
const int VERTICES_PER_FACE = 4;
const int NUMBER_OF_FACES = 6;
const int TRIANGLES_PER_FACE = 2;
const int VERTICES_PER_TRIANGLE = 3;
const int vertices = NUMBER_OF_FACES * VERTICES_PER_FACE;
const int indices = NUMBER_OF_FACES * TRIANGLES_PER_FACE * VERTICES_PER_TRIANGLE;
const int vertexPoints = vertices * FLOATS_PER_VERTEX;
const int VERTEX_STRIDE = sizeof(GLfloat) * FLOATS_PER_VERTEX * 2; // vertices and normals
const int NORMALS_OFFSET = sizeof(GLfloat) * FLOATS_PER_VERTEX;
if (!_solidCubeVertices.contains(size)) {
auto verticesBuffer = std::make_shared<gpu::Buffer>();
_solidCubeVertices[size] = verticesBuffer;
GLfloat* vertexData = new GLfloat[vertexPoints * 2]; // vertices and normals
GLfloat* vertex = vertexData;
float halfSize = size / 2.0f;
static GLfloat cannonicalVertices[vertexPoints] =
{ 1, 1, 1, -1, 1, 1, -1,-1, 1, 1,-1, 1, // v0,v1,v2,v3 (front)
1, 1, 1, 1,-1, 1, 1,-1,-1, 1, 1,-1, // v0,v3,v4,v5 (right)
1, 1, 1, 1, 1,-1, -1, 1,-1, -1, 1, 1, // v0,v5,v6,v1 (top)
-1, 1, 1, -1, 1,-1, -1,-1,-1, -1,-1, 1, // v1,v6,v7,v2 (left)
-1,-1,-1, 1,-1,-1, 1,-1, 1, -1,-1, 1, // v7,v4,v3,v2 (bottom)
1,-1,-1, -1,-1,-1, -1, 1,-1, 1, 1,-1 }; // v4,v7,v6,v5 (back)
// normal array
static GLfloat cannonicalNormals[vertexPoints] =
{ 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, // v0,v1,v2,v3 (front)
1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, // v0,v3,v4,v5 (right)
0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, // v0,v5,v6,v1 (top)
-1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, // v1,v6,v7,v2 (left)
0,-1, 0, 0,-1, 0, 0,-1, 0, 0,-1, 0, // v7,v4,v3,v2 (bottom)
0, 0,-1, 0, 0,-1, 0, 0,-1, 0, 0,-1 }; // v4,v7,v6,v5 (back)
GLfloat* cannonicalVertex = &cannonicalVertices[0];
GLfloat* cannonicalNormal = &cannonicalNormals[0];
for (int i = 0; i < vertices; i++) {
// vertices
*(vertex++) = halfSize * *cannonicalVertex++;
*(vertex++) = halfSize * *cannonicalVertex++;
*(vertex++) = halfSize * *cannonicalVertex++;
//normals
*(vertex++) = *cannonicalNormal++;
*(vertex++) = *cannonicalNormal++;
*(vertex++) = *cannonicalNormal++;
}
verticesBuffer->append(sizeof(GLfloat) * vertexPoints * 2, (gpu::Byte*) vertexData);
}
if (!_solidCubeIndexBuffer) {
static GLubyte cannonicalIndices[indices] =
{ 0, 1, 2, 2, 3, 0, // front
4, 5, 6, 6, 7, 4, // right
8, 9,10, 10,11, 8, // top
12,13,14, 14,15,12, // left
16,17,18, 18,19,16, // bottom
20,21,22, 22,23,20 }; // back
auto indexBuffer = std::make_shared<gpu::Buffer>();
_solidCubeIndexBuffer = indexBuffer;
_solidCubeIndexBuffer->append(sizeof(cannonicalIndices), (gpu::Byte*) cannonicalIndices);
}
if (!_solidCubeColors.contains(colorKey)) {
auto colorBuffer = std::make_shared<gpu::Buffer>();
_solidCubeColors[colorKey] = colorBuffer;
const int NUM_COLOR_SCALARS_PER_CUBE = 24;
int compactColor = ((int(color.x * 255.0f) & 0xFF)) |
((int(color.y * 255.0f) & 0xFF) << 8) |
((int(color.z * 255.0f) & 0xFF) << 16) |
((int(color.w * 255.0f) & 0xFF) << 24);
int colors[NUM_COLOR_SCALARS_PER_CUBE] = { compactColor, compactColor, compactColor, compactColor,
compactColor, compactColor, compactColor, compactColor,
compactColor, compactColor, compactColor, compactColor,
compactColor, compactColor, compactColor, compactColor,
compactColor, compactColor, compactColor, compactColor,
compactColor, compactColor, compactColor, compactColor };
colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
}
gpu::BufferPointer verticesBuffer = _solidCubeVertices[size];
gpu::BufferPointer colorBuffer = _solidCubeColors[colorKey];
const int VERTICES_SLOT = 0;
const int NORMALS_SLOT = 1;
const int COLOR_SLOT = 2;
static gpu::Stream::FormatPointer streamFormat;
static gpu::Element positionElement, normalElement, colorElement;
if (!streamFormat) {
streamFormat = std::make_shared<gpu::Stream::Format>(); // 1 for everyone
streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
streamFormat->setAttribute(gpu::Stream::NORMAL, NORMALS_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ));
streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA));
positionElement = streamFormat->getAttributes().at(gpu::Stream::POSITION)._element;
normalElement = streamFormat->getAttributes().at(gpu::Stream::NORMAL)._element;
colorElement = streamFormat->getAttributes().at(gpu::Stream::COLOR)._element;
}
gpu::BufferView verticesView(verticesBuffer, 0, verticesBuffer->getSize(), VERTEX_STRIDE, positionElement);
gpu::BufferView normalsView(verticesBuffer, NORMALS_OFFSET, verticesBuffer->getSize(), VERTEX_STRIDE, normalElement);
gpu::BufferView colorView(colorBuffer, streamFormat->getAttributes().at(gpu::Stream::COLOR)._element);
batch.setInputFormat(streamFormat);
batch.setInputBuffer(VERTICES_SLOT, verticesView);
batch.setInputBuffer(NORMALS_SLOT, normalsView);
batch.setInputBuffer(COLOR_SLOT, colorView);
batch.setIndexBuffer(gpu::UINT8, _solidCubeIndexBuffer, 0);
batch.drawIndexed(gpu::TRIANGLES, indices);
}
void GeometryCache::renderWireCube(gpu::Batch& batch, float size, const glm::vec4& color) {
Vec2Pair colorKey(glm::vec2(color.x, color.y),glm::vec2(color.z, color.y));
const int FLOATS_PER_VERTEX = 3;
const int VERTICES_PER_EDGE = 2;
const int TOP_EDGES = 4;
const int BOTTOM_EDGES = 4;
const int SIDE_EDGES = 4;
const int vertices = 8;
const int indices = (TOP_EDGES + BOTTOM_EDGES + SIDE_EDGES) * VERTICES_PER_EDGE;
if (!_cubeVerticies.contains(size)) {
auto verticesBuffer = std::make_shared<gpu::Buffer>();
_cubeVerticies[size] = verticesBuffer;
int vertexPoints = vertices * FLOATS_PER_VERTEX;
GLfloat* vertexData = new GLfloat[vertexPoints]; // only vertices, no normals because we're a wire cube
GLfloat* vertex = vertexData;
float halfSize = size / 2.0f;
static GLfloat cannonicalVertices[] =
{ 1, 1, 1, 1, 1,-1, -1, 1,-1, -1, 1, 1, // v0, v1, v2, v3 (top)
1,-1, 1, 1,-1,-1, -1,-1,-1, -1,-1, 1 // v4, v5, v6, v7 (bottom)
};
for (int i = 0; i < vertexPoints; i++) {
vertex[i] = cannonicalVertices[i] * halfSize;
}
verticesBuffer->append(sizeof(GLfloat) * vertexPoints, (gpu::Byte*) vertexData); // I'm skeptical that this is right
}
if (!_wireCubeIndexBuffer) {
static GLubyte cannonicalIndices[indices] = {
0, 1, 1, 2, 2, 3, 3, 0, // (top)
4, 5, 5, 6, 6, 7, 7, 4, // (bottom)
0, 4, 1, 5, 2, 6, 3, 7, // (side edges)
};
auto indexBuffer = std::make_shared<gpu::Buffer>();
_wireCubeIndexBuffer = indexBuffer;
_wireCubeIndexBuffer->append(sizeof(cannonicalIndices), (gpu::Byte*) cannonicalIndices);
}
if (!_cubeColors.contains(colorKey)) {
auto colorBuffer = std::make_shared<gpu::Buffer>();
_cubeColors[colorKey] = colorBuffer;
const int NUM_COLOR_SCALARS_PER_CUBE = 8;
int compactColor = ((int(color.x * 255.0f) & 0xFF)) |
((int(color.y * 255.0f) & 0xFF) << 8) |
((int(color.z * 255.0f) & 0xFF) << 16) |
((int(color.w * 255.0f) & 0xFF) << 24);
