change GeometryCache::renderQuad() to use TRIANGLES as lower level render primitive

This commit is contained in:
ZappoMan 2015-08-01 11:29:28 -07:00
parent 04bea4dc98
commit 1dd6c1117d
4 changed files with 86 additions and 17 deletions

View file

@ -213,6 +213,8 @@ enum Primitive {
TRIANGLES,
TRIANGLE_STRIP,
TRIANGLE_FAN,
// FIXME - remove these
QUADS,
QUAD_STRIP,

View file

@ -71,7 +71,7 @@ public:
LINE_STRIP,
TRIANGLES,
TRIANGLE_STRIP,
QUADS,
QUADS, // NOTE: These must be translated to triangles before rendering
QUAD_STRIP,
NUM_TOPOLOGIES,

View file

@ -1012,21 +1012,27 @@ void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, co
}
const int FLOATS_PER_VERTEX = 2; // vertices
const int vertices = 4;
const int NUMBER_OF_INDICES = 6; // 1 quad = 2 triangles
const int VERTICES = 4; // 1 quad = 4 vertices
if (!details.isCreated) {
details.isCreated = true;
details.vertices = vertices;
details.vertices = VERTICES;
details.indices = NUMBER_OF_INDICES;
details.vertexSize = FLOATS_PER_VERTEX;
auto verticesBuffer = std::make_shared<gpu::Buffer>();
auto colorBuffer = std::make_shared<gpu::Buffer>();
auto indicesBuffer = 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.indicesBuffer = indicesBuffer;
details.streamFormat = streamFormat;
details.stream = stream;
@ -1037,7 +1043,7 @@ void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, co
details.stream->addBuffer(details.colorBuffer, 0, details.streamFormat->getChannels().at(1)._stride);
float vertexBuffer[vertices * FLOATS_PER_VERTEX] = {
float vertexBuffer[VERTICES * FLOATS_PER_VERTEX] = {
minCorner.x, minCorner.y,
maxCorner.x, minCorner.y,
maxCorner.x, maxCorner.y,
@ -1050,14 +1056,24 @@ void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, co
((int(color.w * 255.0f) & 0xFF) << 24);
int colors[NUM_COLOR_SCALARS_PER_QUAD] = { compactColor, compactColor, compactColor, compactColor };
// Sam's recommended triangle slices
// Triangle tri1 = { v0, v1, v3 };
// Triangle tri2 = { v1, v2, v3 };
// NOTE: Random guy on the internet's recommended triangle slices
// Triangle tri1 = { v0, v1, v2 };
// Triangle tri2 = { v2, v3, v0 };
quint16 indices[NUMBER_OF_INDICES] = { 0, 1, 3, 1, 2, 3 };
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
details.indicesBuffer->append(sizeof(indices), (gpu::Byte*) indices);
}
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::QUADS, 4, 0);
batch.setIndexBuffer(gpu::UINT16, details.indicesBuffer, 0);
batch.drawIndexed(gpu::TRIANGLES, NUMBER_OF_INDICES, 0);
}
void GeometryCache::renderUnitCube(gpu::Batch& batch) {
@ -1102,23 +1118,29 @@ void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, co
}
const int FLOATS_PER_VERTEX = 2 * 2; // text coords & vertices
const int vertices = 4;
const int VERTICES = 4; // 1 quad = 4 vertices
const int NUM_POS_COORDS = 2;
const int VERTEX_TEXCOORD_OFFSET = NUM_POS_COORDS * sizeof(float);
const int NUMBER_OF_INDICES = 6; // 1 quad = 2 triangles
if (!details.isCreated) {
details.isCreated = true;
details.vertices = vertices;
details.vertices = VERTICES;
details.indices = NUMBER_OF_INDICES;
details.vertexSize = FLOATS_PER_VERTEX;
auto verticesBuffer = std::make_shared<gpu::Buffer>();
auto colorBuffer = std::make_shared<gpu::Buffer>();
auto indicesBuffer = 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.indicesBuffer = indicesBuffer;
details.streamFormat = streamFormat;
details.stream = stream;
@ -1130,7 +1152,7 @@ void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, co
details.stream->addBuffer(details.colorBuffer, 0, details.streamFormat->getChannels().at(1)._stride);
float vertexBuffer[vertices * FLOATS_PER_VERTEX] = {
float vertexBuffer[VERTICES * FLOATS_PER_VERTEX] = {
minCorner.x, minCorner.y, texCoordMinCorner.x, texCoordMinCorner.y,
maxCorner.x, minCorner.y, texCoordMaxCorner.x, texCoordMinCorner.y,
maxCorner.x, maxCorner.y, texCoordMaxCorner.x, texCoordMaxCorner.y,
@ -1144,14 +1166,24 @@ void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, co
((int(color.w * 255.0f) & 0xFF) << 24);
int colors[NUM_COLOR_SCALARS_PER_QUAD] = { compactColor, compactColor, compactColor, compactColor };
// Sam's recommended triangle slices
// Triangle tri1 = { v0, v1, v3 };
// Triangle tri2 = { v1, v2, v3 };
// NOTE: Random guy on the internet's recommended triangle slices
// Triangle tri1 = { v0, v1, v2 };
// Triangle tri2 = { v2, v3, v0 };
quint16 indices[NUMBER_OF_INDICES] = { 0, 1, 3, 1, 2, 3 };
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
details.indicesBuffer->append(sizeof(indices), (gpu::Byte*) indices);
}
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::QUADS, 4, 0);
batch.setIndexBuffer(gpu::UINT16, details.indicesBuffer, 0);
batch.drawIndexed(gpu::TRIANGLES, NUMBER_OF_INDICES, 0);
