overte-JulianGro/libraries/entities-renderer/src/RenderablePolyLineEntityItem.cpp
2015-12-28 15:09:49 -08:00

208 lines
6.9 KiB
C++

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