Merge pull request #12624 from samcake/workload-bis

Workload: Better Freeze view mode in order to debug the Space and View behavior
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Andrew Meadows 2018-03-12 14:33:35 -07:00 committed by GitHub
commit 6723a0be4e
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GPG key ID: 4AEE18F83AFDEB23
8 changed files with 144 additions and 70 deletions

View file

@ -18,6 +18,7 @@
#include "render-utils/drawWorkloadProxy_vert.h"
#include "render-utils/drawWorkloadView_vert.h"
#include "render-utils/drawWorkloadProxy_frag.h"
#include "render-utils/drawWorkloadView_frag.h"
void GameSpaceToRender::configure(const Config& config) {
@ -59,9 +60,7 @@ void GameSpaceToRender::run(const workload::WorkloadContextPointer& runContext,
space->copyProxyValues(proxies.data(), (uint32_t)proxies.size());
workload::Views views(space->getNumViews());
if (!freezeViews) {
space->copyViews(views);
}
space->copyViews(views);
// Valid space, let's display its content
if (!render::Item::isValidID(_spaceRenderItemID)) {
@ -77,9 +76,7 @@ void GameSpaceToRender::run(const workload::WorkloadContextPointer& runContext,
item.showProxies(showProxies);
item.setAllProxies(proxies);
item.showViews(showViews);
if (!freezeViews) {
item.setAllViews(views);
}
item.setAllViews(views);
});
scene->enqueueTransaction(transaction);
@ -182,11 +179,12 @@ const gpu::PipelinePointer GameWorkloadRenderItem::getProxiesPipeline() {
const gpu::PipelinePointer GameWorkloadRenderItem::getViewsPipeline() {
if (!_drawAllViewsPipeline) {
auto vs = drawWorkloadView_vert::getShader();
auto ps = drawWorkloadProxy_frag::getShader();
auto ps = drawWorkloadView_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding("workloadViewsBuffer", 1));
slotBindings.insert(gpu::Shader::Binding("drawMeshBuffer", 0));
gpu::Shader::makeProgram(*program, slotBindings);
auto state = std::make_shared<gpu::State>();
@ -201,6 +199,32 @@ const gpu::PipelinePointer GameWorkloadRenderItem::getViewsPipeline() {
}
return _drawAllViewsPipeline;
}
const gpu::BufferPointer GameWorkloadRenderItem::getDrawViewBuffer() {
if (!_drawViewBuffer) {
int numSegments = 64;
float angleStep = (float)M_PI * 2.0f / (float)numSegments;
struct Vert {
glm::vec4 p;
};
std::vector<Vert> verts(numSegments + 1);
for (int i = 0; i < numSegments; i++) {
float angle = (float)i * angleStep;
verts[i].p.x = cos(angle);
verts[i].p.y = sin(angle);
verts[i].p.z = angle;
verts[i].p.w = 1.0f;
}
verts[numSegments] = verts[0];
verts[numSegments].p.w = 0.0f;
_drawViewBuffer = std::make_shared<gpu::Buffer>(verts.size() * sizeof(Vert), (const gpu::Byte*) verts.data());
_numDrawViewVerts = numSegments + 1;
}
return _drawViewBuffer;
}
void GameWorkloadRenderItem::render(RenderArgs* args) {
gpu::Batch& batch = *(args->_batch);
@ -221,8 +245,11 @@ void GameWorkloadRenderItem::render(RenderArgs* args) {
if (_showViews) {
batch.setPipeline(getViewsPipeline());
static const int NUM_VERTICES_PER_VIEW = 27;
batch.draw(gpu::TRIANGLES, NUM_VERTICES_PER_VIEW * _numAllViews, 0);
batch.setUniformBuffer(0, getDrawViewBuffer());
static const int NUM_VERTICES_PER_DRAWVIEWVERT = 2;
static const int NUM_REGIONS = 3;
batch.draw(gpu::TRIANGLE_STRIP, NUM_REGIONS * NUM_VERTICES_PER_DRAWVIEWVERT * _numDrawViewVerts, 0);
}
batch.setResourceBuffer(0, nullptr);

