This commit is contained in:
Seiji Emery 2015-08-07 12:01:58 -07:00
parent ba8a15b893
commit dbf94d673b

View file

@ -24,16 +24,9 @@
#include <gpu/Batch.h>
#include <gpu/Stream.h>
#include <gpu/StandardShaderLib.h>
//#include <shared/ViewFrustrum.h>
#include <gpu/GLBackend.h>
//#include <QOpenGLBuffer>
#include <QOpenGLContext>
//#include <QOpenGLDebugLogger>
//#include <QOpenGLShaderProgram>
//#include <QOpenGLTexture>
//#include <QOpenGLVertexArrayObject>
#include <QResizeEvent>
#include <QTime>
#include <QTimer>
@ -82,18 +75,6 @@ public:
}
};
const QString& getQmlDir() {
static QString dir;
if (dir.isEmpty()) {
QDir path(__FILE__);
path.cdUp();
dir = path.cleanPath(path.absoluteFilePath("../../../interface/resources/qml/")) + "/";
qDebug() << "Qml Path: " << dir;
}
return dir;
}
#define MOVE_PARAM(name) decltype(name) && name
struct BasicModel {
@ -262,7 +243,21 @@ void renderCube(gpu::Batch & batch, const BasicModel & cube) {
batch.draw(gpu::TRIANGLES, 24);
}
// Create a simple OpenGL window that renders text in various ways
gpu::ShaderPointer makeShader(const std::string & vertexShaderSrc, const std::string & fragmentShaderSrc, const gpu::Shader::BindingSet & bindings) {
auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(vertexShaderSrc));
auto fs = gpu::ShaderPointer(gpu::Shader::createPixel(fragmentShaderSrc));
auto shader = gpu::ShaderPointer(gpu::Shader::createProgram(vs, fs));
if (!gpu::Shader::makeProgram(*shader, bindings)) {
printf("Could not compile shader\n");
exit(-1);
}
return shader;
}
// Creates an OpenGL window that renders a simple unlit scene using the gpu library and GeometryCache
// Should eventually get refactored into something that supports multiple gpu backends.
class QTestWindow : public QWindow {
Q_OBJECT
@ -271,9 +266,10 @@ class QTestWindow : public QWindow {
gpu::ContextPointer _context;
gpu::PipelinePointer _pipeline;
BasicModelPointer _cubeModel;
//TextRenderer* _textRenderer[4];
glm::mat4 _projectionMatrix;
// BasicModelPointer _cubeModel;
RateCounter fps;
QTime _time;
protected:
void renderText();
@ -307,26 +303,88 @@ public:
gpu::Context::init<gpu::GLBackend>();
_context = std::make_shared<gpu::Context>();
auto shader = makeShader(simple_vert, simple_frag, gpu::Shader::BindingSet {});
auto state = std::make_shared<gpu::State>();
state->setMultisampleEnable(true);
state->setDepthTest(gpu::State::DepthTest { true });
_pipeline = gpu::PipelinePointer(gpu::Pipeline::create(shader, state));
// Clear screen
gpu::Batch batch;
batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLORS, { 1.0, 0.0, 0.5, 1.0 });
_context->render(batch);
_cubeModel = makeCube();
// _cubeModel = makeCube();
DependencyManager::set<GeometryCache>();
// makeCurrent();
// _context->syncCache();
setFramePosition(QPoint(-1000, 0));
resize(QSize(800, 600));
_time.start();
}
virtual ~QTestWindow() {
}
void draw();
void draw() {
if (!isVisible()) {
return;
}
makeCurrent();
gpu::Batch batch;
batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLORS, { 0.0f, 0.0f, 0.0f, 1.0f });
batch.clearDepthFramebuffer(1e4);
