// // GeometryCache.cpp // interface/src/renderer // // Created by Andrzej Kapolka on 6/21/13. // Copyright 2013 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 this before QOpenGLBuffer, which includes an earlier version of OpenGL #include #include #include #include #include #include #include #include #include "TextureCache.h" #include "GeometryCache.h" //#define WANT_DEBUG const int GeometryCache::UNKNOWN_ID = -1; GeometryCache::GeometryCache() : _nextID(0) { const qint64 GEOMETRY_DEFAULT_UNUSED_MAX_SIZE = DEFAULT_UNUSED_MAX_SIZE; setUnusedResourceCacheSize(GEOMETRY_DEFAULT_UNUSED_MAX_SIZE); } GeometryCache::~GeometryCache() { qDebug() << "GeometryCache::~GeometryCache()... "; qDebug() << " _registeredLine3DVBOs.size():" << _registeredLine3DVBOs.size(); qDebug() << " _line3DVBOs.size():" << _line3DVBOs.size(); qDebug() << " BatchItemDetails... population:" << GeometryCache::BatchItemDetails::population; } const int NUM_VERTICES_PER_TRIANGLE = 3; const int NUM_TRIANGLES_PER_QUAD = 2; const int NUM_VERTICES_PER_TRIANGULATED_QUAD = NUM_VERTICES_PER_TRIANGLE * NUM_TRIANGLES_PER_QUAD; const int NUM_COORDS_PER_VERTEX = 3; const int NUM_BYTES_PER_VERTEX = NUM_COORDS_PER_VERTEX * sizeof(GLfloat); const int NUM_BYTES_PER_INDEX = sizeof(GLushort); void GeometryCache::renderSphere(float radius, int slices, int stacks, const glm::vec4& color, bool solid) { Vec2Pair keyRadius(glm::vec2(radius, slices), glm::vec2(stacks, 0)); IntPair keySlicesStacks(slices, stacks); //qDebug() << " key:" << key; //qDebug() << "renderSphere() radius:" << radius << "slices:" << slices << "stacks:" << stacks; Vec3Pair colorKey(glm::vec3(color.x, color.y, slices),glm::vec3(color.z, color.y, stacks)); int vertices = slices * (stacks - 1) + 2; int indices = slices * (stacks - 1) * NUM_VERTICES_PER_TRIANGULATED_QUAD; if (!_sphereVertices.contains(keyRadius)) { gpu::BufferPointer verticesBuffer(new gpu::Buffer()); _sphereVertices[keyRadius] = verticesBuffer; GLfloat* vertexData = new GLfloat[vertices * NUM_COORDS_PER_VERTEX]; GLfloat* vertex = vertexData; // south pole *(vertex++) = 0.0f; *(vertex++) = 0.0f; *(vertex++) = -1.0f * radius; //add stacks vertices climbing up Y axis for (int i = 1; i < stacks; i++) { float phi = PI * (float)i / (float)(stacks) - PI_OVER_TWO; float z = sinf(phi) * radius; float stackRadius = cosf(phi) * radius; for (int j = 0; j < slices; j++) { float theta = TWO_PI * (float)j / (float)slices; *(vertex++) = sinf(theta) * stackRadius; *(vertex++) = cosf(theta) * stackRadius; *(vertex++) = z; } } // north pole *(vertex++) = 0.0f; *(vertex++) = 0.0f; *(vertex++) = 1.0f * radius; verticesBuffer->append(sizeof(GLfloat) * vertices * NUM_COORDS_PER_VERTEX, (gpu::Buffer::Byte*) vertexData); delete[] vertexData; qDebug() << "GeometryCache::renderSphere()... --- CREATING VERTICES BUFFER"; qDebug() << " radius:" << radius; qDebug() << " slices:" << slices; qDebug() << " stacks:" << stacks; qDebug() << " _sphereVertices.size():" << _sphereVertices.size(); } if (!_sphereIndices.contains(keySlicesStacks)) { gpu::BufferPointer indicesBuffer(new gpu::Buffer()); _sphereIndices[keySlicesStacks] = indicesBuffer; GLushort* indexData = new GLushort[indices]; GLushort* index = indexData; int indexCount = 0; // South cap GLushort bottom = 0; GLushort top = 1; for (int i = 0; i < slices; i++) { *(index++) = bottom; *(index++) = top + i; *(index++) = top + (i + 1) % slices; indexCount += 3; } // (stacks - 2) ribbons for (int i = 0; i < stacks - 2; i++) { bottom = i * slices + 1; top = bottom + slices; for (int j = 0; j < slices; j++) { int next = (j + 1) % slices; *(index++) = top + next; *(index++) = bottom + j; *(index++) = top + j; indexCount += 3; *(index++) = bottom + next; *(index++) = bottom + j; *(index++) = top + next; indexCount += 3; } } // north cap bottom = (stacks - 2) * slices + 1; top = bottom + slices; for (int i = 0; i < slices; i++) { *(index++) = bottom + (i + 1) % slices; *(index++) = bottom + i; *(index++) = top; indexCount += 3; } indicesBuffer->append(sizeof(GLushort) * indices, (gpu::Buffer::Byte*) indexData); delete[] indexData; qDebug() << "GeometryCache::renderSphere()... --- CREATING INDEX BUFFER"; qDebug() << " radius:" << radius; qDebug() << " slices:" << slices; qDebug() << " stacks:" << stacks; qDebug() << "indexCount:" << indexCount; qDebug() << " indices:" << indices; qDebug() << " _sphereIndices.size():" << _sphereIndices.size(); } if (!_sphereColors.contains(colorKey)) { gpu::BufferPointer colorBuffer(new gpu::Buffer()); _sphereColors[colorKey] = colorBuffer; int compactColor = ((int(color.x * 255.0f) & 0xFF)) | ((int(color.y * 255.0f) & 0xFF) << 8) | ((int(color.z * 255.0f) & 0xFF) << 16) | ((int(color.w * 255.0f) & 0xFF) << 24); int* colorData = new int[vertices]; int* colorDataAt = colorData; for(int v = 0; v < vertices; v++) { *(colorDataAt++) = compactColor; } colorBuffer->append(sizeof(int) * vertices, (gpu::Buffer::Byte*) colorData); delete[] colorData; qDebug() << "GeometryCache::renderSphere()... --- CREATING COLORS BUFFER"; qDebug() << " vertices:" << vertices; qDebug() << " color:" << color; qDebug() << " slices:" << slices; qDebug() << " stacks:" << stacks; qDebug() << " _sphereColors.size():" << _sphereColors.size(); } gpu::BufferPointer verticesBuffer = _sphereVertices[keyRadius]; gpu::BufferPointer indicesBuffer = _sphereIndices[keySlicesStacks]; gpu::BufferPointer colorBuffer = _sphereColors[colorKey]; #ifdef WANT_DEBUG qDebug() << "renderSphere() radius:" << radius << "slices:" << slices << "stacks:" << stacks; qDebug() << " vertices:" << vertices; qDebug() << " indices:" << indices; qDebug() << " colorBuffer->getSize():" << colorBuffer->getSize(); #endif //def WANT_DEBUG const int VERTICES_SLOT = 0; const int NORMALS_SLOT = 1; const int COLOR_SLOT = 2; gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format()); // 1 for everyone streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::POS_XYZ), 0); streamFormat->setAttribute(gpu::Stream::NORMAL, NORMALS_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ)); streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA)); gpu::BufferView verticesView(verticesBuffer, streamFormat->getAttributes().at(gpu::Stream::POSITION)._element); gpu::BufferView normalsView(verticesBuffer, streamFormat->getAttributes().at(gpu::Stream::NORMAL)._element); gpu::BufferView colorView(colorBuffer, streamFormat->getAttributes().at(gpu::Stream::COLOR)._element); gpu::Batch batch; batch.setInputFormat(streamFormat); batch.setInputBuffer(VERTICES_SLOT, verticesView); batch.setInputBuffer(NORMALS_SLOT, normalsView); batch.setInputBuffer(COLOR_SLOT, colorView); batch.setIndexBuffer(gpu::UINT16, indicesBuffer, 0); if (solid) { batch.drawIndexed(gpu::TRIANGLES, indices); } else { batch.drawIndexed(gpu::LINES, indices); } gpu::GLBackend::renderBatch(batch); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } void GeometryCache::renderCone(float base, float height, int slices, int stacks) { VerticesIndices& vbo = _coneVBOs[IntPair(slices, stacks)]; int vertices = (stacks + 2) * slices; int baseTriangles = slices - 2; int indices = NUM_VERTICES_PER_TRIANGULATED_QUAD * slices * stacks + NUM_VERTICES_PER_TRIANGLE * baseTriangles; if (vbo.first == 0) { GLfloat* vertexData = new GLfloat[vertices * NUM_COORDS_PER_VERTEX * 2]; GLfloat* vertex = vertexData; // cap for (int i = 0; i < slices; i++) { float theta = TWO_PI * i / slices; //normals *(vertex++) = 0.0f; *(vertex++) = 0.0f; *(vertex++) = -1.0f; // vertices *(vertex++) = cosf(theta); *(vertex++) = sinf(theta); *(vertex++) = 0.0f; } // body for (int i = 0; i <= stacks; i++) { float z = (float)i / stacks; float radius = 1.0f - z; for (int j = 0; j < slices; j++) { float theta = TWO_PI * j / slices; //normals *(vertex++) = cosf(theta) / SQUARE_ROOT_OF_2; *(vertex++) = sinf(theta) / SQUARE_ROOT_OF_2; *(vertex++) = 1.0f / SQUARE_ROOT_OF_2; // vertices *(vertex++) = radius * cosf(theta); *(vertex++) = radius * sinf(theta); *(vertex++) = z; } } glGenBuffers(1, &vbo.first); glBindBuffer(GL_ARRAY_BUFFER, vbo.first); glBufferData(GL_ARRAY_BUFFER, 2 * vertices * NUM_BYTES_PER_VERTEX, vertexData, GL_STATIC_DRAW); delete[] vertexData; GLushort* indexData = new GLushort[indices]; GLushort* index = indexData; for (int i = 0; i < baseTriangles; i++) { *(index++) = 0; *(index++) = i + 2; *(index++) = i + 1; } for (int i = 1; i <= stacks; i++) { GLushort bottom = i * slices; GLushort top = bottom + slices; for (int j = 0; j < slices; j++) { int next = (j + 1) % slices; *(index++) = bottom + j; *(index++) = top + next; *(index++) = top + j; *(index++) = bottom + j; *(index++) = bottom + next; *(index++) = top + next; } } glGenBuffers(1, &vbo.second); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices * NUM_BYTES_PER_INDEX, indexData, GL_STATIC_DRAW); delete[] indexData; } else { glBindBuffer(GL_ARRAY_BUFFER, vbo.first); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second); } glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); int stride = NUM_VERTICES_PER_TRIANGULATED_QUAD * sizeof(float); glNormalPointer(GL_FLOAT, stride, 0); glVertexPointer(NUM_COORDS_PER_VERTEX, GL_FLOAT, stride, (const void *)(NUM_COORDS_PER_VERTEX * sizeof(float))); glPushMatrix(); glScalef(base, base, height); glDrawRangeElementsEXT(GL_TRIANGLES, 0, vertices - 1, indices, GL_UNSIGNED_SHORT, 0); glPopMatrix(); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } void GeometryCache::renderGrid(int xDivisions, int yDivisions, const glm::vec4& color) { //qDebug() << "GeometryCache::renderGrid(xDivisions["<append(sizeof(GLfloat) * vertices * 2, (gpu::Buffer::Byte*) vertexData); delete[] vertexData; _gridBuffers[key] = verticesBuffer; } if (!