int colors[NUM_COLOR_SCALARS_PER_CUBE] = { compactColor, compactColor, compactColor, compactColor,
compactColor, compactColor, compactColor, compactColor };
colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
}
gpu::BufferPointer verticesBuffer = _cubeVerticies[size];
gpu::BufferPointer colorBuffer = _cubeColors[colorKey];
const int VERTICES_SLOT = 0;
const int COLOR_SLOT = 1;
static gpu::Stream::FormatPointer streamFormat;
static gpu::Element positionElement, colorElement;
if (!streamFormat) {
streamFormat = std::make_shared<gpu::Stream::Format>(); // 1 for everyone
streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA));
positionElement = streamFormat->getAttributes().at(gpu::Stream::POSITION)._element;
colorElement = streamFormat->getAttributes().at(gpu::Stream::COLOR)._element;
}
gpu::BufferView verticesView(verticesBuffer, positionElement);
gpu::BufferView colorView(colorBuffer, colorElement);
batch.setInputFormat(streamFormat);
batch.setInputBuffer(VERTICES_SLOT, verticesView);
batch.setInputBuffer(COLOR_SLOT, colorView);
batch.setIndexBuffer(gpu::UINT8, _wireCubeIndexBuffer, 0);
batch.drawIndexed(gpu::LINES, indices);
}
void GeometryCache::renderBevelCornersRect(gpu::Batch& batch, int x, int y, int width, int height, int bevelDistance, const glm::vec4& color, int id) {
bool registered = (id != UNKNOWN_ID);
Vec3Pair key(glm::vec3(x, y, 0.0f), glm::vec3(width, height, bevelDistance));
BatchItemDetails& details = registered ? _registeredBevelRects[id] : _bevelRects[key];
// if this is a registered quad, and we have buffers, then check to see if the geometry changed and rebuild if needed
if (registered && details.isCreated) {
Vec3Pair& lastKey = _lastRegisteredBevelRects[id];
if (lastKey != key) {
details.clear();
_lastRegisteredBevelRects[id] = key;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "renderBevelCornersRect()... RELEASING REGISTERED";
#endif // def WANT_DEBUG
}
#ifdef WANT_DEBUG
else {
qCDebug(renderutils) << "renderBevelCornersRect()... REUSING PREVIOUSLY REGISTERED";
}
#endif // def WANT_DEBUG
}
if (!details.isCreated) {
static const int FLOATS_PER_VERTEX = 2; // vertices
static const int NUM_VERTICES = 8;
static const int NUM_FLOATS = NUM_VERTICES * FLOATS_PER_VERTEX;
details.isCreated = true;
details.vertices = NUM_VERTICES;
details.vertexSize = FLOATS_PER_VERTEX;
auto verticesBuffer = std::make_shared<gpu::Buffer>();
auto colorBuffer = std::make_shared<gpu::Buffer>();
auto streamFormat = std::make_shared<gpu::Stream::Format>();
auto stream = std::make_shared<gpu::BufferStream>();
details.verticesBuffer = verticesBuffer;
details.colorBuffer = colorBuffer;
details.streamFormat = streamFormat;
details.stream = stream;
details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::XYZ));
details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA));
details.stream->addBuffer(details.verticesBuffer, 0, details.streamFormat->getChannels().at(0)._stride);
details.stream->addBuffer(details.colorBuffer, 0, details.streamFormat->getChannels().at(1)._stride);
GLfloat vertexBuffer[NUM_FLOATS]; // only vertices, no normals because we're a 2D quad
int vertexPoint = 0;
// Triangle strip points
// 3 ------ 5 //
// / \ //
// 1 7 //
// | | //
// 2 8 //
// \ / //
// 4 ------ 6 //
// 1
vertexBuffer[vertexPoint++] = x;
vertexBuffer[vertexPoint++] = y + height - bevelDistance;
// 2
vertexBuffer[vertexPoint++] = x;
vertexBuffer[vertexPoint++] = y + bevelDistance;
// 3
vertexBuffer[vertexPoint++] = x + bevelDistance;
vertexBuffer[vertexPoint++] = y + height;
// 4
vertexBuffer[vertexPoint++] = x + bevelDistance;
vertexBuffer[vertexPoint++] = y;
// 5
vertexBuffer[vertexPoint++] = x + width - bevelDistance;
vertexBuffer[vertexPoint++] = y + height;
// 6
vertexBuffer[vertexPoint++] = x + width - bevelDistance;
vertexBuffer[vertexPoint++] = y;
// 7
vertexBuffer[vertexPoint++] = x + width;
vertexBuffer[vertexPoint++] = y + height - bevelDistance;
// 8
vertexBuffer[vertexPoint++] = x + width;
vertexBuffer[vertexPoint++] = y + bevelDistance;
int compactColor = ((int(color.x * 255.0f) & 0xFF)) |
((int(color.y * 255.0f) & 0xFF) << 8) |
((int(color.z * 255.0f) & 0xFF) << 16) |
((int(color.w * 255.0f) & 0xFF) << 24);
int colors[NUM_VERTICES] = { compactColor, compactColor, compactColor, compactColor,
compactColor, compactColor, compactColor, compactColor };
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
}
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::TRIANGLE_STRIP, details.vertices, 0);
}
void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, const glm::vec2& maxCorner, const glm::vec4& color, int id) {
bool registered = (id != UNKNOWN_ID);
Vec4Pair key(glm::vec4(minCorner.x, minCorner.y, maxCorner.x, maxCorner.y), color);
BatchItemDetails& details = registered ? _registeredQuad2D[id] : _quad2D[key];
// if this is a registered quad, and we have buffers, then check to see if the geometry changed and rebuild if needed
if (registered && details.isCreated) {
Vec4Pair & lastKey = _lastRegisteredQuad2D[id];
if (lastKey != key) {
details.clear();
_lastRegisteredQuad2D[id] = key;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "renderQuad() 2D ... RELEASING REGISTERED";
#endif // def WANT_DEBUG
}
#ifdef WANT_DEBUG
else {
qCDebug(renderutils) << "renderQuad() 2D ... REUSING PREVIOUSLY REGISTERED";
}
#endif // def WANT_DEBUG
}
const int FLOATS_PER_VERTEX = 2; // vertices
const int VERTICES = 4; // 1 quad = 4 vertices
if (!details.isCreated) {
details.isCreated = true;
details.vertices = VERTICES;
details.vertexSize = FLOATS_PER_VERTEX;
auto verticesBuffer = std::make_shared<gpu::Buffer>();
auto colorBuffer = std::make_shared<gpu::Buffer>();
auto streamFormat = std::make_shared<gpu::Stream::Format>();
auto stream = std::make_shared<gpu::BufferStream>();
details.verticesBuffer = verticesBuffer;
details.colorBuffer = colorBuffer;
details.streamFormat = streamFormat;
details.stream = stream;
details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::XYZ), 0);
details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA));
details.stream->addBuffer(details.verticesBuffer, 0, details.streamFormat->getChannels().at(0)._stride);
details.stream->addBuffer(details.colorBuffer, 0, details.streamFormat->getChannels().at(1)._stride);
float vertexBuffer[VERTICES * FLOATS_PER_VERTEX] = {
minCorner.x, minCorner.y,
maxCorner.x, minCorner.y,
minCorner.x, maxCorner.y,
maxCorner.x, maxCorner.y,
};
const int NUM_COLOR_SCALARS_PER_QUAD = 4;
int compactColor = ((int(color.x * 255.0f) & 0xFF)) |
((int(color.y * 255.0f) & 0xFF) << 8) |
((int(color.z * 255.0f) & 0xFF) << 16) |
((int(color.w * 255.0f) & 0xFF) << 24);
int colors[NUM_COLOR_SCALARS_PER_QUAD] = { compactColor, compactColor, compactColor, compactColor };
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
}