batch.setViewportTransform({ 0, 0, _size.width() * devicePixelRatio(), _size.height() * devicePixelRatio() });
batch.setProjectionTransform(_projectionMatrix);
double t = _time.elapsed() * 1e-3;
glm::vec3 unitscale { 1.0f };
glm::vec3 up { 0.0f, 1.0f, 0.0f };
glm::vec3 cam_pos { 1.5f * sin(t), 0.0f, 2.0f };
// glm::vec3 camera_focus { 5.0f * cos(t * 0.1f), 0.0f, 0.0f };
glm::vec3 camera_focus { 0.0f, 0.0f, 0.0f };
glm::quat cam_rotation;
// glm::quat cam_rotation = glm::quat_cast(glm::lookAt(cam_pos, camera_focus, up));
// cam_rotation.w = -cam_rotation.w;
// printf("cam rotation: %f %f %f %f\n", cam_rotation.x, cam_rotation.y, cam_rotation.z, cam_rotation.w);
Transform cam_transform { cam_rotation, unitscale, cam_pos };
batch.setViewTransform(cam_transform);
batch.setPipeline(_pipeline);
auto geometryCache = DependencyManager::get<GeometryCache>();
// Render grid on xz plane (not the optimal way to do things, but w/e)
// Note: GeometryCache::renderGrid will *not* work, as it is apparenly unaffected by batch rotations and renders xy only
batch.setModelTransform(Transform());
for (int i = 0; i < 100; ++i) {
geometryCache->renderLine(batch, { -100.0f, -1.0f, -50.0f + float(i) }, { 100.0f, -1.0f, -50.0f + float(i) }, { 0.35f, 0.25f, 0.15f, 1.0f });
}
for (int i = 0; i < 100; ++i) {
geometryCache->renderLine(batch, { -50.0f + float(i), -1.0f, -100.0f}, { -50.0f + float(i), -1.0f, 100.0f }, { 0.15f, 0.25f, 0.35f, 1.0f });
}
// Render unlit cube + sphere
geometryCache->renderUnitCube(batch);
geometryCache->renderWireCube(batch, 1.0f, { 0.4f, 0.4f, 0.7f, 1.0f });
batch.setModelTransform(Transform().setTranslation({ 1.5f, -0.5f, -0.5f }));
geometryCache->renderSphere(batch, 0.5f, 50, 50, { 0.8f, 0.25f, 0.25f });
_context->render(batch);
_qGlContext->swapBuffers(this);
fps.increment();
if (fps.elapsed() >= 0.5f) {
qDebug() << "FPS: " << fps.rate();
fps.reset();
}
}
void makeCurrent() {
_qGlContext->makeCurrent(this);
}
@ -334,234 +392,19 @@ public:
protected:
void resizeEvent(QResizeEvent* ev) override {
resizeWindow(ev->size());
}
};
#ifndef SERIF_FONT_FAMILY
#define SERIF_FONT_FAMILY "Times New Roman"
#endif
//static const wchar_t* EXAMPLE_TEXT = L"Hello";
//static const wchar_t* EXAMPLE_TEXT = L"\xC1y Hello 1.0\ny\xC1 line 2\n\xC1y";
static const glm::uvec2 QUAD_OFFSET(10, 10);
static const glm::vec3 COLORS[4] = {
{ 1.0, 1.0, 1.0 },
{ 0.5, 1.0, 0.5 },
{ 1.0, 0.5, 0.5 },
{ 0.5, 0.5, 1.0 }
};
void renderTestScene (gpu::Batch & batch) {
std::once_flag initFlag;
gpu::PipelinePointer pipeline { nullptr };
std::call_once(initFlag, [&](){
auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(simple_vert)));
auto fs = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(simple_frag)));
auto shader = gpu::ShaderPointer(gpu::Shader::createProgram(vs, fs));
gpu::Shader::BindingSet bindings;
if (!gpu::Shader::makeProgram(*shader, bindings)) {
printf("Could not compile shader\n");
if (!vs)
printf("bad vertex shader\n");
if (!fs)
printf("bad fragment shader\n");
if (!shader)
printf("bad shader program\n");
exit(-1);
}
auto state = std::make_shared<gpu::State>();
