overte-JulianGro/libraries/render-utils/src/GeometryCache.cpp
David Rowe a782b6779a Merge branch 'master' into 21709
# Conflicts:
#	interface/src/ui/overlays/Overlays.h
#	interface/src/ui/overlays/Shape3DOverlay.cpp
#	libraries/entities/src/EntityItemProperties.cpp
#	libraries/entities/src/EntityScriptingInterface.h
2018-02-28 12:42:05 +13:00

2415 lines
98 KiB
C++

//
// 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 "GeometryCache.h"
#include <qmath.h>
#include <cmath>
#include <QtCore/QThreadPool>
#include <QtCore/QFileInfo>
#include <QtNetwork/QNetworkReply>
#include <shared/Shapes.h>
#include <shared/PlatformHacks.h>
#include <FSTReader.h>
#include <NumericalConstants.h>
#include "TextureCache.h"
#include "RenderUtilsLogging.h"
#include "StencilMaskPass.h"
#include "FadeEffect.h"
#include "gpu/StandardShaderLib.h"
#include "graphics/TextureMap.h"
#include "graphics/BufferViewHelpers.h"
#include "render/Args.h"
#include "standardTransformPNTC_vert.h"
#include "standardDrawTexture_frag.h"
#include "simple_vert.h"
#include "simple_textured_frag.h"
#include "simple_textured_unlit_frag.h"
#include "simple_fade_vert.h"
#include "simple_textured_fade_frag.h"
#include "simple_textured_unlit_fade_frag.h"
#include "simple_opaque_web_browser_frag.h"
#include "simple_transparent_web_browser_frag.h"
#include "glowLine_vert.h"
#include "glowLine_frag.h"
#include "grid_frag.h"
//#define WANT_DEBUG
// @note: Originally size entity::NUM_SHAPES
// As of Commit b93e91b9, render-utils no longer retains knowledge of
// entity lib, and thus doesn't know about entity::NUM_SHAPES. Should
// the enumerations be altered, this will need to be updated.
// @see ShapeEntityItem.h
static std::array<GeometryCache::Shape, (GeometryCache::NUM_SHAPES - 1)> MAPPING{ {
GeometryCache::Triangle,
GeometryCache::Quad,
GeometryCache::Hexagon,
GeometryCache::Octagon,
GeometryCache::Circle,
GeometryCache::Cube,
GeometryCache::Sphere,
GeometryCache::Tetrahedron,
GeometryCache::Octahedron,
GeometryCache::Dodecahedron,
GeometryCache::Icosahedron,
GeometryCache::Torus,
GeometryCache::Cone,
GeometryCache::Cylinder,
} };
static const std::array<const char * const, GeometryCache::NUM_SHAPES> GEOCACHE_SHAPE_STRINGS{ {
"Line",
"Triangle",
"Quad",
"Hexagon",
"Octagon",
"Circle",
"Cube",
"Sphere",
"Tetrahedron",
"Octahedron",
"Dodecahedron",
"Icosahedron",
"Torus",
"Cone",
"Cylinder"
} };
const int GeometryCache::UNKNOWN_ID = -1;
static const int VERTICES_PER_TRIANGLE = 3;
static const gpu::Element POSITION_ELEMENT { gpu::VEC3, gpu::FLOAT, gpu::XYZ };
static const gpu::Element NORMAL_ELEMENT { gpu::VEC3, gpu::FLOAT, gpu::XYZ };
static const gpu::Element COLOR_ELEMENT { gpu::VEC4, gpu::NUINT8, gpu::RGBA };
static const gpu::Element TEXCOORD4_ELEMENT { gpu::VEC4, gpu::FLOAT, gpu::XYZW };
static gpu::Stream::FormatPointer SOLID_STREAM_FORMAT;
static gpu::Stream::FormatPointer INSTANCED_SOLID_STREAM_FORMAT;
static gpu::Stream::FormatPointer INSTANCED_SOLID_FADE_STREAM_FORMAT;
static const uint SHAPE_VERTEX_STRIDE = sizeof(glm::vec3) * 2; // vertices and normals
static const uint SHAPE_NORMALS_OFFSET = sizeof(glm::vec3);
void GeometryCache::computeSimpleHullPointListForShape(const int entityShape, const glm::vec3 &entityExtents, QVector<glm::vec3> &outPointList) {
auto geometryCache = DependencyManager::get<GeometryCache>();
const GeometryCache::Shape geometryShape = GeometryCache::getShapeForEntityShape( entityShape );
const GeometryCache::ShapeData * shapeData = geometryCache->getShapeData( geometryShape );
if (!shapeData){
//--EARLY EXIT--( data isn't ready for some reason... )
return;
}
const gpu::BufferView & shapeVerts = shapeData->_positionView;
const gpu::BufferView::Size numItems = shapeVerts.getNumElements();
outPointList.reserve((int)numItems);
QVector<glm::vec3> uniqueVerts;
uniqueVerts.reserve((int)numItems);
const float MAX_INCLUSIVE_FILTER_DISTANCE_SQUARED = 1.0e-6f; //< 1mm^2
for (gpu::BufferView::Index i = 0; i < (gpu::BufferView::Index)numItems; ++i) {
const int numUniquePoints = (int)uniqueVerts.size();
const geometry::Vec &curVert = shapeVerts.get<geometry::Vec>(i);
bool isUniquePoint = true;
for (int uniqueIndex = 0; uniqueIndex < numUniquePoints; ++uniqueIndex) {
const geometry::Vec knownVert = uniqueVerts[uniqueIndex];
const float distToKnownPoint = glm::length2(knownVert - curVert);
if (distToKnownPoint <= MAX_INCLUSIVE_FILTER_DISTANCE_SQUARED) {
isUniquePoint = false;
break;
}
}
if (!isUniquePoint) {
//--EARLY ITERATION EXIT--
continue;
}
uniqueVerts.push_back(curVert);
outPointList.push_back(curVert * entityExtents);
}
}
template <size_t SIDES>
std::vector<vec3> polygon() {
std::vector<vec3> result;
result.reserve(SIDES);
double angleIncrement = 2.0 * M_PI / SIDES;
for (size_t i = 0; i < SIDES; i++) {
double angle = (double)i * angleIncrement;
result.push_back(vec3{ cos(angle) * 0.5, 0.0, sin(angle) * 0.5 });
}
return result;
}
void GeometryCache::ShapeData::setupVertices(gpu::BufferPointer& vertexBuffer, const geometry::VertexVector& vertices) {
gpu::Buffer::Size offset = vertexBuffer->getSize();
vertexBuffer->append(vertices);
gpu::Buffer::Size viewSize = vertices.size() * sizeof(glm::vec3);
_positionView = gpu::BufferView(vertexBuffer, offset,
viewSize, SHAPE_VERTEX_STRIDE, POSITION_ELEMENT);
_normalView = gpu::BufferView(vertexBuffer, offset + SHAPE_NORMALS_OFFSET,
viewSize, SHAPE_VERTEX_STRIDE, NORMAL_ELEMENT);
}
void GeometryCache::ShapeData::setupIndices(gpu::BufferPointer& indexBuffer, const geometry::IndexVector& indices, const geometry::IndexVector& wireIndices) {
gpu::Buffer::Size offset = indexBuffer->getSize();
if (!indices.empty()) {
for (uint32_t i = 0; i < indices.size(); ++i) {
indexBuffer->append((uint16_t)indices[i]);
}
}
gpu::Size viewSize = indices.size() * sizeof(uint16_t);
_indicesView = gpu::BufferView(indexBuffer, offset, viewSize, gpu::Element::INDEX_UINT16);
offset = indexBuffer->getSize();
if (!wireIndices.empty()) {
for (uint32_t i = 0; i < wireIndices.size(); ++i) {
indexBuffer->append((uint16_t)wireIndices[i]);
}
}
viewSize = wireIndices.size() * sizeof(uint16_t);
_wireIndicesView = gpu::BufferView(indexBuffer, offset, viewSize, gpu::Element::INDEX_UINT16);
}
void GeometryCache::ShapeData::setupBatch(gpu::Batch& batch) const {
batch.setInputBuffer(gpu::Stream::POSITION, _positionView);
batch.setInputBuffer(gpu::Stream::NORMAL, _normalView);
batch.setIndexBuffer(_indicesView);
}
void GeometryCache::ShapeData::draw(gpu::Batch& batch) const {
uint32_t numIndices = (uint32_t)_indicesView.getNumElements();
if (numIndices > 0) {
setupBatch(batch);
batch.drawIndexed(gpu::TRIANGLES, numIndices, 0);
}
}
void GeometryCache::ShapeData::drawWire(gpu::Batch& batch) const {
uint32_t numIndices = (uint32_t)_wireIndicesView.getNumElements();
if (numIndices > 0) {
batch.setInputBuffer(gpu::Stream::POSITION, _positionView);
batch.setInputBuffer(gpu::Stream::NORMAL, _normalView);
batch.setIndexBuffer(_wireIndicesView);
batch.drawIndexed(gpu::LINES, numIndices, 0);
}
}
void GeometryCache::ShapeData::drawInstances(gpu::Batch& batch, size_t count) const {
uint32_t numIndices = (uint32_t)_indicesView.getNumElements();
if (numIndices > 0) {
setupBatch(batch);
batch.drawIndexedInstanced((gpu::uint32)count, gpu::TRIANGLES, numIndices, 0);
}
}
void GeometryCache::ShapeData::drawWireInstances(gpu::Batch& batch, size_t count) const {
uint32_t numIndices = (uint32_t)_wireIndicesView.getNumElements();
if (numIndices > 0) {
batch.setInputBuffer(gpu::Stream::POSITION, _positionView);
batch.setInputBuffer(gpu::Stream::NORMAL, _normalView);
batch.setIndexBuffer(_wireIndicesView);
batch.drawIndexedInstanced((gpu::uint32)count, gpu::LINES, numIndices, 0);
}
}
static const size_t ICOSAHEDRON_TO_SPHERE_TESSELATION_COUNT = 3;
size_t GeometryCache::getShapeTriangleCount(Shape shape) {
return _shapes[shape]._indicesView.getNumElements() / VERTICES_PER_TRIANGLE;
}
size_t GeometryCache::getSphereTriangleCount() {
return getShapeTriangleCount(Sphere);
}
size_t GeometryCache::getCubeTriangleCount() {
return getShapeTriangleCount(Cube);
}
using IndexPair = uint64_t;
using IndexPairs = std::unordered_set<IndexPair>;
static IndexPair indexToken(geometry::Index a, geometry::Index b) {
if (a > b) {
std::swap(a, b);
}
return (((IndexPair)a) << 32) | ((IndexPair)b);
}
template <size_t N>
void setupFlatShape(GeometryCache::ShapeData& shapeData, const geometry::Solid<N>& shape, gpu::BufferPointer& vertexBuffer, gpu::BufferPointer& indexBuffer) {
using namespace geometry;
VertexVector vertices;
IndexVector solidIndices, wireIndices;
IndexPairs wireSeenIndices;
size_t faceCount = shape.faces.size();
size_t faceIndexCount = triangulatedFaceIndexCount<N>();
vertices.reserve(N * faceCount * 2);
solidIndices.reserve(faceIndexCount * faceCount);
Index baseVertex = 0;
for (size_t f = 0; f < faceCount; f++) {
const Face<N>& face = shape.faces[f];
// Compute the face normal
vec3 faceNormal = shape.getFaceNormal(f);
// Create the vertices for the face
for (Index i = 0; i < N; i++) {
Index originalIndex = face[i];
vertices.push_back(shape.vertices[originalIndex]);
vertices.push_back(faceNormal);
}
// Create the wire indices for unseen edges
for (Index i = 0; i < N; i++) {
Index a = i;
Index b = (i + 1) % N;
auto token = indexToken(face[a], face[b]);
if (0 == wireSeenIndices.count(token)) {
wireSeenIndices.insert(token);
wireIndices.push_back(a + baseVertex);
wireIndices.push_back(b + baseVertex);
}
}
// Create the solid face indices
for (Index i = 0; i < N - 2; i++) {
solidIndices.push_back(0 + baseVertex);
solidIndices.push_back(i + 1 + baseVertex);
solidIndices.push_back(i + 2 + baseVertex);
}
baseVertex += (Index)N;
}
shapeData.setupVertices(vertexBuffer, vertices);
shapeData.setupIndices(indexBuffer, solidIndices, wireIndices);
}
template <size_t N>
void setupSmoothShape(GeometryCache::ShapeData& shapeData, const geometry::Solid<N>& shape, gpu::BufferPointer& vertexBuffer, gpu::BufferPointer& indexBuffer) {
using namespace geometry;
VertexVector vertices;
