overte-JulianGro/libraries/render-utils/src/GeometryCache.h
2019-05-13 09:58:55 -07:00

491 lines
24 KiB
C++

//
// GeometryCache.h
// 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
//
#ifndef hifi_GeometryCache_h
#define hifi_GeometryCache_h
#include "model-networking/ModelCache.h"
#include <array>
#include <QMap>
#include <QRunnable>
#include <DependencyManager.h>
#include <shared/Shapes.h>
#include <gpu/Batch.h>
#include <gpu/Stream.h>
#include <render/ShapePipeline.h>
#include <graphics/Material.h>
#include <graphics/Asset.h>
class SimpleProgramKey;
typedef QPair<glm::vec2, float> Vec2FloatPair;
typedef QPair<Vec2FloatPair, Vec2FloatPair> Vec2FloatPairPair;
typedef QPair<glm::vec2, glm::vec2> Vec2Pair;
typedef QPair<Vec2Pair, Vec2Pair> Vec2PairPair;
typedef QPair<glm::vec3, glm::vec3> Vec3Pair;
typedef QPair<glm::vec4, glm::vec4> Vec4Pair;
typedef QPair<Vec3Pair, Vec2Pair> Vec3PairVec2Pair;
typedef QPair<Vec3Pair, glm::vec4> Vec3PairVec4;
typedef QPair<Vec3Pair, Vec4Pair> Vec3PairVec4Pair;
typedef QPair<Vec4Pair, glm::vec4> Vec4PairVec4;
typedef QPair<Vec4Pair, Vec4Pair> Vec4PairVec4Pair;
inline uint qHash(const Vec2FloatPairPair& v, uint seed) {
// multiply by prime numbers greater than the possible size
return qHash(v.first.first.x + 5009 * v.first.first.y + 5011 * v.first.second +
5021 * v.second.first.x + 5023 * v.second.first.y + 5039 * v.second.second);
}
inline uint qHash(const Vec2Pair& v, uint seed) {
// multiply by prime numbers greater than the possible size
return qHash(v.first.x + 5009 * v.first.y + 5011 * v.second.x + 5021 * v.second.y, seed);
}
inline uint qHash(const glm::vec4& v, uint seed) {
// multiply by prime numbers greater than the possible size
return qHash(v.x + 5009 * v.y + 5011 * v.z + 5021 * v.w, seed);
}
inline uint qHash(const Vec2PairPair& v, uint seed) {
// multiply by prime numbers greater than the possible size
return qHash(v.first.first.x + 5009 * v.first.first.y
+ 5011 * v.first.second.x + 5021 * v.first.second.y
+ 5023 * v.second.first.x + 5039 * v.second.first.y
+ 5051 * v.second.second.x + 5059 * v.second.second.y, seed);
}
inline uint qHash(const Vec3Pair& v, uint seed) {
// multiply by prime numbers greater than the possible size
return qHash(v.first.x + 5009 * v.first.y + 5011 * v.first.z
+ 5021 * v.second.x + 5023 * v.second.y + 5039 * v.second.z, seed);
}
inline uint qHash(const Vec4Pair& v, uint seed) {
// multiply by prime numbers greater than the possible size
return qHash(v.first.x + 5009 * v.first.y + 5011 * v.first.z + 5021 * v.first.w
+ 5023 * v.second.x + 5039 * v.second.y + 5051 * v.second.z + 5059 * v.second.w , seed);
}
inline uint qHash(const Vec3PairVec2Pair& v, uint seed) {
// multiply by prime numbers greater than the possible size
return qHash(v.first.first.x + 5009 * v.first.first.y + 5011 * v.first.first.z +
5021 * v.first.second.x + 5023 * v.first.second.y + 5039 * v.first.second.z +
5051 * v.second.first.x + 5059 * v.second.first.y +
5077 * v.second.second.x + 5081 * v.second.second.y, seed);
}
inline uint qHash(const Vec3PairVec4& v, uint seed) {
// multiply by prime numbers greater than the possible size
return qHash(v.first.first.x + 5009 * v.first.first.y + 5011 * v.first.first.z +
5021 * v.first.second.x + 5023 * v.first.second.y + 5039 * v.first.second.z +
5051 * v.second.x + 5059 * v.second.y + 5077 * v.second.z + 5081 * v.second.w, seed);