state->setMultisampleEnable(true);
state->setDepthTest({ true });
pipeline = gpu::PipelinePointer(gpu::Pipeline::create(shader, state));
});
batch.setPipeline(pipeline);
auto geometryCache = DependencyManager::get<GeometryCache>();
float scale = 80.0f;
batch.setModelTransform(Transform(glm::angleAxis(40.0f, glm::vec3{ 0.0f, 1.0f, 0.0f}), glm::vec3 { scale }, glm::vec3 { -50.0f, -50.0f, 0.0f }));
// geometryCache->renderGrid(batch, 800, 800, { 0.35f, 0.25f, 0.15f, 1.0f });
// geometryCache->renderGrid(batch, 200, 200, { 0.4f, 0.4f, 0.9f, 1.0f });
batch.setModelTransform(Transform());
for (int i = 0; i < 100; ++i) {
geometryCache->renderLine(batch, { -100.0f, -1.0f, -50.0f + float(i) }, { 100.0f, -1.0f, -50.0f + float(i) }, { 0.35f, 0.25f, 0.15f, 1.0f });
}
for (int i = 0; i < 100; ++i) {
geometryCache->renderLine(batch, { -50.0f + float(i), -1.0f, -100.0f}, { -50.0f + float(i), -1.0f, 100.0f }, { 0.15f, 0.25f, 0.35f, 1.0f });
}
geometryCache->renderUnitCube(batch);
geometryCache->renderWireCube(batch, 1.0f, { 0.4f, 0.4f, 0.7f, 1.0f });
batch.setModelTransform(Transform().setTranslation({ 1.5f, -0.5f, -0.5f }));
geometryCache->renderSphere(batch, 0.5f, 50, 50, { 0.8f, 0.25f, 0.25f });
// geometryCache->renderWireCube(batch, 1.0f, { 0.2f, 0.2f, 0.2f, 1.0f });
}
void QTestWindow::draw() {
if (!isVisible()) {
return;
}
makeCurrent();
gpu::Batch batch;
static int frameNum = 0;
frameNum++;
float t = frameNum / 120.0f;
float k = (frameNum % 120) / 120;
float ks = glm::sin(glm::pi<float>() * 2.0f * k);
batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLORS, { 0.1, 0.1, 0.1, 1.0 });
batch.clearDepthFramebuffer(100.0f);
batch.setViewportTransform({ 0, 0, _size.width() * devicePixelRatio(), _size.height() * devicePixelRatio() });
// glm::vec3 camera_focus { 5.0f * cos(t * 0.1f), 0.0f, 0.0f };
glm::vec3 camera_focus { 0.0f, 0.0f, 0.0f };
glm::vec3 unitscale { 1.0f };
glm::vec3 up { 0.0f, 1.0f, 0.0f };
glm::vec3 cam_pos { 1.5f * sin(t), 0.0f, 2.0f };
// glm::vec3 cam_pos { 5.0f * sin(t * 0.1f), 1.0f, 10.0f };
// glm::quat cam_rotation;
glm::quat cam_rotation = glm::quat_cast(glm::lookAt(cam_pos, camera_focus, up));
cam_rotation.w = -cam_rotation.w;
Transform cam_transform { cam_rotation, unitscale, cam_pos };
float fov_degrees = 60;
// float aspect_ratio = _size.height() / (_size.width() || 1.0f);
float aspect_ratio = (float)_size.width() / _size.height();
// float aspect_ratio = 16.0f / 9.0f;
float fov_degrees = 60.0f;
float aspect_ratio = (float)_size.width() / _size.height();
float near_clip = 0.1f;
float far_clip = 1000.0f;
auto projection = glm::perspective(glm::radians(fov_degrees), aspect_ratio, near_clip, far_clip);
batch.setProjectionTransform(projection);
// batch.setViewTransform(Transform().setTranslation({ 1.5f * sin(t), 0.5f, 1.0f }));
batch.setViewTransform(cam_transform);
renderTestScene(batch);
_context->render(batch);
_qGlContext->swapBuffers(this);
fps.increment();
if (fps.elapsed() >= 2.0f) {
qDebug() << "FPS: " << fps.rate() * 2.0f; // This prints out the frames per 2 secs (ie. half of the actual fps) bug...?
