mirror of
https://github.com/HifiExperiments/overte.git
synced 2025-08-04 20:13:09 +02:00
startign to record all the gl commands in the Batch
This commit is contained in:
parent
a8c3b18e78
commit
0def490db7
3 changed files with 643 additions and 57 deletions
|
@ -12,6 +12,8 @@
|
|||
|
||||
#include <QDebug>
|
||||
|
||||
#define DO_IT_NOW(call, offset) int param = _params.size() - (offset); do##call(param);
|
||||
|
||||
using namespace gpu;
|
||||
|
||||
Batch::Batch() :
|
||||
|
@ -61,5 +63,406 @@ void Batch::drawIndexedInstanced( uint32 nbInstances, Primitive primitiveType, i
|
|||
_params.push_back(nbInstances);
|
||||
}
|
||||
|
||||
// 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
|
||||
|
||||
void Batch::_glEnable(GLenum cap) {
|
||||
_commands.push_back(COMMAND_glEnable);
|
||||
_params.push_back(cap);
|
||||
|
||||
DO_IT_NOW(_glEnable, 1);
|
||||
}
|
||||
void Batch::do_glEnable(int ¶mOffset) {
|
||||
glEnable(_params[paramOffset++]._uint);
|
||||
}
|
||||
|
||||
void Batch::_glDisable(GLenum cap) {
|
||||
_commands.push_back(COMMAND_glDisable);
|
||||
_params.push_back(cap);
|
||||
|
||||
DO_IT_NOW(_glDisable, 1);
|
||||
}
|
||||
void Batch::do_glDisable(int ¶mOffset) {
|
||||
glDisable(_params[paramOffset++]._uint);
|
||||
}
|
||||
|
||||
void Batch::_glEnableClientState(GLenum array) {
|
||||
_commands.push_back(COMMAND_glEnableClientState);
|
||||
_params.push_back(array);
|
||||
|
||||
DO_IT_NOW(_glEnableClientState, 1 );
|
||||
}
|
||||
void Batch::do_glEnableClientState(int ¶mOffset) {
|
||||
glEnableClientState(_params[paramOffset++]._uint);
|
||||
}
|
||||
|
||||
void Batch::_glDisableClientState(GLenum array) {
|
||||
_commands.push_back(COMMAND_glDisableClientState);
|
||||
_params.push_back(array);
|
||||
|
||||
DO_IT_NOW(_glDisableClientState, 1);
|
||||
}
|
||||
void Batch::do_glDisableClientState(int ¶mOffset) {
|
||||
glDisableClientState(_params[paramOffset++]._uint);
|
||||
}
|
||||
|
||||
void Batch::_glCullFace(GLenum mode) {
|
||||
_commands.push_back(COMMAND_glCullFace);
|
||||
_params.push_back(mode);
|
||||
|
||||
DO_IT_NOW(_glCullFace, 1);
|
||||
}
|
||||
void Batch::do_glCullFace(int ¶mOffset) {
|
||||
glCullFace(_params[paramOffset++]._uint);
|
||||
}
|
||||
|
||||
void Batch::_glAlphaFunc(GLenum func, GLclampf ref) {
|
||||
_commands.push_back(COMMAND_glAlphaFunc);
|
||||
_params.push_back(ref);
|
||||
_params.push_back(func);
|
||||
|
||||
DO_IT_NOW(_glAlphaFunc, 1);
|
||||
}
|
||||
void Batch::do_glAlphaFunc(int ¶mOffset) {
|
||||
glAlphaFunc(_params[paramOffset++]._uint, _params[paramOffset++]._float);
|
||||
}
|
||||
|
||||
void Batch::_glDepthFunc(GLenum func) {
|
||||
_commands.push_back(COMMAND_glDepthFunc);
|
||||
_params.push_back(func);
|
||||
|
||||
DO_IT_NOW(_glDepthFunc, 1);
|
||||
}
|
||||
void Batch::do_glDepthFunc(int ¶mOffset) {
|
||||
glDepthFunc(_params[paramOffset++]._uint);
|
||||
}
|
||||
|
||||
void Batch::_glDepthMask(GLboolean flag) {
|
||||
_commands.push_back(COMMAND_glDepthMask);
|
||||
_params.push_back(flag);
|
||||
|
||||
DO_IT_NOW(_glDepthMask, 1);
|
||||
}
|
||||
void Batch::do_glDepthMask(int ¶mOffset) {
|
||||
glDepthMask(_params[paramOffset++]._uint);
|
||||
}
|
||||
|
||||
void Batch::_glDepthRange(GLclampd zNear, GLclampd zFar) {
|
||||
_commands.push_back(COMMAND_glDepthRange);
|
||||
_params.push_back(zFar);
|
||||
_params.push_back(zNear);
|
||||
|
||||
DO_IT_NOW(_glDepthRange, 2);
|
||||
}
|
||||
void Batch::do_glDepthRange(int ¶mOffset) {
|
||||
glDepthRange(_params[paramOffset++]._double, _params[paramOffset++]._double);
|
||||
}
|
||||
|
||||
void Batch::_glBindBuffer(GLenum target, GLuint buffer) {
|
||||
_commands.push_back(COMMAND_glBindBuffer);
|
||||
_params.push_back(buffer);
|
||||
_params.push_back(target);
|
||||
|
||||
DO_IT_NOW(_glBindBuffer, 2);
|
||||
}
|
||||
void Batch::do_glBindBuffer(int ¶mOffset) {
|
||||
glBindBuffer(_params[paramOffset++]._uint, _params[paramOffset++]._uint);
|
||||
}
|
||||
|
||||
void Batch::_glBindTexture(GLenum target, GLuint texture) {
|
||||
_commands.push_back(COMMAND_glBindTexture);
|
||||
_params.push_back(texture);