}
inline uint qHash(const Vec3PairVec4Pair& v, uint seed) {
// multiply by prime numbers greater than the possible size
return qHash(v.first.first.x + 5009 * v.first.first.y + 5011 * v.first.first.z
+ 5023 * v.first.second.x + 5039 * v.first.second.y + 5051 * v.first.second.z
+ 5077 * v.second.first.x + 5081 * v.second.first.y + 5087 * v.second.first.z + 5099 * v.second.first.w
+ 5101 * v.second.second.x + 5107 * v.second.second.y + 5113 * v.second.second.z + 5119 * v.second.second.w,
seed);
}
inline uint qHash(const Vec4PairVec4& v, uint seed) {
// multiply by prime numbers greater than the possible size
return qHash(v.first.first.x + 5009 * v.first.first.y + 5011 * v.first.first.z + 5021 * v.first.first.w
+ 5023 * v.first.second.x + 5039 * v.first.second.y + 5051 * v.first.second.z + 5059 * v.first.second.w
+ 5077 * v.second.x + 5081 * v.second.y + 5087 * v.second.z + 5099 * v.second.w,
seed);
}
inline uint qHash(const Vec4PairVec4Pair& v, uint seed) {
// multiply by prime numbers greater than the possible size
return qHash(v.first.first.x + 5009 * v.first.first.y + 5011 * v.first.first.z + 5021 * v.first.first.w
+ 5023 * v.first.second.x + 5039 * v.first.second.y + 5051 * v.first.second.z + 5059 * v.first.second.w
+ 5077 * v.second.first.x + 5081 * v.second.first.y + 5087 * v.second.first.z + 5099 * v.second.first.w
+ 5101 * v.second.second.x + 5107 * v.second.second.y + 5113 * v.second.second.z + 5119 * v.second.second.w,
seed);
}
/// Stores cached geometry.
class GeometryCache : public Dependency {
SINGLETON_DEPENDENCY
public:
enum Shape {
Line,
Triangle,
Quad,
Hexagon,
Octagon,
Circle,
Cube,
Sphere,
Tetrahedron,
Octahedron,
Dodecahedron,
Icosahedron,
Torus, // not yet implemented
Cone,
Cylinder,
NUM_SHAPES,
};
/// @param entityShapeEnum: The entity::Shape enumeration for the shape
/// whose GeometryCache::Shape is desired.
/// @return GeometryCache::NUM_SHAPES in the event of an error; otherwise,
/// the GeometryCache::Shape enum which aligns with the
/// specified entityShapeEnum
static GeometryCache::Shape getShapeForEntityShape(int entityShapeEnum);
static QString stringFromShape(GeometryCache::Shape geoShape);
static void computeSimpleHullPointListForShape(int entityShape, const glm::vec3 &entityExtents, QVector<glm::vec3> &outPointList);
static uint8_t CUSTOM_PIPELINE_NUMBER;
static render::ShapePipelinePointer shapePipelineFactory(const render::ShapePlumber& plumber, const render::ShapeKey& key, gpu::Batch& batch);
static void registerShapePipeline() {
if (!CUSTOM_PIPELINE_NUMBER) {
CUSTOM_PIPELINE_NUMBER = render::ShapePipeline::registerCustomShapePipelineFactory(shapePipelineFactory);
}
}
int allocateID() { return _nextID++; }
void releaseID(int id);
static const int UNKNOWN_ID;
// Bind the pipeline and get the state to render static geometry
void bindSimpleProgram(gpu::Batch& batch, bool textured = false, bool transparent = false, bool culled = true,
bool unlit = false, bool depthBias = false, bool isAntiAliased = true, bool forward = false);
// Get the pipeline to render static geometry
static gpu::PipelinePointer getSimplePipeline(bool textured = false, bool transparent = false, bool culled = true,
bool unlit = false, bool depthBias = false, bool fading = false, bool isAntiAliased = true, bool forward = false);
void bindWebBrowserProgram(gpu::Batch& batch, bool transparent = false);