vertices.reserve(shape.vertices.size() * 2);
for (const auto& vertex : shape.vertices) {
vertices.push_back(vertex);
vertices.push_back(vertex);
}
IndexVector solidIndices, wireIndices;
IndexPairs wireSeenIndices;
size_t faceCount = shape.faces.size();
size_t faceIndexCount = triangulatedFaceIndexCount<N>();
solidIndices.reserve(faceIndexCount * faceCount);
Index baseVertex = 0;
for (size_t f = 0; f < faceCount; f++) {
const Face<N>& face = shape.faces[f];
// Create the wire indices for unseen edges
for (Index i = 0; i < N; i++) {
Index a = face[i];
Index b = face[(i + 1) % N];
auto token = indexToken(a, b);
if (0 == wireSeenIndices.count(token)) {
wireSeenIndices.insert(token);
wireIndices.push_back(a + baseVertex);
wireIndices.push_back(b + baseVertex);
}
}
// Create the solid face indices
for (Index i = 0; i < N - 2; i++) {
solidIndices.push_back(face[i] + baseVertex);
solidIndices.push_back(face[i + 1] + baseVertex);
solidIndices.push_back(face[i + 2] + baseVertex);
}
}
shapeData.setupVertices(vertexBuffer, vertices);
shapeData.setupIndices(indexBuffer, solidIndices, wireIndices);
}
template <uint32_t N>
void extrudePolygon(GeometryCache::ShapeData& shapeData, gpu::BufferPointer& vertexBuffer, gpu::BufferPointer& indexBuffer, bool isConical = false) {
using namespace geometry;
VertexVector vertices;
IndexVector solidIndices, wireIndices;
// Top (if not conical) and bottom faces
std::vector<vec3> shape = polygon<N>();
if (isConical) {
for (uint32_t i = 0; i < N; i++) {
vertices.push_back(vec3(0.0f, 0.5f, 0.0f));
vertices.push_back(vec3(0.0f, 1.0f, 0.0f));
}
} else {
for (const vec3& v : shape) {
vertices.push_back(vec3(v.x, 0.5f, v.z));
vertices.push_back(vec3(0.0f, 1.0f, 0.0f));
}
}
for (const vec3& v : shape) {
vertices.push_back(vec3(v.x, -0.5f, v.z));
vertices.push_back(vec3(0.0f, -1.0f, 0.0f));
}
Index baseVertex = 0;
for (uint32_t i = 2; i < N; i++) {
solidIndices.push_back(baseVertex + 0);
solidIndices.push_back(baseVertex + i);
solidIndices.push_back(baseVertex + i - 1);
solidIndices.push_back(baseVertex + N);
solidIndices.push_back(baseVertex + i + N - 1);
solidIndices.push_back(baseVertex + i + N);
}
for (uint32_t i = 1; i <= N; i++) {
wireIndices.push_back(baseVertex + (i % N));
wireIndices.push_back(baseVertex + i - 1);
wireIndices.push_back(baseVertex + (i % N) + N);
wireIndices.push_back(baseVertex + (i - 1) + N);
}
// Now do the sides
baseVertex += 2 * N;
for (uint32_t i = 0; i < N; i++) {
vec3 left = shape[i];
vec3 right = shape[(i + 1) % N];
vec3 normal = glm::normalize(left + right);
vec3 topLeft = (isConical ? vec3(0.0f, 0.5f, 0.0f) : vec3(left.x, 0.5f, left.z));
vec3 topRight = (isConical ? vec3(0.0f, 0.5f, 0.0f) : vec3(right.x, 0.5f, right.z));
vec3 bottomLeft = vec3(left.x, -0.5f, left.z);
vec3 bottomRight = vec3(right.x, -0.5f, right.z);
vertices.push_back(topLeft);
vertices.push_back(normal);
vertices.push_back(bottomLeft);
vertices.push_back(normal);
vertices.push_back(topRight);
vertices.push_back(normal);
vertices.push_back(bottomRight);
vertices.push_back(normal);
solidIndices.push_back(baseVertex + 0);
solidIndices.push_back(baseVertex + 2);
solidIndices.push_back(baseVertex + 1);
solidIndices.push_back(baseVertex + 1);
solidIndices.push_back(baseVertex + 2);
solidIndices.push_back(baseVertex + 3);
wireIndices.push_back(baseVertex + 0);
wireIndices.push_back(baseVertex + 1);
wireIndices.push_back(baseVertex + 3);
wireIndices.push_back(baseVertex + 2);
baseVertex += 4;
}
shapeData.setupVertices(vertexBuffer, vertices);
shapeData.setupIndices(indexBuffer, solidIndices, wireIndices);
}
void drawCircle(GeometryCache::ShapeData& shapeData, gpu::BufferPointer& vertexBuffer, gpu::BufferPointer& indexBuffer) {
// Draw a circle with radius 1/4th the size of the bounding box
using namespace geometry;
VertexVector vertices;
IndexVector solidIndices, wireIndices;
const int NUM_CIRCLE_VERTICES = 64;
std::vector<vec3> shape = polygon<NUM_CIRCLE_VERTICES>();
for (const vec3& v : shape) {
vertices.push_back(vec3(v.x, 0.0f, v.z));
vertices.push_back(vec3(0.0f, 0.0f, 0.0f));
}
Index baseVertex = 0;
for (uint32_t i = 2; i < NUM_CIRCLE_VERTICES; i++) {
solidIndices.push_back(baseVertex + 0);
solidIndices.push_back(baseVertex + i);
solidIndices.push_back(baseVertex + i - 1);
solidIndices.push_back(baseVertex + NUM_CIRCLE_VERTICES);
solidIndices.push_back(baseVertex + i + NUM_CIRCLE_VERTICES - 1);
solidIndices.push_back(baseVertex + i + NUM_CIRCLE_VERTICES);
}
for (uint32_t i = 1; i <= NUM_CIRCLE_VERTICES; i++) {
wireIndices.push_back(baseVertex + (i % NUM_CIRCLE_VERTICES));
wireIndices.push_back(baseVertex + i - 1);
wireIndices.push_back(baseVertex + (i % NUM_CIRCLE_VERTICES) + NUM_CIRCLE_VERTICES);
wireIndices.push_back(baseVertex + (i - 1) + NUM_CIRCLE_VERTICES);
}
shapeData.setupVertices(vertexBuffer, vertices);
shapeData.setupIndices(indexBuffer, solidIndices, wireIndices);
}
// FIXME solids need per-face vertices, but smooth shaded
// components do not. Find a way to support using draw elements
// or draw arrays as appropriate
// Maybe special case cone and cylinder since they combine flat
// and smooth shading
void GeometryCache::buildShapes() {
using namespace geometry;
auto vertexBuffer = std::make_shared<gpu::Buffer>();
auto indexBuffer = std::make_shared<gpu::Buffer>();
// Cube
setupFlatShape(_shapes[Cube], geometry::cube(), _shapeVertices, _shapeIndices);
//Quad renders as flat Cube
setupFlatShape(_shapes[Quad], geometry::cube(), _shapeVertices, _shapeIndices);
// Tetrahedron
setupFlatShape(_shapes[Tetrahedron], geometry::tetrahedron(), _shapeVertices, _shapeIndices);
// Icosahedron
setupFlatShape(_shapes[Icosahedron], geometry::icosahedron(), _shapeVertices, _shapeIndices);
// Octahedron
setupFlatShape(_shapes[Octahedron], geometry::octahedron(), _shapeVertices, _shapeIndices);
// Dodecahedron
setupFlatShape(_shapes[Dodecahedron], geometry::dodecahedron(), _shapeVertices, _shapeIndices);
// Sphere
// FIXME this uses way more vertices than required. Should find a way to calculate the indices
// using shared vertices for better vertex caching
auto sphere = geometry::tesselate(geometry::icosahedron(), ICOSAHEDRON_TO_SPHERE_TESSELATION_COUNT);
sphere.fitDimension(1.0f);
setupSmoothShape(_shapes[Sphere], sphere, _shapeVertices, _shapeIndices);
// Line
{
ShapeData& shapeData = _shapes[Line];
shapeData.setupVertices(_shapeVertices, VertexVector {
vec3(-0.5f, 0.0f, 0.0f), vec3(-0.5f, 0.0f, 0.0f),
vec3(0.5f, 0.0f, 0.0f), vec3(0.5f, 0.0f, 0.0f)
});
IndexVector wireIndices;
// Only two indices
wireIndices.push_back(0);
wireIndices.push_back(1);
shapeData.setupIndices(_shapeIndices, IndexVector(), wireIndices);
}
//Triangle,
extrudePolygon<3>(_shapes[Triangle], _shapeVertices, _shapeIndices);
//Hexagon,
extrudePolygon<6>(_shapes[Hexagon], _shapeVertices, _shapeIndices);
//Octagon,
extrudePolygon<8>(_shapes[Octagon], _shapeVertices, _shapeIndices);
//Cylinder,
extrudePolygon<64>(_shapes[Cylinder], _shapeVertices, _shapeIndices);
//Cone,
extrudePolygon<64>(_shapes[Cone], _shapeVertices, _shapeIndices, true);
// Circle renders as flat Cylinder
extrudePolygon<64>(_shapes[Circle], _shapeVertices, _shapeIndices);
// Not implemented yet:
//Torus,
}
const GeometryCache::ShapeData * GeometryCache::getShapeData(const Shape shape) const {
if (((int)shape < 0) || ((int)shape >= (int)_shapes.size())) {
qCWarning(renderutils) << "GeometryCache::getShapeData - Invalid shape " << shape << " specified. Returning default fallback.";
//--EARLY EXIT--( No valid shape data for shape )
return nullptr;
}
return &_shapes[shape];
}
GeometryCache::Shape GeometryCache::getShapeForEntityShape(int entityShape) {
if ((entityShape < 0) || (entityShape >= (int)MAPPING.size())) {
qCWarning(renderutils) << "GeometryCache::getShapeForEntityShape - Invalid shape " << entityShape << " specified. Returning default fallback.";
//--EARLY EXIT--( fall back to default assumption )
return GeometryCache::Sphere;
}
return MAPPING[entityShape];
}
QString GeometryCache::stringFromShape(GeometryCache::Shape geoShape)
{
if (((int)geoShape < 0) || ((int)geoShape >= (int)GeometryCache::NUM_SHAPES)) {
qCWarning(renderutils) << "GeometryCache::stringFromShape - Invalid shape " << geoShape << " specified.";
//--EARLY EXIT--
return "INVALID_GEOCACHE_SHAPE";
}
return GEOCACHE_SHAPE_STRINGS[geoShape];
}
gpu::Stream::FormatPointer& getSolidStreamFormat() {
if (!SOLID_STREAM_FORMAT) {
SOLID_STREAM_FORMAT = std::make_shared<gpu::Stream::Format>(); // 1 for everyone
SOLID_STREAM_FORMAT->setAttribute(gpu::Stream::POSITION, gpu::Stream::POSITION, POSITION_ELEMENT);
SOLID_STREAM_FORMAT->setAttribute(gpu::Stream::NORMAL, gpu::Stream::NORMAL, NORMAL_ELEMENT);
}
return SOLID_STREAM_FORMAT;
}
gpu::Stream::FormatPointer& getInstancedSolidStreamFormat() {
if (!INSTANCED_SOLID_STREAM_FORMAT) {
INSTANCED_SOLID_STREAM_FORMAT = std::make_shared<gpu::Stream::Format>(); // 1 for everyone
INSTANCED_SOLID_STREAM_FORMAT->setAttribute(gpu::Stream::POSITION, gpu::Stream::POSITION, POSITION_ELEMENT);
INSTANCED_SOLID_STREAM_FORMAT->setAttribute(gpu::Stream::NORMAL, gpu::Stream::NORMAL, NORMAL_ELEMENT);
INSTANCED_SOLID_STREAM_FORMAT->setAttribute(gpu::Stream::COLOR, gpu::Stream::COLOR, COLOR_ELEMENT, 0, gpu::Stream::PER_INSTANCE);
}
return INSTANCED_SOLID_STREAM_FORMAT;
}
gpu::Stream::FormatPointer& getInstancedSolidFadeStreamFormat() {
if (!INSTANCED_SOLID_FADE_STREAM_FORMAT) {
INSTANCED_SOLID_FADE_STREAM_FORMAT = std::make_shared<gpu::Stream::Format>(); // 1 for everyone
INSTANCED_SOLID_FADE_STREAM_FORMAT->setAttribute(gpu::Stream::POSITION, gpu::Stream::POSITION, POSITION_ELEMENT);
INSTANCED_SOLID_FADE_STREAM_FORMAT->setAttribute(gpu::Stream::NORMAL, gpu::Stream::NORMAL, NORMAL_ELEMENT);
INSTANCED_SOLID_FADE_STREAM_FORMAT->setAttribute(gpu::Stream::COLOR, gpu::Stream::COLOR, COLOR_ELEMENT, 0, gpu::Stream::PER_INSTANCE);
INSTANCED_SOLID_FADE_STREAM_FORMAT->setAttribute(gpu::Stream::TEXCOORD2, gpu::Stream::TEXCOORD2, TEXCOORD4_ELEMENT, 0, gpu::Stream::PER_INSTANCE);
