mirror of
https://github.com/JulianGro/overte.git
synced 2025-04-25 15:33:10 +02:00
Cleanup
This commit is contained in:
parent
ba8a15b893
commit
dbf94d673b
1 changed files with 89 additions and 246 deletions
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@ -24,16 +24,9 @@
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#include <gpu/Batch.h>
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#include <gpu/Stream.h>
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#include <gpu/StandardShaderLib.h>
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//#include <shared/ViewFrustrum.h>
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#include <gpu/GLBackend.h>
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//#include <QOpenGLBuffer>
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#include <QOpenGLContext>
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//#include <QOpenGLDebugLogger>
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//#include <QOpenGLShaderProgram>
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//#include <QOpenGLTexture>
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//#include <QOpenGLVertexArrayObject>
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#include <QResizeEvent>
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#include <QTime>
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#include <QTimer>
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@ -82,18 +75,6 @@ public:
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}
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};
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const QString& getQmlDir() {
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static QString dir;
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if (dir.isEmpty()) {
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QDir path(__FILE__);
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path.cdUp();
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dir = path.cleanPath(path.absoluteFilePath("../../../interface/resources/qml/")) + "/";
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qDebug() << "Qml Path: " << dir;
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}
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return dir;
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}
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#define MOVE_PARAM(name) decltype(name) && name
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struct BasicModel {
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@ -262,7 +243,21 @@ void renderCube(gpu::Batch & batch, const BasicModel & cube) {
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batch.draw(gpu::TRIANGLES, 24);
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}
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// Create a simple OpenGL window that renders text in various ways
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gpu::ShaderPointer makeShader(const std::string & vertexShaderSrc, const std::string & fragmentShaderSrc, const gpu::Shader::BindingSet & bindings) {
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auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(vertexShaderSrc));
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auto fs = gpu::ShaderPointer(gpu::Shader::createPixel(fragmentShaderSrc));
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auto shader = gpu::ShaderPointer(gpu::Shader::createProgram(vs, fs));
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if (!gpu::Shader::makeProgram(*shader, bindings)) {
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printf("Could not compile shader\n");
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exit(-1);
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}
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return shader;
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}
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// Creates an OpenGL window that renders a simple unlit scene using the gpu library and GeometryCache
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// Should eventually get refactored into something that supports multiple gpu backends.
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class QTestWindow : public QWindow {
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Q_OBJECT
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@ -271,9 +266,10 @@ class QTestWindow : public QWindow {
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gpu::ContextPointer _context;
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gpu::PipelinePointer _pipeline;
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BasicModelPointer _cubeModel;
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//TextRenderer* _textRenderer[4];
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glm::mat4 _projectionMatrix;
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// BasicModelPointer _cubeModel;
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RateCounter fps;
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QTime _time;
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protected:
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void renderText();
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@ -307,26 +303,88 @@ public:
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gpu::Context::init<gpu::GLBackend>();
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_context = std::make_shared<gpu::Context>();
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auto shader = makeShader(simple_vert, simple_frag, gpu::Shader::BindingSet {});
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auto state = std::make_shared<gpu::State>();
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state->setMultisampleEnable(true);
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state->setDepthTest(gpu::State::DepthTest { true });
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_pipeline = gpu::PipelinePointer(gpu::Pipeline::create(shader, state));
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// Clear screen
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gpu::Batch batch;
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batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLORS, { 1.0, 0.0, 0.5, 1.0 });
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_context->render(batch);
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_cubeModel = makeCube();
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// _cubeModel = makeCube();
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DependencyManager::set<GeometryCache>();
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// makeCurrent();
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// _context->syncCache();
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setFramePosition(QPoint(-1000, 0));
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resize(QSize(800, 600));
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_time.start();