|
||||
_params.push_back(target);
|
||||
|
||||
DO_IT_NOW(_glBindTexture, 2);
|
||||
}
|
||||
void Batch::do_glBindTexture(int ¶mOffset) {
|
||||
glBindTexture(_params[paramOffset++]._uint, _params[paramOffset++]._uint);
|
||||
}
|
||||
|
||||
void Batch::_glActiveTexture(GLenum texture) {
|
||||
_commands.push_back(COMMAND_glActiveTexture);
|
||||
_params.push_back(texture);
|
||||
|
||||
DO_IT_NOW(_glActiveTexture, 1);
|
||||
}
|
||||
void Batch::do_glActiveTexture(int ¶mOffset) {
|
||||
glActiveTexture(_params[paramOffset++]._uint);
|
||||
}
|
||||
|
||||
void Batch::_glDrawBuffers(GLsizei n, const GLenum* bufs) {
|
||||
_commands.push_back(COMMAND_glDrawBuffers);
|
||||
_params.push_back(bufs);
|
||||
_params.push_back(n);
|
||||
|
||||
DO_IT_NOW(_glDrawBuffers, 2);
|
||||
}
|
||||
void Batch::do_glDrawBuffers(int ¶mOffset) {
|
||||
glDrawBuffers(_params[paramOffset++]._uint, (const GLenum*) _params[paramOffset++]._constPointer);
|
||||
}
|
||||
|
||||
void Batch::_glUseProgram(GLuint program) {
|
||||
_commands.push_back(COMMAND_glUseProgram);
|
||||
_params.push_back(program);
|
||||
|
||||
DO_IT_NOW(_glUseProgram, 1);
|
||||
}
|
||||
void Batch::do_glUseProgram(int ¶mOffset) {
|
||||
glUseProgram(_params[paramOffset++]._uint);
|
||||
}
|
||||
|
||||
void Batch::_glUniform1f(GLint location, GLfloat v0) {
|
||||
_commands.push_back(COMMAND_glUniform1f);
|
||||
_params.push_back(v0);
|
||||
_params.push_back(location);
|
||||
|
||||
DO_IT_NOW(_glUniform1f, 1);
|
||||
}
|
||||
void Batch::do_glUniform1f(int ¶mOffset) {
|
||||
glUniform1f(_params[paramOffset++]._float);
|
||||
}
|
||||
|
||||
void Batch::_glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
|
||||
_commands.push_back(COMMAND_glUniformMatrix4fv);
|
||||
_params.push_back(value);
|
||||
_params.push_back(transpose);
|
||||
_params.push_back(count);
|
||||
_params.push_back(location);
|
||||
|
||||
DO_IT_NOW(_glUniformMatrix4fv, 4);
|
||||
}
|
||||
void Batch::do_glUniformMatrix4fv(int ¶mOffset) {
|
||||
glUniformMatrix4fv(_params[paramOffset++]._int, _params[paramOffset++]._uint, _params[paramOffset++]._uint, _params[paramOffset++]._constPointer);
|
||||
}
|
||||
|
||||
void Batch::_glMatrixMode(GLenum mode) {
|
||||
_commands.push_back(COMMAND_glMatrixMode);
|
||||
_params.push_back(mode);
|
||||
|
||||
DO_IT_NOW(_glMatrixMode, 1);
|
||||
}
|
||||
void Batch::do_glMatrixMode(int ¶mOffset) {
|
||||
glMatrixMode(_params[paramOffset++]._uint);
|
||||
}
|
||||
|
||||
void Batch::_glPushMatrix() {
|
||||
_commands.push_back(COMMAND_glPushMatrix);
|
||||
|
||||
DO_IT_NOW(_glPushMatrix, 0);
|
||||
}
|
||||
void Batch::do_glPushMatrix(int ¶mOffset) {
|
||||
glPushMatrix();
|
||||
}
|
||||
|
||||
void Batch::_glPopMatrix() {
|
||||
_commands.push_back(COMMAND_glPopMatrix);
|
||||
|
||||
DO_IT_NOW(_glPopMatrix, 0);
|
||||
}
|
||||
void Batch::do_glPopMatrix(int ¶mOffset) {
|
||||
glPopMatrix();
|
||||
}
|
||||
|
||||
void Batch::_glMultMatrixf(const GLfloat *m) {
|
||||
_commands.push_back(COMMAND_glMultMatrixf);
|
||||
_params.push_back(m);
|
||||
|
||||
DO_IT_NOW(_glMultMatrixf, 1);
|
||||
}
|
||||
void Batch::do_glMultMatrixf(int ¶mOffset) {
|
||||
glMultMatrixf((const GLfloat*) _params[paramOffset++]._constPointer);
|
||||
}
|
||||
|
||||
void Batch::_glLoadMatrixf(const GLfloat *m) {
|
||||
_commands.push_back(COMMAND_glLoadMatrixf);
|
||||
_params.push_back(m);
|
||||
|
||||
DO_IT_NOW(_glLoadMatrixf, 1);
|
||||
}
|
||||
void Batch::do_glLoadMatrixf(int ¶mOffset) {
|
||||
glLoadMatrixf((const GLfloat*)_params[paramOffset++]._constPointer);
|
||||
}
|
||||
|
||||
void Batch::_glLoadIdentity(void) {
|
||||
_commands.push_back(COMMAND_glLoadIdentity);
|
||||
|
||||
DO_IT_NOW(_glLoadIdentity, 0);
|
||||
}
|
||||
void Batch::do_glLoadIdentity(int ¶mOffset) {
|
||||
glLoadIdentity();
|
||||
}
|
||||
|
||||
void Batch::_glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) {
|
||||
_commands.push_back(COMMAND_glRotatef);
|
||||
_params.push_back(z);
|
||||
_params.push_back(y);
|
||||
_params.push_back(x);
|
||||
_params.push_back(angle);
|
||||
|
||||
DO_IT_NOW(_glRotatef, 4);