INSTANCED_SOLID_FADE_STREAM_FORMAT->setAttribute(gpu::Stream::TEXCOORD3, gpu::Stream::TEXCOORD3, TEXCOORD4_ELEMENT, 0, gpu::Stream::PER_INSTANCE);
INSTANCED_SOLID_FADE_STREAM_FORMAT->setAttribute(gpu::Stream::TEXCOORD4, gpu::Stream::TEXCOORD4, TEXCOORD4_ELEMENT, 0, gpu::Stream::PER_INSTANCE);
}
return INSTANCED_SOLID_FADE_STREAM_FORMAT;
}
QHash<SimpleProgramKey, gpu::PipelinePointer> GeometryCache::_simplePrograms;
gpu::ShaderPointer GeometryCache::_simpleShader;
gpu::ShaderPointer GeometryCache::_unlitShader;
gpu::ShaderPointer GeometryCache::_simpleFadeShader;
gpu::ShaderPointer GeometryCache::_unlitFadeShader;
render::ShapePipelinePointer GeometryCache::_simpleOpaquePipeline;
render::ShapePipelinePointer GeometryCache::_simpleTransparentPipeline;
render::ShapePipelinePointer GeometryCache::_simpleOpaqueFadePipeline;
render::ShapePipelinePointer GeometryCache::_simpleTransparentFadePipeline;
render::ShapePipelinePointer GeometryCache::_simpleWirePipeline;
uint8_t GeometryCache::CUSTOM_PIPELINE_NUMBER = 0;
render::ShapePipelinePointer GeometryCache::shapePipelineFactory(const render::ShapePlumber& plumber, const render::ShapeKey& key, gpu::Batch& batch) {
initializeShapePipelines();
if (key.isWireframe()) {
return _simpleWirePipeline;
}
if (key.isFaded()) {
if (key.isTranslucent()) {
return _simpleTransparentFadePipeline;
}
else {
return _simpleOpaqueFadePipeline;
}
}
else {
if (key.isTranslucent()) {
return _simpleTransparentPipeline;
}
else {
return _simpleOpaquePipeline;
}
}
}
GeometryCache::GeometryCache() :
_nextID(0) {
// Let's register its special shapePipeline factory:
registerShapePipeline();
buildShapes();
}
GeometryCache::~GeometryCache() {
#ifdef WANT_DEBUG
qCDebug(renderutils) << "GeometryCache::~GeometryCache()... ";
qCDebug(renderutils) << " _registeredLine3DVBOs.size():" << _registeredLine3DVBOs.size();
qCDebug(renderutils) << " _line3DVBOs.size():" << _line3DVBOs.size();
qCDebug(renderutils) << " BatchItemDetails... population:" << GeometryCache::BatchItemDetails::population;
#endif //def WANT_DEBUG
}
void GeometryCache::releaseID(int id) {
_registeredQuad3DTextures.remove(id);
_lastRegisteredQuad2DTexture.remove(id);
_registeredQuad2DTextures.remove(id);
_lastRegisteredQuad3D.remove(id);
_registeredQuad3D.remove(id);
_lastRegisteredQuad2D.remove(id);
_registeredQuad2D.remove(id);
_lastRegisteredBevelRects.remove(id);
_registeredBevelRects.remove(id);
_lastRegisteredLine3D.remove(id);
_registeredLine3DVBOs.remove(id);
_lastRegisteredLine2D.remove(id);
_registeredLine2DVBOs.remove(id);
_registeredVertices.remove(id);
_lastRegisteredDashedLines.remove(id);
_registeredDashedLines.remove(id);
_lastRegisteredGridBuffer.remove(id);
_registeredGridBuffers.remove(id);
}
void GeometryCache::initializeShapePipelines() {
if (!_simpleOpaquePipeline) {
_simpleOpaquePipeline = getShapePipeline(false, false, true, false);
_simpleTransparentPipeline = getShapePipeline(false, true, true, false);
_simpleOpaqueFadePipeline = getFadingShapePipeline(false, false, false, false, false);
_simpleTransparentFadePipeline = getFadingShapePipeline(false, true, false, false, false);
_simpleWirePipeline = getShapePipeline(false, false, true, true);
}
}
render::ShapePipelinePointer GeometryCache::getShapePipeline(bool textured, bool transparent, bool culled,
bool unlit, bool depthBias) {
return std::make_shared<render::ShapePipeline>(getSimplePipeline(textured, transparent, culled, unlit, depthBias, false, true), nullptr,
[](const render::ShapePipeline& , gpu::Batch& batch, render::Args*) {
batch.setResourceTexture(render::ShapePipeline::Slot::MAP::ALBEDO, DependencyManager::get<TextureCache>()->getWhiteTexture());
}
);
}
render::ShapePipelinePointer GeometryCache::getFadingShapePipeline(bool textured, bool transparent, bool culled,
bool unlit, bool depthBias) {
auto fadeEffect = DependencyManager::get<FadeEffect>();
auto fadeBatchSetter = fadeEffect->getBatchSetter();
auto fadeItemSetter = fadeEffect->getItemStoredSetter();
return std::make_shared<render::ShapePipeline>(getSimplePipeline(textured, transparent, culled, unlit, depthBias, true), nullptr,
[fadeBatchSetter, fadeItemSetter](const render::ShapePipeline& shapePipeline, gpu::Batch& batch, render::Args* args) {
batch.setResourceTexture(render::ShapePipeline::Slot::MAP::ALBEDO, DependencyManager::get<TextureCache>()->getWhiteTexture());
fadeBatchSetter(shapePipeline, batch, args);
},
fadeItemSetter
);
}
render::ShapePipelinePointer GeometryCache::getOpaqueShapePipeline(bool isFading) {
return isFading ? _simpleOpaqueFadePipeline : _simpleOpaquePipeline;
}
render::ShapePipelinePointer GeometryCache::getTransparentShapePipeline(bool isFading) {
return isFading ? _simpleTransparentFadePipeline : _simpleTransparentPipeline;
}
void GeometryCache::renderShape(gpu::Batch& batch, Shape shape) {
batch.setInputFormat(getSolidStreamFormat());
_shapes[shape].draw(batch);
}
void GeometryCache::renderWireShape(gpu::Batch& batch, Shape shape) {
batch.setInputFormat(getSolidStreamFormat());
_shapes[shape].drawWire(batch);
}
void GeometryCache::renderShape(gpu::Batch& batch, Shape shape, const glm::vec4& color) {
batch.setInputFormat(getSolidStreamFormat());
// Color must be set after input format
batch._glColor4f(color.r, color.g, color.b, color.a);
_shapes[shape].draw(batch);
}
void GeometryCache::renderWireShape(gpu::Batch& batch, Shape shape, const glm::vec4& color) {
batch.setInputFormat(getSolidStreamFormat());
// Color must be set after input format
batch._glColor4f(color.r, color.g, color.b, color.a);
_shapes[shape].drawWire(batch);
}
void setupBatchInstance(gpu::Batch& batch, gpu::BufferPointer colorBuffer) {
gpu::BufferView colorView(colorBuffer, COLOR_ELEMENT);
batch.setInputBuffer(gpu::Stream::COLOR, colorView);
}
void GeometryCache::renderShapeInstances(gpu::Batch& batch, Shape shape, size_t count, gpu::BufferPointer& colorBuffer) {
batch.setInputFormat(getInstancedSolidStreamFormat());
setupBatchInstance(batch, colorBuffer);
_shapes[shape].drawInstances(batch, count);
}
void GeometryCache::renderWireShapeInstances(gpu::Batch& batch, Shape shape, size_t count, gpu::BufferPointer& colorBuffer) {
batch.setInputFormat(getInstancedSolidStreamFormat());
setupBatchInstance(batch, colorBuffer);
_shapes[shape].drawWireInstances(batch, count);
}
void setupBatchFadeInstance(gpu::Batch& batch, gpu::BufferPointer colorBuffer,
gpu::BufferPointer fadeBuffer1, gpu::BufferPointer fadeBuffer2, gpu::BufferPointer fadeBuffer3) {
gpu::BufferView colorView(colorBuffer, COLOR_ELEMENT);
gpu::BufferView texCoord2View(fadeBuffer1, TEXCOORD4_ELEMENT);
gpu::BufferView texCoord3View(fadeBuffer2, TEXCOORD4_ELEMENT);
gpu::BufferView texCoord4View(fadeBuffer3, TEXCOORD4_ELEMENT);
batch.setInputBuffer(gpu::Stream::COLOR, colorView);
batch.setInputBuffer(gpu::Stream::TEXCOORD2, texCoord2View);
batch.setInputBuffer(gpu::Stream::TEXCOORD3, texCoord3View);
batch.setInputBuffer(gpu::Stream::TEXCOORD4, texCoord4View);
}
void GeometryCache::renderFadeShapeInstances(gpu::Batch& batch, Shape shape, size_t count, gpu::BufferPointer& colorBuffer,
gpu::BufferPointer& fadeBuffer1, gpu::BufferPointer& fadeBuffer2, gpu::BufferPointer& fadeBuffer3) {
batch.setInputFormat(getInstancedSolidFadeStreamFormat());
setupBatchFadeInstance(batch, colorBuffer, fadeBuffer1, fadeBuffer2, fadeBuffer3);
_shapes[shape].drawInstances(batch, count);
}
void GeometryCache::renderWireFadeShapeInstances(gpu::Batch& batch, Shape shape, size_t count, gpu::BufferPointer& colorBuffer,
gpu::BufferPointer& fadeBuffer1, gpu::BufferPointer& fadeBuffer2, gpu::BufferPointer& fadeBuffer3) {
batch.setInputFormat(getInstancedSolidFadeStreamFormat());
setupBatchFadeInstance(batch, colorBuffer, fadeBuffer1, fadeBuffer2, fadeBuffer3);
_shapes[shape].drawWireInstances(batch, count);
}
void GeometryCache::renderCube(gpu::Batch& batch) {
renderShape(batch, Cube);
}
void GeometryCache::renderWireCube(gpu::Batch& batch) {
renderWireShape(batch, Cube);
}
void GeometryCache::renderCube(gpu::Batch& batch, const glm::vec4& color) {
renderShape(batch, Cube, color);
}
void GeometryCache::renderWireCube(gpu::Batch& batch, const glm::vec4& color) {
renderWireShape(batch, Cube, color);
}
void GeometryCache::renderSphere(gpu::Batch& batch) {
renderShape(batch, Sphere);
}
void GeometryCache::renderWireSphere(gpu::Batch& batch) {
renderWireShape(batch, Sphere);
}
void GeometryCache::renderSphere(gpu::Batch& batch, const glm::vec4& color) {
renderShape(batch, Sphere, color);
}
void GeometryCache::renderWireSphere(gpu::Batch& batch, const glm::vec4& color) {
renderWireShape(batch, Sphere, color);
}
void GeometryCache::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 isLayered, int id) {
static const glm::vec2 MIN_TEX_COORD(0.0f, 0.0f);
static const glm::vec2 MAX_TEX_COORD(1.0f, 1.0f);
bool registered = (id != UNKNOWN_ID);
Vec2FloatPair majorKey(glm::vec2(majorRows, majorCols), majorEdge);
Vec2FloatPair minorKey(glm::vec2(minorRows, minorCols), minorEdge);
Vec2FloatPairPair key(majorKey, minorKey);
// Make the gridbuffer
if (registered && (!_registeredGridBuffers.contains(id) || _lastRegisteredGridBuffer[id] != key)) {
GridSchema gridSchema;
GridBuffer gridBuffer = std::make_shared<gpu::Buffer>(sizeof(GridSchema), (const gpu::Byte*) &gridSchema);
if (registered && _registeredGridBuffers.contains(id)) {
gridBuffer = _registeredGridBuffers[id];
}
_registeredGridBuffers[id] = gridBuffer;
_lastRegisteredGridBuffer[id] = key;
gridBuffer.edit<GridSchema>().period = glm::vec4(majorRows, majorCols, minorRows, minorCols);
gridBuffer.edit<GridSchema>().offset.x = -(majorEdge / majorRows) / 2;
gridBuffer.edit<GridSchema>().offset.y = -(majorEdge / majorCols) / 2;
gridBuffer.edit<GridSchema>().offset.z = -(minorEdge / minorRows) / 2;
gridBuffer.edit<GridSchema>().offset.w = -(minorEdge / minorCols) / 2;
gridBuffer.edit<GridSchema>().edge = glm::vec4(glm::vec2(majorEdge),
// If rows or columns are not set, do not draw minor gridlines
glm::vec2((minorRows != 0 && minorCols != 0) ? minorEdge : 0.0f));