gpu::PipelinePointer getWebBrowserProgram(bool transparent);
static void initializeShapePipelines();
render::ShapePipelinePointer getOpaqueShapePipeline() { assert(_simpleOpaquePipeline != nullptr); return _simpleOpaquePipeline; }
render::ShapePipelinePointer getTransparentShapePipeline() { assert(_simpleTransparentPipeline != nullptr); return _simpleTransparentPipeline; }
render::ShapePipelinePointer getForwardOpaqueShapePipeline() { assert(_forwardSimpleOpaquePipeline != nullptr); return _forwardSimpleOpaquePipeline; }
render::ShapePipelinePointer getForwardTransparentShapePipeline() { assert(_forwardSimpleTransparentPipeline != nullptr); return _forwardSimpleTransparentPipeline; }
// Static (instanced) geometry
void renderShapeInstances(gpu::Batch& batch, Shape shape, size_t count, gpu::BufferPointer& colorBuffer);
void renderWireShapeInstances(gpu::Batch& batch, Shape shape, size_t count, gpu::BufferPointer& colorBuffer);
void renderFadeShapeInstances(gpu::Batch& batch, Shape shape, size_t count, gpu::BufferPointer& colorBuffer,
gpu::BufferPointer& fadeBuffer1, gpu::BufferPointer& fadeBuffer2, gpu::BufferPointer& fadeBuffer3);
void renderWireFadeShapeInstances(gpu::Batch& batch, Shape shape, size_t count, gpu::BufferPointer& colorBuffer,
gpu::BufferPointer& fadeBuffer1, gpu::BufferPointer& fadeBuffer2, gpu::BufferPointer& fadeBuffer3);
void renderSolidShapeInstance(RenderArgs* args, gpu::Batch& batch, Shape shape, const glm::vec4& color = glm::vec4(1),
const render::ShapePipelinePointer& pipeline = _simpleOpaquePipeline);
void renderSolidShapeInstance(RenderArgs* args, gpu::Batch& batch, Shape shape, const glm::vec3& color,
const render::ShapePipelinePointer& pipeline = _simpleOpaquePipeline) {
renderSolidShapeInstance(args, batch, shape, glm::vec4(color, 1.0f), pipeline);
}
void renderWireShapeInstance(RenderArgs* args, gpu::Batch& batch, Shape shape, const glm::vec4& color = glm::vec4(1),
const render::ShapePipelinePointer& pipeline = _simpleOpaquePipeline);
void renderWireShapeInstance(RenderArgs* args, gpu::Batch& batch, Shape shape, const glm::vec3& color,
const render::ShapePipelinePointer& pipeline = _simpleOpaquePipeline) {
renderWireShapeInstance(args, batch, shape, glm::vec4(color, 1.0f), pipeline);
}
void renderSolidFadeShapeInstance(RenderArgs* args, gpu::Batch& batch, Shape shape, const glm::vec4& color, int fadeCategory, float fadeThreshold,
const glm::vec3& fadeNoiseOffset, const glm::vec3& fadeBaseOffset, const glm::vec3& fadeBaseInvSize,
const render::ShapePipelinePointer& pipeline);
void renderWireFadeShapeInstance(RenderArgs* args, gpu::Batch& batch, Shape shape, const glm::vec4& color, int fadeCategory, float fadeThreshold,
const glm::vec3& fadeNoiseOffset, const glm::vec3& fadeBaseOffset, const glm::vec3& fadeBaseInvSize,
const render::ShapePipelinePointer& pipeline);
void renderSolidSphereInstance(RenderArgs* args, gpu::Batch& batch, const glm::vec4& color,
const render::ShapePipelinePointer& pipeline = _simpleOpaquePipeline);
void renderSolidSphereInstance(RenderArgs* args, gpu::Batch& batch, const glm::vec3& color,
const render::ShapePipelinePointer& pipeline = _simpleOpaquePipeline) {
renderSolidSphereInstance(args, batch, glm::vec4(color, 1.0f), pipeline);
}
void renderWireSphereInstance(RenderArgs* args, gpu::Batch& batch, const glm::vec4& color,
const render::ShapePipelinePointer& pipeline = _simpleWirePipeline);