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::TRIANGLE_STRIP, 4, 0);
}
void GeometryCache::renderUnitCube(gpu::Batch& batch) {
static const glm::vec4 color(1);
renderSolidCube(batch, 1, color);
}
void GeometryCache::renderUnitQuad(gpu::Batch& batch, const glm::vec4& color, int id) {
static const glm::vec2 topLeft(-1, 1);
static const glm::vec2 bottomRight(1, -1);
static const glm::vec2 texCoordTopLeft(0.0f, 1.0f);
static const glm::vec2 texCoordBottomRight(1.0f, 0.0f);
renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, color, id);
}
void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, const glm::vec2& maxCorner,
const glm::vec2& texCoordMinCorner, const glm::vec2& texCoordMaxCorner,
const glm::vec4& color, int id) {
bool registered = (id != UNKNOWN_ID);
Vec4PairVec4 key(Vec4Pair(glm::vec4(minCorner.x, minCorner.y, maxCorner.x, maxCorner.y),
glm::vec4(texCoordMinCorner.x, texCoordMinCorner.y, texCoordMaxCorner.x, texCoordMaxCorner.y)),
color);
BatchItemDetails& details = registered ? _registeredQuad2DTextures[id] : _quad2DTextures[key];
// if this is a registered quad, and we have buffers, then check to see if the geometry changed and rebuild if needed
if (registered && details.isCreated) {
Vec4PairVec4& lastKey = _lastRegisteredQuad2DTexture[id];
if (lastKey != key) {
details.clear();
_lastRegisteredQuad2DTexture[id] = key;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "renderQuad() 2D+texture ... RELEASING REGISTERED";
#endif // def WANT_DEBUG
}
#ifdef WANT_DEBUG
else {
qCDebug(renderutils) << "renderQuad() 2D+texture ... REUSING PREVIOUSLY REGISTERED";
}
#endif // def WANT_DEBUG
}
const int FLOATS_PER_VERTEX = 2 * 2; // text coords & vertices
const int VERTICES = 4; // 1 quad = 4 vertices
const int NUM_POS_COORDS = 2;
const int VERTEX_TEXCOORD_OFFSET = NUM_POS_COORDS * sizeof(float);
if (!details.isCreated) {
details.isCreated = true;
details.vertices = VERTICES;
details.vertexSize = FLOATS_PER_VERTEX;
auto verticesBuffer = std::make_shared<gpu::Buffer>();
auto colorBuffer = std::make_shared<gpu::Buffer>();
auto streamFormat = std::make_shared<gpu::Stream::Format>();
auto stream = std::make_shared<gpu::BufferStream>();
details.verticesBuffer = verticesBuffer;
details.colorBuffer = colorBuffer;
details.streamFormat = streamFormat;
details.stream = stream;
details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::XYZ), 0);
details.streamFormat->setAttribute(gpu::Stream::TEXCOORD, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV), VERTEX_TEXCOORD_OFFSET);
details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA));
details.stream->addBuffer(details.verticesBuffer, 0, details.streamFormat->getChannels().at(0)._stride);
details.stream->addBuffer(details.colorBuffer, 0, details.streamFormat->getChannels().at(1)._stride);
float vertexBuffer[VERTICES * FLOATS_PER_VERTEX] = {
minCorner.x, minCorner.y, texCoordMinCorner.x, texCoordMinCorner.y,
maxCorner.x, minCorner.y, texCoordMaxCorner.x, texCoordMinCorner.y,
minCorner.x, maxCorner.y, texCoordMinCorner.x, texCoordMaxCorner.y,
maxCorner.x, maxCorner.y, texCoordMaxCorner.x, texCoordMaxCorner.y,
};
const int NUM_COLOR_SCALARS_PER_QUAD = 4;
int compactColor = ((int(color.x * 255.0f) & 0xFF)) |
((int(color.y * 255.0f) & 0xFF) << 8) |
((int(color.z * 255.0f) & 0xFF) << 16) |
((int(color.w * 255.0f) & 0xFF) << 24);
int colors[NUM_COLOR_SCALARS_PER_QUAD] = { compactColor, compactColor, compactColor, compactColor };
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
}
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::TRIANGLE_STRIP, 4, 0);
}
void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec3& minCorner, const glm::vec3& maxCorner, const glm::vec4& color, int id) {
bool registered = (id != UNKNOWN_ID);
Vec3PairVec4 key(Vec3Pair(minCorner, maxCorner), color);
BatchItemDetails& details = registered ? _registeredQuad3D[id] : _quad3D[key];
// if this is a registered quad, and we have buffers, then check to see if the geometry changed and rebuild if needed
if (registered && details.isCreated) {
Vec3PairVec4& lastKey = _lastRegisteredQuad3D[id];
if (lastKey != key) {
details.clear();
_lastRegisteredQuad3D[id] = key;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "renderQuad() 3D ... RELEASING REGISTERED";
#endif // def WANT_DEBUG
}
#ifdef WANT_DEBUG
else {
qCDebug(renderutils) << "renderQuad() 3D ... REUSING PREVIOUSLY REGISTERED";
}
#endif // def WANT_DEBUG
}
const int FLOATS_PER_VERTEX = 3; // vertices
const int VERTICES = 4; // 1 quad = 4 vertices
if (!details.isCreated) {
details.isCreated = true;
details.vertices = VERTICES;
details.vertexSize = FLOATS_PER_VERTEX;
auto verticesBuffer = std::make_shared<gpu::Buffer>();
auto colorBuffer = std::make_shared<gpu::Buffer>();
auto streamFormat = std::make_shared<gpu::Stream::Format>();
auto stream = std::make_shared<gpu::BufferStream>();
details.verticesBuffer = verticesBuffer;
details.colorBuffer = colorBuffer;
details.streamFormat = streamFormat;
details.stream = stream;
details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA));
details.stream->addBuffer(details.verticesBuffer, 0, details.streamFormat->getChannels().at(0)._stride);
details.stream->addBuffer(details.colorBuffer, 0, details.streamFormat->getChannels().at(1)._stride);
float vertexBuffer[VERTICES * FLOATS_PER_VERTEX] = {
minCorner.x, minCorner.y, minCorner.z,
maxCorner.x, minCorner.y, minCorner.z,
minCorner.x, maxCorner.y, maxCorner.z,
maxCorner.x, maxCorner.y, maxCorner.z,
};
const int NUM_COLOR_SCALARS_PER_QUAD = 4;
int compactColor = ((int(color.x * 255.0f) & 0xFF)) |
((int(color.y * 255.0f) & 0xFF) << 8) |
((int(color.z * 255.0f) & 0xFF) << 16) |
((int(color.w * 255.0f) & 0xFF) << 24);
int colors[NUM_COLOR_SCALARS_PER_QUAD] = { compactColor, compactColor, compactColor, compactColor };
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
}
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::TRIANGLE_STRIP, 4, 0);
}
void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec3& topLeft, const glm::vec3& bottomLeft,
const glm::vec3& bottomRight, const glm::vec3& topRight,
const glm::vec2& texCoordTopLeft, const glm::vec2& texCoordBottomLeft,
const glm::vec2& texCoordBottomRight, const glm::vec2& texCoordTopRight,
const glm::vec4& color, int id) {
#ifdef WANT_DEBUG
qCDebug(renderutils) << "renderQuad() vec3 + texture VBO...";
qCDebug(renderutils) << " topLeft:" << topLeft;
qCDebug(renderutils) << " bottomLeft:" << bottomLeft;
qCDebug(renderutils) << " bottomRight:" << bottomRight;
qCDebug(renderutils) << " topRight:" << topRight;
qCDebug(renderutils) << " texCoordTopLeft:" << texCoordTopLeft;
qCDebug(renderutils) << " texCoordBottomRight:" << texCoordBottomRight;
qCDebug(renderutils) << " color:" << color;
#endif //def WANT_DEBUG
bool registered = (id != UNKNOWN_ID);