_gridColors.contains(colorKey)) { gpu::BufferPointer colorBuffer(new gpu::Buffer()); _gridColors[colorKey] = colorBuffer; int compactColor = ((int(color.x * 255.0f) & 0xFF)) | ((int(color.y * 255.0f) & 0xFF) << 8) | ((int(color.z * 255.0f) & 0xFF) << 16) | ((int(color.w * 255.0f) & 0xFF) << 24); int* colorData = new int[vertices]; int* colorDataAt = colorData; for(int v = 0; v < vertices; v++) { *(colorDataAt++) = compactColor; } colorBuffer->append(sizeof(int) * vertices, (gpu::Buffer::Byte*) colorData); delete[] colorData; } gpu::BufferPointer verticesBuffer = _gridBuffers[key]; gpu::BufferPointer colorBuffer = _gridColors[colorKey]; const int VERTICES_SLOT = 0; const int COLOR_SLOT = 1; gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format()); // 1 for everyone streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::POS_XYZ), 0); streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA)); gpu::BufferView verticesView(verticesBuffer, 0, verticesBuffer->getSize(), streamFormat->getAttributes().at(gpu::Stream::POSITION)._element); gpu::BufferView colorView(colorBuffer, streamFormat->getAttributes().at(gpu::Stream::COLOR)._element); gpu::Batch batch; batch.setInputFormat(streamFormat); batch.setInputBuffer(VERTICES_SLOT, verticesView); batch.setInputBuffer(COLOR_SLOT, colorView); batch.draw(gpu::LINES, vertices, 0); gpu::GLBackend::renderBatch(batch); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, 0); } // TODO: properly handle the x,y,w,h changing for an ID // TODO: why do we seem to create extra BatchItemDetails when we resize the window?? what's that?? void GeometryCache::renderGrid(int x, int y, int width, int height, int rows, int cols, const glm::vec4& color, int id) { qDebug() << "GeometryCache::renderGrid(x["<= 0; ) { *(vertex++) = x; *(vertex++) = ty; *(vertex++) = x + width; *(vertex++) = ty; ty += dy; } // Draw vertical grid lines for (int i = cols + 1; --i >= 0; ) { //glVertex2i(tx, y); //glVertex2i(tx, y + height); *(vertex++) = tx; *(vertex++) = y; *(vertex++) = tx; *(vertex++) = y + height; tx += dx; } verticesBuffer->append(sizeof(GLfloat) * vertices * 2, (gpu::Buffer::Byte*) vertexData); delete[] vertexData; if (registered) { _registeredAlternateGridBuffers[id] = verticesBuffer; } else { _alternateGridBuffers[key] = verticesBuffer; } } if (!_gridColors.contains(colorKey)) { gpu::BufferPointer colorBuffer(new gpu::Buffer()); _gridColors[colorKey] = colorBuffer; int compactColor = ((int(color.x * 255.0f) & 0xFF)) | ((int(color.y * 255.0f) & 0xFF) << 8) | ((int(color.z * 255.0f) & 0xFF) << 16) | ((int(color.w * 255.0f) & 0xFF) << 24); int* colorData = new int[vertices]; int* colorDataAt = colorData; for(int v = 0; v < vertices; v++) { *(colorDataAt++) = compactColor; } colorBuffer->append(sizeof(int) * vertices, (gpu::Buffer::Byte*) colorData); delete[] colorData; } gpu::BufferPointer verticesBuffer = registered ? _registeredAlternateGridBuffers[id] : _alternateGridBuffers[key]; gpu::BufferPointer colorBuffer = _gridColors[colorKey]; const int VERTICES_SLOT = 0; const int COLOR_SLOT = 1; gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format()); // 1 for everyone streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::POS_XYZ), 0); streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA)); gpu::BufferView verticesView(verticesBuffer, 0, verticesBuffer->getSize(), streamFormat->getAttributes().at(gpu::Stream::POSITION)._element); gpu::BufferView colorView(colorBuffer, streamFormat->getAttributes().at(gpu::Stream::COLOR)._element); gpu::Batch batch; batch.setInputFormat(streamFormat); batch.setInputBuffer(VERTICES_SLOT, verticesView); batch.setInputBuffer(COLOR_SLOT, colorView); batch.draw(gpu::LINES, vertices, 0); gpu::GLBackend::renderBatch(batch); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, 0); } void GeometryCache::updateVertices(int id, const QVector& points, const glm::vec4& color) { //qDebug() << "GeometryCache::updateVertices(vec2.... id=" << id <<")..."; BatchItemDetails& details = _registeredVertices[id]; if (details.isCreated) { details.clear(); #ifdef WANT_DEBUG qDebug() << "updateVertices()... RELEASING REGISTERED"; #endif // def WANT_DEBUG } const int FLOATS_PER_VERTEX = 2; details.isCreated = true; details.vertices = points.size(); details.vertexSize = FLOATS_PER_VERTEX; gpu::BufferPointer verticesBuffer(new gpu::Buffer()); gpu::BufferPointer colorBuffer(new gpu::Buffer()); gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format()); gpu::BufferStreamPointer stream(new gpu::BufferStream()); details.verticesBuffer = verticesBuffer; details.colorBuffer = colorBuffer; details.streamFormat = streamFormat; details.stream = stream; details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::POS_XYZ), 0); details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA)); details.stream->addBuffer(details.verticesBuffer, 0, details.streamFormat->getChannels().at(0)._stride); details.stream->addBuffer(details.colorBuffer, 0, details.streamFormat->getChannels().at(1)._stride); details.vertices = points.size(); details.vertexSize = FLOATS_PER_VERTEX; int compactColor = ((int(color.x * 255.0f) & 0xFF)) | ((int(color.y * 255.0f) & 0xFF) << 8) | ((int(color.z * 255.0f) & 0xFF) << 16) | ((int(color.w * 255.0f) & 0xFF) << 24); GLfloat* vertexData = new GLfloat[details.vertices * FLOATS_PER_VERTEX]; GLfloat* vertex = vertexData; int* colorData = new int[details.vertices]; int* colorDataAt = colorData; foreach (const glm::vec2& point, points) { *(vertex++) = point.x; *(vertex++) = point.y; *(colorDataAt++) = compactColor; } details.verticesBuffer->append(sizeof(GLfloat) * FLOATS_PER_VERTEX * details.vertices, (gpu::Buffer::Byte*) vertexData); details.colorBuffer->append(sizeof(int) * details.vertices, (gpu::Buffer::Byte*) colorData); delete[] vertexData; delete[] colorData; #ifdef WANT_DEBUG qDebug() << "new registered linestrip buffer made -- _registeredVertices.size():" << _registeredVertices.size(); #endif } void GeometryCache::updateVertices(int id, const QVector& points, const glm::vec4& color) { //qDebug() << "GeometryCache::updateVertices(id=" << id <<")..."; BatchItemDetails& details = _registeredVertices[id]; if (details.isCreated) { details.clear(); #ifdef WANT_DEBUG qDebug() << "updateVertices()... RELEASING REGISTERED"; #endif // def WANT_DEBUG } const int FLOATS_PER_VERTEX = 3; details.isCreated = true; details.vertices = points.size(); details.vertexSize = FLOATS_PER_VERTEX; gpu::BufferPointer verticesBuffer(new gpu::Buffer()); gpu::BufferPointer colorBuffer(new gpu::Buffer()); gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format()); gpu::BufferStreamPointer stream(new gpu::BufferStream()); details.verticesBuffer = verticesBuffer; details.colorBuffer = colorBuffer; details.streamFormat = streamFormat; details.stream = stream; details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::POS_XYZ), 0); details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA)); details.stream->addBuffer(details.verticesBuffer, 0, details.streamFormat->getChannels().at(0)._stride); details.stream->addBuffer(details.colorBuffer, 0, details.streamFormat->getChannels().at(1)._stride); details.vertices = points.size(); details.vertexSize = FLOATS_PER_VERTEX; int compactColor = ((int(color.x * 255.0f) & 0xFF)) | ((int(color.y * 255.0f) & 0xFF) << 8) | ((int(color.z * 255.0f) & 0xFF) << 16) | ((int(color.w * 255.0f) & 0xFF) << 24); GLfloat* vertexData = new GLfloat[details.vertices * FLOATS_PER_VERTEX]; GLfloat* vertex = vertexData; int* colorData = new int[details.vertices]; int* colorDataAt = colorData; foreach (const glm::vec3& point, points) { *(vertex++) = point.x; *(vertex++) = point.y; *(vertex++) = point.z; *(colorDataAt++) = compactColor; } details.verticesBuffer->append(sizeof(GLfloat) * FLOATS_PER_VERTEX * details.vertices, (gpu::Buffer::Byte*) vertexData); details.colorBuffer->append(sizeof(int) * details.vertices, (gpu::Buffer::Byte*) colorData); delete[] vertexData; delete[] colorData; #ifdef WANT_DEBUG qDebug() << "new registered linestrip buffer made -- _registeredVertices.size():" << _registeredVertices.size(); #endif } void GeometryCache::renderVertices(gpu::Primitive primitiveType, int id) { //qDebug() << "GeometryCache::renderVertices(id=" << id <<")..."; BatchItemDetails& details = _registeredVertices[id]; if (details.isCreated) { gpu::Batch batch; batch.setInputFormat(details.streamFormat); batch.setInputStream(0, *details.stream); batch.draw(primitiveType, details.vertices, 0); gpu::GLBackend::renderBatch(batch); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, 0); } } void GeometryCache::renderSolidCube(float size, const glm::vec4& color) { Vec2Pair colorKey(glm::vec2(color.x, color.y),glm::vec2(color.z, color.y)); const int FLOATS_PER_VERTEX = 3; const int VERTICES_PER_FACE = 4; const int NUMBER_OF_FACES = 6; const int TRIANGLES_PER_FACE = 2; const int VERTICES_PER_TRIANGLE = 3; const int vertices = NUMBER_OF_FACES * VERTICES_PER_FACE; const int indices = NUMBER_OF_FACES * TRIANGLES_PER_FACE * VERTICES_PER_TRIANGLE; const int vertexPoints = vertices * FLOATS_PER_VERTEX; const int VERTEX_STRIDE = sizeof(GLfloat) * FLOATS_PER_VERTEX * 2; // vertices and normals const int NORMALS_OFFSET = sizeof(GLfloat) * FLOATS_PER_VERTEX; if (!