|
||||
}
|
||||
void Batch::do_glRotatef(int ¶mOffset) {
|
||||
glRotatef(_params[paramOffset++]._float, _params[paramOffset++]._float, _params[paramOffset++]._float, _params[paramOffset++]._float);
|
||||
}
|
||||
|
||||
void Batch::_glScalef(GLfloat x, GLfloat y, GLfloat z) {
|
||||
_commands.push_back(COMMAND_glScalef);
|
||||
_params.push_back(z);
|
||||
_params.push_back(y);
|
||||
_params.push_back(x);
|
||||
|
||||
DO_IT_NOW(_glScalef, 3);
|
||||
}
|
||||
void Batch::do_glScalef(int ¶mOffset) {
|
||||
glScalef(_params[paramOffset++]._float, _params[paramOffset++]._float, _params[paramOffset++]._float);
|
||||
}
|
||||
|
||||
void Batch::_glTranslatef(GLfloat x, GLfloat y, GLfloat z) {
|
||||
_commands.push_back(COMMAND_glTranslatef);
|
||||
_params.push_back(z);
|
||||
_params.push_back(y);
|
||||
_params.push_back(x);
|
||||
|
||||
DO_IT_NOW(_glTranslatef, 3);
|
||||
}
|
||||
void Batch::do_glTranslatef(int ¶mOffset) {
|
||||
glTranslatef(_params[paramOffset++]._float, _params[paramOffset++]._float, _params[paramOffset++]._float);
|
||||
}
|
||||
|
||||
void Batch::_glDrawArrays(GLenum mode, GLint first, GLsizei count) {
|
||||
_commands.push_back(COMMAND_glDrawArrays);
|
||||
_params.push_back(count);
|
||||
_params.push_back(first);
|
||||
_params.push_back(mode);
|
||||
|
||||
DO_IT_NOW(_glDrawArrays, 3);
|
||||
}
|
||||
void Batch::do_glDrawArrays(int ¶mOffset) {
|
||||
glDrawArrays(_params[paramOffset++]._uint, _params[paramOffset++]._int, _params[paramOffset++]._int);
|
||||
}
|
||||
|
||||
void Batch::_glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices) {
|
||||
_commands.push_back(COMMAND_glDrawRangeElements);
|
||||
_params.push_back(indices);
|
||||
_params.push_back(type);
|
||||
_params.push_back(count);
|
||||
_params.push_back(end);
|
||||
_params.push_back(start);
|
||||
_params.push_back(mode);
|
||||
|
||||
DO_IT_NOW(_glDrawRangeElements, 6);
|
||||
}
|
||||
void Batch::do_glDrawRangeElements(int ¶mOffset) {
|
||||
glDrawRangeElements(_params[paramOffset++]._uint, _params[paramOffset++]._uint, _params[paramOffset++]._uint, _params[paramOffset++]._int, _params[paramOffset++]._uint, _params[paramOffset++]._constPointer);
|
||||
}
|
||||
|
||||
void Batch::_glColorPointer(GLint size, GLenum type, GLsizei stride, const void *pointer) {
|
||||
_commands.push_back(COMMAND_glColorPointer);
|
||||
_params.push_back(pointer);
|
||||
_params.push_back(stride);
|
||||
_params.push_back(type);
|
||||
_params.push_back(size);
|
||||
|
||||
DO_IT_NOW(_glColorPointer, 4);
|
||||
}
|
||||
void Batch::do_glColorPointer(int ¶mOffset) {
|
||||
glColorPointer(_params[paramOffset++]._int, _params[paramOffset++]._uint, _params[paramOffset++]._int, _params[paramOffset++]._constPointer);
|
||||
}
|
||||
|
||||
void Batch::_glNormalPointer(GLenum type, GLsizei stride, const void *pointer) {
|
||||
_commands.push_back(COMMAND_glNormalPointer);
|
||||
_params.push_back(pointer);
|
||||
_params.push_back(stride);
|
||||
_params.push_back(type);
|
||||
|
||||
DO_IT_NOW(_glNormalPointer, 4);
|
||||
}
|
||||
void Batch::do_glNormalPointer(int ¶mOffset) {
|
||||
glNormalPointer(_params[paramOffset++]._uint, _params[paramOffset++]._int, _params[paramOffset++]._constPointer);
|
||||
}
|
||||
|
||||
void Batch::_glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const void *pointer) {
|
||||
_commands.push_back(COMMAND_glTexCoordPointer);
|
||||
_params.push_back(pointer);
|
||||
_params.push_back(stride);
|
||||
_params.push_back(type);
|
||||
_params.push_back(size);
|
||||
}
|
||||
void Batch::do_glCullFace(int ¶mOffset) {
|
||||
glCullFace(_params[paramOffset++]._uint);
|
||||
}
|
||||
|
||||
void Batch::_glVertexPointer(GLint size, GLenum type, GLsizei stride, const void *pointer) {
|
||||
_commands.push_back(COMMAND_glVertexPointer);
|
||||
_params.push_back(pointer);
|
||||
_params.push_back(stride);
|
||||
_params.push_back(type);
|
||||
_params.push_back(size);
|
||||
}
|
||||
void Batch::do_glCullFace(int ¶mOffset) {
|
||||
glCullFace(_params[paramOffset++]._uint);
|
||||
}
|
||||
|
||||
|
||||