Vec3PairVec4Pair key(Vec3Pair(topLeft, bottomRight),
Vec4Pair(glm::vec4(texCoordTopLeft.x,texCoordTopLeft.y,texCoordBottomRight.x,texCoordBottomRight.y),
color));
BatchItemDetails& details = registered ? _registeredQuad3DTextures[id] : _quad3DTextures[key];
// if this is a registered quad, and we have buffers, then check to see if the geometry changed and rebuild if needed
if (registered && details.isCreated) {
Vec3PairVec4Pair& lastKey = _lastRegisteredQuad3DTexture[id];
if (lastKey != key) {
details.clear();
_lastRegisteredQuad3DTexture[id] = key;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "renderQuad() 3D+texture ... RELEASING REGISTERED";
#endif // def WANT_DEBUG
}
#ifdef WANT_DEBUG
else {
qCDebug(renderutils) << "renderQuad() 3D+texture ... REUSING PREVIOUSLY REGISTERED";
}
#endif // def WANT_DEBUG
}
const int FLOATS_PER_VERTEX = 3 + 2; // 3d vertices + text coords
const int VERTICES = 4; // 1 quad = 4 vertices
const int NUM_POS_COORDS = 3;
const int VERTEX_TEXCOORD_OFFSET = NUM_POS_COORDS * sizeof(float);
if (!details.isCreated) {
details.isCreated = true;
details.vertices = VERTICES;
details.vertexSize = FLOATS_PER_VERTEX; // NOTE: this isn't used for BatchItemDetails maybe we can get rid of it
auto verticesBuffer = std::make_shared<gpu::Buffer>();
auto colorBuffer = std::make_shared<gpu::Buffer>();
auto streamFormat = std::make_shared<gpu::Stream::Format>();
auto stream = std::make_shared<gpu::BufferStream>();
details.verticesBuffer = verticesBuffer;
details.colorBuffer = colorBuffer;
details.streamFormat = streamFormat;
details.stream = stream;
details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
details.streamFormat->setAttribute(gpu::Stream::TEXCOORD, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV), VERTEX_TEXCOORD_OFFSET);
details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA));
details.stream->addBuffer(details.verticesBuffer, 0, details.streamFormat->getChannels().at(0)._stride);
details.stream->addBuffer(details.colorBuffer, 0, details.streamFormat->getChannels().at(1)._stride);
float vertexBuffer[VERTICES * FLOATS_PER_VERTEX] = {
bottomLeft.x, bottomLeft.y, bottomLeft.z, texCoordBottomLeft.x, texCoordBottomLeft.y,
bottomRight.x, bottomRight.y, bottomRight.z, texCoordBottomRight.x, texCoordBottomRight.y,
topLeft.x, topLeft.y, topLeft.z, texCoordTopLeft.x, texCoordTopLeft.y,
topRight.x, topRight.y, topRight.z, texCoordTopRight.x, texCoordTopRight.y,
};
const int NUM_COLOR_SCALARS_PER_QUAD = 4;
int compactColor = ((int(color.x * 255.0f) & 0xFF)) |
((int(color.y * 255.0f) & 0xFF) << 8) |
((int(color.z * 255.0f) & 0xFF) << 16) |
((int(color.w * 255.0f) & 0xFF) << 24);
int colors[NUM_COLOR_SCALARS_PER_QUAD] = { compactColor, compactColor, compactColor, compactColor };
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
}
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::TRIANGLE_STRIP, 4, 0);
}
void GeometryCache::renderDashedLine(gpu::Batch& batch, const glm::vec3& start, const glm::vec3& end, const glm::vec4& color, int id) {
bool registered = (id != UNKNOWN_ID);
Vec3PairVec2Pair key(Vec3Pair(start, end), Vec2Pair(glm::vec2(color.x, color.y), glm::vec2(color.z, color.w)));
BatchItemDetails& details = registered ? _registeredDashedLines[id] : _dashedLines[key];
// if this is a registered , and we have buffers, then check to see if the geometry changed and rebuild if needed
if (registered && details.isCreated) {
if (_lastRegisteredDashedLines[id] != key) {
details.clear();
_lastRegisteredDashedLines[id] = key;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "renderDashedLine()... RELEASING REGISTERED";
#endif // def WANT_DEBUG
}
}
if (!details.isCreated) {
int compactColor = ((int(color.x * 255.0f) & 0xFF)) |
((int(color.y * 255.0f) & 0xFF) << 8) |
((int(color.z * 255.0f) & 0xFF) << 16) |
((int(color.w * 255.0f) & 0xFF) << 24);
// draw each line segment with appropriate gaps
const float DASH_LENGTH = 0.05f;
const float GAP_LENGTH = 0.025f;
const float SEGMENT_LENGTH = DASH_LENGTH + GAP_LENGTH;
float length = glm::distance(start, end);
float segmentCount = length / SEGMENT_LENGTH;
int segmentCountFloor = (int)glm::floor(segmentCount);
glm::vec3 segmentVector = (end - start) / segmentCount;
glm::vec3 dashVector = segmentVector / SEGMENT_LENGTH * DASH_LENGTH;
glm::vec3 gapVector = segmentVector / SEGMENT_LENGTH * GAP_LENGTH;
const int FLOATS_PER_VERTEX = 3;
details.vertices = (segmentCountFloor + 1) * 2;
details.vertexSize = FLOATS_PER_VERTEX;
details.isCreated = true;
auto verticesBuffer = std::make_shared<gpu::Buffer>();
auto colorBuffer = std::make_shared<gpu::Buffer>();
auto streamFormat = std::make_shared<gpu::Stream::Format>();
auto stream = std::make_shared<gpu::BufferStream>();
details.verticesBuffer = verticesBuffer;
details.colorBuffer = colorBuffer;
details.streamFormat = streamFormat;
details.stream = stream;
details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA));
details.stream->addBuffer(details.verticesBuffer, 0, details.streamFormat->getChannels().at(0)._stride);
details.stream->addBuffer(details.colorBuffer, 0, details.streamFormat->getChannels().at(1)._stride);
int* colorData = new int[details.vertices];
int* colorDataAt = colorData;
GLfloat* vertexData = new GLfloat[details.vertices * FLOATS_PER_VERTEX];
GLfloat* vertex = vertexData;
glm::vec3 point = start;
*(vertex++) = point.x;
*(vertex++) = point.y;
*(vertex++) = point.z;
*(colorDataAt++) = compactColor;
for (int i = 0; i < segmentCountFloor; i++) {
point += dashVector;
*(vertex++) = point.x;
*(vertex++) = point.y;
*(vertex++) = point.z;
*(colorDataAt++) = compactColor;
point += gapVector;
*(vertex++) = point.x;
*(vertex++) = point.y;
*(vertex++) = point.z;
*(colorDataAt++) = compactColor;
}
*(vertex++) = end.x;
*(vertex++) = end.y;
*(vertex++) = end.z;
*(colorDataAt++) = compactColor;
details.verticesBuffer->append(sizeof(GLfloat) * FLOATS_PER_VERTEX * details.vertices, (gpu::Byte*) vertexData);
details.colorBuffer->append(sizeof(int) * details.vertices, (gpu::Byte*) colorData);
delete[] vertexData;
delete[] colorData;
#ifdef WANT_DEBUG
if (registered) {
qCDebug(renderutils) << "new registered dashed line buffer made -- _registeredVertices:" << _registeredDashedLines.size();
} else {
qCDebug(renderutils) << "new dashed lines buffer made -- _dashedLines:" << _dashedLines.size();
}
#endif
}
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::LINES, details.vertices, 0);
}
int GeometryCache::BatchItemDetails::population = 0;
GeometryCache::BatchItemDetails::BatchItemDetails() :
verticesBuffer(NULL),
colorBuffer(NULL),
streamFormat(NULL),
stream(NULL),
vertices(0),
vertexSize(0),
isCreated(false)
{
population++;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "BatchItemDetails()... population:" << population << "**********************************";