View file

@ -21,7 +21,7 @@ public:
bool freezeViews{ false };
bool showProxies{ false };
bool showViews{ false };
bool showViews{ true };
signals:
void dirty();
@ -85,6 +85,10 @@ protected:
gpu::PipelinePointer _drawAllViewsPipeline;
const gpu::PipelinePointer getViewsPipeline();
uint32_t _numDrawViewVerts{ 0 };
gpu::BufferPointer _drawViewBuffer;
const gpu::BufferPointer getDrawViewBuffer();
render::ItemKey _key;
bool _showProxies{ true };
bool _showViews{ true };

View file

@ -17,10 +17,12 @@ in vec4 varColor;
in vec3 varTexcoord;
void main(void) {
float r = sqrt(dot(varTexcoord.xyz,varTexcoord.xyz));
float a = paintStripe(r * varColor.w, 0.0, 1.0 / varColor.w, 0.05 / varColor.w);
if (a <= 0.1 || r > 1.1) {
discard;
if (varColor.w > 0.0) {
float r = sqrt(dot(varTexcoord.xyz,varTexcoord.xyz));
float a = paintStripe(r * varColor.w, 0.0, 1.0 / varColor.w, 0.05 / varColor.w);
if (a <= 0.1 || r > 1.1) {
discard;
}
}
packDeferredFragmentUnlit(

View file

@ -0,0 +1,32 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// drawItemBounds.frag
// fragment shader
//
// Created by Sam Gateau on 6/29/15.
// Copyright 2015 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 DeferredBufferWrite.slh@>
<@include gpu/Paint.slh@>
in vec4 varColor;
in vec3 varTexcoord;
void main(void) {
if (varColor.w > 0.0) {
float r = sqrt(dot(varTexcoord.xyz,varTexcoord.xyz));
float a = paintStripe(r * varColor.w, 0.0, 1.0 / varColor.w, 0.05 / varColor.w);
if (a <= 0.1 || r > 1.1) {
discard;
}
}
packDeferredFragmentUnlit(
vec3(0.0, 1.0, 0.0),
1.0,
varColor.rgb);
}