void Batch::_glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer) {
|
||||
_commands.push_back(COMMAND_glVertexPointer);
|
||||
_params.push_back(pointer);
|
||||
_params.push_back(stride);
|
||||
_params.push_back(normalized);
|
||||
_params.push_back(type);
|
||||
_params.push_back(size);
|
||||
_params.push_back(index);
|
||||
}
|
||||
void Batch::do_glCullFace(int ¶mOffset) {
|
||||
glCullFace(_params[paramOffset++]._uint);
|
||||
}
|
||||
|
||||
void Batch::_glEnableVertexArrayAttrib(GLint location) {
|
||||
_commands.push_back(COMMAND_glEnableVertexArrayAttrib);
|
||||
_params.push_back(location);
|
||||
}
|
||||
void Batch::do_glCullFace(int ¶mOffset) {
|
||||
glCullFace(_params[paramOffset++]._uint);
|
||||
}
|
||||
|
||||
void Batch::_glDisableVertexArrayAttrib(GLint location) {
|
||||
_commands.push_back(COMMAND_glDisableVertexArrayAttrib);
|
||||
_params.push_back(location);
|
||||
}
|
||||
void Batch::do_glCullFace(int ¶mOffset) {
|
||||
glCullFace(_params[paramOffset++]._uint);
|
||||
}
|
||||
|
||||
void Batch::_glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {
|
||||
_commands.push_back(COMMAND_glColor4f);
|
||||
_params.push_back(alpha);
|
||||
_params.push_back(blue);
|
||||
_params.push_back(green);
|
||||
_params.push_back(red);
|
||||
}
|
||||
void Batch::do_glCullFace(int ¶mOffset) {
|
||||
glCullFace(_params[paramOffset++]._uint);
|
||||
}
|
||||
|
||||
void Batch::_glMaterialf(GLenum face, GLenum pname, GLfloat param) {
|
||||
_commands.push_back(COMMAND_glMaterialf);
|
||||
_params.push_back(param);
|
||||
_params.push_back(pname);
|
||||
_params.push_back(face);
|
||||
}
|
||||
void Batch::do_glCullFace(int ¶mOffset) {
|
||||
glCullFace(_params[paramOffset++]._uint);
|
||||
}
|
||||
|
||||
void Batch::_glMaterialfv(GLenum face, GLenum pname, const GLfloat *params) {
|
||||
_commands.push_back(COMMAND_glMaterialfv);
|
||||
_params.push_back(params);
|
||||
_params.push_back(pname);
|
||||
_params.push_back(face);
|
||||
}
|
||||
void Batch::do_glCullFace(int ¶mOffset) {
|
||||
glCullFace(_params[paramOffset++]._uint);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -47,10 +47,64 @@ public:
|
|||
|
||||
void clear();
|
||||
|
||||
void draw( Primitive primitiveType, int nbVertices, int startVertex = 0);
|
||||
void drawIndexed( Primitive primitiveType, int nbIndices, int startIndex = 0 );
|
||||
void drawInstanced( uint32 nbInstances, Primitive primitiveType, int nbVertices, int startVertex = 0, int startInstance = 0);
|
||||
void drawIndexedInstanced( uint32 nbInstances, Primitive primitiveType, int nbIndices, int startIndex = 0, int startInstance = 0);
|
||||
void draw( Primitive primitiveType, int nbVertices, int startVertex = 0);
|
||||
void drawIndexed( Primitive primitiveType, int nbIndices, int startIndex = 0 );
|
||||
void drawInstanced( uint32 nbInstances, Primitive primitiveType, int nbVertices, int startVertex = 0, int startInstance = 0);
|
||||
void drawIndexedInstanced( uint32 nbInstances, Primitive primitiveType, int nbIndices, int startIndex = 0, int startInstance = 0);
|
||||
|
||||
// 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
|
||||
void _glEnable(GLenum cap);
|
||||
void _glDisable(GLenum cap);
|
||||
|
||||
void _glEnableClientState(GLenum array);
|
||||
void _glDisableClientState(GLenum array);
|
||||
|
||||
void _glCullFace(GLenum mode);
|
||||
void _glAlphaFunc(GLenum func, GLclampf ref);
|
||||
|
||||
void _glDepthFunc(GLenum func);
|
||||
void _glDepthMask(GLboolean flag);
|
||||
void _glDepthRange(GLclampd zNear, GLclampd zFar);
|
||||
|
||||
void _glBindBuffer(GLenum target, GLuint buffer);
|
||||
|
||||
void _glBindTexture(GLenum target, GLuint texture);
|
||||
void _glActiveTexture(GLenum texture);
|
||||
|
||||
void _glDrawBuffers(GLsizei n, const GLenum* bufs);
|
||||
|
||||
void _glUseProgram(GLuint program);
|
||||
void _glUniform1f(GLint location, GLfloat v0);
|
||||
void _glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
|
||||
|
||||
void _glMatrixMode(GLenum mode);
|
||||
void _glPushMatrix();
|
||||
void _glPopMatrix();
|
||||
void _glMultMatrixf(const GLfloat *m);
|
||||