#endif
}
GeometryCache::BatchItemDetails::BatchItemDetails(const GeometryCache::BatchItemDetails& other) :
verticesBuffer(other.verticesBuffer),
colorBuffer(other.colorBuffer),
streamFormat(other.streamFormat),
stream(other.stream),
vertices(other.vertices),
vertexSize(other.vertexSize),
isCreated(other.isCreated)
{
population++;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "BatchItemDetails()... population:" << population << "**********************************";
#endif
}
GeometryCache::BatchItemDetails::~BatchItemDetails() {
population--;
clear();
#ifdef WANT_DEBUG
qCDebug(renderutils) << "~BatchItemDetails()... population:" << population << "**********************************";
#endif
}
void GeometryCache::BatchItemDetails::clear() {
isCreated = false;
verticesBuffer.reset();
colorBuffer.reset();
streamFormat.reset();
stream.reset();
}
void GeometryCache::renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2,
const glm::vec4& color1, const glm::vec4& color2, int id) {
bool registered = (id != UNKNOWN_ID);
Vec3Pair key(p1, p2);
BatchItemDetails& details = registered ? _registeredLine3DVBOs[id] : _line3DVBOs[key];
int compactColor1 = ((int(color1.x * 255.0f) & 0xFF)) |
((int(color1.y * 255.0f) & 0xFF) << 8) |
((int(color1.z * 255.0f) & 0xFF) << 16) |
((int(color1.w * 255.0f) & 0xFF) << 24);
int compactColor2 = ((int(color2.x * 255.0f) & 0xFF)) |
((int(color2.y * 255.0f) & 0xFF) << 8) |
((int(color2.z * 255.0f) & 0xFF) << 16) |
((int(color2.w * 255.0f) & 0xFF) << 24);
// if this is a registered quad, and we have buffers, then check to see if the geometry changed and rebuild if needed
if (registered && details.isCreated) {
Vec3Pair& lastKey = _lastRegisteredLine3D[id];
if (lastKey != key) {
details.clear();
_lastRegisteredLine3D[id] = key;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "renderLine() 3D ... RELEASING REGISTERED line";
#endif // def WANT_DEBUG
}
#ifdef WANT_DEBUG
else {
qCDebug(renderutils) << "renderLine() 3D ... REUSING PREVIOUSLY REGISTERED line";
}
#endif // def WANT_DEBUG
}
const int FLOATS_PER_VERTEX = 3;
const int vertices = 2;
if (!details.isCreated) {
details.isCreated = true;
details.vertices = vertices;
details.vertexSize = FLOATS_PER_VERTEX;
auto verticesBuffer = std::make_shared<gpu::Buffer>();
auto colorBuffer = std::make_shared<gpu::Buffer>();
auto streamFormat = std::make_shared<gpu::Stream::Format>();
auto stream = std::make_shared<gpu::BufferStream>();
details.verticesBuffer = verticesBuffer;
details.colorBuffer = colorBuffer;
details.streamFormat = streamFormat;
details.stream = stream;
details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA));
details.stream->addBuffer(details.verticesBuffer, 0, details.streamFormat->getChannels().at(0)._stride);
details.stream->addBuffer(details.colorBuffer, 0, details.streamFormat->getChannels().at(1)._stride);
float vertexBuffer[vertices * FLOATS_PER_VERTEX] = { p1.x, p1.y, p1.z, p2.x, p2.y, p2.z };
const int NUM_COLOR_SCALARS = 2;
int colors[NUM_COLOR_SCALARS] = { compactColor1, compactColor2 };
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
#ifdef WANT_DEBUG
if (id == UNKNOWN_ID) {
qCDebug(renderutils) << "new renderLine() 3D VBO made -- _line3DVBOs.size():" << _line3DVBOs.size();
} else {
qCDebug(renderutils) << "new registered renderLine() 3D VBO made -- _registeredLine3DVBOs.size():" << _registeredLine3DVBOs.size();
}
#endif
}
// this is what it takes to render a quad
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::LINES, 2, 0);
}
void GeometryCache::renderLine(gpu::Batch& batch, const glm::vec2& p1, const glm::vec2& p2,
const glm::vec4& color1, const glm::vec4& color2, int id) {
bool registered = (id != UNKNOWN_ID);
Vec2Pair key(p1, p2);
BatchItemDetails& details = registered ? _registeredLine2DVBOs[id] : _line2DVBOs[key];
int compactColor1 = ((int(color1.x * 255.0f) & 0xFF)) |
((int(color1.y * 255.0f) & 0xFF) << 8) |
((int(color1.z * 255.0f) & 0xFF) << 16) |
((int(color1.w * 255.0f) & 0xFF) << 24);
int compactColor2 = ((int(color2.x * 255.0f) & 0xFF)) |
((int(color2.y * 255.0f) & 0xFF) << 8) |
((int(color2.z * 255.0f) & 0xFF) << 16) |
((int(color2.w * 255.0f) & 0xFF) << 24);
// if this is a registered quad, and we have buffers, then check to see if the geometry changed and rebuild if needed
if (registered && details.isCreated) {
Vec2Pair& lastKey = _lastRegisteredLine2D[id];
if (lastKey != key) {
details.clear();
_lastRegisteredLine2D[id] = key;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "renderLine() 2D ... RELEASING REGISTERED line";
#endif // def WANT_DEBUG
}
#ifdef WANT_DEBUG
else {
qCDebug(renderutils) << "renderLine() 2D ... REUSING PREVIOUSLY REGISTERED line";
}
#endif // def WANT_DEBUG
}
const int FLOATS_PER_VERTEX = 2;
const int vertices = 2;
if (!details.isCreated) {
details.isCreated = true;
details.vertices = vertices;
details.vertexSize = FLOATS_PER_VERTEX;
auto verticesBuffer = std::make_shared<gpu::Buffer>();
auto colorBuffer = std::make_shared<gpu::Buffer>();
auto streamFormat = std::make_shared<gpu::Stream::Format>();
auto stream = std::make_shared<gpu::BufferStream>();
details.verticesBuffer = verticesBuffer;
details.colorBuffer = colorBuffer;
details.streamFormat = streamFormat;
details.stream = stream;
details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA));
details.stream->addBuffer(details.verticesBuffer, 0, details.streamFormat->getChannels().at(0)._stride);
details.stream->addBuffer(details.colorBuffer, 0, details.streamFormat->getChannels().at(1)._stride);
float vertexBuffer[vertices * FLOATS_PER_VERTEX] = { p1.x, p1.y, p2.x, p2.y };
const int NUM_COLOR_SCALARS = 2;
int colors[NUM_COLOR_SCALARS] = { compactColor1, compactColor2 };
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
#ifdef WANT_DEBUG
if (id == UNKNOWN_ID) {
qCDebug(renderutils) << "new renderLine() 2D VBO made -- _line3DVBOs.size():" << _line2DVBOs.size();
} else {
qCDebug(renderutils) << "new registered renderLine() 2D VBO made -- _registeredLine2DVBOs.size():" << _registeredLine2DVBOs.size();
}
#endif
}
// this is what it takes to render a quad
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::LINES, 2, 0);
}
void GeometryCache::useSimpleDrawPipeline(gpu::Batch& batch, bool noBlend) {
if (!_standardDrawPipeline) {
auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(standardTransformPNTC_vert)));
auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(standardDrawTexture_frag)));
auto program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));
gpu::Shader::makeProgram((*program));
auto state = std::make_shared<gpu::State>();
// enable decal blend
state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
_standardDrawPipeline.reset(gpu::Pipeline::create(program, state));