}
// Set the grid pipeline
useGridPipeline(batch, _registeredGridBuffers[id], isLayered);
renderQuad(batch, minCorner, maxCorner, MIN_TEX_COORD, MAX_TEX_COORD, color, id);
}
void GeometryCache::updateVertices(int id, const QVector<glm::vec2>& points, const QVector<glm::vec4>& colors) {
BatchItemDetails& details = _registeredVertices[id];
if (details.isCreated) {
details.clear();
#ifdef WANT_DEBUG
qCDebug(renderutils) << "updateVertices()... RELEASING REGISTERED";
#endif // def WANT_DEBUG
}
const int FLOATS_PER_VERTEX = 2 + 3; // vertices + normals
const int NUM_POS_COORDS = 2;
const int VERTEX_NORMAL_OFFSET = NUM_POS_COORDS * sizeof(float);
details.isCreated = true;
details.vertices = points.size();
details.vertexSize = FLOATS_PER_VERTEX;
auto verticesBuffer = std::make_shared<gpu::Buffer>();
auto colorBuffer = std::make_shared<gpu::Buffer>();
auto streamFormat = std::make_shared<gpu::Stream::Format>();
auto stream = std::make_shared<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::XYZ), 0);
details.streamFormat->setAttribute(gpu::Stream::NORMAL, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), VERTEX_NORMAL_OFFSET);
details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::NUINT8, 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;
float* vertexData = new float[details.vertices * FLOATS_PER_VERTEX];
float* vertex = vertexData;
int* colorData = new int[details.vertices];
int* colorDataAt = colorData;
const glm::vec3 NORMAL(0.0f, 0.0f, 1.0f);
auto pointCount = points.size();
auto colorCount = colors.size();
int compactColor = 0;
for (auto i = 0; i < pointCount; i++) {
const auto& point = points[i];
*(vertex++) = point.x;
*(vertex++) = point.y;
*(vertex++) = NORMAL.x;
*(vertex++) = NORMAL.y;
*(vertex++) = NORMAL.z;
if (i < colorCount) {
const auto& color = colors[i];
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);
}
*(colorDataAt++) = compactColor;
}
details.verticesBuffer->append(sizeof(float) * FLOATS_PER_VERTEX * details.vertices, (gpu::Byte*) vertexData);
details.colorBuffer->append(sizeof(int) * details.vertices, (gpu::Byte*) colorData);
delete[] vertexData;
delete[] colorData;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "new registered linestrip buffer made -- _registeredVertices.size():" << _registeredVertices.size();
#endif
}
void GeometryCache::updateVertices(int id, const QVector<glm::vec2>& points, const glm::vec4& color) {
updateVertices(id, points, QVector<glm::vec4>({ color }));
}
void GeometryCache::updateVertices(int id, const QVector<glm::vec3>& points, const QVector<glm::vec4>& colors) {
BatchItemDetails& details = _registeredVertices[id];
if (details.isCreated) {
details.clear();
#ifdef WANT_DEBUG
qCDebug(renderutils) << "updateVertices()... RELEASING REGISTERED";
#endif // def WANT_DEBUG
}
const int FLOATS_PER_VERTEX = 3 + 3; // vertices + normals
const int NUM_POS_COORDS = 3;
const int VERTEX_NORMAL_OFFSET = NUM_POS_COORDS * sizeof(float);
details.isCreated = true;
details.vertices = points.size();
details.vertexSize = FLOATS_PER_VERTEX;
auto verticesBuffer = std::make_shared<gpu::Buffer>();
auto colorBuffer = std::make_shared<gpu::Buffer>();
auto streamFormat = std::make_shared<gpu::Stream::Format>();
auto stream = std::make_shared<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::XYZ), 0);
details.streamFormat->setAttribute(gpu::Stream::NORMAL, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), VERTEX_NORMAL_OFFSET);
details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::NUINT8, 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;
// Default to white
int compactColor = 0xFFFFFFFF;
float* vertexData = new float[details.vertices * FLOATS_PER_VERTEX];
float* vertex = vertexData;
int* colorData = new int[details.vertices];
int* colorDataAt = colorData;
const glm::vec3 NORMAL(0.0f, 0.0f, 1.0f);
auto pointCount = points.size();
auto colorCount = colors.size();
for (auto i = 0; i < pointCount; i++) {
const glm::vec3& point = points[i];
if (i < colorCount) {
const glm::vec4& color = colors[i];
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);
}
*(vertex++) = point.x;
*(vertex++) = point.y;
*(vertex++) = point.z;
*(vertex++) = NORMAL.x;
*(vertex++) = NORMAL.y;
*(vertex++) = NORMAL.z;
*(colorDataAt++) = compactColor;
}
details.verticesBuffer->append(sizeof(float) * FLOATS_PER_VERTEX * details.vertices, (gpu::Byte*) vertexData);
details.colorBuffer->append(sizeof(int) * details.vertices, (gpu::Byte*) colorData);
delete[] vertexData;
delete[] colorData;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "new registered linestrip buffer made -- _registeredVertices.size():" << _registeredVertices.size();
#endif
}
void GeometryCache::updateVertices(int id, const QVector<glm::vec3>& points, const glm::vec4& color) {
updateVertices(id, points, QVector<glm::vec4>({ color }));
}
void GeometryCache::updateVertices(int id, const QVector<glm::vec3>& points, const QVector<glm::vec2>& texCoords, const glm::vec4& color) {
BatchItemDetails& details = _registeredVertices[id];
if (details.isCreated) {
details.clear();
#ifdef WANT_DEBUG
qCDebug(renderutils) << "updateVertices()... RELEASING REGISTERED";
#endif // def WANT_DEBUG
}
const int FLOATS_PER_VERTEX = 3 + 3 + 2; // vertices + normals + tex coords
const int NUM_POS_COORDS = 3;
const int NUM_NORMAL_COORDS = 3;
const int VERTEX_NORMAL_OFFSET = NUM_POS_COORDS * sizeof(float);
const int VERTEX_TEX_OFFSET = VERTEX_NORMAL_OFFSET + NUM_NORMAL_COORDS * sizeof(float);
details.isCreated = true;
details.vertices = points.size();
details.vertexSize = FLOATS_PER_VERTEX;
auto verticesBuffer = std::make_shared<gpu::Buffer>();
auto colorBuffer = std::make_shared<gpu::Buffer>();
auto streamFormat = std::make_shared<gpu::Stream::Format>();
auto stream = std::make_shared<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::XYZ), 0);
details.streamFormat->setAttribute(gpu::Stream::NORMAL, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), VERTEX_NORMAL_OFFSET);
details.streamFormat->setAttribute(gpu::Stream::TEXCOORD, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV), VERTEX_TEX_OFFSET);
details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::NUINT8, 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);
assert(points.size() == texCoords.size());
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);
float* vertexData = new float[details.vertices * FLOATS_PER_VERTEX];
float* vertex = vertexData;
int* colorData = new int[details.vertices];
int* colorDataAt = colorData;
const glm::vec3 NORMAL(0.0f, 0.0f, 1.0f);
for (int i = 0; i < points.size(); i++) {
glm::vec3 point = points[i];
glm::vec2 texCoord = texCoords[i];
*(vertex++) = point.x;
*(vertex++) = point.y;
*(vertex++) = point.z;
*(vertex++) = NORMAL.x;
*(vertex++) = NORMAL.y;
*(vertex++) = NORMAL.z;
*(vertex++) = texCoord.x;
*(vertex++) = texCoord.y;
*(colorDataAt++) = compactColor;
}
details.verticesBuffer->append(sizeof(float) * FLOATS_PER_VERTEX * details.vertices, (gpu::Byte*) vertexData);
details.colorBuffer->append(sizeof(int) * details.vertices, (gpu::Byte*) colorData);
delete[] vertexData;
delete[] colorData;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "new registered linestrip buffer made -- _registeredVertices.size():" << _registeredVertices.size();
#endif
}
void GeometryCache::renderVertices(gpu::Batch& batch, gpu::Primitive primitiveType, int id) {
BatchItemDetails& details = _registeredVertices[id];
if (details.isCreated) {
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(primitiveType, details.vertices, 0);
}
}
void GeometryCache::renderBevelCornersRect(gpu::Batch& batch, int x, int y, int width, int height, int bevelDistance, const glm::vec4& color, int id) {
bool registered = (id != UNKNOWN_ID);
Vec3Pair key(glm::vec3(x, y, 0.0f), glm::vec3(width, height, bevelDistance));
BatchItemDetails& details = _registeredBevelRects[id];
// 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
qCDebug(renderutils) << "renderBevelCornersRect()... RELEASING REGISTERED";
#endif // def WANT_DEBUG
}
#ifdef WANT_DEBUG
else {
qCDebug(renderutils) << "renderBevelCornersRect()... REUSING PREVIOUSLY REGISTERED";
}
#endif // def WANT_DEBUG
}
if (!details.isCreated) {
static const int FLOATS_PER_VERTEX = 2; // vertices
static const int NUM_VERTICES = 8;
static const int NUM_FLOATS = NUM_VERTICES * FLOATS_PER_VERTEX;
details.isCreated = true;
details.vertices = NUM_VERTICES;
details.vertexSize = FLOATS_PER_VERTEX;
auto verticesBuffer = std::make_shared<gpu::Buffer>();
auto colorBuffer = std::make_shared<gpu::Buffer>();
auto streamFormat = std::make_shared<gpu::Stream::Format>();
auto stream = std::make_shared<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::XYZ));
details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::NUINT8, 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[NUM_FLOATS]; // only vertices, no normals because we're a 2D quad
int vertexPoint = 0;
// Triangle strip points
// 3 ------ 5 //
// / \ //
// 1 7 //
// | | //
// 2 8 //
// \ / //
// 4 ------ 6 //
// 1
vertexBuffer[vertexPoint++] = x;
vertexBuffer[vertexPoint++] = y + height - bevelDistance;
// 2
vertexBuffer[vertexPoint++] = x;
vertexBuffer[vertexPoint++] = y + bevelDistance;
// 3
vertexBuffer[vertexPoint++] = x + bevelDistance;
vertexBuffer[vertexPoint++] = y + height;
// 4
vertexBuffer[vertexPoint++] = x + bevelDistance;
vertexBuffer[vertexPoint++] = y;
// 5
vertexBuffer[vertexPoint++] = x + width - bevelDistance;
vertexBuffer[vertexPoint++] = y + height;
// 6
vertexBuffer[vertexPoint++] = x + width - bevelDistance;
vertexBuffer[vertexPoint++] = y;
// 7
vertexBuffer[vertexPoint++] = x + width;
vertexBuffer[vertexPoint++] = y + height - bevelDistance;
// 8
vertexBuffer[vertexPoint++] = x + width;
vertexBuffer[vertexPoint++] = y + bevelDistance;
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_VERTICES] = { compactColor, compactColor, compactColor, compactColor,
compactColor, compactColor, compactColor, compactColor };
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