}
void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec3& minCorner, const glm::vec3& maxCorner, const glm::vec4& color, int id) {
@ -1177,21 +1209,27 @@ void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec3& minCorner, co
}
const int FLOATS_PER_VERTEX = 3; // vertices
const int vertices = 4;
const int NUMBER_OF_INDICES = 6; // 1 quad = 2 triangles
const int VERTICES = 4; // 1 quad = 4 vertices
if (!details.isCreated) {
details.isCreated = true;
details.vertices = vertices;
details.vertices = VERTICES;
details.indices = NUMBER_OF_INDICES;
details.vertexSize = FLOATS_PER_VERTEX;
auto verticesBuffer = std::make_shared<gpu::Buffer>();
auto colorBuffer = std::make_shared<gpu::Buffer>();
auto indicesBuffer = 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.indicesBuffer = indicesBuffer;
details.streamFormat = streamFormat;
details.stream = stream;
@ -1202,7 +1240,7 @@ void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec3& minCorner, co
details.stream->addBuffer(details.colorBuffer, 0, details.streamFormat->getChannels().at(1)._stride);
float vertexBuffer[vertices * FLOATS_PER_VERTEX] = {
float vertexBuffer[VERTICES * FLOATS_PER_VERTEX] = {
minCorner.x, minCorner.y, minCorner.z,
maxCorner.x, minCorner.y, minCorner.z,
maxCorner.x, maxCorner.y, maxCorner.z,
@ -1215,14 +1253,24 @@ void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec3& minCorner, co
((int(color.w * 255.0f) & 0xFF) << 24);
int colors[NUM_COLOR_SCALARS_PER_QUAD] = { compactColor, compactColor, compactColor, compactColor };
// Sam's recommended triangle slices
// Triangle tri1 = { v0, v1, v3 };
// Triangle tri2 = { v1, v2, v3 };
// NOTE: Random guy on the internet's recommended triangle slices
// Triangle tri1 = { v0, v1, v2 };
// Triangle tri2 = { v2, v3, v0 };
quint16 indices[NUMBER_OF_INDICES] = { 0, 1, 3, 1, 2, 3 };
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
details.indicesBuffer->append(sizeof(indices), (gpu::Byte*) indices);
}
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::QUADS, 4, 0);
batch.setIndexBuffer(gpu::UINT16, details.indicesBuffer, 0);
batch.drawIndexed(gpu::TRIANGLES, NUMBER_OF_INDICES, 0);
}
void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec3& topLeft, const glm::vec3& bottomLeft,
@ -1267,23 +1315,29 @@ void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec3& topLeft, cons
}
const int FLOATS_PER_VERTEX = 3 + 2; // 3d vertices + text coords
const int vertices = 4;
const int NUMBER_OF_INDICES = 6; // 1 quad = 2 triangles
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.vertices = VERTICES;
details.indices = NUMBER_OF_INDICES;
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 indicesBuffer = 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.indicesBuffer = indicesBuffer;
details.streamFormat = streamFormat;
details.stream = stream;
@ -1295,7 +1349,7 @@ void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec3& topLeft, cons
details.stream->addBuffer(details.colorBuffer, 0, details.streamFormat->getChannels().at(1)._stride);
float vertexBuffer[vertices * FLOATS_PER_VERTEX] = {
float vertexBuffer[VERTICES * FLOATS_PER_VERTEX] = {
topLeft.x, topLeft.y, topLeft.z, texCoordTopLeft.x, texCoordTopLeft.y,
bottomLeft.x, bottomLeft.y, bottomLeft.z, texCoordBottomLeft.x, texCoordBottomLeft.y,
bottomRight.x, bottomRight.y, bottomRight.z, texCoordBottomRight.x, texCoordBottomRight.y,
@ -1309,13 +1363,24 @@ void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec3& topLeft, cons
((int(color.w * 255.0f) & 0xFF) << 24);
int colors[NUM_COLOR_SCALARS_PER_QUAD] = { compactColor, compactColor, compactColor, compactColor };
// Sam's recommended triangle slices
// Triangle tri1 = { v0, v1, v3 };
// Triangle tri2 = { v1, v2, v3 };
// NOTE: Random guy on the internet's recommended triangle slices
// Triangle tri1 = { v0, v1, v2 };
// Triangle tri2 = { v2, v3, v0 };
quint16 indices[NUMBER_OF_INDICES] = { 0, 1, 3, 1, 2, 3 };
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
details.indicesBuffer->append(sizeof(indices), (gpu::Byte*) indices);
}
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::QUADS, 4, 0);
batch.setIndexBuffer(gpu::UINT16, details.indicesBuffer, 0);
batch.drawIndexed(gpu::TRIANGLES, NUMBER_OF_INDICES, 0);
}
void GeometryCache::renderDashedLine(gpu::Batch& batch, const glm::vec3& start, const glm::vec3& end, const glm::vec4& color, int id) {

View file

@ -235,10 +235,12 @@ private:
static int population;
gpu::BufferPointer verticesBuffer;
gpu::BufferPointer colorBuffer;
gpu::BufferPointer indicesBuffer;
gpu::Stream::FormatPointer streamFormat;
gpu::BufferStreamPointer stream;
int vertices;
int indices;
int vertexSize;
bool isCreated;