auto stateNoBlend = std::make_shared<gpu::State>();
auto noBlendPS = gpu::StandardShaderLib::getDrawTextureOpaquePS();
auto programNoBlend = gpu::ShaderPointer(gpu::Shader::createProgram(vs, noBlendPS));
gpu::Shader::makeProgram((*programNoBlend));
_standardDrawPipelineNoBlend.reset(gpu::Pipeline::create(programNoBlend, stateNoBlend));
}
if (noBlend) {
batch.setPipeline(_standardDrawPipelineNoBlend);
} else {
batch.setPipeline(_standardDrawPipeline);
}
}
GeometryReader::GeometryReader(const QUrl& url, QNetworkReply* reply, const QVariantHash& mapping) :
_url(url),
_reply(reply),
_mapping(mapping) {
}
void GeometryReader::run() {
try {
if (!_reply) {
throw QString("Reply is NULL ?!");
}
QString urlname = _url.path().toLower();
bool urlValid = true;
urlValid &= !urlname.isEmpty();
urlValid &= !_url.path().isEmpty();
urlValid &= _url.path().toLower().endsWith(".fbx") || _url.path().toLower().endsWith(".obj");
if (urlValid) {
// Let's read the binaries from the network
FBXGeometry* fbxgeo = nullptr;
if (_url.path().toLower().endsWith(".fbx")) {
const bool grabLightmaps = true;
const float lightmapLevel = 1.0f;
fbxgeo = readFBX(_reply, _mapping, _url.path(), grabLightmaps, lightmapLevel);
} else if (_url.path().toLower().endsWith(".obj")) {
fbxgeo = OBJReader().readOBJ(_reply, _mapping, &_url);
} else {
QString errorStr("usupported format");
emit onError(NetworkGeometry::ModelParseError, errorStr);
}
emit onSuccess(fbxgeo);
} else {
throw QString("url is invalid");
}
} catch (const QString& error) {
qCDebug(renderutils) << "Error reading " << _url << ": " << error;
emit onError(NetworkGeometry::ModelParseError, error);
}
_reply->deleteLater();
}
NetworkGeometry::NetworkGeometry(const QUrl& url, bool delayLoad, const QVariantHash& mapping, const QUrl& textureBaseUrl) :
_url(url),
_mapping(mapping),
_textureBaseUrl(textureBaseUrl.isValid() ? textureBaseUrl : url) {
if (delayLoad) {
_state = DelayState;
} else {
attemptRequestInternal();
}
}
NetworkGeometry::~NetworkGeometry() {
if (_resource) {
_resource->deleteLater();
}
}
void NetworkGeometry::attemptRequest() {
if (_state == DelayState) {
attemptRequestInternal();
}
}
void NetworkGeometry::attemptRequestInternal() {
if (_url.path().toLower().endsWith(".fst")) {
requestMapping(_url);
} else {
requestModel(_url);
}
}
bool NetworkGeometry::isLoaded() const {
return _state == SuccessState;
}
bool NetworkGeometry::isLoadedWithTextures() const {
if (!isLoaded()) {
return false;
}
if (!_isLoadedWithTextures) {
for (auto&& mesh : _meshes) {
for (auto && part : mesh->_parts) {
if ((part->diffuseTexture && !part->diffuseTexture->isLoaded()) ||
(part->normalTexture && !part->normalTexture->isLoaded()) ||
(part->specularTexture && !part->specularTexture->isLoaded()) ||
(part->emissiveTexture && !part->emissiveTexture->isLoaded())) {
return false;
}
}
}
_isLoadedWithTextures = true;
}
return true;
}
void NetworkGeometry::setTextureWithNameToURL(const QString& name, const QUrl& url) {
if (_meshes.size() > 0) {
auto textureCache = DependencyManager::get<TextureCache>();
for (size_t i = 0; i < _meshes.size(); i++) {
NetworkMesh& mesh = *(_meshes[i].get());
for (size_t j = 0; j < mesh._parts.size(); j++) {
NetworkMeshPart& part = *(mesh._parts[j].get());
QSharedPointer<NetworkTexture> matchingTexture = QSharedPointer<NetworkTexture>();
if (part.diffuseTextureName == name) {
part.diffuseTexture = textureCache->getTexture(url, DEFAULT_TEXTURE, _geometry->meshes[i].isEye);
} else if (part.normalTextureName == name) {
part.normalTexture = textureCache->getTexture(url);
} else if (part.specularTextureName == name) {
part.specularTexture = textureCache->getTexture(url);
} else if (part.emissiveTextureName == name) {
part.emissiveTexture = textureCache->getTexture(url);
}
}
}
} else {
qCWarning(renderutils) << "Ignoring setTextureWirthNameToURL() geometry not ready." << name << url;
}
_isLoadedWithTextures = false;
}
QStringList NetworkGeometry::getTextureNames() const {
QStringList result;
for (size_t i = 0; i < _meshes.size(); i++) {
const NetworkMesh& mesh = *(_meshes[i].get());
for (size_t j = 0; j < mesh._parts.size(); j++) {
const NetworkMeshPart& part = *(mesh._parts[j].get());
if (!part.diffuseTextureName.isEmpty() && part.diffuseTexture) {
QString textureURL = part.diffuseTexture->getURL().toString();
result << part.diffuseTextureName + ":" + textureURL;
}
if (!part.normalTextureName.isEmpty() && part.normalTexture) {
QString textureURL = part.normalTexture->getURL().toString();
result << part.normalTextureName + ":" + textureURL;
}
if (!part.specularTextureName.isEmpty() && part.specularTexture) {
QString textureURL = part.specularTexture->getURL().toString();
result << part.specularTextureName + ":" + textureURL;
}
if (!part.emissiveTextureName.isEmpty() && part.emissiveTexture) {
QString textureURL = part.emissiveTexture->getURL().toString();
result << part.emissiveTextureName + ":" + textureURL;
}
}
}
return result;
}
void NetworkGeometry::requestMapping(const QUrl& url) {
_state = RequestMappingState;
if (_resource) {
_resource->deleteLater();
}
_resource = new Resource(url, false);
connect(_resource, SIGNAL(loaded(QNetworkReply&)), SLOT(mappingRequestDone(QNetworkReply&)));
connect(_resource, SIGNAL(failed(QNetworkReply::NetworkError)), SLOT(mappingRequestError(QNetworkReply::NetworkError)));
}
void NetworkGeometry::requestModel(const QUrl& url) {
_state = RequestModelState;
if (_resource) {
_resource->deleteLater();
}
_resource = new Resource(url, false);
connect(_resource, SIGNAL(loaded(QNetworkReply&)), SLOT(modelRequestDone(QNetworkReply&)));
connect(_resource, SIGNAL(failed(QNetworkReply::NetworkError)), SLOT(modelRequestError(QNetworkReply::NetworkError)));
}
void NetworkGeometry::mappingRequestDone(QNetworkReply& reply) {
assert(_state == RequestMappingState);
// parse the mapping file
_mapping = FSTReader::readMapping(reply.readAll());
QUrl replyUrl = reply.url();
QString modelUrlStr = _mapping.value("filename").toString();
if (modelUrlStr.isNull()) {
qCDebug(renderutils) << "Mapping file " << _url << "has no \"filename\" entry";
emit onFailure(*this, MissingFilenameInMapping);
} else {
// read _textureBase from mapping file, if present
QString texdir = _mapping.value("texdir").toString();
if (!texdir.isNull()) {
if (!texdir.endsWith('/')) {
texdir += '/';
}
_textureBaseUrl = replyUrl.resolved(texdir);
}
QUrl modelUrl = replyUrl.resolved(modelUrlStr);
requestModel(modelUrl);
}
}
void NetworkGeometry::mappingRequestError(QNetworkReply::NetworkError error) {
assert(_state == RequestMappingState);
_state = ErrorState;
emit onFailure(*this, MappingRequestError);
}
void NetworkGeometry::modelRequestDone(QNetworkReply& reply) {
assert(_state == RequestModelState);
_state = ParsingModelState;
// asynchronously parse the model file.