}
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::TRIANGLE_STRIP, details.vertices, 0);
}
void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, const glm::vec2& maxCorner, const glm::vec4& color, int id) {
bool registered = (id != UNKNOWN_ID);
Vec4Pair key(glm::vec4(minCorner.x, minCorner.y, maxCorner.x, maxCorner.y), color);
BatchItemDetails& details = _registeredQuad2D[id];
// 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) {
Vec4Pair & lastKey = _lastRegisteredQuad2D[id];
if (lastKey != key) {
details.clear();
_lastRegisteredQuad2D[id] = key;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "renderQuad() 2D ... RELEASING REGISTERED";
#endif // def WANT_DEBUG
}
#ifdef WANT_DEBUG
else {
qCDebug(renderutils) << "renderQuad() 2D ... REUSING PREVIOUSLY REGISTERED";
}
#endif // def WANT_DEBUG
}
const int FLOATS_PER_VERTEX = 2 + 3; // vertices + normals
const int VERTICES = 4; // 1 quad = 4 vertices
const int NUM_POS_COORDS = 2;
const int VERTEX_NORMAL_OFFSET = NUM_POS_COORDS * sizeof(float);
if (!details.isCreated) {
details.isCreated = true;
details.vertices = VERTICES;
details.vertexSize = FLOATS_PER_VERTEX;
auto verticesBuffer = std::make_shared<gpu::Buffer>();
auto colorBuffer = std::make_shared<gpu::Buffer>();
auto streamFormat = std::make_shared<gpu::Stream::Format>();
auto stream = std::make_shared<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::XYZ), 0);
details.streamFormat->setAttribute(gpu::Stream::NORMAL, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), VERTEX_NORMAL_OFFSET);
details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::NUINT8, 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);
const glm::vec3 NORMAL(0.0f, 0.0f, 1.0f);
float vertexBuffer[VERTICES * FLOATS_PER_VERTEX] = {
minCorner.x, minCorner.y, NORMAL.x, NORMAL.y, NORMAL.z,
maxCorner.x, minCorner.y, NORMAL.x, NORMAL.y, NORMAL.z,
minCorner.x, maxCorner.y, NORMAL.x, NORMAL.y, NORMAL.z,
maxCorner.x, maxCorner.y, NORMAL.x, NORMAL.y, NORMAL.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::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
}
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::TRIANGLE_STRIP, 4, 0);
}
void GeometryCache::renderUnitQuad(gpu::Batch& batch, const glm::vec4& color, int id) {
static const glm::vec2 topLeft(-1, 1);
static const glm::vec2 bottomRight(1, -1);
static const glm::vec2 texCoordTopLeft(0.0f, 1.0f);
static const glm::vec2 texCoordBottomRight(1.0f, 0.0f);
renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, color, id);
}
void GeometryCache::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) {
Vec4PairVec4 key(Vec4Pair(glm::vec4(minCorner.x, minCorner.y, maxCorner.x, maxCorner.y),
glm::vec4(texCoordMinCorner.x, texCoordMinCorner.y, texCoordMaxCorner.x, texCoordMaxCorner.y)),
color);
BatchItemDetails& details = _registeredQuad2DTextures[id];
// if this is a registered quad, and we have buffers, then check to see if the geometry changed and rebuild if needed
if (details.isCreated) {
Vec4PairVec4& lastKey = _lastRegisteredQuad2DTexture[id];
if (lastKey != key) {
details.clear();
_lastRegisteredQuad2DTexture[id] = key;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "renderQuad() 2D+texture ... RELEASING REGISTERED";
#endif // def WANT_DEBUG
}
#ifdef WANT_DEBUG
else {
qCDebug(renderutils) << "renderQuad() 2D+texture ... REUSING PREVIOUSLY REGISTERED";
}
#endif // def WANT_DEBUG
}
const int FLOATS_PER_VERTEX = 2 + 3 + 2; // vertices + normals + tex coords
const int VERTICES = 4; // 1 quad = 4 vertices
const int NUM_POS_COORDS = 2;
const int NUM_NORMAL_COORDS = 3;
const int VERTEX_NORMAL_OFFSET = NUM_POS_COORDS * sizeof(float);
const int VERTEX_TEXCOORD_OFFSET = VERTEX_NORMAL_OFFSET + NUM_NORMAL_COORDS * sizeof(float);
if (!details.isCreated) {
details.isCreated = true;
details.vertices = VERTICES;
details.vertexSize = FLOATS_PER_VERTEX;
auto verticesBuffer = std::make_shared<gpu::Buffer>();
auto colorBuffer = std::make_shared<gpu::Buffer>();
auto streamFormat = std::make_shared<gpu::Stream::Format>();
auto stream = std::make_shared<gpu::BufferStream>();
details.verticesBuffer = verticesBuffer;
details.colorBuffer = colorBuffer;
details.streamFormat = streamFormat;
details.stream = stream;
// zzmp: fix the normal across all renderQuad
details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::XYZ), 0);
details.streamFormat->setAttribute(gpu::Stream::NORMAL, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), VERTEX_NORMAL_OFFSET);
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::NUINT8, 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);
const glm::vec3 NORMAL(0.0f, 0.0f, 1.0f);
float vertexBuffer[VERTICES * FLOATS_PER_VERTEX] = {
minCorner.x, minCorner.y, NORMAL.x, NORMAL.y, NORMAL.z, texCoordMinCorner.x, texCoordMinCorner.y,
maxCorner.x, minCorner.y, NORMAL.x, NORMAL.y, NORMAL.z, texCoordMaxCorner.x, texCoordMinCorner.y,
minCorner.x, maxCorner.y, NORMAL.x, NORMAL.y, NORMAL.z, texCoordMinCorner.x, texCoordMaxCorner.y,
maxCorner.x, maxCorner.y, NORMAL.x, NORMAL.y, NORMAL.z, texCoordMaxCorner.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::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
}
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::TRIANGLE_STRIP, 4, 0);
}
void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec3& minCorner, const glm::vec3& maxCorner, const glm::vec4& color, int id) {
bool registered = (id != UNKNOWN_ID);
Vec3PairVec4 key(Vec3Pair(minCorner, maxCorner), color);
BatchItemDetails& details = _registeredQuad3D[id];
// 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) {
Vec3PairVec4& lastKey = _lastRegisteredQuad3D[id];
if (lastKey != key) {
details.clear();
_lastRegisteredQuad3D[id] = key;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "renderQuad() 3D ... RELEASING REGISTERED";
#endif // def WANT_DEBUG
}
#ifdef WANT_DEBUG
else {
qCDebug(renderutils) << "renderQuad() 3D ... REUSING PREVIOUSLY REGISTERED";
}
#endif // def WANT_DEBUG
}
const int FLOATS_PER_VERTEX = 3 + 3; // vertices + normals
const int VERTICES = 4; // 1 quad = 4 vertices
const int NUM_POS_COORDS = 3;
const int VERTEX_NORMAL_OFFSET = NUM_POS_COORDS * sizeof(float);
if (!details.isCreated) {
details.isCreated = true;
details.vertices = VERTICES;
details.vertexSize = FLOATS_PER_VERTEX;
auto verticesBuffer = std::make_shared<gpu::Buffer>();
auto colorBuffer = std::make_shared<gpu::Buffer>();
auto streamFormat = std::make_shared<gpu::Stream::Format>();
auto stream = std::make_shared<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::XYZ), 0);
details.streamFormat->setAttribute(gpu::Stream::NORMAL, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), VERTEX_NORMAL_OFFSET);
details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::NUINT8, 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);
const glm::vec3 NORMAL(0.0f, 0.0f, 1.0f);
float vertexBuffer[VERTICES * FLOATS_PER_VERTEX] = {
minCorner.x, minCorner.y, minCorner.z, NORMAL.x, NORMAL.y, NORMAL.z,
maxCorner.x, minCorner.y, minCorner.z, NORMAL.x, NORMAL.y, NORMAL.z,
minCorner.x, maxCorner.y, maxCorner.z, NORMAL.x, NORMAL.y, NORMAL.z,
maxCorner.x, maxCorner.y, maxCorner.z, NORMAL.x, NORMAL.y, NORMAL.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::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
}
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::TRIANGLE_STRIP, 4, 0);
}
void GeometryCache::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) {
#ifdef WANT_DEBUG
qCDebug(renderutils) << "renderQuad() vec3 + texture VBO...";
qCDebug(renderutils) << " topLeft:" << topLeft;
qCDebug(renderutils) << " bottomLeft:" << bottomLeft;
qCDebug(renderutils) << " bottomRight:" << bottomRight;
qCDebug(renderutils) << " topRight:" << topRight;
qCDebug(renderutils) << " texCoordTopLeft:" << texCoordTopLeft;
qCDebug(renderutils) << " texCoordBottomRight:" << texCoordBottomRight;
qCDebug(renderutils) << " color:" << color;
#endif //def WANT_DEBUG
bool registered = (id != UNKNOWN_ID);
Vec3PairVec4Pair key(Vec3Pair(topLeft, bottomRight),
Vec4Pair(glm::vec4(texCoordTopLeft.x, texCoordTopLeft.y, texCoordBottomRight.x, texCoordBottomRight.y),
color));
BatchItemDetails& details = _registeredQuad3DTextures[id];
// 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) {
Vec3PairVec4Pair& lastKey = _lastRegisteredQuad3DTexture[id];
if (lastKey != key) {
details.clear();
_lastRegisteredQuad3DTexture[id] = key;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "renderQuad() 3D+texture ... RELEASING REGISTERED";
#endif // def WANT_DEBUG
}
#ifdef WANT_DEBUG
else {
qCDebug(renderutils) << "renderQuad() 3D+texture ... REUSING PREVIOUSLY REGISTERED";
}
#endif // def WANT_DEBUG
}
const int FLOATS_PER_VERTEX = 3 + 3 + 2; // vertices + normals + tex coords
const int VERTICES = 4; // 1 quad = 4 vertices
const int NUM_POS_COORDS = 3;
const int NUM_NORMAL_COORDS = 3;
const int VERTEX_NORMAL_OFFSET = NUM_POS_COORDS * sizeof(float);
const int VERTEX_TEXCOORD_OFFSET = VERTEX_NORMAL_OFFSET + NUM_NORMAL_COORDS * sizeof(float);
if (!details.isCreated) {
details.isCreated = true;
details.vertices = VERTICES;
details.vertexSize = FLOATS_PER_VERTEX; // NOTE: this isn't used for BatchItemDetails maybe we can get rid of it
auto verticesBuffer = std::make_shared<gpu::Buffer>();
auto colorBuffer = std::make_shared<gpu::Buffer>();
auto streamFormat = std::make_shared<gpu::Stream::Format>();
auto stream = std::make_shared<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::XYZ), 0);
details.streamFormat->setAttribute(gpu::Stream::NORMAL, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), VERTEX_NORMAL_OFFSET);
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::NUINT8, 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);
const glm::vec3 NORMAL(0.0f, 0.0f, 1.0f);
float vertexBuffer[VERTICES * FLOATS_PER_VERTEX] = {
bottomLeft.x, bottomLeft.y, bottomLeft.z, NORMAL.x, NORMAL.y, NORMAL.z, texCoordBottomLeft.x, texCoordBottomLeft.y,