View file

@ -49,73 +49,71 @@ WorkloadView getWorkloadView(int i) {
out vec4 varColor;
out vec3 varTexcoord;
const int NUM_VERTICES_PER_VIEW = 27;
const int NUM_VERTICES_PER_SEGMENT = 2;
const int NUM_SEGMENT_PER_VIEW_REGION = 65;
const int NUM_VERTICES_PER_VIEW_REGION = NUM_SEGMENT_PER_VIEW_REGION * NUM_VERTICES_PER_SEGMENT;
const int NUM_REGIONS_PER_VIEW = 3;
const int NUM_VERTICES_PER_VIEW_REGION = NUM_VERTICES_PER_VIEW / NUM_REGIONS_PER_VIEW;
const int NUM_VERTICES_PER_VIEW = NUM_VERTICES_PER_VIEW_REGION * NUM_REGIONS_PER_VIEW;
layout(std140) uniform drawMeshBuffer {
vec4 verts[NUM_SEGMENT_PER_VIEW_REGION];
};
void main(void) {
const vec4 UNIT_SPRITE[NUM_VERTICES_PER_VIEW_REGION] = vec4[NUM_VERTICES_PER_VIEW_REGION](
vec4(-1.0, -1.0, 0.0, 1.0),
vec4(3.0, -1.0, 0.0, 1.0),
vec4(-1.0, 3.0, 0.0, 1.0),
vec4(-1.0, 0.0, -1.0, 1.0),
vec4(3.0, 0.0, -1.0, 1.0),
vec4(-1.0, 0.0, 3.0, 1.0),
vec4(0.0, -1.0, -1.0, 1.0),
vec4(0.0, 3.0, -1.0, 1.0),
vec4(0.0, -1.0, 3.0, 1.0)
);
const int UNIT_SPRITE_INDICES[NUM_VERTICES_PER_VIEW_REGION] = int[NUM_VERTICES_PER_VIEW_REGION](
0, 1, 2, 3, 4, 5, 6, 7, 8
);
int viewID = gl_VertexID / NUM_VERTICES_PER_VIEW;
int viewVertexID = gl_VertexID - viewID * NUM_VERTICES_PER_VIEW;
int regionID = viewVertexID / NUM_VERTICES_PER_VIEW_REGION;
int regionVertexID = viewVertexID - regionID * NUM_VERTICES_PER_VIEW_REGION;
int vertexID = regionVertexID;
int segmentID = regionVertexID / NUM_VERTICES_PER_SEGMENT;
int segmentVertexID = regionVertexID - segmentID * NUM_VERTICES_PER_SEGMENT;
vec4 spriteVert = UNIT_SPRITE[UNIT_SPRITE_INDICES[vertexID]];
vec4 segment = verts[segmentID];
vec4 spriteVert = vec4(segment.y, 0.0, segment.x, 1.0);
vec3 spriteTan = vec3(segment.x, 0.0, -segment.y);
vec3 lateralDir = vec3(0.0, -1.0 + 2.0 * float(segmentVertexID), 0.0);
WorkloadView view = getWorkloadView(viewID);
vec4 region = view.regions[regionID];
vec4 proxyPosWorld = vec4(region.xyz, 1.0);
float regionRadius = region.w;
// standard transform, bring proxy in view space
// Define the sprite space
vec3 dirZ = -normalize(view.direction_far.xyz);
vec3 dirY = vec3(0.0, 1.0, 0.0);
vec3 dirX = normalize(cross(dirY, dirZ));
dirY = normalize(cross(dirZ, dirX));
spriteVert.xyz *= regionRadius;
vec3 originSpaceVert = (dirX * spriteVert.x + dirY * spriteVert.y + dirZ * spriteVert.z);
vec4 pos = vec4(proxyPosWorld.xyz + originSpaceVert, 1.0);
vec3 originSpaceTan = normalize(dirX * spriteTan.x + dirY * spriteTan.y + dirZ * spriteTan.z);
// standard transform, bring pos in view space
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
vec4 proxyPosEye;
<$transformModelToEyePos(cam, obj, proxyPosWorld, proxyPosEye)$>
vec4 posEye;
<$transformModelToEyePos(cam, obj, pos, posEye)$>
vec3 tanEye;
<$transformModelToEyeDir(cam, obj, originSpaceTan, tanEye)$>
// Define the billboarded space
vec3 dirZ = vec3(0.0, 0.0, 1.0);
vec3 dirX = vec3(1.0, 0.0, 0.0);
vec3 dirY = vec3(0.0, 1.0, 0.0);
lateralDir = normalize(cross(vec3(0.0, 0.0, 1.0), normalize(tanEye)));
posEye.xyz += (0.05 * (regionID + 1)) * (-1.0 + 2.0 * float(segmentVertexID)) * lateralDir;
/*normalize(cross(vec3(0.0, 1.0, 0.0), dirZ));
if (dot(proxyPosEye.xyz, proxyPosEye.xyz) > 0.01) {
dirZ = -normalize(proxyPosEye.xyz);
}
vec3 dirX = normalize(cross(vec3(0.0, 1.0, 0.0), dirZ));
vec3 dirY = normalize(cross(dirZ, dirX));
*/
float regionRadius = region.w;
<$transformEyeToClipPos(cam, posEye, gl_Position)$>
vec3 originSpaceVert = dirY * (-0.02) + regionRadius * ( dirX * spriteVert.x + dirY * spriteVert.y + dirZ * spriteVert.z);
vec4 pos = vec4(proxyPosEye.xyz + originSpaceVert, 1.0);
varTexcoord = spriteVert.xyz;
<$transformEyeToClipPos(cam, pos, gl_Position)$>
// Convert region to color
varColor = vec4(colorWheel(float(regionID) / 4.0), regionRadius);
varColor = vec4(colorWheel(float(regionID) / 4.0), -1.0);
}