GeometryReader* geometryReader = new GeometryReader(reply.url(), &reply, _mapping);
connect(geometryReader, SIGNAL(onSuccess(FBXGeometry*)), SLOT(modelParseSuccess(FBXGeometry*)));
connect(geometryReader, SIGNAL(onError(int, QString)), SLOT(modelParseError(int, QString)));
QThreadPool::globalInstance()->start(geometryReader);
}
void NetworkGeometry::modelRequestError(QNetworkReply::NetworkError error) {
assert(_state == RequestModelState);
_state = ErrorState;
emit onFailure(*this, ModelRequestError);
}
static NetworkMesh* buildNetworkMesh(const FBXMesh& mesh, const QUrl& textureBaseUrl) {
auto textureCache = DependencyManager::get<TextureCache>();
NetworkMesh* networkMesh = new NetworkMesh();
int totalIndices = 0;
bool checkForTexcoordLightmap = false;
// process network parts
foreach (const FBXMeshPart& part, mesh.parts) {
NetworkMeshPart* networkPart = new NetworkMeshPart();
if (!part.diffuseTexture.filename.isEmpty()) {
networkPart->diffuseTexture = textureCache->getTexture(textureBaseUrl.resolved(QUrl(part.diffuseTexture.filename)), DEFAULT_TEXTURE,
mesh.isEye, part.diffuseTexture.content);
networkPart->diffuseTextureName = part.diffuseTexture.name;
}
if (!part.normalTexture.filename.isEmpty()) {
networkPart->normalTexture = textureCache->getTexture(textureBaseUrl.resolved(QUrl(part.normalTexture.filename)), NORMAL_TEXTURE,
false, part.normalTexture.content);
networkPart->normalTextureName = part.normalTexture.name;
}
if (!part.specularTexture.filename.isEmpty()) {
networkPart->specularTexture = textureCache->getTexture(textureBaseUrl.resolved(QUrl(part.specularTexture.filename)), SPECULAR_TEXTURE,
false, part.specularTexture.content);
networkPart->specularTextureName = part.specularTexture.name;
}
if (!part.emissiveTexture.filename.isEmpty()) {
networkPart->emissiveTexture = textureCache->getTexture(textureBaseUrl.resolved(QUrl(part.emissiveTexture.filename)), EMISSIVE_TEXTURE,
false, part.emissiveTexture.content);
networkPart->emissiveTextureName = part.emissiveTexture.name;
checkForTexcoordLightmap = true;
}
networkMesh->_parts.emplace_back(networkPart);
totalIndices += (part.quadIndices.size() + part.triangleIndices.size());
}
// initialize index buffer
{
networkMesh->_indexBuffer = std::make_shared<gpu::Buffer>();
networkMesh->_indexBuffer->resize(totalIndices * sizeof(int));
int offset = 0;
foreach(const FBXMeshPart& part, mesh.parts) {
networkMesh->_indexBuffer->setSubData(offset, part.quadIndices.size() * sizeof(int),
(gpu::Byte*) part.quadIndices.constData());
offset += part.quadIndices.size() * sizeof(int);
networkMesh->_indexBuffer->setSubData(offset, part.triangleIndices.size() * sizeof(int),
(gpu::Byte*) part.triangleIndices.constData());
offset += part.triangleIndices.size() * sizeof(int);
}
}
// initialize vertex buffer
{
networkMesh->_vertexBuffer = std::make_shared<gpu::Buffer>();
// if we don't need to do any blending, the positions/normals can be static
if (mesh.blendshapes.isEmpty()) {
int normalsOffset = mesh.vertices.size() * sizeof(glm::vec3);
int tangentsOffset = normalsOffset + mesh.normals.size() * sizeof(glm::vec3);
int colorsOffset = tangentsOffset + mesh.tangents.size() * sizeof(glm::vec3);
int texCoordsOffset = colorsOffset + mesh.colors.size() * sizeof(glm::vec3);
int texCoords1Offset = texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2);
int clusterIndicesOffset = texCoords1Offset + mesh.texCoords1.size() * sizeof(glm::vec2);
int clusterWeightsOffset = clusterIndicesOffset + mesh.clusterIndices.size() * sizeof(glm::vec4);
networkMesh->_vertexBuffer->resize(clusterWeightsOffset + mesh.clusterWeights.size() * sizeof(glm::vec4));
networkMesh->_vertexBuffer->setSubData(0, mesh.vertices.size() * sizeof(glm::vec3), (gpu::Byte*) mesh.vertices.constData());
networkMesh->_vertexBuffer->setSubData(normalsOffset, mesh.normals.size() * sizeof(glm::vec3), (gpu::Byte*) mesh.normals.constData());
networkMesh->_vertexBuffer->setSubData(tangentsOffset,
mesh.tangents.size() * sizeof(glm::vec3), (gpu::Byte*) mesh.tangents.constData());
networkMesh->_vertexBuffer->setSubData(colorsOffset, mesh.colors.size() * sizeof(glm::vec3), (gpu::Byte*) mesh.colors.constData());
networkMesh->_vertexBuffer->setSubData(texCoordsOffset,
mesh.texCoords.size() * sizeof(glm::vec2), (gpu::Byte*) mesh.texCoords.constData());
networkMesh->_vertexBuffer->setSubData(texCoords1Offset,
mesh.texCoords1.size() * sizeof(glm::vec2), (gpu::Byte*) mesh.texCoords1.constData());
networkMesh->_vertexBuffer->setSubData(clusterIndicesOffset,
mesh.clusterIndices.size() * sizeof(glm::vec4), (gpu::Byte*) mesh.clusterIndices.constData());
networkMesh->_vertexBuffer->setSubData(clusterWeightsOffset,
mesh.clusterWeights.size() * sizeof(glm::vec4), (gpu::Byte*) mesh.clusterWeights.constData());
// otherwise, at least the cluster indices/weights can be static
networkMesh->_vertexStream = std::make_shared<gpu::BufferStream>();
networkMesh->_vertexStream->addBuffer(networkMesh->_vertexBuffer, 0, sizeof(glm::vec3));
if (mesh.normals.size()) networkMesh->_vertexStream->addBuffer(networkMesh->_vertexBuffer, normalsOffset, sizeof(glm::vec3));
if (mesh.tangents.size()) networkMesh->_vertexStream->addBuffer(networkMesh->_vertexBuffer, tangentsOffset, sizeof(glm::vec3));
if (mesh.colors.size()) networkMesh->_vertexStream->addBuffer(networkMesh->_vertexBuffer, colorsOffset, sizeof(glm::vec3));
if (mesh.texCoords.size()) networkMesh->_vertexStream->addBuffer(networkMesh->_vertexBuffer, texCoordsOffset, sizeof(glm::vec2));
if (mesh.texCoords1.size()) networkMesh->_vertexStream->addBuffer(networkMesh->_vertexBuffer, texCoords1Offset, sizeof(glm::vec2));
if (mesh.clusterIndices.size()) networkMesh->_vertexStream->addBuffer(networkMesh->_vertexBuffer, clusterIndicesOffset, sizeof(glm::vec4));