void _glLoadMatrixf(const GLfloat *m);
|
||||
void _glLoadIdentity(void);
|
||||
void _glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
|
||||
void _glScalef(GLfloat x, GLfloat y, GLfloat z);
|
||||
void _glTranslatef(GLfloat x, GLfloat y, GLfloat z);
|
||||
|
||||
void _glDrawArrays(GLenum mode, GLint first, GLsizei count);
|
||||
void _glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices);
|
||||
|
||||
void _glColorPointer(GLint size, GLenum type, GLsizei stride, const void *pointer);
|
||||
void _glNormalPointer(GLenum type, GLsizei stride, const void *pointer);
|
||||
void _glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const void *pointer);
|
||||
void _glVertexPointer(GLint size, GLenum type, GLsizei stride, const void *pointer);
|
||||
|
||||
void _glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
|
||||
void _glEnableVertexArrayAttrib(GLint location);
|
||||
void _glDisableVertexArrayAttrib(GLint location);
|
||||
|
||||
void _glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
|
||||
|
||||
void _glMaterialf(GLenum face, GLenum pname, GLfloat param);
|
||||
void _glMaterialfv(GLenum face, GLenum pname, const GLfloat *params);
|
||||
|
||||
protected:
|
||||
|
||||
|
@ -67,18 +121,77 @@ protected:
|
|||
COMMAND_SET_VERTEX_STREAM,
|
||||
COMMAND_SET_INDEX_STREAM,
|
||||
|
||||
COMMAND_GL_SET_UNIFORM,
|
||||
|
||||
// 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
|
||||
COMMAND_glEnable,
|
||||
COMMAND_glDisable,
|
||||
|
||||
COMMAND_glEnableClientState,
|
||||
COMMAND_glDisableClientState,
|
||||
|
||||
COMMAND_glCullFace,
|
||||
COMMAND_glAlphaFunc,
|
||||
|
||||
COMMAND_glDepthFunc,
|
||||
COMMAND_glDepthMask,
|
||||
COMMAND_glDepthRange,
|
||||
|
||||
COMMAND_glBindBuffer,
|
||||
|
||||
COMMAND_glBindTexture,
|
||||
COMMAND_glActiveTexture,
|
||||
|
||||
COMMAND_glDrawBuffers,
|
||||
|
||||
COMMAND_glUseProgram,
|
||||
COMMAND_glUniform1f,
|
||||
COMMAND_glUniformMatrix4fv,
|
||||
|
||||
COMMAND_glMatrixMode,
|
||||
COMMAND_glPushMatrix,
|
||||
COMMAND_glPopMatrix,
|
||||
COMMAND_glMultMatrixf,
|
||||
COMMAND_glLoadMatrixf,
|
||||
COMMAND_glLoadIdentity,
|
||||
COMMAND_glRotatef,
|
||||
COMMAND_glScalef,
|
||||
COMMAND_glTranslatef,
|
||||
|
||||
COMMAND_glDrawArrays,
|
||||
COMMAND_glDrawRangeElements,
|
||||
|
||||
COMMAND_glColorPointer,
|
||||
COMMAND_glNormalPointer,
|
||||
COMMAND_glTexCoordPointer,
|
||||
COMMAND_glVertexPointer,
|
||||
|
||||
COMMAND_glVertexAttribPointer,
|
||||
COMMAND_glEnableVertexArrayAttrib,
|
||||
COMMAND_glDisableVertexArrayAttrib,
|
||||
|
||||
COMMAND_glColor4f,
|
||||
|
||||
COMMAND_glMaterialf,
|
||||
COMMAND_glMaterialfv,
|
||||
};
|
||||
typedef std::vector<Command> Commands;
|
||||
|
||||
class Param {
|
||||
public:
|
||||
union {
|
||||
uint32 _uint;
|
||||
char _chars[4];
|
||||
};
|
||||
Param( uint32 val ): _uint(val) {}
|
||||
|
||||
class Param {
|
||||
public:
|
||||
union {
|
||||
int32 _int;
|
||||
uint32 _uint;
|
||||
float _float;
|
||||
char _chars[4];
|
||||
const void* _constPointer;
|
||||
double _double;
|
||||
};
|
||||
Param(int32 val) : _int(val) {}
|
||||
Param(uint32 val) : _uint(val) {}
|
||||
Param(float val) : _float(val) {}
|
||||
Param(const void* val) : _constPointer(val) {}
|
||||
Param(double val) : _double(val) {}
|
||||
};
|
||||
typedef std::vector<Param> Params;
|
||||
|
||||
|
@ -91,6 +204,60 @@ protected:
|
|||
Commands _commands;
|
||||
Params _params;
|
||||
Resources _resources;
|
||||
|
||||
// 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
|
||||
void do_glEnable(int ¶mOffset);
|
||||
void do_glDisable(int ¶mOffset);
|
||||
|
||||
void do_glEnableClientState(int ¶mOffset);
|
||||
void do_glDisableClientState(int ¶mOffset);
|
||||
|
||||
void do_glCullFace(int ¶mOffset);
|
||||
void do_glAlphaFunc(int ¶mOffset);
|
||||
|
||||
void do_glDepthFunc(int ¶mOffset);
|
||||
void do_glDepthMask(int ¶mOffset);
|
||||
void do_glDepthRange(int ¶mOffset);
|
||||
|
||||
void do_glBindBuffer(int ¶mOffset);
|
||||
|
||||
void do_glBindTexture(int ¶mOffset);
|
||||
void do_glActiveTexture(int ¶mOffset);
|
||||
|
||||