bottomRight.x, bottomRight.y, bottomRight.z, NORMAL.x, NORMAL.y, NORMAL.z, texCoordBottomRight.x, texCoordBottomRight.y,
topLeft.x, topLeft.y, topLeft.z, NORMAL.x, NORMAL.y, NORMAL.z, texCoordTopLeft.x, texCoordTopLeft.y,
topRight.x, topRight.y, topRight.z, NORMAL.x, NORMAL.y, NORMAL.z, texCoordTopRight.x, texCoordTopRight.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::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
}
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::TRIANGLE_STRIP, 4, 0);
}
void GeometryCache::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) {
bool registered = (id != UNKNOWN_ID);
Vec3PairVec2Pair key(Vec3Pair(start, end), Vec2Pair(glm::vec2(color.x, color.y), glm::vec2(color.z, color.w)));
BatchItemDetails& details = _registeredDashedLines[id];
// if this is a registered , and we have buffers, then check to see if the geometry changed and rebuild if needed
if (registered && details.isCreated) {
if (_lastRegisteredDashedLines[id] != key) {
details.clear();
_lastRegisteredDashedLines[id] = key;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "renderDashedLine()... RELEASING REGISTERED";
#endif // def WANT_DEBUG
}
}
if (!details.isCreated) {
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);
// draw each line segment with appropriate gaps
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 + 3; // vertices + normals
const int NUM_POS_COORDS = 3;
const int VERTEX_NORMAL_OFFSET = NUM_POS_COORDS * sizeof(float);
details.vertices = (segmentCountFloor + 1) * 2;
details.vertexSize = FLOATS_PER_VERTEX;
details.isCreated = true;
auto verticesBuffer = std::make_shared<gpu::Buffer>();
auto colorBuffer = std::make_shared<gpu::Buffer>();
auto streamFormat = std::make_shared<gpu::Stream::Format>();
auto stream = std::make_shared<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::XYZ), 0);
details.streamFormat->setAttribute(gpu::Stream::NORMAL, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), VERTEX_NORMAL_OFFSET);
details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::NUINT8, 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* colorData = new int[details.vertices];
int* colorDataAt = colorData;
float* vertexData = new float[details.vertices * FLOATS_PER_VERTEX];
float* vertex = vertexData;
const glm::vec3 NORMAL(1.0f, 0.0f, 0.0f);
glm::vec3 point = start;
*(vertex++) = point.x;
*(vertex++) = point.y;
*(vertex++) = point.z;
*(vertex++) = NORMAL.x;
*(vertex++) = NORMAL.y;
*(vertex++) = NORMAL.z;
*(colorDataAt++) = compactColor;
for (int i = 0; i < segmentCountFloor; i++) {
point += dashVector;
*(vertex++) = point.x;
*(vertex++) = point.y;
*(vertex++) = point.z;
*(vertex++) = NORMAL.x;
*(vertex++) = NORMAL.y;
*(vertex++) = NORMAL.z;
*(colorDataAt++) = compactColor;
point += gapVector;
*(vertex++) = point.x;
*(vertex++) = point.y;
*(vertex++) = point.z;
*(vertex++) = NORMAL.x;
*(vertex++) = NORMAL.y;
*(vertex++) = NORMAL.z;
*(colorDataAt++) = compactColor;
}
*(vertex++) = end.x;
*(vertex++) = end.y;
*(vertex++) = end.z;
*(vertex++) = NORMAL.x;
*(vertex++) = NORMAL.y;
*(vertex++) = NORMAL.z;
*(colorDataAt++) = compactColor;
details.verticesBuffer->append(sizeof(float) * FLOATS_PER_VERTEX * details.vertices, (gpu::Byte*) vertexData);
details.colorBuffer->append(sizeof(int) * details.vertices, (gpu::Byte*) colorData);
delete[] vertexData;
delete[] colorData;
#ifdef WANT_DEBUG
if (registered) {
qCDebug(renderutils) << "new registered dashed line buffer made -- _registeredVertices:" << _registeredDashedLines.size();
} else {
qCDebug(renderutils) << "new dashed lines buffer made -- _dashedLines:" << _dashedLines.size();
}
#endif
}
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::LINES, details.vertices, 0);
}
int GeometryCache::BatchItemDetails::population = 0;
GeometryCache::BatchItemDetails::BatchItemDetails() :
verticesBuffer(NULL),
colorBuffer(NULL),
streamFormat(NULL),
stream(NULL),
vertices(0),
vertexSize(0),
isCreated(false) {
population++;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "BatchItemDetails()... population:" << population << "**********************************";
#endif
}
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++;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "BatchItemDetails()... population:" << population << "**********************************";
#endif
}
GeometryCache::BatchItemDetails::~BatchItemDetails() {
population--;
clear();
#ifdef WANT_DEBUG
qCDebug(renderutils) << "~BatchItemDetails()... population:" << population << "**********************************";
#endif
}
void GeometryCache::BatchItemDetails::clear() {
isCreated = false;
uniformBuffer.reset();
verticesBuffer.reset();
colorBuffer.reset();
streamFormat.reset();
stream.reset();
}
void GeometryCache::renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2,
const glm::vec4& color1, const glm::vec4& color2, int id) {
bool registered = (id != UNKNOWN_ID);
Vec3Pair key(p1, p2);
BatchItemDetails& details = _registeredLine3DVBOs[id];
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
qCDebug(renderutils) << "renderLine() 3D ... RELEASING REGISTERED line";
#endif // def WANT_DEBUG
}
#ifdef WANT_DEBUG
else {
qCDebug(renderutils) << "renderLine() 3D ... REUSING PREVIOUSLY REGISTERED line";
}
#endif // def WANT_DEBUG
}
const int FLOATS_PER_VERTEX = 3 + 3; // vertices + normals
const int NUM_POS_COORDS = 3;
const int VERTEX_NORMAL_OFFSET = NUM_POS_COORDS * sizeof(float);
const int vertices = 2;
if (!details.isCreated) {
details.isCreated = true;
details.vertices = vertices;
details.vertexSize = FLOATS_PER_VERTEX;
auto verticesBuffer = std::make_shared<gpu::Buffer>();
auto colorBuffer = std::make_shared<gpu::Buffer>();
auto streamFormat = std::make_shared<gpu::Stream::Format>();
auto stream = std::make_shared<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::XYZ), 0);
details.streamFormat->setAttribute(gpu::Stream::NORMAL, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), VERTEX_NORMAL_OFFSET);
details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::NUINT8, 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);
const glm::vec3 NORMAL(1.0f, 0.0f, 0.0f);
float vertexBuffer[vertices * FLOATS_PER_VERTEX] = {
p1.x, p1.y, p1.z, NORMAL.x, NORMAL.y, NORMAL.z,
p2.x, p2.y, p2.z, NORMAL.x, NORMAL.y, NORMAL.z };
const int NUM_COLOR_SCALARS = 2;
int colors[NUM_COLOR_SCALARS] = { compactColor1, compactColor2 };
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
#ifdef WANT_DEBUG
if (id == UNKNOWN_ID) {
qCDebug(renderutils) << "new renderLine() 3D VBO made -- _line3DVBOs.size():" << _line3DVBOs.size();
} else {
qCDebug(renderutils) << "new registered renderLine() 3D VBO made -- _registeredLine3DVBOs.size():" << _registeredLine3DVBOs.size();
}
#endif
}
// this is what it takes to render a quad
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::LINES, 2, 0);
}
void GeometryCache::renderLine(gpu::Batch& batch, const glm::vec2& p1, const glm::vec2& p2,
const glm::vec4& color1, const glm::vec4& color2, int id) {
bool registered = (id != UNKNOWN_ID);
Vec2Pair key(p1, p2);
BatchItemDetails& details = _registeredLine2DVBOs[id];
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
qCDebug(renderutils) << "renderLine() 2D ... RELEASING REGISTERED line";
#endif // def WANT_DEBUG
}
#ifdef WANT_DEBUG
else {
qCDebug(renderutils) << "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;
auto verticesBuffer = std::make_shared<gpu::Buffer>();
auto colorBuffer = std::make_shared<gpu::Buffer>();
auto streamFormat = std::make_shared<gpu::Stream::Format>();
auto stream = std::make_shared<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::XYZ), 0);
details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::NUINT8, 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::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
#ifdef WANT_DEBUG
if (id == UNKNOWN_ID) {
qCDebug(renderutils) << "new renderLine() 2D VBO made -- _line3DVBOs.size():" << _line2DVBOs.size();
} else {
qCDebug(renderutils) << "new registered renderLine() 2D VBO made -- _registeredLine2DVBOs.size():" << _registeredLine2DVBOs.size();
}
#endif
}
// this is what it takes to render a quad
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::LINES, 2, 0);
}
void GeometryCache::renderGlowLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2,
const glm::vec4& color, float glowIntensity, float glowWidth, int id) {
// Disable glow lines on OSX
#ifndef Q_OS_WIN
glowIntensity = 0.0f;
#endif
if (glowIntensity <= 0.0f) {
if (color.a >= 1.0f) {
bindSimpleProgram(batch, false, false, false, true, true);
} else {
bindSimpleProgram(batch, false, true, false, true, true);
}
renderLine(batch, p1, p2, color, id);
return;
}
// Compile the shaders
static const uint32_t LINE_DATA_SLOT = 1;
static std::once_flag once;
std::call_once(once, [&] {
auto state = std::make_shared<gpu::State>();
auto VS = glowLine_vert::getShader();
auto PS = glowLine_frag::getShader();
auto program = gpu::Shader::createProgram(VS, PS);
state->setCullMode(gpu::State::CULL_NONE);
state->setDepthTest(true, false, gpu::LESS_EQUAL);
state->setBlendFunction(true,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
PrepareStencil::testMask(*state);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("lineData"), LINE_DATA_SLOT));
gpu::Shader::makeProgram(*program, slotBindings);
_glowLinePipeline = gpu::Pipeline::create(program, state);
});
batch.setPipeline(_glowLinePipeline);
Vec3Pair key(p1, p2);
bool registered = (id != UNKNOWN_ID);
BatchItemDetails& details = _registeredLine3DVBOs[id];
// 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;
}
}
const int NUM_VERTICES = 4;
if (!details.isCreated) {
details.isCreated = true;
details.uniformBuffer = std::make_shared<gpu::Buffer>();
struct LineData {
vec4 p1;
vec4 p2;
vec4 color;
float width;
};
LineData lineData { vec4(p1, 1.0f), vec4(p2, 1.0f), color, glowWidth };
details.uniformBuffer->resize(sizeof(LineData));
details.uniformBuffer->setSubData(0, lineData);
}
// The shader requires no vertices, only uniforms.
