Added AnimDebugDraw to render-utils

This commit is contained in:
Anthony J. Thibault 2015-08-01 12:43:03 -07:00 committed by Anthony J. Thibault
parent f5dee717a1
commit 91ca13c66d
7 changed files with 226 additions and 2 deletions

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@ -142,6 +142,8 @@
#include "ui/AddressBarDialog.h"
#include "ui/UpdateDialog.h"
#include "AnimDebugDraw.h"
// ON WIndows PC, NVidia Optimus laptop, we want to enable NVIDIA GPU
#if defined(Q_OS_WIN)
@ -645,6 +647,8 @@ Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) :
auto& packetReceiver = nodeList->getPacketReceiver();
packetReceiver.registerListener(PacketType::DomainConnectionDenied, this, "handleDomainConnectionDeniedPacket");
AnimDebugDraw& add = AnimDebugDraw::getInstance();
}
void Application::aboutToQuit() {

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@ -0,0 +1,144 @@
//
// AnimDebugDraw.cpp
//
// 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 "animdebugdraw_vert.h"
#include "animdebugdraw_frag.h"
#include <gpu/Batch.h>
#include "AnimDebugDraw.h"
#include "AbstractViewStateInterface.h"
struct Vertex {
glm::vec3 pos;
uint32_t rgba;
};
class AnimDebugDrawData {
public:
typedef render::Payload<AnimDebugDrawData> Payload;
typedef Payload::DataPointer Pointer;
AnimDebugDrawData() {
_vertexFormat = std::make_shared<gpu::Stream::Format>();
_vertexBuffer = std::make_shared<gpu::Buffer>();
_indexBuffer = std::make_shared<gpu::Buffer>();
_vertexFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element::VEC3F_XYZ, 0);
_vertexFormat->setAttribute(gpu::Stream::COLOR, 0, gpu::Element::COLOR_RGBA_32, offsetof(Vertex, rgba));
}
void render(RenderArgs* args) {
auto& batch = *args->_batch;
batch.setPipeline(_pipeline);
auto transform = Transform{};
batch.setModelTransform(transform);
batch.setInputFormat(_vertexFormat);
batch.setInputBuffer(0, _vertexBuffer, 0, sizeof(Vertex));
batch.setIndexBuffer(gpu::UINT16, _indexBuffer, 0);
auto numIndices = _indexBuffer->getSize() / sizeof(uint16_t);
batch.drawIndexed(gpu::LINES, numIndices);
}
gpu::PipelinePointer _pipeline;
render::ItemID _item;
gpu::Stream::FormatPointer _vertexFormat;
gpu::BufferPointer _vertexBuffer;
gpu::BufferPointer _indexBuffer;
};
typedef render::Payload<AnimDebugDrawData> AnimDebugDrawPayload;
namespace render {
template <> const ItemKey payloadGetKey(const AnimDebugDrawData::Pointer& data) { return ItemKey::Builder::transparentShape(); }
template <> const Item::Bound payloadGetBound(const AnimDebugDrawData::Pointer& data) { return Item::Bound(); }
template <> void payloadRender(const AnimDebugDrawData::Pointer& data, RenderArgs* args) {
data->render(args);
}
}
static AnimDebugDraw* instance = nullptr;
AnimDebugDraw& AnimDebugDraw::getInstance() {
if (!instance) {
instance = new AnimDebugDraw();
}
return *instance;
}
static uint32_t toRGBA(uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
return ((uint32_t)r | (uint32_t)g << 8 | (uint32_t)b << 16 | (uint32_t)a << 24);
}
gpu::PipelinePointer AnimDebugDraw::_pipeline;
AnimDebugDraw::AnimDebugDraw() :
_itemID(0) {
auto state = std::make_shared<gpu::State>();
state->setCullMode(gpu::State::CULL_BACK);
state->setDepthTest(true, true, gpu::LESS_EQUAL);
state->setBlendFunction(false, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD,
gpu::State::INV_SRC_ALPHA, gpu::State::FACTOR_ALPHA,
gpu::State::BLEND_OP_ADD, gpu::State::ONE);
auto vertShader = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(animdebugdraw_vert)));
auto fragShader = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(animdebugdraw_frag)));
auto program = gpu::ShaderPointer(gpu::Shader::createProgram(vertShader, fragShader));
_pipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
_animDebugDrawData = std::make_shared<AnimDebugDrawData>();
_animDebugDrawPayload = std::make_shared<AnimDebugDrawPayload>(_animDebugDrawData);
_animDebugDrawData->_pipeline = _pipeline;
render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();
if (scene) {
_itemID = scene->allocateID();
render::PendingChanges pendingChanges;
pendingChanges.resetItem(_itemID, _animDebugDrawPayload);
scene->enqueuePendingChanges(pendingChanges);
}
// HACK: add red, green and blue axis at (1,1,1)
_animDebugDrawData->_vertexBuffer->resize(sizeof(Vertex) * 6);
Vertex* data = (Vertex*)_animDebugDrawData->_vertexBuffer->editData();
data[0].pos = glm::vec3(1.0, 1.0f, 1.0f);
data[0].rgba = toRGBA(255, 0, 0, 255);
data[1].pos = glm::vec3(2.0, 1.0f, 1.0f);
data[1].rgba = toRGBA(255, 0, 0, 255);
data[2].pos = glm::vec3(1.0, 1.0f, 1.0f);
data[2].rgba = toRGBA(0, 255, 0, 255);
data[3].pos = glm::vec3(1.0, 2.0f, 1.0f);
data[3].rgba = toRGBA(0, 255, 0, 255);
data[4].pos = glm::vec3(1.0, 1.0f, 1.0f);
data[4].rgba = toRGBA(0, 0, 255, 255);
data[5].pos = glm::vec3(1.0, 1.0f, 2.0f);
data[5].rgba = toRGBA(0, 0, 255, 255);
_animDebugDrawData->_indexBuffer->resize(sizeof(uint16_t) * 6);
uint16_t* indices = (uint16_t*)_animDebugDrawData->_indexBuffer->editData();
for (int i = 0; i < 6; i++) {
indices[i] = i;
}
}
AnimDebugDraw::~AnimDebugDraw() {
render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();
if (scene && _itemID) {
render::PendingChanges pendingChanges;
pendingChanges.removeItem(_itemID);
scene->enqueuePendingChanges(pendingChanges);
}
}