if (mesh.clusterWeights.size()) networkMesh->_vertexStream->addBuffer(networkMesh->_vertexBuffer, clusterWeightsOffset, sizeof(glm::vec4));
int channelNum = 0;
networkMesh->_vertexFormat = std::make_shared<gpu::Stream::Format>();
networkMesh->_vertexFormat->setAttribute(gpu::Stream::POSITION, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
if (mesh.normals.size()) networkMesh->_vertexFormat->setAttribute(gpu::Stream::NORMAL, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ));
if (mesh.tangents.size()) networkMesh->_vertexFormat->setAttribute(gpu::Stream::TANGENT, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ));
if (mesh.colors.size()) networkMesh->_vertexFormat->setAttribute(gpu::Stream::COLOR, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::RGB));
if (mesh.texCoords.size()) networkMesh->_vertexFormat->setAttribute(gpu::Stream::TEXCOORD, channelNum++, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV));
if (mesh.texCoords1.size()) {
networkMesh->_vertexFormat->setAttribute(gpu::Stream::TEXCOORD1, channelNum++, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV));
} else if (checkForTexcoordLightmap && mesh.texCoords.size()) {
// need lightmap texcoord UV but doesn't have uv#1 so just reuse the same channel
networkMesh->_vertexFormat->setAttribute(gpu::Stream::TEXCOORD1, channelNum - 1, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV));
}
if (mesh.clusterIndices.size()) networkMesh->_vertexFormat->setAttribute(gpu::Stream::SKIN_CLUSTER_INDEX, channelNum++, gpu::Element(gpu::VEC4, gpu::NFLOAT, gpu::XYZW));
if (mesh.clusterWeights.size()) networkMesh->_vertexFormat->setAttribute(gpu::Stream::SKIN_CLUSTER_WEIGHT, channelNum++, gpu::Element(gpu::VEC4, gpu::NFLOAT, gpu::XYZW));
}
else {
int colorsOffset = mesh.tangents.size() * sizeof(glm::vec3);
int texCoordsOffset = colorsOffset + mesh.colors.size() * sizeof(glm::vec3);
int clusterIndicesOffset = texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2);
int clusterWeightsOffset = clusterIndicesOffset + mesh.clusterIndices.size() * sizeof(glm::vec4);
networkMesh->_vertexBuffer->resize(clusterWeightsOffset + mesh.clusterWeights.size() * sizeof(glm::vec4));
networkMesh->_vertexBuffer->setSubData(0, mesh.tangents.size() * sizeof(glm::vec3), (gpu::Byte*) mesh.tangents.constData());
networkMesh->_vertexBuffer->setSubData(colorsOffset, mesh.colors.size() * sizeof(glm::vec3), (gpu::Byte*) mesh.colors.constData());
networkMesh->_vertexBuffer->setSubData(texCoordsOffset,
mesh.texCoords.size() * sizeof(glm::vec2), (gpu::Byte*) mesh.texCoords.constData());
networkMesh->_vertexBuffer->setSubData(clusterIndicesOffset,
mesh.clusterIndices.size() * sizeof(glm::vec4), (gpu::Byte*) mesh.clusterIndices.constData());
networkMesh->_vertexBuffer->setSubData(clusterWeightsOffset,
mesh.clusterWeights.size() * sizeof(glm::vec4), (gpu::Byte*) mesh.clusterWeights.constData());
networkMesh->_vertexStream = std::make_shared<gpu::BufferStream>();
if (mesh.tangents.size()) networkMesh->_vertexStream->addBuffer(networkMesh->_vertexBuffer, 0, sizeof(glm::vec3));
if (mesh.colors.size()) networkMesh->_vertexStream->addBuffer(networkMesh->_vertexBuffer, colorsOffset, sizeof(glm::vec3));
if (mesh.texCoords.size()) networkMesh->_vertexStream->addBuffer(networkMesh->_vertexBuffer, texCoordsOffset, sizeof(glm::vec2));
if (mesh.clusterIndices.size()) networkMesh->_vertexStream->addBuffer(networkMesh->_vertexBuffer, clusterIndicesOffset, sizeof(glm::vec4));
if (mesh.clusterWeights.size()) networkMesh->_vertexStream->addBuffer(networkMesh->_vertexBuffer, clusterWeightsOffset, sizeof(glm::vec4));
int channelNum = 0;
networkMesh->_vertexFormat = std::make_shared<gpu::Stream::Format>();
networkMesh->_vertexFormat->setAttribute(gpu::Stream::POSITION, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ));
if (mesh.normals.size()) networkMesh->_vertexFormat->setAttribute(gpu::Stream::NORMAL, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ));
if (mesh.tangents.size()) networkMesh->_vertexFormat->setAttribute(gpu::Stream::TANGENT, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ));
if (mesh.colors.size()) networkMesh->_vertexFormat->setAttribute(gpu::Stream::COLOR, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::RGB));
if (mesh.texCoords.size()) networkMesh->_vertexFormat->setAttribute(gpu::Stream::TEXCOORD, channelNum++, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV));
if (mesh.clusterIndices.size()) networkMesh->_vertexFormat->setAttribute(gpu::Stream::SKIN_CLUSTER_INDEX, channelNum++, gpu::Element(gpu::VEC4, gpu::NFLOAT, gpu::XYZW));
if (mesh.clusterWeights.size()) networkMesh->_vertexFormat->setAttribute(gpu::Stream::SKIN_CLUSTER_WEIGHT, channelNum++, gpu::Element(gpu::VEC4, gpu::NFLOAT, gpu::XYZW));
}
}
return networkMesh;
}
void NetworkGeometry::modelParseSuccess(FBXGeometry* geometry) {
// assume owner ship of geometry pointer
_geometry.reset(geometry);
foreach(const FBXMesh& mesh, _geometry->meshes) {
_meshes.emplace_back(buildNetworkMesh(mesh, _textureBaseUrl));
}
_state = SuccessState;
emit onSuccess(*this, *_geometry.get());
delete _resource;
_resource = nullptr;
}
void NetworkGeometry::modelParseError(int error, QString str) {
_state = ErrorState;
emit onFailure(*this, (NetworkGeometry::Error)error);
delete _resource;
_resource = nullptr;
}
bool NetworkMeshPart::isTranslucent() const {
return diffuseTexture && diffuseTexture->isTranslucent();
}
bool NetworkMesh::isPartTranslucent(const FBXMesh& fbxMesh, int partIndex) const {
assert(partIndex >= 0);
assert((size_t)partIndex < _parts.size());
return (_parts.at(partIndex)->isTranslucent() || fbxMesh.parts.at(partIndex).opacity != 1.0f);
}
int NetworkMesh::getTranslucentPartCount(const FBXMesh& fbxMesh) const {
int count = 0;
for (size_t i = 0; i < _parts.size(); i++) {
if (isPartTranslucent(fbxMesh, i)) {
count++;
}
}
return count;
}