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208 lines
6.9 KiB
C++
208 lines
6.9 KiB
C++
//
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// RenderablePolyLineEntityItem.cpp
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// libraries/entities-renderer/src/
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//
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// Created by Eric Levin on 8/10/15
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include <glm/gtx/quaternion.hpp>
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#include <GeometryCache.h>
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#include <TextureCache.h>
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#include <PathUtils.h>
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#include <DeferredLightingEffect.h>
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#include <PerfStat.h>
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#include "RenderablePolyLineEntityItem.h"
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#include "paintStroke_vert.h"
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#include "paintStroke_frag.h"
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struct PolyLineUniforms {
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glm::vec3 color;
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};
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EntityItemPointer RenderablePolyLineEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) {
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EntityItemPointer entity{ new RenderablePolyLineEntityItem(entityID) };
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entity->setProperties(properties);
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return entity;
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}
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RenderablePolyLineEntityItem::RenderablePolyLineEntityItem(const EntityItemID& entityItemID) :
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PolyLineEntityItem(entityItemID),
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_numVertices(0)
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{
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_vertices = QVector<glm::vec3>(0.0f);
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PolyLineUniforms uniforms;
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_uniformBuffer = std::make_shared<gpu::Buffer>(sizeof(PolyLineUniforms), (const gpu::Byte*) &uniforms);
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}
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gpu::PipelinePointer RenderablePolyLineEntityItem::_pipeline;
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gpu::Stream::FormatPointer RenderablePolyLineEntityItem::_format;
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int32_t RenderablePolyLineEntityItem::PAINTSTROKE_GPU_SLOT;
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void RenderablePolyLineEntityItem::createPipeline() {
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static const int NORMAL_OFFSET = 12;
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static const int TEXTURE_OFFSET = 24;
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_format.reset(new gpu::Stream::Format());
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_format->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
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_format->setAttribute(gpu::Stream::NORMAL, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), NORMAL_OFFSET);
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_format->setAttribute(gpu::Stream::TEXCOORD, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV), TEXTURE_OFFSET);
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auto VS = gpu::Shader::createVertex(std::string(paintStroke_vert));
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auto PS = gpu::Shader::createPixel(std::string(paintStroke_frag));
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gpu::ShaderPointer program = gpu::Shader::createProgram(VS, PS);
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gpu::Shader::BindingSet slotBindings;
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PAINTSTROKE_GPU_SLOT = 0;
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slotBindings.insert(gpu::Shader::Binding(std::string("paintStrokeTextureBinding"), PAINTSTROKE_GPU_SLOT));
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gpu::Shader::makeProgram(*program, slotBindings);
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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state->setDepthTest(true, true, gpu::LESS_EQUAL);
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state->setBlendFunction(true,
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gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
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gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
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_pipeline = gpu::Pipeline::create(program, state);
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}
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void RenderablePolyLineEntityItem::updateGeometry() {
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_numVertices = 0;
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_verticesBuffer.reset(new gpu::Buffer());
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int vertexIndex = 0;
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vec2 uv;
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float uCoord, vCoord;
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uCoord = 0.0f;
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float uCoordInc = 1.0 / (_vertices.size() / 2);
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for (int i = 0; i < _vertices.size() / 2; i++) {
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vCoord = 0.0f;
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uv = vec2(uCoord, vCoord);
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_verticesBuffer->append(sizeof(glm::vec3), (const gpu::Byte*)&_vertices.at(vertexIndex));
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_verticesBuffer->append(sizeof(glm::vec3), (const gpu::Byte*)&_normals.at(i));
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_verticesBuffer->append(sizeof(glm::vec2), (gpu::Byte*)&uv);
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vertexIndex++;
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uv.y = 1.0f;
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_verticesBuffer->append(sizeof(glm::vec3), (const gpu::Byte*)&_vertices.at(vertexIndex));
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_verticesBuffer->append(sizeof(glm::vec3), (const gpu::Byte*)&_normals.at(i));
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_verticesBuffer->append(sizeof(glm::vec2), (const gpu::Byte*)&uv);
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vertexIndex++;
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_numVertices += 2;
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uCoord += uCoordInc;
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}