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@ -0,0 +1,36 @@
//
// AnimDebugDraw.h
//
// 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
//
#ifndef hifi_AnimDebugDraw_h
#define hifi_AnimDebugDraw_h
#include "AnimNode.h"
#include <render/Scene.h>
#include <gpu/Pipeline.h>
class AnimDebugDrawData;
typedef render::Payload<AnimDebugDrawData> AnimDebugDrawPayload;
class AnimDebugDraw {
public:
static AnimDebugDraw& getInstance();
AnimDebugDraw();
~AnimDebugDraw();
protected:
std::shared_ptr<AnimDebugDrawData> _animDebugDrawData;
std::shared_ptr<AnimDebugDrawPayload> _animDebugDrawPayload;
render::ItemID _itemID;
static gpu::PipelinePointer _pipeline;
};
#endif // hifi_AnimDebugDraw

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@ -0,0 +1,17 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// unlit untextured fragment shader
//
// 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
//
varying vec4 varColor;
void main(void) {
gl_FragColor = varColor;
}

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@ -0,0 +1,24 @@
<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// unlit untextured vertex shader
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include gpu/Transform.slh@>
<$declareStandardTransform()$>
varying vec4 varColor;
void main(void) {
// pass along the diffuse color
varColor = gl_Color;
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
<$transformModelToClipPos(cam, obj, gl_Vertex, gl_Position)$>
}

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@ -1,6 +1,5 @@
//
// AnimClipTests.cpp
// tests/rig/src
//
// Copyright 2015 High Fidelity, Inc.
//

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@ -27,4 +27,4 @@ private slots:
void testLoader();
};
#endif // hifi_TransformTests_h
#endif // hifi_AnimClipTests_h