_solidCubeVerticies.contains(size)) { gpu::BufferPointer verticesBuffer(new gpu::Buffer()); _solidCubeVerticies[size] = verticesBuffer; GLfloat* vertexData = new GLfloat[vertexPoints * 2]; // vertices and normals GLfloat* vertex = vertexData; float halfSize = size / 2.0f; static GLfloat cannonicalVertices[vertexPoints] = { 1, 1, 1, -1, 1, 1, -1,-1, 1, 1,-1, 1, // v0,v1,v2,v3 (front) 1, 1, 1, 1,-1, 1, 1,-1,-1, 1, 1,-1, // v0,v3,v4,v5 (right) 1, 1, 1, 1, 1,-1, -1, 1,-1, -1, 1, 1, // v0,v5,v6,v1 (top) -1, 1, 1, -1, 1,-1, -1,-1,-1, -1,-1, 1, // v1,v6,v7,v2 (left) -1,-1,-1, 1,-1,-1, 1,-1, 1, -1,-1, 1, // v7,v4,v3,v2 (bottom) 1,-1,-1, -1,-1,-1, -1, 1,-1, 1, 1,-1 }; // v4,v7,v6,v5 (back) // normal array static GLfloat cannonicalNormals[vertexPoints] = { 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, // v0,v1,v2,v3 (front) 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, // v0,v3,v4,v5 (right) 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, // v0,v5,v6,v1 (top) -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, // v1,v6,v7,v2 (left) 0,-1, 0, 0,-1, 0, 0,-1, 0, 0,-1, 0, // v7,v4,v3,v2 (bottom) 0, 0,-1, 0, 0,-1, 0, 0,-1, 0, 0,-1 }; // v4,v7,v6,v5 (back) GLfloat* cannonicalVertex = &cannonicalVertices[0]; GLfloat* cannonicalNormal = &cannonicalNormals[0]; for (int i = 0; i < vertices; i++) { // vertices *(vertex++) = halfSize * *cannonicalVertex++; *(vertex++) = halfSize * *cannonicalVertex++; *(vertex++) = halfSize * *cannonicalVertex++; //normals *(vertex++) = *cannonicalNormal++; *(vertex++) = *cannonicalNormal++; *(vertex++) = *cannonicalNormal++; } verticesBuffer->append(sizeof(GLfloat) * vertexPoints * 2, (gpu::Buffer::Byte*) vertexData); } if (!_solidCubeIndexBuffer) { static GLubyte cannonicalIndices[indices] = { 0, 1, 2, 2, 3, 0, // front 4, 5, 6, 6, 7, 4, // right 8, 9,10, 10,11, 8, // top 12,13,14, 14,15,12, // left 16,17,18, 18,19,16, // bottom 20,21,22, 22,23,20 }; // back gpu::BufferPointer indexBuffer(new gpu::Buffer()); _solidCubeIndexBuffer = indexBuffer; _solidCubeIndexBuffer->append(sizeof(cannonicalIndices), (gpu::Buffer::Byte*) cannonicalIndices); } if (!_solidCubeColors.contains(colorKey)) { gpu::BufferPointer colorBuffer(new gpu::Buffer()); _solidCubeColors[colorKey] = colorBuffer; const int NUM_COLOR_SCALARS_PER_CUBE = 24; int compactColor = ((int(color.x * 255.0f) & 0xFF)) | ((int(color.y * 255.0f) & 0xFF) << 8) | ((int(color.z * 255.0f) & 0xFF) << 16) | ((int(color.w * 255.0f) & 0xFF) << 24); int colors[NUM_COLOR_SCALARS_PER_CUBE] = { compactColor, compactColor, compactColor, compactColor, compactColor, compactColor, compactColor, compactColor, compactColor, compactColor, compactColor, compactColor, compactColor, compactColor, compactColor, compactColor, compactColor, compactColor, compactColor, compactColor, compactColor, compactColor, compactColor, compactColor }; colorBuffer->append(sizeof(colors), (gpu::Buffer::Byte*) colors); } gpu::BufferPointer verticesBuffer = _solidCubeVerticies[size]; gpu::BufferPointer colorBuffer = _solidCubeColors[colorKey]; const int VERTICES_SLOT = 0; const int NORMALS_SLOT = 1; const int COLOR_SLOT = 2; gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format()); // 1 for everyone streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::POS_XYZ), 0); streamFormat->setAttribute(gpu::Stream::NORMAL, NORMALS_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ)); streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA)); gpu::BufferView verticesView(verticesBuffer, 0, verticesBuffer->getSize(), VERTEX_STRIDE, streamFormat->getAttributes().at(gpu::Stream::POSITION)._element); gpu::BufferView normalsView(verticesBuffer, NORMALS_OFFSET, verticesBuffer->getSize(), VERTEX_STRIDE, streamFormat->getAttributes().at(gpu::Stream::NORMAL)._element); gpu::BufferView colorView(colorBuffer, streamFormat->getAttributes().at(gpu::Stream::COLOR)._element); gpu::Batch batch; batch.setInputFormat(streamFormat); batch.setInputBuffer(VERTICES_SLOT, verticesView); batch.setInputBuffer(NORMALS_SLOT, normalsView); batch.setInputBuffer(COLOR_SLOT, colorView); batch.setIndexBuffer(gpu::UINT8, _solidCubeIndexBuffer, 0); batch.drawIndexed(gpu::TRIANGLES, indices); gpu::GLBackend::renderBatch(batch); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } void GeometryCache::renderWireCube(float size, const glm::vec4& color) { Vec2Pair colorKey(glm::vec2(color.x, color.y),glm::vec2(color.z, color.y)); const int FLOATS_PER_VERTEX = 3; const int VERTICES_PER_EDGE = 2; const int TOP_EDGES = 4; const int BOTTOM_EDGES = 4; const int SIDE_EDGES = 4; const int vertices = 8; const int indices = (TOP_EDGES + BOTTOM_EDGES + SIDE_EDGES) * VERTICES_PER_EDGE; if (!_cubeVerticies.contains(size)) { gpu::BufferPointer verticesBuffer(new gpu::Buffer()); _cubeVerticies[size] = verticesBuffer; int vertexPoints = vertices * FLOATS_PER_VERTEX; GLfloat* vertexData = new GLfloat[vertexPoints]; // only vertices, no normals because we're a wire cube GLfloat* vertex = vertexData; float halfSize = size / 2.0f; static GLfloat cannonicalVertices[] = { 1, 1, 1, 1, 1,-1, -1, 1,-1, -1, 1, 1, // v0, v1, v2, v3 (top) 1,-1, 1, 1,-1,-1, -1,-1,-1, -1,-1, 1 // v4, v5, v6, v7 (bottom) }; for (int i = 0; i < vertexPoints; i++) { vertex[i] = cannonicalVertices[i] * halfSize; } verticesBuffer->append(sizeof(GLfloat) * vertexPoints, (gpu::Buffer::Byte*) vertexData); // I'm skeptical that this is right } if (!_wireCubeIndexBuffer) { static GLubyte cannonicalIndices[indices] = { 0, 1, 1, 2, 2, 3, 3, 0, // (top) 4, 5, 5, 6, 6, 7, 7, 4, // (bottom) 0, 4, 1, 5, 2, 6, 3, 7, // (side edges) }; gpu::BufferPointer indexBuffer(new gpu::Buffer()); _wireCubeIndexBuffer = indexBuffer; _wireCubeIndexBuffer->append(sizeof(cannonicalIndices), (gpu::Buffer::Byte*) cannonicalIndices); } if (!_cubeColors.contains(colorKey)) { gpu::BufferPointer colorBuffer(new gpu::Buffer()); _cubeColors[colorKey] = colorBuffer; const int NUM_COLOR_SCALARS_PER_CUBE = 8; int compactColor = ((int(color.x * 255.0f) & 0xFF)) | ((int(color.y * 255.0f) & 0xFF) << 8) | ((int(color.z * 255.0f) & 0xFF) << 16) | ((int(color.w * 255.0f) & 0xFF) << 24); int colors[NUM_COLOR_SCALARS_PER_CUBE] = { compactColor, compactColor, compactColor, compactColor, compactColor, compactColor, compactColor, compactColor }; colorBuffer->append(sizeof(colors), (gpu::Buffer::Byte*) colors); } gpu::BufferPointer verticesBuffer = _cubeVerticies[size]; gpu::BufferPointer colorBuffer = _cubeColors[colorKey]; const int VERTICES_SLOT = 0; const int COLOR_SLOT = 1; gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format()); // 1 for everyone streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::POS_XYZ), 0); streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA)); gpu::BufferView verticesView(verticesBuffer, streamFormat->getAttributes().at(gpu::Stream::POSITION)._element); gpu::BufferView colorView(colorBuffer, streamFormat->getAttributes().at(gpu::Stream::COLOR)._element); gpu::Batch batch; batch.setInputFormat(streamFormat); batch.setInputBuffer(VERTICES_SLOT, verticesView); batch.setInputBuffer(COLOR_SLOT, colorView); batch.setIndexBuffer(gpu::UINT8, _wireCubeIndexBuffer, 0); batch.drawIndexed(gpu::LINES, indices); gpu::GLBackend::renderBatch(batch); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } void GeometryCache::renderBevelCornersRect(int x, int y, int width, int height, int bevelDistance, const glm::vec4& color, int id) { //qDebug() << "GeometryCache::renderBevelCornersRect(id=" << id <<")..."; bool registered = (id != UNKNOWN_ID); Vec3Pair key(glm::vec3(x, y, 0.0f), glm::vec3(width, height, bevelDistance)); BatchItemDetails& details = registered ? _registeredBevelRects[id] : _bevelRects[key]; // if this is a registered quad, and we have buffers, then check to see if the geometry changed and rebuild if needed if (registered && details.isCreated) { Vec3Pair& lastKey = _lastRegisteredBevelRects[id]; if (lastKey != key) { details.clear(); _lastRegisteredBevelRects[id] = key; #ifdef WANT_DEBUG qDebug() << "renderBevelCornersRect()... RELEASING REGISTERED"; #endif // def WANT_DEBUG } #ifdef WANT_DEBUG else { qDebug() << "renderBevelCornersRect()... REUSING PREVIOUSLY REGISTERED"; } #endif // def WANT_DEBUG } const int FLOATS_PER_VERTEX = 2; // vertices const int vertices = 8; if (!details.isCreated) { details.isCreated = true; details.vertices = vertices; details.vertexSize = FLOATS_PER_VERTEX; gpu::BufferPointer verticesBuffer(new gpu::Buffer()); gpu::BufferPointer colorBuffer(new gpu::Buffer()); gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format()); gpu::BufferStreamPointer