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}
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virtual ~QTestWindow() {
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}
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void draw();
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void draw() {
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if (!isVisible()) {
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return;
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}
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makeCurrent();
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gpu::Batch batch;
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batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLORS, { 0.0f, 0.0f, 0.0f, 1.0f });
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batch.clearDepthFramebuffer(1e4);
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batch.setViewportTransform({ 0, 0, _size.width() * devicePixelRatio(), _size.height() * devicePixelRatio() });
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batch.setProjectionTransform(_projectionMatrix);
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double t = _time.elapsed() * 1e-3;
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glm::vec3 unitscale { 1.0f };
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glm::vec3 up { 0.0f, 1.0f, 0.0f };
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glm::vec3 cam_pos { 1.5f * sin(t), 0.0f, 2.0f };
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// glm::vec3 camera_focus { 5.0f * cos(t * 0.1f), 0.0f, 0.0f };
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glm::vec3 camera_focus { 0.0f, 0.0f, 0.0f };
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glm::quat cam_rotation;
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// glm::quat cam_rotation = glm::quat_cast(glm::lookAt(cam_pos, camera_focus, up));
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// cam_rotation.w = -cam_rotation.w;
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// printf("cam rotation: %f %f %f %f\n", cam_rotation.x, cam_rotation.y, cam_rotation.z, cam_rotation.w);
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Transform cam_transform { cam_rotation, unitscale, cam_pos };
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batch.setViewTransform(cam_transform);
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batch.setPipeline(_pipeline);
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auto geometryCache = DependencyManager::get<GeometryCache>();
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// Render grid on xz plane (not the optimal way to do things, but w/e)
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// Note: GeometryCache::renderGrid will *not* work, as it is apparenly unaffected by batch rotations and renders xy only
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batch.setModelTransform(Transform());
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for (int i = 0; i < 100; ++i) {
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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 });
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}
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for (int i = 0; i < 100; ++i) {
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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 });
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}
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// Render unlit cube + sphere
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geometryCache->renderUnitCube(batch);
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geometryCache->renderWireCube(batch, 1.0f, { 0.4f, 0.4f, 0.7f, 1.0f });
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batch.setModelTransform(Transform().setTranslation({ 1.5f, -0.5f, -0.5f }));
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geometryCache->renderSphere(batch, 0.5f, 50, 50, { 0.8f, 0.25f, 0.25f });
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_context->render(batch);
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_qGlContext->swapBuffers(this);
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fps.increment();
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if (fps.elapsed() >= 0.5f) {
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qDebug() << "FPS: " << fps.rate();
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fps.reset();
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}
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}
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void makeCurrent() {
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_qGlContext->makeCurrent(this);
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}
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@ -334,234 +392,19 @@ public:
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protected:
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void resizeEvent(QResizeEvent* ev) override {
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resizeWindow(ev->size());
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}
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};
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#ifndef SERIF_FONT_FAMILY
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#define SERIF_FONT_FAMILY "Times New Roman"
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#endif
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//static const wchar_t* EXAMPLE_TEXT = L"Hello";
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//static const wchar_t* EXAMPLE_TEXT = L"\xC1y Hello 1.0\ny\xC1 line 2\n\xC1y";
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static const glm::uvec2 QUAD_OFFSET(10, 10);
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static const glm::vec3 COLORS[4] = {
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{ 1.0, 1.0, 1.0 },
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{ 0.5, 1.0, 0.5 },
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{ 1.0, 0.5, 0.5 },
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{ 0.5, 0.5, 1.0 }
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};
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void renderTestScene (gpu::Batch & batch) {
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std::once_flag initFlag;
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gpu::PipelinePointer pipeline { nullptr };
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std::call_once(initFlag, [&](){
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auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(simple_vert)));
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auto fs = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(simple_frag)));
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auto shader = gpu::ShaderPointer(gpu::Shader::createProgram(vs, fs));
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gpu::Shader::BindingSet bindings;