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_pointsChanged = false;
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_normalsChanged = false;
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_strokeWidthsChanged = false;
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}
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void RenderablePolyLineEntityItem::updateVertices() {
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// Calculate the minimum vector size out of normals, points, and stroke widths
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int minVectorSize = _normals.size();
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if (_points.size() < minVectorSize) {
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minVectorSize = _points.size();
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}
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if (_strokeWidths.size() < minVectorSize) {
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minVectorSize = _strokeWidths.size();
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}
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_vertices.clear();
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glm::vec3 v1, v2, tangent, binormal, point;
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int finalIndex = minVectorSize - 1;
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for (int i = 0; i < finalIndex; i++) {
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float width = _strokeWidths.at(i);
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point = _points.at(i);
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tangent = _points.at(i);
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tangent = _points.at(i + 1) - point;
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glm::vec3 normal = _normals.at(i);
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binormal = glm::normalize(glm::cross(tangent, normal)) * width;
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// Check to make sure binormal is not a NAN. If it is, don't add to vertices vector
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if (binormal.x != binormal.x) {
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continue;
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}
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v1 = point + binormal;
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v2 = point - binormal;
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_vertices << v1 << v2;
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}
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// Guard against an empty polyline
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if (finalIndex < 0) {
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return;
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}
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// For last point we can assume binormals are the same since it represents the last two vertices of quad
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point = _points.at(finalIndex);
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v1 = point + binormal;
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v2 = point - binormal;
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_vertices << v1 << v2;
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}
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void RenderablePolyLineEntityItem::update(const quint64& now) {
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PolyLineUniforms uniforms;
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uniforms.color = toGlm(getXColor());
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memcpy(&_uniformBuffer.edit<PolyLineUniforms>(), &uniforms, sizeof(PolyLineUniforms));
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if (_pointsChanged || _strokeWidthsChanged || _normalsChanged) {
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updateVertices();
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updateGeometry();
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}
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}
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void RenderablePolyLineEntityItem::render(RenderArgs* args) {
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QWriteLocker lock(&_quadReadWriteLock);
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if (_points.size() < 2 || _normals.size () < 2 || _strokeWidths.size() < 2) {
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return;
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}
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if (!_pipeline) {
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createPipeline();
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}
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if (!_texture || _texturesChangedFlag) {
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auto textureCache = DependencyManager::get<TextureCache>();
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QString path = _textures.isEmpty() ? PathUtils::resourcesPath() + "images/paintStroke.png" : _textures;
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_texture = textureCache->getTexture(QUrl(path));
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_texturesChangedFlag = false;
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}
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PerformanceTimer perfTimer("RenderablePolyLineEntityItem::render");
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Q_ASSERT(getType() == EntityTypes::PolyLine);
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Q_ASSERT(args->_batch);
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gpu::Batch& batch = *args->_batch;
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Transform transform = Transform();
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transform.setTranslation(getPosition());
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transform.setRotation(getRotation());
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batch.setUniformBuffer(0, _uniformBuffer);
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batch.setModelTransform(transform);
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batch.setPipeline(_pipeline);
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if (_texture->isLoaded()) {
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batch.setResourceTexture(PAINTSTROKE_GPU_SLOT, _texture->getGPUTexture());
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} else {
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batch.setResourceTexture(PAINTSTROKE_GPU_SLOT, args->_whiteTexture);
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}
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batch.setInputFormat(_format);
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batch.setInputBuffer(0, _verticesBuffer, 0, _format->getChannels().at(0)._stride);
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batch.draw(gpu::TRIANGLE_STRIP, _numVertices, 0);
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};
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