stream(new gpu::BufferStream()); details.verticesBuffer = verticesBuffer; details.colorBuffer = colorBuffer; details.streamFormat = streamFormat; details.stream = stream; details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::POS_XYZ), 0); details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA)); details.stream->addBuffer(details.verticesBuffer, 0, details.streamFormat->getChannels().at(0)._stride); details.stream->addBuffer(details.colorBuffer, 0, details.streamFormat->getChannels().at(1)._stride); int vertexPoints = vertices * FLOATS_PER_VERTEX; GLfloat* vertexBuffer = new GLfloat[vertexPoints]; // only vertices, no normals because we're a 2D quad GLfloat* vertex = vertexBuffer; int vertexPoint = 0; // left side vertex[vertexPoint++] = x; vertex[vertexPoint++] = y + bevelDistance; vertex[vertexPoint++] = x; vertex[vertexPoint++] = y + height - bevelDistance; // top side vertex[vertexPoint++] = x + bevelDistance; vertex[vertexPoint++] = y + height; vertex[vertexPoint++] = x + width - bevelDistance; vertex[vertexPoint++] = y + height; // right vertex[vertexPoint++] = x + width; vertex[vertexPoint++] = y + height - bevelDistance; vertex[vertexPoint++] = x + width; vertex[vertexPoint++] = y + bevelDistance; // bottom vertex[vertexPoint++] = x + width - bevelDistance; vertex[vertexPoint++] = y; vertex[vertexPoint++] = x +bevelDistance; vertex[vertexPoint++] = y; const int NUM_COLOR_SCALARS_PER_QUAD = 8; int compactColor = ((int(color.x * 255.0f) & 0xFF)) | ((int(color.y * 255.0f) & 0xFF) << 8) | ((int(color.z * 255.0f) & 0xFF) << 16) | ((int(color.w * 255.0f) & 0xFF) << 24); int colors[NUM_COLOR_SCALARS_PER_QUAD] = { compactColor, compactColor, compactColor, compactColor, compactColor, compactColor, compactColor, compactColor }; details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Buffer::Byte*) vertexBuffer); details.colorBuffer->append(sizeof(colors), (gpu::Buffer::Byte*) colors); delete[] vertexBuffer; } gpu::Batch batch; batch.setInputFormat(details.streamFormat); batch.setInputStream(0, *details.stream); batch.draw(gpu::QUADS, 4, 0); gpu::GLBackend::renderBatch(batch); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, 0); } void GeometryCache::renderQuad(const glm::vec2& minCorner, const glm::vec2& maxCorner, const glm::vec4& color, int id) { //qDebug() << "GeometryCache::renderQuad(vec2,id=" << id <<")..."; bool registered = (id != UNKNOWN_ID); Vec2Pair key(minCorner, maxCorner); BatchItemDetails& details = registered ? _registeredQuad2D[id] : _quad2D[key]; // if this is a registered quad, and we have buffers, then check to see if the geometry changed and rebuild if needed if (registered && details.isCreated) { Vec2Pair& lastKey = _lastRegisteredQuad2D[id]; if (lastKey != key) { details.clear(); _lastRegisteredQuad2D[id] = key; #ifdef WANT_DEBUG qDebug() << "renderQuad() 2D ... RELEASING REGISTERED"; #endif // def WANT_DEBUG } #ifdef WANT_DEBUG else { qDebug() << "renderQuad() 2D ... REUSING PREVIOUSLY REGISTERED"; } #endif // def WANT_DEBUG } const int FLOATS_PER_VERTEX = 2; // vertices const int vertices = 4; if (!details.isCreated) { details.isCreated = true; details.vertices = vertices; details.vertexSize = FLOATS_PER_VERTEX; gpu::BufferPointer verticesBuffer(new gpu::Buffer()); gpu::BufferPointer colorBuffer(new gpu::Buffer()); gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format()); gpu::BufferStreamPointer stream(new gpu::BufferStream()); details.verticesBuffer = verticesBuffer; details.colorBuffer = colorBuffer; details.streamFormat = streamFormat; details.stream = stream; details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::POS_XYZ), 0); details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA)); details.stream->addBuffer(details.verticesBuffer, 0, details.streamFormat->getChannels().at(0)._stride); details.stream->addBuffer(details.colorBuffer, 0, details.streamFormat->getChannels().at(1)._stride); float vertexBuffer[vertices * FLOATS_PER_VERTEX] = { minCorner.x, minCorner.y, maxCorner.x, minCorner.y, maxCorner.x, maxCorner.y, minCorner.x, maxCorner.y }; const int NUM_COLOR_SCALARS_PER_QUAD = 4; int compactColor = ((int(color.x * 255.0f) & 0xFF)) | ((int(color.y * 255.0f) & 0xFF) << 8) | ((int(color.z * 255.0f) & 0xFF) << 16) | ((int(color.w * 255.0f) & 0xFF) << 24); int colors[NUM_COLOR_SCALARS_PER_QUAD] = { compactColor, compactColor, compactColor, compactColor }; details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Buffer::Byte*) vertexBuffer); details.colorBuffer->append(sizeof(colors), (gpu::Buffer::Byte*) colors); } gpu::Batch batch; batch.setInputFormat(details.streamFormat); batch.setInputStream(0, *details.stream); batch.draw(gpu::QUADS, 4, 0); gpu::GLBackend::renderBatch(batch); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, 0); } void GeometryCache::renderQuad(const glm::vec2& minCorner, const glm::vec2& maxCorner, const glm::vec2& texCoordMinCorner, const glm::vec2& texCoordMaxCorner, const glm::vec4& color, int id) { //qDebug() << "GeometryCache::renderQuad(vec2/texture,id=" << id <<")..."; bool registered = (id != UNKNOWN_ID); Vec2PairPair key(Vec2Pair(minCorner, maxCorner), Vec2Pair(texCoordMinCorner, texCoordMaxCorner)); BatchItemDetails& details = registered ? _registeredQuad2DTextures[id] : _quad2DTextures[key]; // if this is a registered quad, and we have buffers, then check to see if the geometry changed and rebuild if needed if (registered && details.isCreated) { Vec2PairPair& lastKey = _lastRegisteredQuad2DTexture[id]; if (lastKey != key) { details.clear(); _lastRegisteredQuad2DTexture[id] = key; #ifdef WANT_DEBUG qDebug() << "renderQuad() 2D+texture ... RELEASING REGISTERED"; #endif // def WANT_DEBUG } #ifdef WANT_DEBUG else { qDebug() << "renderQuad() 2D+texture ... REUSING PREVIOUSLY REGISTERED"; } #endif // def WANT_DEBUG } const int FLOATS_PER_VERTEX = 2 * 2; // text coords & vertices const int vertices = 4; const int NUM_POS_COORDS = 2; const int VERTEX_TEXCOORD_OFFSET = NUM_POS_COORDS * sizeof(float); if (!details.isCreated) { details.isCreated = true; details.vertices = vertices; details.vertexSize = FLOATS_PER_VERTEX; gpu::BufferPointer verticesBuffer(new gpu::Buffer()); gpu::BufferPointer colorBuffer(new gpu::Buffer()); gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format()); gpu::BufferStreamPointer stream(new gpu::BufferStream()); details.verticesBuffer = verticesBuffer; details.colorBuffer = colorBuffer; details.streamFormat = streamFormat; details.stream = stream; details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::POS_XYZ), 0); details.streamFormat->setAttribute(gpu::Stream::TEXCOORD, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV), VERTEX_TEXCOORD_OFFSET); details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA)); details.stream->addBuffer(details.verticesBuffer, 0, details.streamFormat->getChannels().at(0)._stride); details.stream->addBuffer(details.colorBuffer, 0, details.streamFormat->getChannels().at(1)._stride); 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, minCorner.x, maxCorner.y, texCoordMinCorner.x, texCoordMaxCorner.y }; const int NUM_COLOR_SCALARS_PER_QUAD = 4; int compactColor = ((int(color.x * 255.0f) & 0xFF)) | ((int(color.y * 255.0f) & 0xFF) << 8) | ((int(color.z * 255.0f) & 0xFF) << 16) | ((int(color.w * 255.0f) & 0xFF) << 24); int colors[NUM_COLOR_SCALARS_PER_QUAD] = { compactColor, compactColor, compactColor, compactColor }; details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Buffer::Byte*) vertexBuffer); details.colorBuffer->append(sizeof(colors), (gpu::Buffer::Byte*) colors); } gpu::Batch batch; glEnable(GL_TEXTURE_2D); //glBindTexture(GL_TEXTURE_2D, _currentTextureID); // this is quad specific... batch.setInputFormat(details.streamFormat); batch.setInputStream(0, *details.stream); batch.draw(gpu::QUADS, 4, 0); gpu::GLBackend::renderBatch(batch); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_TEXTURE_2D); } void GeometryCache::renderQuad(const glm::vec3& minCorner, const glm::vec3& maxCorner, const glm::vec4& color, int id) { //qDebug() << "GeometryCache::renderQuad(vec3,id=" << id <<")..."; bool registered = (id != UNKNOWN_ID); Vec3Pair key(minCorner, maxCorner); BatchItemDetails& details = registered ? _registeredQuad3D[id] : _quad3D[key]; // if this is a registered quad, and we have buffers, then check to see if the geometry changed and rebuild if needed if (registered && details.isCreated) { Vec3Pair& lastKey = _lastRegisteredQuad3D[id]; if (lastKey != key) { details.clear(); _lastRegisteredQuad3D[id] = key; #ifdef WANT_DEBUG qDebug() << "renderQuad() 3D ... RELEASING REGISTERED"; #endif // def WANT_DEBUG } #ifdef WANT_DEBUG else { qDebug() << "renderQuad() 3D ... REUSING PREVIOUSLY REGISTERED"; } #endif // def WANT_DEBUG } const int FLOATS_PER_VERTEX = 3; // vertices const int vertices = 4; if (!details.isCreated) { details.isCreated = true; details.vertices = vertices; details.vertexSize = FLOATS_PER_VERTEX; gpu::BufferPointer verticesBuffer(new gpu::Buffer()); gpu::BufferPointer colorBuffer(new gpu::Buffer()); gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format()); gpu::BufferStreamPointer stream(new