batch.setUniformBuffer(LINE_DATA_SLOT, details.uniformBuffer);
batch.draw(gpu::TRIANGLE_STRIP, NUM_VERTICES, 0);
}
void GeometryCache::useSimpleDrawPipeline(gpu::Batch& batch, bool noBlend) {
static std::once_flag once;
std::call_once(once, [&]() {
auto vs = standardTransformPNTC_vert::getShader();
auto ps = standardDrawTexture_frag::getShader();
auto program = gpu::Shader::createProgram(vs, ps);
auto state = std::make_shared<gpu::State>();
// enable decal blend
state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
PrepareStencil::testMask(*state);
_standardDrawPipeline = gpu::Pipeline::create(program, state);
auto stateNoBlend = std::make_shared<gpu::State>();
PrepareStencil::testMaskDrawShape(*stateNoBlend);
auto noBlendPS = gpu::StandardShaderLib::getDrawTextureOpaquePS();
auto programNoBlend = gpu::Shader::createProgram(vs, noBlendPS);
_standardDrawPipelineNoBlend = gpu::Pipeline::create(programNoBlend, stateNoBlend);
batch.runLambda([program, programNoBlend] {
gpu::Shader::makeProgram((*program));
gpu::Shader::makeProgram((*programNoBlend));
});
});
if (noBlend) {
batch.setPipeline(_standardDrawPipelineNoBlend);
} else {
batch.setPipeline(_standardDrawPipeline);
}
}
void GeometryCache::useGridPipeline(gpu::Batch& batch, GridBuffer gridBuffer, bool isLayered) {
if (!_gridPipeline) {
auto vs = standardTransformPNTC_vert::getShader();
auto ps = grid_frag::getShader();
auto program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::makeProgram((*program));
_gridSlot = program->getUniformBuffers().findLocation("gridBuffer");
auto stateLayered = std::make_shared<gpu::State>();
stateLayered->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
PrepareStencil::testMask(*stateLayered);
_gridPipelineLayered = gpu::Pipeline::create(program, stateLayered);
auto state = std::make_shared<gpu::State>(stateLayered->getValues());
const float DEPTH_BIAS = 0.001f;
state->setDepthBias(DEPTH_BIAS);
state->setDepthTest(true, false, gpu::LESS_EQUAL);
PrepareStencil::testMaskDrawShape(*state);
_gridPipeline = gpu::Pipeline::create(program, state);
}
gpu::PipelinePointer pipeline = isLayered ? _gridPipelineLayered : _gridPipeline;
batch.setPipeline(pipeline);
batch.setUniformBuffer(_gridSlot, gridBuffer);
}
class SimpleProgramKey {
public:
enum FlagBit {
IS_TEXTURED_FLAG = 0,
IS_TRANSPARENT_FLAG,
IS_CULLED_FLAG,
IS_UNLIT_FLAG,
HAS_DEPTH_BIAS_FLAG,
IS_FADING_FLAG,
IS_ANTIALIASED_FLAG,
NUM_FLAGS,
};
enum Flag {
IS_TEXTURED = (1 << IS_TEXTURED_FLAG),
IS_TRANSPARENT = (1 << IS_TRANSPARENT_FLAG),
IS_CULLED = (1 << IS_CULLED_FLAG),
IS_UNLIT = (1 << IS_UNLIT_FLAG),
HAS_DEPTH_BIAS = (1 << HAS_DEPTH_BIAS_FLAG),
IS_FADING = (1 << IS_FADING_FLAG),
IS_ANTIALIASED = (1 << IS_ANTIALIASED_FLAG),
};
typedef unsigned short Flags;
bool isFlag(short flagNum) const { return bool((_flags & flagNum) != 0); }
bool isTextured() const { return isFlag(IS_TEXTURED); }
bool isTransparent() const { return isFlag(IS_TRANSPARENT); }
bool isCulled() const { return isFlag(IS_CULLED); }
bool isUnlit() const { return isFlag(IS_UNLIT); }
bool hasDepthBias() const { return isFlag(HAS_DEPTH_BIAS); }
bool isFading() const { return isFlag(IS_FADING); }
bool isAntiAliased() const { return isFlag(IS_ANTIALIASED); }
Flags _flags = 0;
short _spare = 0;
int getRaw() const { return *reinterpret_cast<const int*>(this); }
SimpleProgramKey(bool textured = false, bool transparent = false, bool culled = true,
bool unlit = false, bool depthBias = false, bool fading = false, bool isAntiAliased = true) {
_flags = (textured ? IS_TEXTURED : 0) | (transparent ? IS_TRANSPARENT : 0) | (culled ? IS_CULLED : 0) |
(unlit ? IS_UNLIT : 0) | (depthBias ? HAS_DEPTH_BIAS : 0) | (fading ? IS_FADING : 0) | (isAntiAliased ? IS_ANTIALIASED : 0);
}
SimpleProgramKey(int bitmask) : _flags(bitmask) {}
};
inline uint qHash(const SimpleProgramKey& key, uint seed) {
return qHash(key.getRaw(), seed);
}
inline bool operator==(const SimpleProgramKey& a, const SimpleProgramKey& b) {
return a.getRaw() == b.getRaw();
}
static void buildWebShader(const gpu::ShaderPointer& vertShader, const gpu::ShaderPointer& fragShader, bool blendEnable,
gpu::ShaderPointer& shaderPointerOut, gpu::PipelinePointer& pipelinePointerOut) {
shaderPointerOut = gpu::Shader::createProgram(vertShader, fragShader);
gpu::Shader::BindingSet slotBindings;
gpu::Shader::makeProgram(*shaderPointerOut, slotBindings);
auto state = std::make_shared<gpu::State>();
state->setCullMode(gpu::State::CULL_NONE);
state->setDepthTest(true, true, gpu::LESS_EQUAL);
state->setBlendFunction(blendEnable,
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
PrepareStencil::testMaskDrawShapeNoAA(*state);
pipelinePointerOut = gpu::Pipeline::create(shaderPointerOut, state);
}
void GeometryCache::bindWebBrowserProgram(gpu::Batch& batch, bool transparent) {
batch.setPipeline(getWebBrowserProgram(transparent));
}
gpu::PipelinePointer GeometryCache::getWebBrowserProgram(bool transparent) {
static std::once_flag once;
std::call_once(once, [&]() {
buildWebShader(simple_vert::getShader(), simple_opaque_web_browser_frag::getShader(), false, _simpleOpaqueWebBrowserShader, _simpleOpaqueWebBrowserPipelineNoAA);
buildWebShader(simple_vert::getShader(), simple_transparent_web_browser_frag::getShader(), true, _simpleTransparentWebBrowserShader, _simpleTransparentWebBrowserPipelineNoAA);
});
return transparent ? _simpleTransparentWebBrowserPipelineNoAA : _simpleOpaqueWebBrowserPipelineNoAA;
}
void GeometryCache::bindSimpleProgram(gpu::Batch& batch, bool textured, bool transparent, bool culled, bool unlit, bool depthBiased, bool isAntiAliased) {
batch.setPipeline(getSimplePipeline(textured, transparent, culled, unlit, depthBiased, false, isAntiAliased));
// If not textured, set a default albedo map
if (!textured) {
batch.setResourceTexture(render::ShapePipeline::Slot::MAP::ALBEDO,
DependencyManager::get<TextureCache>()->getWhiteTexture());
}
}
gpu::PipelinePointer GeometryCache::getSimplePipeline(bool textured, bool transparent, bool culled, bool unlit, bool depthBiased, bool fading, bool isAntiAliased) {
SimpleProgramKey config { textured, transparent, culled, unlit, depthBiased, fading, isAntiAliased };
// If the pipeline already exists, return it
auto it = _simplePrograms.find(config);
if (it != _simplePrograms.end()) {
return it.value();
}
// Compile the shaders
if (!fading) {
static std::once_flag once;
std::call_once(once, [&]() {
auto VS = simple_vert::getShader();
auto PS = simple_textured_frag::getShader();
auto PSUnlit = simple_textured_unlit_frag::getShader();
_simpleShader = gpu::Shader::createProgram(VS, PS);
_unlitShader = gpu::Shader::createProgram(VS, PSUnlit);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("originalTexture"), render::ShapePipeline::Slot::MAP::ALBEDO));
gpu::Shader::makeProgram(*_simpleShader, slotBindings);
gpu::Shader::makeProgram(*_unlitShader, slotBindings);
});
} else {
static std::once_flag once;
std::call_once(once, [&]() {
auto VS = simple_fade_vert::getShader();
auto PS = simple_textured_fade_frag::getShader();
auto PSUnlit = simple_textured_unlit_fade_frag::getShader();
_simpleFadeShader = gpu::Shader::createProgram(VS, PS);
_unlitFadeShader = gpu::Shader::createProgram(VS, PSUnlit);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("originalTexture"), render::ShapePipeline::Slot::MAP::ALBEDO));
slotBindings.insert(gpu::Shader::Binding(std::string("fadeMaskMap"), render::ShapePipeline::Slot::MAP::FADE_MASK));
gpu::Shader::makeProgram(*_simpleFadeShader, slotBindings);
gpu::Shader::makeProgram(*_unlitFadeShader, slotBindings);
});
}
// If the pipeline did not exist, make it
auto state = std::make_shared<gpu::State>();
if (config.isCulled()) {
state->setCullMode(gpu::State::CULL_BACK);
} else {
state->setCullMode(gpu::State::CULL_NONE);
}
state->setDepthTest(true, true, gpu::LESS_EQUAL);
if (config.hasDepthBias()) {
state->setDepthBias(1.0f);
state->setDepthBiasSlopeScale(1.0f);
}
state->setBlendFunction(config.isTransparent(),
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
if (config.isAntiAliased()) {
config.isTransparent() ? PrepareStencil::testMask(*state) : PrepareStencil::testMaskDrawShape(*state);
} else {
PrepareStencil::testMaskDrawShapeNoAA(*state);
}
gpu::ShaderPointer program = (config.isUnlit()) ? (config.isFading() ? _unlitFadeShader : _unlitShader) : (config.isFading() ? _simpleFadeShader : _simpleShader);
gpu::PipelinePointer pipeline = gpu::Pipeline::create(program, state);
_simplePrograms.insert(config, pipeline);
return pipeline;
}
uint32_t toCompactColor(const glm::vec4& color) {