void do_glDrawBuffers(int ¶mOffset);
|
||||
|
||||
void do_glUseProgram(int ¶mOffset);
|
||||
void do_glUniform1f(int ¶mOffset);
|
||||
void do_glUniformMatrix4fv(int ¶mOffset);
|
||||
|
||||
void do_glMatrixMode(int ¶mOffset);
|
||||
void do_glPushMatrix(int ¶mOffset);
|
||||
void do_glPopMatrix(int ¶mOffset);
|
||||
void do_glMultMatrixf(int ¶mOffset);
|
||||
void do_glLoadMatrixf(int ¶mOffset);
|
||||
void do_glLoadIdentity(int ¶mOffset);
|
||||
void do_glRotatef(int ¶mOffset);
|
||||
void do_glScalef(int ¶mOffset);
|
||||
void do_glTranslatef(int ¶mOffset);
|
||||
|
||||
void do_glDrawArrays(int ¶mOffset);
|
||||
void do_glDrawRangeElements(int ¶mOffset);
|
||||
|
||||
void do_glColorPointer(int ¶mOffset);
|
||||
void do_glNormalPointer(int ¶mOffset);
|
||||
void do_glTexCoordPointer(int ¶mOffset);
|
||||
void do_glVertexPointer(int ¶mOffset);
|
||||
|
||||
void do_glVertexAttribPointer(int ¶mOffset);
|
||||
void do_glEnableVertexArrayAttrib(int ¶mOffset);
|
||||
void do_glDisableVertexArrayAttrib(int ¶mOffset);
|
||||
|
||||
void do_glColor4f(int ¶mOffset);
|
||||
|
||||
void do_glMaterialf(int ¶mOffset);
|
||||
void do_glMaterialfv(int ¶mOffset);
|
||||
};
|
||||
|
||||
};
|
||||
|
|
|
@ -26,6 +26,9 @@
|
|||
#include "Application.h"
|
||||
#include "Model.h"
|
||||
|
||||
#include "gpu/Batch.h"
|
||||
#define GLBATCH( call ) batch._##call
|
||||
|
||||
using namespace std;
|
||||
|
||||
static int modelPointerTypeId = qRegisterMetaType<QPointer<Model> >();
|
||||
|
@ -1616,6 +1619,10 @@ int Model::renderMeshes(RenderMode mode, bool translucent, float alphaThreshold,
|
|||
}
|
||||
activeProgram->setUniformValue(activeLocations->alphaThreshold, alphaThreshold);
|
||||
|
||||
// Try to use the Batch
|
||||
gpu::Batch batch;
|
||||
|
||||
|
||||
// i is the "index" from the original networkMeshes QVector...
|
||||
foreach (int i, list) {
|
||||
|
||||
|
@ -1631,7 +1638,8 @@ int Model::renderMeshes(RenderMode mode, bool translucent, float alphaThreshold,
|
|||
const NetworkMesh& networkMesh = networkMeshes.at(i);
|
||||
const FBXMesh& mesh = geometry.meshes.at(i);
|
||||
|
||||
const_cast<QOpenGLBuffer&>(networkMesh.indexBuffer).bind();
|
||||
//const_cast<QOpenGLBuffer&>(networkMesh.indexBuffer).bind();
|
||||
GLBATCH(glBindBuffer)( GL_INDEX_ARRAY, const_cast<QOpenGLBuffer&>(networkMesh.indexBuffer).bufferId() );
|
||||
|
||||
int vertexCount = mesh.vertices.size();
|
||||
if (vertexCount == 0) {
|
||||
|
@ -1668,12 +1676,16 @@ int Model::renderMeshes(RenderMode mode, bool translucent, float alphaThreshold,
|
|||
|
||||
const_cast<QOpenGLBuffer&>(networkMesh.vertexBuffer).bind();
|
||||
|
||||
glPushMatrix();
|
||||
Application::getInstance()->loadTranslatedViewMatrix(_translation);
|
||||
GLBATCH(glPushMatrix)();
|
||||
//Application::getInstance()->loadTranslatedViewMatrix(_translation);
|
||||
GLBATCH(glLoadMatrixf)((const GLfloat*)&Application::getInstance()->getUntranslatedViewMatrix());
|
||||
glm::vec3 viewMatTranslation = Application::getInstance()->getViewMatrixTranslation();
|
||||
GLBATCH(glTranslatef)(_translation.x + viewMatTranslation.x, _translation.y + viewMatTranslation.y,
|
||||
_translation.z + viewMatTranslation.z);
|
||||
|
||||
const MeshState& state = _meshStates.at(i);
|
||||
if (state.clusterMatrices.size() > 1) {
|
||||
glUniformMatrix4fvARB(skinLocations->clusterMatrices, state.clusterMatrices.size(), false,
|
||||
GLBATCH(glUniformMatrix4fv)(skinLocations->clusterMatrices, state.clusterMatrices.size(), false,
|
||||
(const float*)state.clusterMatrices.constData());
|
||||
int offset = (mesh.tangents.size() + mesh.colors.size()) * sizeof(glm::vec3) +
|
||||
mesh.texCoords.size() * sizeof(glm::vec2) +
|
||||
|
@ -1684,7 +1696,7 @@ int Model::renderMeshes(RenderMode mode, bool translucent, float alphaThreshold,
|
|||
skinProgram->enableAttributeArray(skinLocations->clusterIndices);
|
||||
skinProgram->enableAttributeArray(skinLocations->clusterWeights);
|
||||
} else {
|
||||
glMultMatrixf((const GLfloat*)&state.clusterMatrices[0]);
|
||||
GLBATCH(glMultMatrixf)((const GLfloat*)&state.clusterMatrices[0]);
|
||||
}
|