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if (!gpu::Shader::makeProgram(*shader, bindings)) {
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printf("Could not compile shader\n");
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if (!vs)
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printf("bad vertex shader\n");
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if (!fs)
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printf("bad fragment shader\n");
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if (!shader)
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printf("bad shader program\n");
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exit(-1);
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}
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auto state = std::make_shared<gpu::State>();
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state->setMultisampleEnable(true);
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state->setDepthTest({ true });
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pipeline = gpu::PipelinePointer(gpu::Pipeline::create(shader, state));
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});
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batch.setPipeline(pipeline);
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auto geometryCache = DependencyManager::get<GeometryCache>();
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float scale = 80.0f;
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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 }));
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// geometryCache->renderGrid(batch, 800, 800, { 0.35f, 0.25f, 0.15f, 1.0f });
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// geometryCache->renderGrid(batch, 200, 200, { 0.4f, 0.4f, 0.9f, 1.0f });
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batch.setModelTransform(Transform());
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for (int i = 0; i < 100; ++i) {
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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 });
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}
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for (int i = 0; i < 100; ++i) {
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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 });
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}
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geometryCache->renderUnitCube(batch);
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geometryCache->renderWireCube(batch, 1.0f, { 0.4f, 0.4f, 0.7f, 1.0f });
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batch.setModelTransform(Transform().setTranslation({ 1.5f, -0.5f, -0.5f }));
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geometryCache->renderSphere(batch, 0.5f, 50, 50, { 0.8f, 0.25f, 0.25f });
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// geometryCache->renderWireCube(batch, 1.0f, { 0.2f, 0.2f, 0.2f, 1.0f });
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}
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void QTestWindow::draw() {
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if (!isVisible()) {
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return;
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}
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makeCurrent();
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gpu::Batch batch;
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static int frameNum = 0;
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frameNum++;
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float t = frameNum / 120.0f;
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float k = (frameNum % 120) / 120;
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float ks = glm::sin(glm::pi<float>() * 2.0f * k);
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batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLORS, { 0.1, 0.1, 0.1, 1.0 });
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batch.clearDepthFramebuffer(100.0f);
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batch.setViewportTransform({ 0, 0, _size.width() * devicePixelRatio(), _size.height() * devicePixelRatio() });
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// glm::vec3 camera_focus { 5.0f * cos(t * 0.1f), 0.0f, 0.0f };
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glm::vec3 camera_focus { 0.0f, 0.0f, 0.0f };
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glm::vec3 unitscale { 1.0f };
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glm::vec3 up { 0.0f, 1.0f, 0.0f };
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glm::vec3 cam_pos { 1.5f * sin(t), 0.0f, 2.0f };
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// glm::vec3 cam_pos { 5.0f * sin(t * 0.1f), 1.0f, 10.0f };
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// glm::quat cam_rotation;
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glm::quat cam_rotation = glm::quat_cast(glm::lookAt(cam_pos, camera_focus, up));
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cam_rotation.w = -cam_rotation.w;
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Transform cam_transform { cam_rotation, unitscale, cam_pos };
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float fov_degrees = 60;
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// float aspect_ratio = _size.height() / (_size.width() || 1.0f);
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float aspect_ratio = (float)_size.width() / _size.height();
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// float aspect_ratio = 16.0f / 9.0f;
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float fov_degrees = 60.0f;
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float aspect_ratio = (float)_size.width() / _size.height();
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float near_clip = 0.1f;
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float far_clip = 1000.0f;
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auto projection = glm::perspective(glm::radians(fov_degrees), aspect_ratio, near_clip, far_clip);
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batch.setProjectionTransform(projection);
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// batch.setViewTransform(Transform().setTranslation({ 1.5f * sin(t), 0.5f, 1.0f }));
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batch.setViewTransform(cam_transform);
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renderTestScene(batch);
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_context->render(batch);
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_qGlContext->swapBuffers(this);
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fps.increment();
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if (fps.elapsed() >= 2.0f) {
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qDebug() << "FPS: " << fps.rate() * 2.0f; // This prints out the frames per 2 secs (ie. half of the actual fps) bug...?
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fps.reset();
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_projectionMatrix = glm::perspective(glm::radians(fov_degrees), aspect_ratio, near_clip, far_clip);
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}
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}
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//void QTestWindow::draw() {
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// if (!isVisible()) {
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// return;
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// }
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//
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// makeCurrent();
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//
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// gpu::Batch batch;
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// static int frameNum = 0;
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// frameNum++;
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// float t = frameNum / 120.0f;
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//
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// float k = (frameNum % 120) / 120;
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// float ks = glm::sin(glm::pi<float>() * 2.0f * k);
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//
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// batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLORS, { 0.1, 0.1, 0.1, 1.0 });
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//// batch.clearDepthFramebuffer(-10000.0f);
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//// batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLORS, { 1.0, float(frameNum % 60)/60.0f, 0.5, 1.0 });
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//
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// batch.setViewportTransform({ 0, 0, _size.width() * devicePixelRatio(), _size.height() * devicePixelRatio() });
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//
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//
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//
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// // camera at x: 5 * sin(t)
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// // y: 1,
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// // z: +10
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// // obj at (0, 0, 0)
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// // camera is looking at obj (using glm::lookAt)
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//
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// glm::vec3 up { 0.0f, 1.0f, 0.0f };
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// glm::vec3 unitscale { 1.0f };
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//
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// float cube_angle = 0.0f;
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//// glm::vec3 cube_pos {
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//// 0.0f,
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//// 0.0f,
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//// 0.0f
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//// };
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// glm::vec3 cube_pos {
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// 20.0f * cos(t * 5.0f),
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// 10.0f * sin(t * 2.5f) + 1.0f,
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// -15.0f + float(int(t * int(1e3)) % int(1e4)) / 1e3
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// };
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//
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// // float cube_angle = 360.0f * k * 1.25 + 120.0f * k * 0.1f;
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//// glm::quat cube_rotation = glm::angleAxis(glm::radians(cube_angle), up);
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// glm::quat cube_rotation;
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// Transform cube_transform { cube_rotation, unitscale, cube_pos };
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//
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//// glm::vec3 cam_pos { 0.0f, 0.0f, -10.0f };
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// glm::vec3 cam_pos { 5.0f * sin(t * 0.1f), 1.0f, -10.0f };
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// glm::quat cam_rotation = glm::quat_cast(glm::lookAt(cam_pos, cube_pos, up));
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// cam_rotation.w = -cam_rotation.w;
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// Transform cam_transform { cam_rotation, unitscale, cam_pos };
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//
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// float fov_degrees = 120.0f;
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//// float aspect_ratio = _size.height() / (_size.width() || 1.0f);
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// float aspect_ratio = 16.0f / 9.0f;
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// float near_clip = 0.1f;
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// float far_clip = 1000.0f;
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// auto projection = glm::perspective(glm::radians(fov_degrees), aspect_ratio, near_clip, far_clip);
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//
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// batch.setProjectionTransform(projection);
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// batch.setViewTransform(cam_transform);
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// batch.setModelTransform(cube_transform);
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//
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// 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}));
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//// batch.setPipeline(_pipeline);
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//// batch.setInputBuffer(gpu::Stream::POSITION, _buffer, 0, 3);
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//// batch.setInputFormat(_format);
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//// batch.draw(gpu::TRIANGLES, 3);
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//
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// renderCube(batch, *_cubeModel);
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//
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// DependencyManager::get<GeometryCache>()->renderGrid(batch, 4, 4, glm::vec4 { 0.3f, 0.3f, 0.3f, 1.0f });
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// _context->render(batch);
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////
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////// gpu::Stream::Format format;
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////// format.setAttribute(gpu::Stream::POSITION, gpu::Stream::POSITION, gpu::Element(gpu::Vec3, gpu::FLOAT, gpu::XYZ));
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////// batch.setInputBuffer(gpu::Stream::POSITION, _trianglePosBuffer, )
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//
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// _qGlContext->swapBuffers(this);
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// // glFinish();
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//
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// fps.increment();
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// if (fps.elapsed() >= 2.0f) {
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// qDebug() << "FPS: " << fps.rate() * 2.0f; // This prints out the frames per 2 secs (ie. half of the actual fps) bug...?
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// fps.reset();
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// }
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//}
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};
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int main(int argc, char** argv) {
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QGuiApplication app(argc, argv);
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QTestWindow window;
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QTimer timer;
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// timer.setInterval(1000 / 120.0f);
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timer.setInterval(0);
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app.connect(&timer, &QTimer::timeout, &app, [&] {
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window.draw();
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