void renderWireSphereInstance(RenderArgs* args, gpu::Batch& batch, const glm::vec3& color,
const render::ShapePipelinePointer& pipeline = _simpleWirePipeline) {
renderWireSphereInstance(args, batch, glm::vec4(color, 1.0f), pipeline);
}
void renderSolidCubeInstance(RenderArgs* args, gpu::Batch& batch, const glm::vec4& color,
const render::ShapePipelinePointer& pipeline = _simpleOpaquePipeline);
void renderSolidCubeInstance(RenderArgs* args, gpu::Batch& batch, const glm::vec3& color,
const render::ShapePipelinePointer& pipeline = _simpleOpaquePipeline) {
renderSolidCubeInstance(args, batch, glm::vec4(color, 1.0f), pipeline);
}
void renderWireCubeInstance(RenderArgs* args, gpu::Batch& batch, const glm::vec4& color,
const render::ShapePipelinePointer& pipeline = _simpleWirePipeline);
void renderWireCubeInstance(RenderArgs* args, gpu::Batch& batch, const glm::vec3& color,
const render::ShapePipelinePointer& pipeline = _simpleWirePipeline) {
renderWireCubeInstance(args, batch, glm::vec4(color, 1.0f), pipeline);
}
// Dynamic geometry
void renderShape(gpu::Batch& batch, Shape shape);
void renderWireShape(gpu::Batch& batch, Shape shape);
void renderShape(gpu::Batch& batch, Shape shape, const glm::vec4& color);
void renderWireShape(gpu::Batch& batch, Shape shape, const glm::vec4& color);
size_t getShapeTriangleCount(Shape shape);
void renderCube(gpu::Batch& batch);
void renderWireCube(gpu::Batch& batch);
void renderCube(gpu::Batch& batch, const glm::vec4& color);
void renderWireCube(gpu::Batch& batch, const glm::vec4& color);
size_t getCubeTriangleCount();
void renderSphere(gpu::Batch& batch);
void renderWireSphere(gpu::Batch& batch);
void renderSphere(gpu::Batch& batch, const glm::vec4& color);
void renderWireSphere(gpu::Batch& batch, const glm::vec4& color);
size_t getSphereTriangleCount();
void renderGrid(gpu::Batch& batch, const glm::vec2& minCorner, const glm::vec2& maxCorner,
int majorRows, int majorCols, float majorEdge,
int minorRows, int minorCols, float minorEdge,
const glm::vec4& color, bool forward, int id);
void renderBevelCornersRect(gpu::Batch& batch, int x, int y, int width, int height, int bevelDistance, const glm::vec4& color, int id);
void renderUnitQuad(gpu::Batch& batch, const glm::vec4& color, int id);
void renderUnitQuad(gpu::Batch& batch, int id) {
renderUnitQuad(batch, glm::vec4(1), id);
}
void renderQuad(gpu::Batch& batch, int x, int y, int width, int height, const glm::vec4& color, int id)
{ renderQuad(batch, glm::vec2(x,y), glm::vec2(x + width, y + height), color, id); }
// TODO: I think there's a bug in this version of the renderQuad() that's not correctly rebuilding the vbos
// if the color changes by the corners are the same, as evidenced by the audio meter which should turn white
// when it's clipping
void renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, const glm::vec2& maxCorner, const glm::vec4& color, int id);
void renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, const glm::vec2& maxCorner,
const glm::vec2& texCoordMinCorner, const glm::vec2& texCoordMaxCorner,
const glm::vec4& color, int id);
void renderQuad(gpu::Batch& batch, const glm::vec3& minCorner, const glm::vec3& maxCorner, const glm::vec4& color, int id);
void renderQuad(gpu::Batch& batch, 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,
const glm::vec4& color, int id);
void renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2, const glm::vec3& color, int id)
{ renderLine(batch, p1, p2, color, color, id); }
void renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2,
const glm::vec3& color1, const glm::vec3& color2, int id)
{ renderLine(batch, p1, p2, glm::vec4(color1, 1.0f), glm::vec4(color2, 1.0f), id); }
void renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2,
const glm::vec4& color, int id)
{ renderLine(batch, p1, p2, color, color, id); }
void renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2,
const glm::vec4& color1, const glm::vec4& color2, int id);
void renderDashedLine(gpu::Batch& batch, const glm::vec3& start, const glm::vec3& end, const glm::vec4& color, int id)
{ renderDashedLine(batch, start, end, color, 0.05f, 0.025f, id); }
void renderDashedLine(gpu::Batch& batch, const glm::vec3& start, const glm::vec3& end, const glm::vec4& color,
const float dash_length, const float gap_length, int id);
void renderLine(gpu::Batch& batch, const glm::vec2& p1, const glm::vec2& p2, const glm::vec3& color, int id)
{ renderLine(batch, p1, p2, glm::vec4(color, 1.0f), id); }
void renderLine(gpu::Batch& batch, const glm::vec2& p1, const glm::vec2& p2, const glm::vec4& color, int id)
{ renderLine(batch, p1, p2, color, color, id); }
void renderLine(gpu::Batch& batch, const glm::vec2& p1, const glm::vec2& p2,
const glm::vec3& color1, const glm::vec3& color2, int id)
{ renderLine(batch, p1, p2, glm::vec4(color1, 1.0f), glm::vec4(color2, 1.0f), id); }
void renderLine(gpu::Batch& batch, const glm::vec2& p1, const glm::vec2& p2,
const glm::vec4& color1, const glm::vec4& color2, int id);
void updateVertices(int id, const QVector<glm::vec2>& points, const glm::vec4& color);
void updateVertices(int id, const QVector<glm::vec2>& points, const QVector<glm::vec4>& colors);
void updateVertices(int id, const QVector<glm::vec3>& points, const glm::vec4& color);
void updateVertices(int id, const QVector<glm::vec3>& points, const QVector<glm::vec4>& colors);
void updateVertices(int id, const QVector<glm::vec3>& points, const QVector<glm::vec2>& texCoords, const glm::vec4& color);
void renderVertices(gpu::Batch& batch, gpu::Primitive primitiveType, int id);
/// Set a batch to the simple pipeline, returning the previous pipeline
void useSimpleDrawPipeline(gpu::Batch& batch, bool noBlend = false);
struct ShapeVertex {
ShapeVertex(const vec3& pos, const vec3& normal, const vec2& uv, const vec3& tangent) : pos(pos), normal(normal), uv(uv), tangent(tangent) {}
vec3 pos;
vec3 normal;
vec2 uv;
vec3 tangent;
};
struct ShapeData {
gpu::BufferView _positionView;
gpu::BufferView _normalView;
gpu::BufferView _texCoordView;
gpu::BufferView _tangentView;
gpu::BufferView _indicesView;
gpu::BufferView _wireIndicesView;
void setupVertices(gpu::BufferPointer& vertexBuffer, const std::vector<ShapeVertex>& vertices);
void setupIndices(gpu::BufferPointer& indexBuffer, const geometry::IndexVector& indices, const geometry::IndexVector& wireIndices);
void setupBatch(gpu::Batch& batch) const;
void draw(gpu::Batch& batch) const;
void drawWire(gpu::Batch& batch) const;
void drawInstances(gpu::Batch& batch, size_t count) const;
void drawWireInstances(gpu::Batch& batch, size_t count) const;
};
using VShape = std::array<ShapeData, NUM_SHAPES>;
/// returns ShapeData associated with the specified shape,
/// otherwise nullptr in the event of an error.