fps.reset();
_projectionMatrix = glm::perspective(glm::radians(fov_degrees), aspect_ratio, near_clip, far_clip);
}
}
//void QTestWindow::draw() {
// if (!isVisible()) {
// return;
// }
//
// makeCurrent();
//
// gpu::Batch batch;
// static int frameNum = 0;
// frameNum++;
// float t = frameNum / 120.0f;
//
// float k = (frameNum % 120) / 120;
// float ks = glm::sin(glm::pi<float>() * 2.0f * k);
//
// batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLORS, { 0.1, 0.1, 0.1, 1.0 });
//// batch.clearDepthFramebuffer(-10000.0f);
//// batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLORS, { 1.0, float(frameNum % 60)/60.0f, 0.5, 1.0 });
//
// batch.setViewportTransform({ 0, 0, _size.width() * devicePixelRatio(), _size.height() * devicePixelRatio() });
//
//
//
// // camera at x: 5 * sin(t)
// // y: 1,
// // z: +10
// // obj at (0, 0, 0)
// // camera is looking at obj (using glm::lookAt)
//
// glm::vec3 up { 0.0f, 1.0f, 0.0f };
// glm::vec3 unitscale { 1.0f };
//
// float cube_angle = 0.0f;
//// glm::vec3 cube_pos {
//// 0.0f,
//// 0.0f,
//// 0.0f
//// };
// glm::vec3 cube_pos {
// 20.0f * cos(t * 5.0f),
// 10.0f * sin(t * 2.5f) + 1.0f,
// -15.0f + float(int(t * int(1e3)) % int(1e4)) / 1e3
// };
//
// // float cube_angle = 360.0f * k * 1.25 + 120.0f * k * 0.1f;
//// glm::quat cube_rotation = glm::angleAxis(glm::radians(cube_angle), up);
// glm::quat cube_rotation;
// Transform cube_transform { cube_rotation, unitscale, cube_pos };
//
//// glm::vec3 cam_pos { 0.0f, 0.0f, -10.0f };
// glm::vec3 cam_pos { 5.0f * sin(t * 0.1f), 1.0f, -10.0f };
// glm::quat cam_rotation = glm::quat_cast(glm::lookAt(cam_pos, cube_pos, up));
// cam_rotation.w = -cam_rotation.w;
// Transform cam_transform { cam_rotation, unitscale, cam_pos };
//
// float fov_degrees = 120.0f;
//// float aspect_ratio = _size.height() / (_size.width() || 1.0f);
// float aspect_ratio = 16.0f / 9.0f;
// float near_clip = 0.1f;
// float far_clip = 1000.0f;
// auto projection = glm::perspective(glm::radians(fov_degrees), aspect_ratio, near_clip, far_clip);
//
// batch.setProjectionTransform(projection);
// batch.setViewTransform(cam_transform);
// batch.setModelTransform(cube_transform);
//
// batch.setModelTransform(Transform().setTranslation({ 20.0f * cos(t * 5.0f), 10.0f * sin(t * 2.5f + 1.0f), -15.0f + float(int(t * 1000) % 10000) / 1e3f}));
//// batch.setPipeline(_pipeline);
//// batch.setInputBuffer(gpu::Stream::POSITION, _buffer, 0, 3);
//// batch.setInputFormat(_format);
//// batch.draw(gpu::TRIANGLES, 3);
//
// renderCube(batch, *_cubeModel);
//
// DependencyManager::get<GeometryCache>()->renderGrid(batch, 4, 4, glm::vec4 { 0.3f, 0.3f, 0.3f, 1.0f });
// _context->render(batch);
////
////// gpu::Stream::Format format;
////// format.setAttribute(gpu::Stream::POSITION, gpu::Stream::POSITION, gpu::Element(gpu::Vec3, gpu::FLOAT, gpu::XYZ));
////// batch.setInputBuffer(gpu::Stream::POSITION, _trianglePosBuffer, )
//
// _qGlContext->swapBuffers(this);
// // glFinish();
//
// fps.increment();
// if (fps.elapsed() >= 2.0f) {
// qDebug() << "FPS: " << fps.rate() * 2.0f; // This prints out the frames per 2 secs (ie. half of the actual fps) bug...?
// fps.reset();
// }
//}
};
int main(int argc, char** argv) {
QGuiApplication app(argc, argv);
QTestWindow window;
QTimer timer;
// timer.setInterval(1000 / 120.0f);
timer.setInterval(0);
app.connect(&timer, &QTimer::timeout, &app, [&] {
window.draw();