View file

@ -18,12 +18,17 @@ void SetupViews::configure(const Config& config) {
}
void SetupViews::run(const WorkloadContextPointer& renderContext, const Input& inputs) {
Views views = inputs;
for (auto& v : views) {
// If views are frozen don't use the input
if (!data.freezeViews) {
_views = inputs;
}
// Update regions based on the current config
for (auto& v : _views) {
View::updateRegions(v, (float*) &data);
}
renderContext->_space->setViews(views);
// Views are setup, assign to the Space
renderContext->_space->setViews(_views);
}

View file

@ -16,14 +16,14 @@
namespace workload {
class SetupViewsConfig : public Job::Config{
Q_OBJECT
Q_PROPERTY(float r1Front READ getR1Front WRITE setR1Front NOTIFY dirty)
Q_PROPERTY(float r1Back READ getR1Back WRITE setR1Back NOTIFY dirty)
Q_PROPERTY(float r2Front READ getR2Front WRITE setR2Front NOTIFY dirty)
Q_PROPERTY(float r2Back READ getR2Back WRITE setR2Back NOTIFY dirty)
Q_PROPERTY(float r3Front READ getR3Front WRITE setR3Front NOTIFY dirty)
Q_PROPERTY(float r3Back READ getR3Back WRITE setR3Back NOTIFY dirty)
Q_PROPERTY(float r1Front READ getR1Front WRITE setR1Front NOTIFY dirty)
Q_PROPERTY(float r1Back READ getR1Back WRITE setR1Back NOTIFY dirty)
Q_PROPERTY(float r2Front READ getR2Front WRITE setR2Front NOTIFY dirty)
Q_PROPERTY(float r2Back READ getR2Back WRITE setR2Back NOTIFY dirty)
Q_PROPERTY(float r3Front READ getR3Front WRITE setR3Front NOTIFY dirty)
Q_PROPERTY(float r3Back READ getR3Back WRITE setR3Back NOTIFY dirty)
Q_PROPERTY(bool freezeViews READ getFreezeView WRITE setFreezeView NOTIFY dirty)
public:
SetupViewsConfig() : Job::Config(true) {}
float getR1Front() const { return data.r1Front; }
@ -40,6 +40,9 @@ namespace workload {
void setR3Front(float d) { data.r3Front = d; emit dirty(); }
void setR3Back(float d) { data.r3Back = d; emit dirty(); }
bool getFreezeView() const { return data.freezeViews; }
void setFreezeView(bool freeze) { data.freezeViews = freeze; emit dirty(); }
struct Data {
float r1Back { 2.0f };
float r1Front { 10.0f };
@ -49,6 +52,8 @@ namespace workload {
float r3Back{ 10.0f };
float r3Front{ 100.0f };
bool freezeViews{ false };
} data;
signals:
@ -66,6 +71,7 @@ namespace workload {
protected:
Config::Data data;
Views _views;
};
} // namespace workload

View file

@ -37,8 +37,8 @@ Rectangle {
HifiControls.CheckBox {
boxSize: 20
text: "Freeze Views"
checked: workload.spaceToRender["freezeViews"]
onCheckedChanged: { workload.spaceToRender["freezeViews"] = checked, workload.setupViews.enabled = !checked; }
checked: workload.setupViews["freezeViews"]
onCheckedChanged: { workload.spaceToRender["freezeViews"] = checked, workload.setupViews["freezeViews"] = checked; }
}
RowLayout {