uint32_t 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);
return compactColor;
}
static const size_t INSTANCE_COLOR_BUFFER = 0;
void renderInstances(RenderArgs* args, gpu::Batch& batch, const glm::vec4& color, bool isWire,
const render::ShapePipelinePointer& pipeline, GeometryCache::Shape shape) {
// Add pipeline to name
std::string instanceName = (isWire ? "wire_shapes_" : "solid_shapes_") + std::to_string(shape) + "_" + std::to_string(std::hash<render::ShapePipelinePointer>()(pipeline));
// Add color to named buffer
{
gpu::BufferPointer instanceColorBuffer = batch.getNamedBuffer(instanceName, INSTANCE_COLOR_BUFFER);
auto compactColor = toCompactColor(color);
instanceColorBuffer->append(compactColor);
}
// Add call to named buffer
batch.setupNamedCalls(instanceName, [args, isWire, pipeline, shape](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) {
batch.setPipeline(pipeline->pipeline);
pipeline->prepare(batch, args);
if (isWire) {
DependencyManager::get<GeometryCache>()->renderWireShapeInstances(batch, shape, data.count(), data.buffers[INSTANCE_COLOR_BUFFER]);
}
else {
DependencyManager::get<GeometryCache>()->renderShapeInstances(batch, shape, data.count(), data.buffers[INSTANCE_COLOR_BUFFER]);
}
});
}
static const size_t INSTANCE_FADE_BUFFER1 = 1;
static const size_t INSTANCE_FADE_BUFFER2 = 2;
static const size_t INSTANCE_FADE_BUFFER3 = 3;
void renderFadeInstances(RenderArgs* args, gpu::Batch& batch, const glm::vec4& color, int fadeCategory, float fadeThreshold,
const glm::vec3& fadeNoiseOffset, const glm::vec3& fadeBaseOffset, const glm::vec3& fadeBaseInvSize, bool isWire,
const render::ShapePipelinePointer& pipeline, GeometryCache::Shape shape) {
// Add pipeline to name
std::string instanceName = (isWire ? "wire_shapes_" : "solid_shapes_") + std::to_string(shape) + "_" + std::to_string(std::hash<render::ShapePipelinePointer>()(pipeline));
// Add color to named buffer
{
gpu::BufferPointer instanceColorBuffer = batch.getNamedBuffer(instanceName, INSTANCE_COLOR_BUFFER);
auto compactColor = toCompactColor(color);
instanceColorBuffer->append(compactColor);
}
// Add fade parameters to named buffers
{
gpu::BufferPointer fadeBuffer1 = batch.getNamedBuffer(instanceName, INSTANCE_FADE_BUFFER1);
gpu::BufferPointer fadeBuffer2 = batch.getNamedBuffer(instanceName, INSTANCE_FADE_BUFFER2);
gpu::BufferPointer fadeBuffer3 = batch.getNamedBuffer(instanceName, INSTANCE_FADE_BUFFER3);
// Pack parameters in 3 vec4s
glm::vec4 fadeData1;
glm::vec4 fadeData2;
glm::vec4 fadeData3;
FadeEffect::packToAttributes(fadeCategory, fadeThreshold, fadeNoiseOffset, fadeBaseOffset, fadeBaseInvSize,
fadeData1, fadeData2, fadeData3);
fadeBuffer1->append(fadeData1);
fadeBuffer2->append(fadeData2);
fadeBuffer3->append(fadeData3);
}
// Add call to named buffer
batch.setupNamedCalls(instanceName, [args, isWire, pipeline, shape](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) {
auto& buffers = data.buffers;
batch.setPipeline(pipeline->pipeline);
pipeline->prepare(batch, args);
if (isWire) {
DependencyManager::get<GeometryCache>()->renderWireFadeShapeInstances(batch, shape, data.count(),
buffers[INSTANCE_COLOR_BUFFER], buffers[INSTANCE_FADE_BUFFER1], buffers[INSTANCE_FADE_BUFFER2], buffers[INSTANCE_FADE_BUFFER3]);
}
else {
DependencyManager::get<GeometryCache>()->renderFadeShapeInstances(batch, shape, data.count(),
buffers[INSTANCE_COLOR_BUFFER], buffers[INSTANCE_FADE_BUFFER1], buffers[INSTANCE_FADE_BUFFER2], buffers[INSTANCE_FADE_BUFFER3]);
}
});
}
void GeometryCache::renderSolidShapeInstance(RenderArgs* args, gpu::Batch& batch, GeometryCache::Shape shape, const glm::vec4& color, const render::ShapePipelinePointer& pipeline) {
assert(pipeline != nullptr);
renderInstances(args, batch, color, false, pipeline, shape);
}
void GeometryCache::renderWireShapeInstance(RenderArgs* args, gpu::Batch& batch, GeometryCache::Shape shape, const glm::vec4& color, const render::ShapePipelinePointer& pipeline) {
assert(pipeline != nullptr);
renderInstances(args, batch, color, true, pipeline, shape);
}
void GeometryCache::renderSolidFadeShapeInstance(RenderArgs* args, gpu::Batch& batch, GeometryCache::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) {
assert(pipeline != nullptr);
renderFadeInstances(args, batch, color, fadeCategory, fadeThreshold, fadeNoiseOffset, fadeBaseOffset, fadeBaseInvSize, false, pipeline, shape);
}
void GeometryCache::renderWireFadeShapeInstance(RenderArgs* args, gpu::Batch& batch, GeometryCache::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) {
assert(pipeline != nullptr);
renderFadeInstances(args, batch, color, fadeCategory, fadeThreshold, fadeNoiseOffset, fadeBaseOffset, fadeBaseInvSize, true, pipeline, shape);
}
void GeometryCache::renderSolidSphereInstance(RenderArgs* args, gpu::Batch& batch, const glm::vec4& color, const render::ShapePipelinePointer& pipeline) {
assert(pipeline != nullptr);
renderInstances(args, batch, color, false, pipeline, GeometryCache::Sphere);
}
void GeometryCache::renderWireSphereInstance(RenderArgs* args, gpu::Batch& batch, const glm::vec4& color, const render::ShapePipelinePointer& pipeline) {
assert(pipeline != nullptr);
renderInstances(args, batch, color, true, pipeline, GeometryCache::Sphere);
}
// Enable this in a debug build to cause 'box' entities to iterate through all the
// available shape types, both solid and wireframes
//#define DEBUG_SHAPES
void GeometryCache::renderSolidCubeInstance(RenderArgs* args, gpu::Batch& batch, const glm::vec4& color, const render::ShapePipelinePointer& pipeline) {
assert(pipeline != nullptr);
#ifdef DEBUG_SHAPES
static auto startTime = usecTimestampNow();
renderInstances(INSTANCE_NAME, batch, color, pipeline, [](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) {
auto usecs = usecTimestampNow();
usecs -= startTime;
auto msecs = usecs / USECS_PER_MSEC;
float seconds = msecs;
seconds /= MSECS_PER_SECOND;
float fractionalSeconds = seconds - floor(seconds);
int shapeIndex = (int)seconds;
// Every second we flip to the next shape.
static const int SHAPE_COUNT = 5;
GeometryCache::Shape shapes[SHAPE_COUNT] = {
GeometryCache::Cube,
GeometryCache::Tetrahedron,
GeometryCache::Sphere,
GeometryCache::Icosahedron,
GeometryCache::Line,
};
shapeIndex %= SHAPE_COUNT;
GeometryCache::Shape shape = shapes[shapeIndex];
// For the first half second for a given shape, show the wireframe, for the second half, show the solid.
if (fractionalSeconds > 0.5f) {
renderInstances(INSTANCE_NAME, batch, color, true, pipeline, shape);
} else {
renderInstances(INSTANCE_NAME, batch, color, false, pipeline, shape);
}
});
#else
renderInstances(args, batch, color, false, pipeline, GeometryCache::Cube);
#endif
}
void GeometryCache::renderWireCubeInstance(RenderArgs* args, gpu::Batch& batch, const glm::vec4& color, const render::ShapePipelinePointer& pipeline) {
static const std::string INSTANCE_NAME = __FUNCTION__;
assert(pipeline != nullptr);
renderInstances(args, batch, color, true, pipeline, GeometryCache::Cube);
}
graphics::MeshPointer GeometryCache::meshFromShape(Shape geometryShape, glm::vec3 color) {
auto shapeData = getShapeData(geometryShape);
qDebug() << "GeometryCache::getMeshProxyListFromShape" << shapeData << stringFromShape(geometryShape);
auto positionsBufferView = buffer_helpers::clone(shapeData->_positionView);
auto normalsBufferView = buffer_helpers::clone(shapeData->_normalView);
auto indexBufferView = buffer_helpers::clone(shapeData->_indicesView);
gpu::BufferView::Size numVertices = positionsBufferView.getNumElements();
Q_ASSERT(numVertices == normalsBufferView.getNumElements());
// apply input color across all vertices
auto colorsBufferView = buffer_helpers::clone(shapeData->_normalView);
for (gpu::BufferView::Size i = 0; i < numVertices; i++) {
colorsBufferView.edit<glm::vec3>((gpu::BufferView::Index)i) = color;
}
graphics::MeshPointer mesh(new graphics::Mesh());
mesh->setVertexBuffer(positionsBufferView);
mesh->setIndexBuffer(indexBufferView);
mesh->addAttribute(gpu::Stream::NORMAL, normalsBufferView);
mesh->addAttribute(gpu::Stream::COLOR, colorsBufferView);
const auto startIndex = 0, baseVertex = 0;
graphics::Mesh::Part part(startIndex, (graphics::Index)indexBufferView.getNumElements(), baseVertex, graphics::Mesh::TRIANGLES);
auto partBuffer = new gpu::Buffer(sizeof(graphics::Mesh::Part), (gpu::Byte*)&part);
mesh->setPartBuffer(gpu::BufferView(partBuffer, gpu::Element::PART_DRAWCALL));
mesh->modelName = GeometryCache::stringFromShape(geometryShape).toStdString();
mesh->displayName = QString("GeometryCache/shape::%1").arg(GeometryCache::stringFromShape(geometryShape)).toStdString();
return mesh;
}