||||
|
||||
if (mesh.blendshapes.isEmpty()) {
|
||||
|
@ -1692,9 +1704,9 @@ int Model::renderMeshes(RenderMode mode, bool translucent, float alphaThreshold,
|
|||
activeProgram->setAttributeBuffer(activeLocations->tangent, GL_FLOAT, vertexCount * 2 * sizeof(glm::vec3), 3);
|
||||
activeProgram->enableAttributeArray(activeLocations->tangent);
|
||||
}
|
||||
glColorPointer(3, GL_FLOAT, 0, (void*)(vertexCount * 2 * sizeof(glm::vec3) +
|
||||
GLBATCH(glColorPointer)(3, GL_FLOAT, 0, (void*)(vertexCount * 2 * sizeof(glm::vec3) +
|
||||
mesh.tangents.size() * sizeof(glm::vec3)));
|
||||
glTexCoordPointer(2, GL_FLOAT, 0, (void*)(vertexCount * 2 * sizeof(glm::vec3) +
|
||||
GLBATCH(glTexCoordPointer)(2, GL_FLOAT, 0, (void*)(vertexCount * 2 * sizeof(glm::vec3) +
|
||||
(mesh.tangents.size() + mesh.colors.size()) * sizeof(glm::vec3)));
|
||||
|
||||
} else {
|
||||
|
@ -1702,20 +1714,20 @@ int Model::renderMeshes(RenderMode mode, bool translucent, float alphaThreshold,
|
|||
activeProgram->setAttributeBuffer(activeLocations->tangent, GL_FLOAT, 0, 3);
|
||||
activeProgram->enableAttributeArray(activeLocations->tangent);
|
||||
}
|
||||
glColorPointer(3, GL_FLOAT, 0, (void*)(mesh.tangents.size() * sizeof(glm::vec3)));
|
||||
glTexCoordPointer(2, GL_FLOAT, 0, (void*)((mesh.tangents.size() + mesh.colors.size()) * sizeof(glm::vec3)));
|
||||
GLBATCH(glColorPointer)(3, GL_FLOAT, 0, (void*)(mesh.tangents.size() * sizeof(glm::vec3)));
|
||||
GLBATCH(glTexCoordPointer)(2, GL_FLOAT, 0, (void*)((mesh.tangents.size() + mesh.colors.size()) * sizeof(glm::vec3)));
|
||||
_blendedVertexBuffers[i].bind();
|
||||
}
|
||||
glVertexPointer(3, GL_FLOAT, 0, 0);
|
||||
glNormalPointer(GL_FLOAT, 0, (void*)(vertexCount * sizeof(glm::vec3)));
|
||||
GLBATCH(glVertexPointer)(3, GL_FLOAT, 0, 0);
|
||||
GLBATCH(glNormalPointer)(GL_FLOAT, 0, (void*)(vertexCount * sizeof(glm::vec3)));
|
||||
|
||||
if (!mesh.colors.isEmpty()) {
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
GLBATCH(glEnableClientState)(GL_COLOR_ARRAY);
|
||||
} else {
|
||||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
GLBATCH(glColor4f)(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
}
|
||||
if (!mesh.texCoords.isEmpty()) {
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
GLBATCH(glEnableClientState)(GL_TEXTURE_COORD_ARRAY);
|
||||
}
|
||||
|
||||
qint64 offset = 0;
|
||||
|
@ -1728,7 +1740,7 @@ int Model::renderMeshes(RenderMode mode, bool translucent, float alphaThreshold,
|
|||
}
|
||||
// apply material properties
|
||||
if (mode == SHADOW_RENDER_MODE) {
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
|
||||
} else {
|
||||
if (dontReduceMaterialSwitches || lastMaterialID != part.materialID) {
|
||||
|
@ -1741,36 +1753,36 @@ int Model::renderMeshes(RenderMode mode, bool translucent, float alphaThreshold,
|
|||
|
||||
glm::vec4 diffuse = glm::vec4(part.diffuseColor, part.opacity);
|
||||
if (!(translucent && alphaThreshold == 0.0f)) {
|
||||
glAlphaFunc(GL_EQUAL, diffuse.a = Application::getInstance()->getGlowEffect()->getIntensity());
|
||||
GLBATCH(glAlphaFunc)(GL_EQUAL, diffuse.a = Application::getInstance()->getGlowEffect()->getIntensity());
|
||||
}
|
||||
glm::vec4 specular = glm::vec4(part.specularColor, 1.0f);
|
||||
glMaterialfv(GL_FRONT, GL_AMBIENT, (const float*)&diffuse);
|
||||
glMaterialfv(GL_FRONT, GL_DIFFUSE, (const float*)&diffuse);
|
||||
glMaterialfv(GL_FRONT, GL_SPECULAR, (const float*)&specular);
|
||||
glMaterialf(GL_FRONT, GL_SHININESS, part.shininess);
|
||||
GLBATCH(glMaterialfv)(GL_FRONT, GL_AMBIENT, (const float*)&diffuse);
|
||||
GLBATCH(glMaterialfv)(GL_FRONT, GL_DIFFUSE, (const float*)&diffuse);
|
||||
GLBATCH(glMaterialfv)(GL_FRONT, GL_SPECULAR, (const float*)&specular);
|
||||
GLBATCH(glMaterialf)(GL_FRONT, GL_SHININESS, part.shininess);
|
||||
|
||||
Texture* diffuseMap = networkPart.diffuseTexture.data();
|
||||
if (mesh.isEye && diffuseMap) {
|
||||
diffuseMap = (_dilatedTextures[i][j] =
|
||||
static_cast<DilatableNetworkTexture*>(diffuseMap)->getDilatedTexture(_pupilDilation)).data();
|
||||
}
|
||||
glBindTexture(GL_TEXTURE_2D, !diffuseMap ?