const ShapeData * getShapeData(Shape shape) const;
graphics::MeshPointer meshFromShape(Shape geometryShape, glm::vec3 color);
private:
GeometryCache();
virtual ~GeometryCache();
void buildShapes();
typedef QPair<int, int> IntPair;
typedef QPair<unsigned int, unsigned int> VerticesIndices;
VShape _shapes;
gpu::PipelinePointer _standardDrawPipeline;
gpu::PipelinePointer _standardDrawPipelineNoBlend;
gpu::BufferPointer _shapeVertices{ std::make_shared<gpu::Buffer>() };
gpu::BufferPointer _shapeIndices{ std::make_shared<gpu::Buffer>() };
class GridSchema {
public:
// data is arranged as majorRow, majorCol, minorRow, minorCol
glm::vec4 period;
glm::vec4 offset;
glm::vec4 edge;
};
using GridBuffer = gpu::BufferView;
void useGridPipeline(gpu::Batch& batch, GridBuffer gridBuffer, bool transparent, bool forward);
static std::map<std::pair<bool, bool>, gpu::PipelinePointer> _gridPipelines;
class BatchItemDetails {
public:
static int population;
gpu::BufferPointer verticesBuffer;
gpu::BufferPointer colorBuffer;
gpu::BufferPointer uniformBuffer;
gpu::Stream::FormatPointer streamFormat;
gpu::BufferStreamPointer stream;
int vertices;
int vertexSize;
bool isCreated;
BatchItemDetails();
BatchItemDetails(const GeometryCache::BatchItemDetails& other);
~BatchItemDetails();
void clear();
};
QHash<IntPair, VerticesIndices> _coneVBOs;
int _nextID{ 1 };
QHash<int, Vec3PairVec4Pair> _lastRegisteredQuad3DTexture;
QHash<int, BatchItemDetails> _registeredQuad3DTextures;
QHash<int, Vec4PairVec4> _lastRegisteredQuad2DTexture;
QHash<int, BatchItemDetails> _registeredQuad2DTextures;
QHash<int, Vec3PairVec4> _lastRegisteredQuad3D;
QHash<int, BatchItemDetails> _registeredQuad3D;
QHash<int, Vec4Pair> _lastRegisteredQuad2D;
QHash<int, BatchItemDetails> _registeredQuad2D;
QHash<int, Vec3Pair> _lastRegisteredBevelRects;
QHash<int, BatchItemDetails> _registeredBevelRects;
QHash<int, Vec3Pair> _lastRegisteredLine3D;
QHash<int, BatchItemDetails> _registeredLine3DVBOs;
QHash<int, Vec2Pair> _lastRegisteredLine2D;
QHash<int, BatchItemDetails> _registeredLine2DVBOs;
QHash<int, BatchItemDetails> _registeredVertices;
QHash<int, Vec3PairVec2Pair> _lastRegisteredDashedLines;
QHash<int, BatchItemDetails> _registeredDashedLines;
QHash<int, Vec2FloatPairPair> _lastRegisteredGridBuffer;
QHash<int, GridBuffer> _registeredGridBuffers;
// FIXME: clean these up
static gpu::ShaderPointer _simpleShader;
static gpu::ShaderPointer _transparentShader;
static gpu::ShaderPointer _unlitShader;
static gpu::ShaderPointer _simpleFadeShader;
static gpu::ShaderPointer _unlitFadeShader;
static gpu::ShaderPointer _forwardSimpleShader;
static gpu::ShaderPointer _forwardTransparentShader;
static gpu::ShaderPointer _forwardUnlitShader;
static gpu::ShaderPointer _forwardSimpleFadeShader;
static gpu::ShaderPointer _forwardUnlitFadeShader;
static render::ShapePipelinePointer _simpleOpaquePipeline;
static render::ShapePipelinePointer _simpleTransparentPipeline;
static render::ShapePipelinePointer _forwardSimpleOpaquePipeline;
static render::ShapePipelinePointer _forwardSimpleTransparentPipeline;
static render::ShapePipelinePointer _simpleOpaqueFadePipeline;
static render::ShapePipelinePointer _simpleTransparentFadePipeline;
static render::ShapePipelinePointer _simpleWirePipeline;
static QHash<SimpleProgramKey, gpu::PipelinePointer> _simplePrograms;
gpu::ShaderPointer _simpleOpaqueWebBrowserShader;
gpu::PipelinePointer _simpleOpaqueWebBrowserPipeline;
gpu::ShaderPointer _simpleTransparentWebBrowserShader;
gpu::PipelinePointer _simpleTransparentWebBrowserPipeline;
static render::ShapePipelinePointer getShapePipeline(bool textured = false, bool transparent = false, bool culled = true,
bool unlit = false, bool depthBias = false, bool forward = false);
static render::ShapePipelinePointer getFadingShapePipeline(bool textured = false, bool transparent = false, bool culled = true,
bool unlit = false, bool depthBias = false, bool forward = false);
};
#endif // hifi_GeometryCache_h