gpu::BufferStream()); details.verticesBuffer = verticesBuffer; details.colorBuffer = colorBuffer; details.streamFormat = streamFormat; details.stream = stream; details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::POS_XYZ), 0); details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA)); details.stream->addBuffer(details.verticesBuffer, 0, details.streamFormat->getChannels().at(0)._stride); details.stream->addBuffer(details.colorBuffer, 0, details.streamFormat->getChannels().at(1)._stride); float vertexBuffer[vertices * FLOATS_PER_VERTEX] = { minCorner.x, minCorner.y, minCorner.z, maxCorner.x, minCorner.y, minCorner.z, maxCorner.x, maxCorner.y, maxCorner.z, minCorner.x, maxCorner.y, maxCorner.z }; const int NUM_COLOR_SCALARS_PER_QUAD = 4; int compactColor = ((int(color.x * 255.0f) & 0xFF)) | ((int(color.y * 255.0f) & 0xFF) << 8) | ((int(color.z * 255.0f) & 0xFF) << 16) | ((int(color.w * 255.0f) & 0xFF) << 24); int colors[NUM_COLOR_SCALARS_PER_QUAD] = { compactColor, compactColor, compactColor, compactColor }; details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Buffer::Byte*) vertexBuffer); details.colorBuffer->append(sizeof(colors), (gpu::Buffer::Byte*) colors); } gpu::Batch batch; batch.setInputFormat(details.streamFormat); batch.setInputStream(0, *details.stream); batch.draw(gpu::QUADS, 4, 0); gpu::GLBackend::renderBatch(batch); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, 0); } void GeometryCache::renderQuad(const glm::vec3& topLeft, const glm::vec3& bottomLeft, const glm::vec3& bottomRight, const glm::vec3& topRight, const glm::vec2& texCoordTopLeft, const glm::vec2& texCoordBottomLeft, const glm::vec2& texCoordBottomRight, const glm::vec2& texCoordTopRight, int id) { #ifdef WANT_DEBUG qDebug() << "renderQuad() vec3 + texture VBO..."; qDebug() << " topLeft:" << topLeft; qDebug() << " bottomLeft:" << bottomLeft; qDebug() << " bottomRight:" << bottomRight; qDebug() << " topRight:" << topRight; qDebug() << " texCoordTopLeft:" << texCoordTopLeft; qDebug() << " texCoordBottomRight:" << texCoordBottomRight; #endif //def WANT_DEBUG bool registeredQuad = (id != UNKNOWN_ID); Vec3PairVec2Pair key(Vec3Pair(topLeft, bottomRight), Vec2Pair(texCoordTopLeft, texCoordBottomRight)); VerticesIndices& vbo = registeredQuad ? _registeredQuadVBOs[id] : _quad3DTextureVBOs[key]; // if this is a registered quad, and we have buffers, then check to see if the geometry changed and rebuild if needed if (registeredQuad && vbo.first != 0) { Vec3PairVec2Pair& lastKey = _lastRegisteredQuad3DTexture[id]; if (lastKey != key) { glDeleteBuffers(1, &vbo.first); glDeleteBuffers(1, &vbo.second); vbo.first = vbo.second = 0; #ifdef WANT_DEBUG qDebug() << "renderQuad() vec3 + texture VBO... RELEASING REGISTERED QUAD"; #endif // def WANT_DEBUG } #ifdef WANT_DEBUG else { qDebug() << "renderQuad() vec3 + texture... REUSING PREVIOUSLY REGISTERED QUAD"; } #endif // def WANT_DEBUG } const int FLOATS_PER_VERTEX = 5; // text coords & vertices const int NUM_BYTES_PER_VERTEX = FLOATS_PER_VERTEX * sizeof(GLfloat); const int vertices = 4; const int indices = 4; if (vbo.first == 0) { _lastRegisteredQuad3DTexture[id] = key; int vertexPoints = vertices * FLOATS_PER_VERTEX; GLfloat* vertexData = new GLfloat[vertexPoints]; // text coords & vertices GLfloat* vertex = vertexData; static GLubyte cannonicalIndices[indices] = {0, 1, 2, 3}; int v = 0; vertex[v++] = topLeft.x; vertex[v++] = topLeft.y; vertex[v++] = topLeft.z; vertex[v++] = texCoordTopLeft.x; vertex[v++] = texCoordTopLeft.y; vertex[v++] = bottomLeft.x; vertex[v++] = bottomLeft.y; vertex[v++] = bottomLeft.z; vertex[v++] = texCoordBottomLeft.x; vertex[v++] = texCoordBottomLeft.y; vertex[v++] = bottomRight.x; vertex[v++] = bottomRight.y; vertex[v++] = bottomRight.z; vertex[v++] = texCoordBottomRight.x; vertex[v++] = texCoordBottomRight.y; vertex[v++] = topRight.x; vertex[v++] = topRight.y; vertex[v++] = topRight.z; vertex[v++] = texCoordTopRight.x; vertex[v++] = texCoordTopRight.y; glGenBuffers(1, &vbo.first); glBindBuffer(GL_ARRAY_BUFFER, vbo.first); glBufferData(GL_ARRAY_BUFFER, vertices * NUM_BYTES_PER_VERTEX, vertexData, GL_STATIC_DRAW); delete[] vertexData; GLushort* indexData = new GLushort[indices]; GLushort* index = indexData; for (int i = 0; i < indices; i++) { index[i] = cannonicalIndices[i]; } glGenBuffers(1, &vbo.second); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices * NUM_BYTES_PER_INDEX, indexData, GL_STATIC_DRAW); delete[] indexData; #ifdef WANT_DEBUG if (id == UNKNOWN_ID) { qDebug() << " _quad3DTextureVBOs.size():" << _quad3DTextureVBOs.size(); } else { qDebug() << "new registered quad VBO made -- _registeredQuadVBOs.size():" << _registeredQuadVBOs.size(); } #endif } else { glBindBuffer(GL_ARRAY_BUFFER, vbo.first); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second); } glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(3, GL_FLOAT, NUM_BYTES_PER_VERTEX, 0); glTexCoordPointer(2, GL_FLOAT, NUM_BYTES_PER_VERTEX, (const void *)(3 * sizeof(float))); glDrawRangeElementsEXT(GL_QUADS, 0, vertices - 1, indices, GL_UNSIGNED_SHORT, 0); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } void GeometryCache::renderDashedLine(const glm::vec3& start, const glm::vec3& end, int id) { bool registered = (id != UNKNOWN_ID); Vec3Pair key(start, end); BufferDetails& details = registered ? _registeredDashedLines[id] : _dashedLines[key]; // if this is a registered , and we have buffers, then check to see if the geometry changed and rebuild if needed if (registered && details.buffer.isCreated()) { if (_lastRegisteredDashedLines[id] != key) { details.buffer.destroy(); _lastRegisteredDashedLines[id] = key; #ifdef WANT_DEBUG qDebug() << "renderDashedLine()... RELEASING REGISTERED"; #endif // def WANT_DEBUG } } if (!details.buffer.isCreated()) { // draw each line segment with appropriate gaps const float DASH_LENGTH = 0.05f; const float GAP_LENGTH = 0.025f; const float SEGMENT_LENGTH = DASH_LENGTH + GAP_LENGTH; float length = glm::distance(start, end); float segmentCount = length / SEGMENT_LENGTH; int segmentCountFloor = (int)glm::floor(segmentCount); glm::vec3 segmentVector = (end - start) / segmentCount; glm::vec3 dashVector = segmentVector / SEGMENT_LENGTH * DASH_LENGTH; glm::vec3 gapVector = segmentVector / SEGMENT_LENGTH * GAP_LENGTH; const int FLOATS_PER_VERTEX = 3; details.vertices = (segmentCountFloor + 1) * 2; details.vertexSize = FLOATS_PER_VERTEX; GLfloat* vertexData = new GLfloat[details.vertices * FLOATS_PER_VERTEX]; GLfloat* vertex = vertexData; glm::vec3 point = start; *(vertex++) = point.x; *(vertex++) = point.y; *(vertex++) = point.z; for (int i = 0; i < segmentCountFloor; i++) { point += dashVector; *(vertex++) = point.x; *(vertex++) = point.y; *(vertex++) = point.z; point += gapVector; *(vertex++) = point.x; *(vertex++) = point.y; *(vertex++) = point.z; } *(vertex++) = end.x; *(vertex++) = end.y; *(vertex++) = end.z; details.buffer.create(); details.buffer.setUsagePattern(QOpenGLBuffer::StaticDraw); details.buffer.bind(); details.buffer.allocate(vertexData, details.vertices * FLOATS_PER_VERTEX * sizeof(GLfloat)); delete[] vertexData; #ifdef WANT_DEBUG if (registered) { qDebug() << "new registered dashed line buffer made -- _registeredVertices:" << _registeredDashedLines.size(); } else { qDebug() << "new dashed lines buffer made -- _dashedLines:" << _dashedLines.size(); } #endif } else { details.buffer.bind(); } glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(details.vertexSize, GL_FLOAT, 0, 0); glDrawArrays(GL_LINES, 0, details.vertices); glDisableClientState(GL_VERTEX_ARRAY); details.buffer.release(); } int GeometryCache::BatchItemDetails::population = 0; GeometryCache::BatchItemDetails::BatchItemDetails() : verticesBuffer(NULL), colorBuffer(NULL), streamFormat(NULL), stream(NULL), vertices(0), vertexSize(0), isCreated(false) { population++; qDebug() << "BatchItemDetails()... population:" << population << "**********************************"; } GeometryCache::BatchItemDetails::BatchItemDetails(const GeometryCache::BatchItemDetails& other) : verticesBuffer(other.verticesBuffer), colorBuffer(other.colorBuffer), streamFormat(other.streamFormat), stream(other.stream), vertices(other.vertices), vertexSize(other.vertexSize), isCreated(other.isCreated) { population++; qDebug() << "BatchItemDetails()... population:" << population << "**********************************"; } GeometryCache::BatchItemDetails::~BatchItemDetails() { population--; clear(); qDebug() << "~BatchItemDetails()... population:" << population << "**********************************"; } void GeometryCache::BatchItemDetails::clear() { isCreated = false; verticesBuffer.clear(); colorBuffer.clear(); streamFormat.clear(); stream.clear(); } void GeometryCache::renderLine(const glm::vec3& p1, const glm::vec3& p2, const glm::vec4& color1, const glm::vec4& color2, int id) { //qDebug() << "GeometryCache::renderLine(vec3)..."; bool registered = (id != UNKNOWN_ID); Vec3Pair key(p1, p2); BatchItemDetails& details = registered ? _registeredLine3DVBOs[id] : _line3DVBOs[key]; int compactColor1 = ((int(color1.x * 255.0f) & 0xFF)) | ((int(color1.y * 255.0f) & 0xFF) << 8) | ((int(color1.z * 255.0f) & 0xFF) << 16) | ((int(color1.w * 255.0f) & 0xFF) << 24); int compactColor2 = ((int(color2.x * 255.0f) & 0xFF)) | ((int(color2.y * 255.0f) & 0xFF) << 8) | ((int(color2.z * 255.0f) & 0xFF) << 16) | ((int(color2.w * 255.0f) & 0xFF) << 24); // if this is a registered quad, and we have buffers, then check to see if the geometry changed and rebuild if needed if (registered && details.isCreated) { Vec3Pair& lastKey = _lastRegisteredLine3D[id]; if (lastKey != key) { details.clear(); _lastRegisteredLine3D[id] = key; #ifdef WANT_DEBUG qDebug() << "renderLine() 3D ... RELEASING REGISTERED line"; #endif // def WANT_DEBUG } #ifdef WANT_DEBUG else { qDebug() << "renderLine() 3D ... REUSING PREVIOUSLY REGISTERED line"; } #endif // def WANT_DEBUG } const int FLOATS_PER_VERTEX = 3; const int vertices = 2; if (!details.isCreated) { details.isCreated = true; details.vertices = vertices; details.vertexSize = FLOATS_PER_VERTEX; gpu::BufferPointer verticesBuffer(new gpu::Buffer()); gpu::BufferPointer colorBuffer(new gpu::Buffer()); gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format()); gpu::BufferStreamPointer stream(new gpu::BufferStream()); details.verticesBuffer = verticesBuffer; details.colorBuffer = colorBuffer; details.streamFormat = streamFormat; details.stream = stream; details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::POS_XYZ), 0); details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA)); details.stream->addBuffer(details.verticesBuffer, 0, details.streamFormat->getChannels().at(0)._stride); details.stream->addBuffer(details.colorBuffer, 0, details.streamFormat->getChannels().at(1)._stride); float vertexBuffer[vertices * FLOATS_PER_VERTEX] = { p1.x, p1.y, p1.z, p2.x, p2.y, p2.z }; const int NUM_COLOR_SCALARS = 2; int colors[NUM_COLOR_SCALARS] = { compactColor1, compactColor2 }; details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Buffer::Byte*) vertexBuffer); details.colorBuffer->append(sizeof(colors), (gpu::Buffer::Byte*) colors); #ifdef WANT_DEBUG if (id == UNKNOWN_ID) { qDebug() << "new renderLine() 3D VBO made -- _line3DVBOs.size():" << _line3DVBOs.size(); } else { qDebug() << "new registered renderLine() 3D VBO made -- _registeredLine3DVBOs.size():" << _registeredLine3DVBOs.size(); } #endif } gpu::Batch batch; // this is what it takes to render a quad batch.setInputFormat(details.streamFormat); batch.setInputStream(0, *details.stream); batch.draw(gpu::LINES, 2, 0); gpu::GLBackend::renderBatch(batch); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, 0); } void GeometryCache::renderLine(const glm::vec2& p1, const glm::vec2& p2, const glm::vec4& color1, const glm::vec4& color2, int id) { //qDebug() << "GeometryCache::renderLine(vec2)..."; bool registered = (id != UNKNOWN_ID); Vec2Pair key(p1, p2); BatchItemDetails& details = registered ? _registeredLine2DVBOs[id] : _line2DVBOs[key]; int compactColor1 = ((int(color1.x * 255.0f) & 0xFF)) | ((int(color1.y * 255.0f) & 0xFF) << 8) | ((int(color1.z * 255.0f) & 0xFF) << 16) | ((int(color1.w * 255.0f) & 0xFF) << 24); int compactColor2 = ((int(color2.x * 255.0f) & 0xFF)) | ((int(color2.y * 255.0f) & 0xFF) << 8) | ((int(color2.z * 255.0f) & 0xFF) << 16) | ((int(color2.w * 255.0f) & 0xFF) << 24); // if this is a registered quad, and we have buffers, then check to see if the geometry changed and rebuild if needed if (registered && details.isCreated) { Vec2Pair& lastKey = _lastRegisteredLine2D[id]; if (lastKey != key) { details.clear(); _lastRegisteredLine2D[id] = key; #ifdef WANT_DEBUG qDebug() << "renderLine() 2D ... RELEASING REGISTERED line"; #endif // def WANT_DEBUG } #ifdef WANT_DEBUG else { qDebug() << "renderLine() 2D ... REUSING PREVIOUSLY REGISTERED line"; } #endif // def WANT_DEBUG } const int FLOATS_PER_VERTEX = 2; const int vertices = 2; if (!details.isCreated) { details.isCreated = true; details.vertices = vertices; details.vertexSize = FLOATS_PER_VERTEX; gpu::BufferPointer verticesBuffer(new gpu::Buffer()); gpu::BufferPointer colorBuffer(new gpu::Buffer()); gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format()); gpu::BufferStreamPointer stream(new gpu::BufferStream()); details.verticesBuffer = verticesBuffer; details.colorBuffer = colorBuffer; details.streamFormat = streamFormat; details.stream = stream; details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::POS_XYZ), 0); details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA)); details.stream->addBuffer(details.verticesBuffer, 0, details.streamFormat->getChannels().at(0)._stride); details.stream->addBuffer(details.colorBuffer, 0, details.streamFormat->getChannels().at(1)._stride); float vertexBuffer[vertices * FLOATS_PER_VERTEX] = { p1.x, p1.y, p2.x, p2.y }; const int NUM_COLOR_SCALARS = 2; int colors[NUM_COLOR_SCALARS] = { compactColor1, compactColor2 }; details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Buffer::Byte*) vertexBuffer); details.colorBuffer->append(sizeof(colors), (gpu::Buffer::Byte*) colors); #ifdef WANT_DEBUG if (id == UNKNOWN_ID) { qDebug() << "new renderLine() 2D VBO made -- _line3DVBOs.size():" << _line2DVBOs.size(); } else { qDebug() << "new registered renderLine() 2D VBO made -- _registeredLine2DVBOs.size():" << _registeredLine2DVBOs.size(); } #endif } gpu::Batch batch; // this is what it takes to render a quad batch.setInputFormat(details.streamFormat); batch.setInputStream(0, *details.stream); batch.draw(gpu::LINES, 2, 0); gpu::GLBackend::renderBatch(batch); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, 0); } QSharedPointer GeometryCache::getGeometry(const QUrl& url, const QUrl& fallback, bool delayLoad) { return getResource(url, fallback, delayLoad).staticCast(); } QSharedPointer GeometryCache::createResource(const QUrl& url, const QSharedPointer& fallback, bool delayLoad, const void* extra) { QSharedPointer geometry(new NetworkGeometry(url, fallback.staticCast(), delayLoad), &Resource::allReferencesCleared); geometry->setLODParent(geometry); return geometry.staticCast(); } const float NetworkGeometry::NO_HYSTERESIS = -1.0f; NetworkGeometry::NetworkGeometry(const QUrl& url, const QSharedPointer& fallback, bool delayLoad, const QVariantHash& mapping, const QUrl& textureBase) : Resource(url, delayLoad), _mapping(mapping), _textureBase(textureBase.isValid() ? textureBase : url), _fallback(fallback) { if (url.isEmpty()) { // make the minimal amount of dummy geometry to satisfy Model FBXJoint joint = { false, QVector(), -1 }; _geometry.joints.append(joint); _geometry.leftEyeJointIndex = -1; _geometry.rightEyeJointIndex = -1; _geometry.neckJointIndex = -1; _geometry.rootJointIndex = -1; _geometry.leanJointIndex = -1; _geometry.headJointIndex = -1; _geometry.leftHandJointIndex = -1; _geometry.rightHandJointIndex = -1; } connect(this, &Resource::loaded, this, &NetworkGeometry::replaceTexturesWithPendingChanges); } bool NetworkGeometry::isLoadedWithTextures() const { if (!isLoaded()) { return false; } foreach (const NetworkMesh& mesh, _meshes) { foreach (const NetworkMeshPart& part, mesh.parts) { if ((part.diffuseTexture && !part.diffuseTexture->isLoaded()) || (part.normalTexture && !part.normalTexture->isLoaded()) || (part.specularTexture && !part.specularTexture->isLoaded()) || (part.emissiveTexture && !part.emissiveTexture->isLoaded())) { return false; } } } return true; } QSharedPointer NetworkGeometry::getLODOrFallback(float distance, float& hysteresis, bool delayLoad) const { if (_lodParent.data() != this) { return _lodParent.data()->getLODOrFallback(distance, hysteresis, delayLoad); } if (_failedToLoad && _fallback) { return _fallback; } QSharedPointer lod = _lodParent; float lodDistance = 0.0f; QMap >::const_iterator it = _lods.upperBound(distance); if (it != _lods.constBegin()) { it = it - 1; lod = it.value(); lodDistance = it.key(); } if (hysteresis != NO_HYSTERESIS && hysteresis != lodDistance) { // if we previously selected a different distance, make sure we've moved far enough to justify switching const float HYSTERESIS_PROPORTION = 0.1f; if (glm::abs(distance - qMax(hysteresis, lodDistance)) / fabsf(hysteresis - lodDistance) < HYSTERESIS_PROPORTION) { lod = _lodParent; lodDistance = 0.0f; it = _lods.upperBound(hysteresis); if (it != _lods.constBegin()) { it = it - 1; lod = it.value(); lodDistance = it.key(); } } } if (lod->isLoaded()) { hysteresis = lodDistance; return lod; } // if the ideal LOD isn't loaded, we need to make sure it's started to load, and possibly return the closest loaded one if (!delayLoad) { lod->ensureLoading(); } float closestDistance = FLT_MAX; if (isLoaded()) { lod = _lodParent; closestDistance = distance; } for (it = _lods.constBegin(); it != _lods.constEnd(); it++) { float distanceToLOD = glm::abs(distance - it.key()); if (it.value()->isLoaded() && distanceToLOD < closestDistance) { lod = it.value(); closestDistance = distanceToLOD; } } hysteresis = NO_HYSTERESIS; return lod; } uint qHash(const QWeakPointer& animation, uint seed = 0) { return qHash(animation.data(), seed); } QVector NetworkGeometry::getJointMappings(const AnimationPointer& animation) { QVector mappings = _jointMappings.value(animation); if (mappings.isEmpty() && isLoaded() && animation && animation->isLoaded()) { const FBXGeometry& animationGeometry = animation->getGeometry(); for (int i = 0; i < animationGeometry.joints.size(); i++) { mappings.append(_geometry.jointIndices.value(animationGeometry.joints.at(i).name) - 1); } _jointMappings.insert(animation, mappings); } return mappings; } void NetworkGeometry::setLoadPriority(const QPointer& owner, float priority) { Resource::setLoadPriority(owner, priority); for (int i = 0; i < _meshes.size(); i++) { NetworkMesh& mesh = _meshes[i]; for (int j = 0; j < mesh.parts.size(); j++) { NetworkMeshPart& part = mesh.parts[j]; if (part.diffuseTexture) { part.diffuseTexture->setLoadPriority(owner, priority); } if (part.normalTexture) { part.normalTexture->setLoadPriority(owner, priority); } if (part.specularTexture) { part.specularTexture->setLoadPriority(owner, priority); } if (part.emissiveTexture) { part.emissiveTexture->setLoadPriority(owner, priority); } } } } void NetworkGeometry::setLoadPriorities(const QHash, float>& priorities) { Resource::setLoadPriorities(priorities); for (int i = 0; i < _meshes.size(); i++) { NetworkMesh& mesh = _meshes[i]; for (int j = 0; j < mesh.parts.size(); j++) { NetworkMeshPart& part = mesh.parts[j]; if (part.diffuseTexture) { part.diffuseTexture->setLoadPriorities(priorities); } if (part.normalTexture) { part.normalTexture->setLoadPriorities(priorities); } if (part.specularTexture) { part.specularTexture->setLoadPriorities(priorities); } if (part.emissiveTexture) { part.emissiveTexture->setLoadPriorities(priorities); } } } } void NetworkGeometry::clearLoadPriority(const QPointer& owner) { Resource::clearLoadPriority(owner); for (int i = 0; i < _meshes.size(); i++) { NetworkMesh& mesh = _meshes[i]; for (int j = 0; j < mesh.parts.size(); j++) { NetworkMeshPart& part = mesh.parts[j]; if (part.diffuseTexture) { part.diffuseTexture->clearLoadPriority(owner); } if (part.normalTexture) { part.normalTexture->clearLoadPriority(owner); } if (part.specularTexture) { part.specularTexture->clearLoadPriority(owner); } if (part.emissiveTexture) { part.emissiveTexture->clearLoadPriority(owner); } } } } void NetworkGeometry::setTextureWithNameToURL(const QString& name, const QUrl& url) { if (_meshes.size() > 0) { auto textureCache = DependencyManager::get(); for (int i = 0; i < _meshes.size(); i++) { NetworkMesh& mesh = _meshes[i]; for (int j = 0; j < mesh.parts.size(); j++) { NetworkMeshPart& part = mesh.parts[j]; QSharedPointer matchingTexture = QSharedPointer(); if (part.diffuseTextureName == name) { part.diffuseTexture = textureCache->getTexture(url, DEFAULT_TEXTURE, _geometry.meshes[i].isEye, QByteArray()); part.diffuseTexture->setLoadPriorities(_loadPriorities); } else if (part.normalTextureName == name) { part.normalTexture = textureCache->getTexture(url, DEFAULT_TEXTURE, false, QByteArray()); part.normalTexture->setLoadPriorities(_loadPriorities); } else if (part.specularTextureName == name) { part.specularTexture = textureCache->getTexture(url, DEFAULT_TEXTURE, false, QByteArray()); part.specularTexture->setLoadPriorities(_loadPriorities); } else if (part.emissiveTextureName == name) { part.emissiveTexture = textureCache->getTexture(url, DEFAULT_TEXTURE, false, QByteArray()); part.emissiveTexture->setLoadPriorities(_loadPriorities); } } } } else { qDebug() << "Adding a name url pair to pending" << name << url; // we don't have meshes downloaded yet, so hold this texture as pending _pendingTextureChanges.insert(name, url); } } QStringList NetworkGeometry::getTextureNames() const { QStringList result; for (int i = 0; i < _meshes.size(); i++) { const NetworkMesh& mesh = _meshes[i]; for (int j = 0; j < mesh.parts.size(); j++) { const NetworkMeshPart& part = mesh.parts[j]; if (!part.diffuseTextureName.isEmpty()) { QString textureURL = part.diffuseTexture->getURL().toString(); result << part.diffuseTextureName + ":" + textureURL; } if (!part.normalTextureName.isEmpty()) { QString textureURL = part.normalTexture->getURL().toString(); result << part.normalTextureName + ":" + textureURL; } if (!part.specularTextureName.isEmpty()) { QString textureURL = part.specularTexture->getURL().toString(); result << part.specularTextureName + ":" + textureURL; } if (!part.emissiveTextureName.isEmpty()) { QString textureURL = part.emissiveTexture->getURL().toString(); result << part.emissiveTextureName + ":" + textureURL; } } } return result; } void NetworkGeometry::replaceTexturesWithPendingChanges() { QHash::Iterator it = _pendingTextureChanges.begin(); while (it != _pendingTextureChanges.end()) { setTextureWithNameToURL(it.key(), it.value()); it = _pendingTextureChanges.erase(it); } } /// Reads geometry in a worker thread. class GeometryReader : public QRunnable { public: GeometryReader(const QWeakPointer& geometry, const QUrl& url, QNetworkReply* reply, const QVariantHash& mapping); virtual void run(); private: QWeakPointer _geometry; QUrl _url; QNetworkReply* _reply; QVariantHash _mapping; }; GeometryReader::GeometryReader(const QWeakPointer& geometry, const QUrl& url, QNetworkReply* reply, const QVariantHash& mapping) : _geometry(geometry), _url(url), _reply(reply), _mapping(mapping) { } void GeometryReader::run() { QSharedPointer geometry = _geometry.toStrongRef(); if (geometry.isNull()) { _reply->deleteLater(); return; } try { if (!_reply) { throw QString("Reply is NULL ?!"); } QString urlname = _url.path().toLower(); bool urlValid = true; urlValid &= !urlname.isEmpty(); urlValid &= !_url.path().isEmpty(); urlValid &= _url.path().toLower().endsWith(".fbx") || _url.path().toLower().endsWith(".svo"); if (urlValid) { // Let's read the binaries from the network FBXGeometry fbxgeo; if (_url.path().toLower().endsWith(".fbx")) { bool grabLightmaps = true; float lightmapLevel = 1.0f; // HACK: For monday 12/01/2014 we need to kill lighmaps loading in starchamber... if (_url.path().toLower().endsWith("loungev4_11-18.fbx")) { grabLightmaps = false; } else if (_url.path().toLower().endsWith("apt8_reboot.fbx")) { lightmapLevel = 4.0f; } else if (_url.path().toLower().endsWith("palaceoforinthilian4.fbx")) { lightmapLevel = 3.5f; } fbxgeo = readFBX(_reply, _mapping, grabLightmaps, lightmapLevel); } QMetaObject::invokeMethod(geometry.data(), "setGeometry", Q_ARG(const FBXGeometry&, fbxgeo)); } else { throw QString("url is invalid"); } } catch (const QString& error) { qDebug() << "Error reading " << _url << ": " << error; QMetaObject::invokeMethod(geometry.data(), "finishedLoading", Q_ARG(bool, false)); } _reply->deleteLater(); } void NetworkGeometry::init() { _mapping = QVariantHash(); _geometry = FBXGeometry(); _meshes.clear(); _lods.clear(); _pendingTextureChanges.clear(); _request.setUrl(_url); Resource::init(); } void NetworkGeometry::downloadFinished(QNetworkReply* reply) { QUrl url = reply->url(); if (url.path().toLower().endsWith(".fst")) { // it's a mapping file; parse it and get the mesh filename _mapping = readMapping(reply->readAll()); reply->deleteLater(); QString filename = _mapping.value("filename").toString(); if (filename.isNull()) { qDebug() << "Mapping file " << url << " has no filename."; finishedLoading(false); } else { QString texdir = _mapping.value("texdir").toString(); if (!texdir.isNull()) { if (!texdir.endsWith('/')) { texdir += '/'; } _textureBase = url.resolved(texdir); } QVariantHash lods = _mapping.value("lod").toHash(); for (QVariantHash::const_iterator it = lods.begin(); it != lods.end(); it++) { QSharedPointer geometry(new NetworkGeometry(url.resolved(it.key()), QSharedPointer(), true, _mapping, _textureBase)); geometry->setSelf(geometry.staticCast()); geometry->setLODParent(_lodParent); _lods.insert(it.value().toFloat(), geometry); } _request.setUrl(url.resolved(filename)); // make the request immediately only if we have no LODs to switch between _startedLoading = false; if (_lods.isEmpty()) { attemptRequest(); } } return; } // send the reader off to the thread pool QThreadPool::globalInstance()->start(new GeometryReader(_self, url, reply, _mapping)); } void NetworkGeometry::reinsert() { Resource::reinsert(); _lodParent = qWeakPointerCast(_self); foreach (const QSharedPointer& lod, _lods) { lod->setLODParent(_lodParent); } } void NetworkGeometry::setGeometry(const FBXGeometry& geometry) { _geometry = geometry; auto textureCache = DependencyManager::get(); foreach (const FBXMesh& mesh, _geometry.meshes) { NetworkMesh networkMesh; int totalIndices = 0; foreach (const FBXMeshPart& part, mesh.parts) { NetworkMeshPart networkPart; if (!part.diffuseTexture.filename.isEmpty()) { networkPart.diffuseTexture = textureCache->getTexture( _textureBase.resolved(QUrl(part.diffuseTexture.filename)), DEFAULT_TEXTURE, mesh.isEye, part.diffuseTexture.content); networkPart.diffuseTextureName = part.diffuseTexture.name; networkPart.diffuseTexture->setLoadPriorities(_loadPriorities); } if (!part.normalTexture.filename.isEmpty()) { networkPart.normalTexture = textureCache->getTexture( _textureBase.resolved(QUrl(part.normalTexture.filename)), NORMAL_TEXTURE, false, part.normalTexture.content); networkPart.normalTextureName = part.normalTexture.name; networkPart.normalTexture->setLoadPriorities(_loadPriorities); } if (!part.specularTexture.filename.isEmpty()) { networkPart.specularTexture = textureCache->getTexture( _textureBase.resolved(QUrl(part.specularTexture.filename)), SPECULAR_TEXTURE, false, part.specularTexture.content); networkPart.specularTextureName = part.specularTexture.name; networkPart.specularTexture->setLoadPriorities(_loadPriorities); } if (!part.emissiveTexture.filename.isEmpty()) { networkPart.emissiveTexture = textureCache->getTexture( _textureBase.resolved(QUrl(part.emissiveTexture.filename)), EMISSIVE_TEXTURE, false, part.emissiveTexture.content); networkPart.emissiveTextureName = part.emissiveTexture.name; networkPart.emissiveTexture->setLoadPriorities(_loadPriorities); } networkMesh.parts.append(networkPart); totalIndices += (part.quadIndices.size() + part.triangleIndices.size()); } { networkMesh._indexBuffer = gpu::BufferPointer(new gpu::Buffer()); networkMesh._indexBuffer->resize(totalIndices * sizeof(int)); int offset = 0; foreach(const FBXMeshPart& part, mesh.parts) { networkMesh._indexBuffer->setSubData(offset, part.quadIndices.size() * sizeof(int), (gpu::Resource::Byte*) part.quadIndices.constData()); offset += part.quadIndices.size() * sizeof(int); networkMesh._indexBuffer->setSubData(offset, part.triangleIndices.size() * sizeof(int), (gpu::Resource::Byte*) part.triangleIndices.constData()); offset += part.triangleIndices.size() * sizeof(int); } } { networkMesh._vertexBuffer = gpu::BufferPointer(new gpu::Buffer()); // if we don't need to do any blending, the positions/normals can be static if (mesh.blendshapes.isEmpty()) { int normalsOffset = mesh.vertices.size() * sizeof(glm::vec3); int tangentsOffset = normalsOffset + mesh.normals.size() * sizeof(glm::vec3); int colorsOffset = tangentsOffset + mesh.tangents.size() * sizeof(glm::vec3); int texCoordsOffset = colorsOffset + mesh.colors.size() * sizeof(glm::vec3); int texCoords1Offset = texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2); int clusterIndicesOffset = texCoords1Offset + mesh.texCoords1.size() * sizeof(glm::vec2); int clusterWeightsOffset = clusterIndicesOffset + mesh.clusterIndices.size() * sizeof(glm::vec4); networkMesh._vertexBuffer->resize(clusterWeightsOffset + mesh.clusterWeights.size() * sizeof(glm::vec4)); networkMesh._vertexBuffer->setSubData(0, mesh.vertices.size() * sizeof(glm::vec3), (gpu::Resource::Byte*) mesh.vertices.constData()); networkMesh._vertexBuffer->setSubData(normalsOffset, mesh.normals.size() * sizeof(glm::vec3), (gpu::Resource::Byte*) mesh.normals.constData()); networkMesh._vertexBuffer->setSubData(tangentsOffset, mesh.tangents.size() * sizeof(glm::vec3), (gpu::Resource::Byte*) mesh.tangents.constData()); networkMesh._vertexBuffer->setSubData(colorsOffset, mesh.colors.size() * sizeof(glm::vec3), (gpu::Resource::Byte*) mesh.colors.constData()); networkMesh._vertexBuffer->setSubData(texCoordsOffset, mesh.texCoords.size() * sizeof(glm::vec2), (gpu::Resource::Byte*) mesh.texCoords.constData()); networkMesh._vertexBuffer->setSubData(texCoords1Offset, mesh.texCoords1.size() * sizeof(glm::vec2), (gpu::Resource::Byte*) mesh.texCoords1.constData()); networkMesh._vertexBuffer->setSubData(clusterIndicesOffset, mesh.clusterIndices.size() * sizeof(glm::vec4), (gpu::Resource::Byte*) mesh.clusterIndices.constData()); networkMesh._vertexBuffer->setSubData(clusterWeightsOffset, mesh.clusterWeights.size() * sizeof(glm::vec4), (gpu::Resource::Byte*) mesh.clusterWeights.constData()); // otherwise, at least the cluster indices/weights can be static networkMesh._vertexStream = gpu::BufferStreamPointer(new gpu::BufferStream()); networkMesh._vertexStream->addBuffer(networkMesh._vertexBuffer, 0, sizeof(glm::vec3)); if (mesh.normals.size()) networkMesh._vertexStream->addBuffer(networkMesh._vertexBuffer, normalsOffset, sizeof(glm::vec3)); if (mesh.tangents.size()) networkMesh._vertexStream->addBuffer(networkMesh._vertexBuffer, tangentsOffset, sizeof(glm::vec3)); if (mesh.colors.size()) networkMesh._vertexStream->addBuffer(networkMesh._vertexBuffer, colorsOffset, sizeof(glm::vec3)); if (mesh.texCoords.size()) networkMesh._vertexStream->addBuffer(networkMesh._vertexBuffer, texCoordsOffset, sizeof(glm::vec2)); if (mesh.texCoords1.size()) networkMesh._vertexStream->addBuffer(networkMesh._vertexBuffer, texCoords1Offset, sizeof(glm::vec2)); if (mesh.clusterIndices.size()) networkMesh._vertexStream->addBuffer(networkMesh._vertexBuffer, clusterIndicesOffset, sizeof(glm::vec4)); if (mesh.clusterWeights.size()) networkMesh._vertexStream->addBuffer(networkMesh._vertexBuffer, clusterWeightsOffset, sizeof(glm::vec4)); int channelNum = 0; networkMesh._vertexFormat = gpu::Stream::FormatPointer(new gpu::Stream::Format()); networkMesh._vertexFormat->setAttribute(gpu::Stream::POSITION, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::POS_XYZ), 0); if (mesh.normals.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::NORMAL, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ)); if (mesh.tangents.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::TANGENT, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ)); if (mesh.colors.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::COLOR, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::RGB)); if (mesh.texCoords.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::TEXCOORD, channelNum++, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV)); if (mesh.texCoords1.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::TEXCOORD1, channelNum++, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV)); if (mesh.clusterIndices.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::SKIN_CLUSTER_INDEX, channelNum++, gpu::Element(gpu::VEC4, gpu::NFLOAT, gpu::XYZW)); if (mesh.clusterWeights.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::SKIN_CLUSTER_WEIGHT, channelNum++, gpu::Element(gpu::VEC4, gpu::NFLOAT, gpu::XYZW)); } else { int colorsOffset = mesh.tangents.size() * sizeof(glm::vec3); int texCoordsOffset = colorsOffset + mesh.colors.size() * sizeof(glm::vec3); int clusterIndicesOffset = texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2); int clusterWeightsOffset = clusterIndicesOffset + mesh.clusterIndices.size() * sizeof(glm::vec4); networkMesh._vertexBuffer->resize(clusterWeightsOffset + mesh.clusterWeights.size() * sizeof(glm::vec4)); networkMesh._vertexBuffer->setSubData(0, mesh.tangents.size() * sizeof(glm::vec3), (gpu::Resource::Byte*) mesh.tangents.constData()); networkMesh._vertexBuffer->setSubData(colorsOffset, mesh.colors.size() * sizeof(glm::vec3), (gpu::Resource::Byte*) mesh.colors.constData()); networkMesh._vertexBuffer->setSubData(texCoordsOffset, mesh.texCoords.size() * sizeof(glm::vec2), (gpu::Resource::Byte*) mesh.texCoords.constData()); networkMesh._vertexBuffer->setSubData(clusterIndicesOffset, mesh.clusterIndices.size() * sizeof(glm::vec4), (gpu::Resource::Byte*) mesh.clusterIndices.constData()); networkMesh._vertexBuffer->setSubData(clusterWeightsOffset, mesh.clusterWeights.size() * sizeof(glm::vec4), (gpu::Resource::Byte*) mesh.clusterWeights.constData()); networkMesh._vertexStream = gpu::BufferStreamPointer(new gpu::BufferStream()); if (mesh.tangents.size()) networkMesh._vertexStream->addBuffer(networkMesh._vertexBuffer, 0, sizeof(glm::vec3)); if (mesh.colors.size()) networkMesh._vertexStream->addBuffer(networkMesh._vertexBuffer, colorsOffset, sizeof(glm::vec3)); if (mesh.texCoords.size()) networkMesh._vertexStream->addBuffer(networkMesh._vertexBuffer, texCoordsOffset, sizeof(glm::vec2)); if (mesh.clusterIndices.size()) networkMesh._vertexStream->addBuffer(networkMesh._vertexBuffer, clusterIndicesOffset, sizeof(glm::vec4)); if (mesh.clusterWeights.size()) networkMesh._vertexStream->addBuffer(networkMesh._vertexBuffer, clusterWeightsOffset, sizeof(glm::vec4)); int channelNum = 0; networkMesh._vertexFormat = gpu::Stream::FormatPointer(new gpu::Stream::Format()); networkMesh._vertexFormat->setAttribute(gpu::Stream::POSITION, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::POS_XYZ)); if (mesh.normals.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::NORMAL, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ)); if (mesh.tangents.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::TANGENT, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ)); if (mesh.colors.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::COLOR, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::RGB)); if (mesh.texCoords.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::TEXCOORD, channelNum++, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV)); if (mesh.clusterIndices.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::SKIN_CLUSTER_INDEX, channelNum++, gpu::Element(gpu::VEC4, gpu::NFLOAT, gpu::XYZW)); if (mesh.clusterWeights.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::SKIN_CLUSTER_WEIGHT, channelNum++, gpu::Element(gpu::VEC4, gpu::NFLOAT, gpu::XYZW)); } } _meshes.append(networkMesh); } finishedLoading(true); } bool NetworkMeshPart::isTranslucent() const { return diffuseTexture && diffuseTexture->isTranslucent(); } int NetworkMesh::getTranslucentPartCount(const FBXMesh& fbxMesh) const { int count = 0; for (int i = 0; i < parts.size(); i++) { if (parts.at(i).isTranslucent() || fbxMesh.parts.at(i).opacity != 1.0f) { count++; } } return count; }