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, !diffuseMap ?
|
||||
Application::getInstance()->getTextureCache()->getWhiteTextureID() : diffuseMap->getID());
|
||||
|
||||
if (!mesh.tangents.isEmpty()) {
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE1);
|
||||
Texture* normalMap = networkPart.normalTexture.data();
|
||||
glBindTexture(GL_TEXTURE_2D, !normalMap ?
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, !normalMap ?
|
||||
Application::getInstance()->getTextureCache()->getBlueTextureID() : normalMap->getID());
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE0);
|
||||
}
|
||||
|
||||
if (specularTextureUnit) {
|
||||
glActiveTexture(specularTextureUnit);
|
||||
GLBATCH(glActiveTexture)(specularTextureUnit);
|
||||
Texture* specularMap = networkPart.specularTexture.data();
|
||||
glBindTexture(GL_TEXTURE_2D, !specularMap ?
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, !specularMap ?
|
||||
Application::getInstance()->getTextureCache()->getWhiteTextureID() : specularMap->getID());
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE0);
|
||||
}
|
||||
if (args) {
|
||||
args->_materialSwitches++;
|
||||
|
@ -1783,12 +1795,12 @@ int Model::renderMeshes(RenderMode mode, bool translucent, float alphaThreshold,
|
|||
meshPartsRendered++;
|
||||
|
||||
if (part.quadIndices.size() > 0) {
|
||||
glDrawRangeElementsEXT(GL_QUADS, 0, vertexCount - 1, part.quadIndices.size(), GL_UNSIGNED_INT, (void*)offset);
|
||||
GLBATCH(glDrawRangeElements)(GL_QUADS, 0, vertexCount - 1, part.quadIndices.size(), GL_UNSIGNED_INT, (void*)offset);
|
||||
offset += part.quadIndices.size() * sizeof(int);
|
||||
}
|
||||
|
||||
if (part.triangleIndices.size() > 0) {
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, vertexCount - 1, part.triangleIndices.size(),
|
||||
GLBATCH(glDrawRangeElements)(GL_TRIANGLES, 0, vertexCount - 1, part.triangleIndices.size(),
|
||||
GL_UNSIGNED_INT, (void*)offset);
|
||||
offset += part.triangleIndices.size() * sizeof(int);
|
||||
}
|
||||
|
@ -1802,35 +1814,39 @@ int Model::renderMeshes(RenderMode mode, bool translucent, float alphaThreshold,
|
|||
}
|
||||
|
||||
if (!mesh.colors.isEmpty()) {
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
GLBATCH(glDisableClientState)(GL_COLOR_ARRAY);
|
||||
}
|
||||
if (!mesh.texCoords.isEmpty()) {
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
GLBATCH(glDisableClientState)(GL_TEXTURE_COORD_ARRAY);
|
||||
}
|
||||
|
||||
if (!(mesh.tangents.isEmpty() || mode == SHADOW_RENDER_MODE)) {
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE1);
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE0);
|
||||
|
||||
activeProgram->disableAttributeArray(activeLocations->tangent);
|
||||
// activeProgram->disableAttributeArray(activeLocations->tangent);
|
||||
GLBATCH(glDisableVertexArrayAttrib)(activeLocations->tangent);
|
||||
}
|
||||
|
||||
if (specularTextureUnit) {
|
||||
glActiveTexture(specularTextureUnit);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
GLBATCH(glActiveTexture)(specularTextureUnit);
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE0);
|
||||
}
|
||||
|
||||
if (state.clusterMatrices.size() > 1) {
|
||||
skinProgram->disableAttributeArray(skinLocations->clusterIndices);
|
||||
skinProgram->disableAttributeArray(skinLocations->clusterWeights);
|
||||
// skinProgram->disableAttributeArray(skinLocations->clusterIndices);
|
||||
GLBATCH(glDisableVertexArrayAttrib)(skinLocations->clusterIndices);
|
||||
// skinProgram->disableAttributeArray(skinLocations->clusterWeights);
|
||||
GLBATCH(glDisableVertexArrayAttrib)(skinLocations->clusterWeights);
|
||||
}
|
||||
glPopMatrix();
|
||||
GLBATCH(glPopMatrix)();
|
||||
|
||||
}
|
||||
activeProgram->release();
|
||||
|
||||
//activeProgram->release();
|
||||
GLBATCH(glUseProgram)(0);
|
||||
|
||||
return meshPartsRendered;
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue