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2014 lines
82 KiB
C++
2014 lines
82 KiB
C++
//
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// GeometryCache.cpp
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// interface/src/renderer
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//
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// Created by Andrzej Kapolka on 6/21/13.
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// Copyright 2013 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 "GeometryCache.h"
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#include <qmath.h>
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#include <cmath>
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#include <QtCore/QThreadPool>
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#include <QtCore/QFileInfo>
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#include <QtNetwork/QNetworkReply>
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#include <FSTReader.h>
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#include <NumericalConstants.h>
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#include <shared/Shapes.h>
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#include "TextureCache.h"
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#include "RenderUtilsLogging.h"
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#include "gpu/StandardShaderLib.h"
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#include "model/TextureMap.h"
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#include "standardTransformPNTC_vert.h"
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#include "standardDrawTexture_frag.h"
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#include "simple_vert.h"
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#include "simple_textured_frag.h"
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#include "simple_textured_unlit_frag.h"
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#include "simple_opaque_web_browser_frag.h"
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#include "simple_transparent_web_browser_frag.h"
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#include "glowLine_vert.h"
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#include "glowLine_geom.h"
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#include "glowLine_frag.h"
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#include "grid_frag.h"
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//#define WANT_DEBUG
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const int GeometryCache::UNKNOWN_ID = -1;
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static const int VERTICES_PER_TRIANGLE = 3;
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static const gpu::Element POSITION_ELEMENT { gpu::VEC3, gpu::FLOAT, gpu::XYZ };
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static const gpu::Element NORMAL_ELEMENT { gpu::VEC3, gpu::FLOAT, gpu::XYZ };
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static const gpu::Element COLOR_ELEMENT { gpu::VEC4, gpu::NUINT8, gpu::RGBA };
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static gpu::Stream::FormatPointer SOLID_STREAM_FORMAT;
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static gpu::Stream::FormatPointer INSTANCED_SOLID_STREAM_FORMAT;
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static const uint SHAPE_VERTEX_STRIDE = sizeof(glm::vec3) * 2; // vertices and normals
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static const uint SHAPE_NORMALS_OFFSET = sizeof(glm::vec3);
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static const gpu::Type SHAPE_INDEX_TYPE = gpu::UINT32;
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static const uint SHAPE_INDEX_SIZE = sizeof(gpu::uint32);
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template <size_t SIDES>
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std::vector<vec3> polygon() {
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std::vector<vec3> result;
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result.reserve(SIDES);
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double angleIncrement = 2.0 * M_PI / SIDES;
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for (size_t i = 0; i < SIDES; ++i) {
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double angle = (double)i * angleIncrement;
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result.push_back(vec3{ cos(angle) * 0.5, 0.0, sin(angle) * 0.5 });
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}
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return result;
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}
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void GeometryCache::ShapeData::setupVertices(gpu::BufferPointer& vertexBuffer, const geometry::VertexVector& vertices) {
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vertexBuffer->append(vertices);
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_positionView = gpu::BufferView(vertexBuffer, 0,
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vertexBuffer->getSize(), SHAPE_VERTEX_STRIDE, POSITION_ELEMENT);
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_normalView = gpu::BufferView(vertexBuffer, SHAPE_NORMALS_OFFSET,
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vertexBuffer->getSize(), SHAPE_VERTEX_STRIDE, NORMAL_ELEMENT);
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}
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void GeometryCache::ShapeData::setupIndices(gpu::BufferPointer& indexBuffer, const geometry::IndexVector& indices, const geometry::IndexVector& wireIndices) {
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_indices = indexBuffer;
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if (!indices.empty()) {
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_indexOffset = indexBuffer->getSize() / SHAPE_INDEX_SIZE;
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_indexCount = indices.size();
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indexBuffer->append(indices);
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}
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if (!wireIndices.empty()) {
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_wireIndexOffset = indexBuffer->getSize() / SHAPE_INDEX_SIZE;
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_wireIndexCount = wireIndices.size();
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indexBuffer->append(wireIndices);
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}
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}
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void GeometryCache::ShapeData::setupBatch(gpu::Batch& batch) const {
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batch.setInputBuffer(gpu::Stream::POSITION, _positionView);
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batch.setInputBuffer(gpu::Stream::NORMAL, _normalView);
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batch.setIndexBuffer(SHAPE_INDEX_TYPE, _indices, 0);
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}
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void GeometryCache::ShapeData::draw(gpu::Batch& batch) const {
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if (_indexCount) {
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setupBatch(batch);
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batch.drawIndexed(gpu::TRIANGLES, (gpu::uint32)_indexCount, (gpu::uint32)_indexOffset);
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}
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}
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void GeometryCache::ShapeData::drawWire(gpu::Batch& batch) const {
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if (_wireIndexCount) {
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setupBatch(batch);
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batch.drawIndexed(gpu::LINES, (gpu::uint32)_wireIndexCount, (gpu::uint32)_wireIndexOffset);
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}
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}
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void GeometryCache::ShapeData::drawInstances(gpu::Batch& batch, size_t count) const {
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if (_indexCount) {
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setupBatch(batch);
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batch.drawIndexedInstanced((gpu::uint32)count, gpu::TRIANGLES, (gpu::uint32)_indexCount, (gpu::uint32)_indexOffset);
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}
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}
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void GeometryCache::ShapeData::drawWireInstances(gpu::Batch& batch, size_t count) const {
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if (_wireIndexCount) {
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setupBatch(batch);
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batch.drawIndexedInstanced((gpu::uint32)count, gpu::LINES, (gpu::uint32)_wireIndexCount, (gpu::uint32)_wireIndexOffset);
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}
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}
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static const size_t ICOSAHEDRON_TO_SPHERE_TESSELATION_COUNT = 3;
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size_t GeometryCache::getShapeTriangleCount(Shape shape) {
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return _shapes[shape]._indexCount / VERTICES_PER_TRIANGLE;
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}
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size_t GeometryCache::getSphereTriangleCount() {
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return getShapeTriangleCount(Sphere);
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}
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size_t GeometryCache::getCubeTriangleCount() {
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return getShapeTriangleCount(Cube);
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}
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using IndexPair = uint64_t;
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using IndexPairs = std::unordered_set<IndexPair>;
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static IndexPair indexToken(geometry::Index a, geometry::Index b) {
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if (a > b) {
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std::swap(a, b);
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}
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return (((IndexPair)a) << 32) | ((IndexPair)b);
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}
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template <size_t N>
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void setupFlatShape(GeometryCache::ShapeData& shapeData, const geometry::Solid<N>& shape, gpu::BufferPointer& vertexBuffer, gpu::BufferPointer& indexBuffer) {
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using namespace geometry;
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Index baseVertex = (Index)(vertexBuffer->getSize() / SHAPE_VERTEX_STRIDE);
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VertexVector vertices;
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IndexVector solidIndices, wireIndices;
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IndexPairs wireSeenIndices;
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size_t faceCount = shape.faces.size();
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size_t faceIndexCount = triangulatedFaceIndexCount<N>();
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vertices.reserve(N * faceCount * 2);
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solidIndices.reserve(faceIndexCount * faceCount);
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for (size_t f = 0; f < faceCount; ++f) {
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const Face<N>& face = shape.faces[f];
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// Compute the face normal
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vec3 faceNormal = shape.getFaceNormal(f);
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// Create the vertices for the face
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for (Index i = 0; i < N; ++i) {
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Index originalIndex = face[i];
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vertices.push_back(shape.vertices[originalIndex]);
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vertices.push_back(faceNormal);
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}
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// Create the wire indices for unseen edges
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for (Index i = 0; i < N; ++i) {
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Index a = i;
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Index b = (i + 1) % N;
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auto token = indexToken(face[a], face[b]);
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if (0 == wireSeenIndices.count(token)) {
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wireSeenIndices.insert(token);
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wireIndices.push_back(a + baseVertex);
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wireIndices.push_back(b + baseVertex);
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}
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}
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// Create the solid face indices
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for (Index i = 0; i < N - 2; ++i) {
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solidIndices.push_back(0 + baseVertex);
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solidIndices.push_back(i + 1 + baseVertex);
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solidIndices.push_back(i + 2 + baseVertex);
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}
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baseVertex += (Index)N;
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}
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shapeData.setupVertices(vertexBuffer, vertices);
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shapeData.setupIndices(indexBuffer, solidIndices, wireIndices);
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}
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template <size_t N>
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void setupSmoothShape(GeometryCache::ShapeData& shapeData, const geometry::Solid<N>& shape, gpu::BufferPointer& vertexBuffer, gpu::BufferPointer& indexBuffer) {
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using namespace geometry;
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Index baseVertex = (Index)(vertexBuffer->getSize() / SHAPE_VERTEX_STRIDE);
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VertexVector vertices;
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vertices.reserve(shape.vertices.size() * 2);
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for (const auto& vertex : shape.vertices) {
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vertices.push_back(vertex);
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vertices.push_back(vertex);
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}
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IndexVector solidIndices, wireIndices;
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IndexPairs wireSeenIndices;
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size_t faceCount = shape.faces.size();
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size_t faceIndexCount = triangulatedFaceIndexCount<N>();
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solidIndices.reserve(faceIndexCount * faceCount);
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for (size_t f = 0; f < faceCount; ++f) {
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const Face<N>& face = shape.faces[f];
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// Create the wire indices for unseen edges
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for (Index i = 0; i < N; ++i) {
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Index a = face[i];
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Index b = face[(i + 1) % N];
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auto token = indexToken(a, b);
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if (0 == wireSeenIndices.count(token)) {
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wireSeenIndices.insert(token);
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wireIndices.push_back(a + baseVertex);
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wireIndices.push_back(b + baseVertex);
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}
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}
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// Create the solid face indices
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for (Index i = 0; i < N - 2; ++i) {
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solidIndices.push_back(face[i] + baseVertex);
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solidIndices.push_back(face[i + 1] + baseVertex);
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solidIndices.push_back(face[i + 2] + baseVertex);
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}
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}
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shapeData.setupVertices(vertexBuffer, vertices);
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shapeData.setupIndices(indexBuffer, solidIndices, wireIndices);
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}
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template <uint32_t N>
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void extrudePolygon(GeometryCache::ShapeData& shapeData, gpu::BufferPointer& vertexBuffer, gpu::BufferPointer& indexBuffer) {
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using namespace geometry;
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Index baseVertex = (Index)(vertexBuffer->getSize() / SHAPE_VERTEX_STRIDE);
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VertexVector vertices;
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IndexVector solidIndices, wireIndices;
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// Top and bottom faces
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std::vector<vec3> shape = polygon<N>();
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for (const vec3& v : shape) {
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vertices.push_back(vec3(v.x, 0.5f, v.z));
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vertices.push_back(vec3(0, 1, 0));
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}
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for (const vec3& v : shape) {
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vertices.push_back(vec3(v.x, -0.5f, v.z));
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vertices.push_back(vec3(0, -1, 0));
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}
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for (uint32_t i = 2; i < N; ++i) {
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solidIndices.push_back(baseVertex + 0);
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solidIndices.push_back(baseVertex + i);
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solidIndices.push_back(baseVertex + i - 1);
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solidIndices.push_back(baseVertex + N);
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solidIndices.push_back(baseVertex + i + N - 1);
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solidIndices.push_back(baseVertex + i + N);
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}
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for (uint32_t i = 1; i <= N; ++i) {
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wireIndices.push_back(baseVertex + (i % N));
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wireIndices.push_back(baseVertex + i - 1);
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wireIndices.push_back(baseVertex + (i % N) + N);
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wireIndices.push_back(baseVertex + (i - 1) + N);
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}
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// Now do the sides
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baseVertex += 2 * N;
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for (uint32_t i = 0; i < N; ++i) {
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vec3 left = shape[i];
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vec3 right = shape[(i + 1) % N];
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vec3 normal = glm::normalize(left + right);
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vec3 topLeft = vec3(left.x, 0.5f, left.z);
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vec3 topRight = vec3(right.x, 0.5f, right.z);
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vec3 bottomLeft = vec3(left.x, -0.5f, left.z);
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vec3 bottomRight = vec3(right.x, -0.5f, right.z);
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vertices.push_back(topLeft);
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vertices.push_back(normal);
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vertices.push_back(bottomLeft);
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vertices.push_back(normal);
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vertices.push_back(topRight);
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vertices.push_back(normal);
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vertices.push_back(bottomRight);
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vertices.push_back(normal);
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solidIndices.push_back(baseVertex + 0);
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solidIndices.push_back(baseVertex + 2);
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solidIndices.push_back(baseVertex + 1);
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solidIndices.push_back(baseVertex + 1);
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solidIndices.push_back(baseVertex + 2);
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solidIndices.push_back(baseVertex + 3);
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wireIndices.push_back(baseVertex + 0);
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wireIndices.push_back(baseVertex + 1);
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wireIndices.push_back(baseVertex + 3);
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wireIndices.push_back(baseVertex + 2);
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baseVertex += 4;
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}
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shapeData.setupVertices(vertexBuffer, vertices);
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shapeData.setupIndices(indexBuffer, solidIndices, wireIndices);
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}
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// FIXME solids need per-face vertices, but smooth shaded
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// components do not. Find a way to support using draw elements
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// or draw arrays as appropriate
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// Maybe special case cone and cylinder since they combine flat
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// and smooth shading
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void GeometryCache::buildShapes() {
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using namespace geometry;
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auto vertexBuffer = std::make_shared<gpu::Buffer>();
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auto indexBuffer = std::make_shared<gpu::Buffer>();
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// Cube
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setupFlatShape(_shapes[Cube], geometry::cube(), _shapeVertices, _shapeIndices);
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// Tetrahedron
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setupFlatShape(_shapes[Tetrahedron], geometry::tetrahedron(), _shapeVertices, _shapeIndices);
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// Icosahedron
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setupFlatShape(_shapes[Icosahedron], geometry::icosahedron(), _shapeVertices, _shapeIndices);
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// Octahedron
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setupFlatShape(_shapes[Octahedron], geometry::octahedron(), _shapeVertices, _shapeIndices);
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// Dodecahedron
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setupFlatShape(_shapes[Dodecahedron], geometry::dodecahedron(), _shapeVertices, _shapeIndices);
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// Sphere
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// FIXME this uses way more vertices than required. Should find a way to calculate the indices
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// using shared vertices for better vertex caching
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auto sphere = geometry::tesselate(geometry::icosahedron(), ICOSAHEDRON_TO_SPHERE_TESSELATION_COUNT);
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sphere.fitDimension(1.0f);
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setupSmoothShape(_shapes[Sphere], sphere, _shapeVertices, _shapeIndices);
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// Line
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{
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Index baseVertex = (Index)(_shapeVertices->getSize() / SHAPE_VERTEX_STRIDE);
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ShapeData& shapeData = _shapes[Line];
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shapeData.setupVertices(_shapeVertices, VertexVector {
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vec3(-0.5, 0, 0), vec3(-0.5f, 0, 0),
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vec3(0.5f, 0, 0), vec3(0.5f, 0, 0)
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});
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IndexVector wireIndices;
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// Only two indices
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wireIndices.push_back(0 + baseVertex);
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wireIndices.push_back(1 + baseVertex);
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shapeData.setupIndices(_shapeIndices, IndexVector(), wireIndices);
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}
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// Not implememented yet:
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//Triangle,
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extrudePolygon<3>(_shapes[Triangle], _shapeVertices, _shapeIndices);
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//Hexagon,
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extrudePolygon<6>(_shapes[Hexagon], _shapeVertices, _shapeIndices);
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//Octagon,
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extrudePolygon<8>(_shapes[Octagon], _shapeVertices, _shapeIndices);
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//Quad,
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//Circle,
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//Torus,
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//Cone,
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//Cylinder,
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}
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gpu::Stream::FormatPointer& getSolidStreamFormat() {
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if (!SOLID_STREAM_FORMAT) {
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SOLID_STREAM_FORMAT = std::make_shared<gpu::Stream::Format>(); // 1 for everyone
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SOLID_STREAM_FORMAT->setAttribute(gpu::Stream::POSITION, gpu::Stream::POSITION, POSITION_ELEMENT);
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SOLID_STREAM_FORMAT->setAttribute(gpu::Stream::NORMAL, gpu::Stream::NORMAL, NORMAL_ELEMENT);
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}
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return SOLID_STREAM_FORMAT;
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}
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gpu::Stream::FormatPointer& getInstancedSolidStreamFormat() {
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if (!INSTANCED_SOLID_STREAM_FORMAT) {
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INSTANCED_SOLID_STREAM_FORMAT = std::make_shared<gpu::Stream::Format>(); // 1 for everyone
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INSTANCED_SOLID_STREAM_FORMAT->setAttribute(gpu::Stream::POSITION, gpu::Stream::POSITION, POSITION_ELEMENT);
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INSTANCED_SOLID_STREAM_FORMAT->setAttribute(gpu::Stream::NORMAL, gpu::Stream::NORMAL, NORMAL_ELEMENT);
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INSTANCED_SOLID_STREAM_FORMAT->setAttribute(gpu::Stream::COLOR, gpu::Stream::COLOR, COLOR_ELEMENT, 0, gpu::Stream::PER_INSTANCE);
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}
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return INSTANCED_SOLID_STREAM_FORMAT;
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}
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render::ShapePipelinePointer GeometryCache::_simpleOpaquePipeline;
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render::ShapePipelinePointer GeometryCache::_simpleTransparentPipeline;
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render::ShapePipelinePointer GeometryCache::_simpleWirePipeline;
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GeometryCache::GeometryCache() :
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_nextID(0) {
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buildShapes();
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GeometryCache::_simpleOpaquePipeline =
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std::make_shared<render::ShapePipeline>(getSimplePipeline(false, false, true, false), nullptr,
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[](const render::ShapePipeline&, gpu::Batch& batch) {
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// Set the defaults needed for a simple program
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batch.setResourceTexture(render::ShapePipeline::Slot::MAP::ALBEDO,
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DependencyManager::get<TextureCache>()->getWhiteTexture());
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batch.setResourceTexture(render::ShapePipeline::Slot::MAP::NORMAL_FITTING,
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DependencyManager::get<TextureCache>()->getNormalFittingTexture());
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}
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);
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GeometryCache::_simpleTransparentPipeline =
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std::make_shared<render::ShapePipeline>(getSimplePipeline(false, true, true, false), nullptr,
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[](const render::ShapePipeline&, gpu::Batch& batch) {
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// Set the defaults needed for a simple program
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batch.setResourceTexture(render::ShapePipeline::Slot::MAP::ALBEDO,
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DependencyManager::get<TextureCache>()->getWhiteTexture());
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batch.setResourceTexture(render::ShapePipeline::Slot::MAP::NORMAL_FITTING,
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DependencyManager::get<TextureCache>()->getNormalFittingTexture());
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}
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);
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GeometryCache::_simpleWirePipeline =
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std::make_shared<render::ShapePipeline>(getSimplePipeline(false, false, true, true), nullptr,
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[](const render::ShapePipeline&, gpu::Batch& batch) {});
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}
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GeometryCache::~GeometryCache() {
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#ifdef WANT_DEBUG
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qCDebug(renderutils) << "GeometryCache::~GeometryCache()... ";
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qCDebug(renderutils) << " _registeredLine3DVBOs.size():" << _registeredLine3DVBOs.size();
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qCDebug(renderutils) << " _line3DVBOs.size():" << _line3DVBOs.size();
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qCDebug(renderutils) << " BatchItemDetails... population:" << GeometryCache::BatchItemDetails::population;
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#endif //def WANT_DEBUG
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}
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void GeometryCache::releaseID(int id) {
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_registeredQuad3DTextures.remove(id);
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_lastRegisteredQuad2DTexture.remove(id);
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_registeredQuad2DTextures.remove(id);
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_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 setupBatchInstance(gpu::Batch& batch, gpu::BufferPointer colorBuffer) {
|
|
gpu::BufferView colorView(colorBuffer, COLOR_ELEMENT);
|
|
batch.setInputBuffer(gpu::Stream::COLOR, colorView);
|
|
}
|
|
|
|
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::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 GeometryCache::renderCube(gpu::Batch& batch) {
|
|
renderShape(batch, Cube);
|
|
}
|
|
|
|
void GeometryCache::renderWireCube(gpu::Batch& batch) {
|
|
renderWireShape(batch, Cube);
|
|
}
|
|
|
|
void GeometryCache::renderSphere(gpu::Batch& batch) {
|
|
renderShape(batch, Sphere);
|
|
}
|
|
|
|
void GeometryCache::renderWireSphere(gpu::Batch& batch) {
|
|
renderWireShape(batch, Sphere);
|
|
}
|
|
|
|
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)) ||
|
|
(!registered && !_gridBuffers.contains(key))) {
|
|
GridSchema gridSchema;
|
|
GridBuffer gridBuffer = std::make_shared<gpu::Buffer>(sizeof(GridSchema), (const gpu::Byte*) &gridSchema);
|
|
|
|
if (registered && _registeredGridBuffers.contains(id)) {
|
|
gridBuffer = _registeredGridBuffers[id];
|
|
}
|
|
|
|
if (registered) {
|
|
_registeredGridBuffers[id] = gridBuffer;
|
|
_lastRegisteredGridBuffer[id] = key;
|
|
} else {
|
|
_gridBuffers[key] = gridBuffer;
|
|
}
|
|
|
|
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, registered ? _registeredGridBuffers[id] : _gridBuffers[key], 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 = registered ? _registeredBevelRects[id] : _bevelRects[key];
|
|
// if this is a registered quad, and we have buffers, then check to see if the geometry changed and rebuild if needed
|
|
if (registered && details.isCreated) {
|
|
Vec3Pair& lastKey = _lastRegisteredBevelRects[id];
|
|
if (lastKey != key) {
|
|
details.clear();
|
|
_lastRegisteredBevelRects[id] = key;
|
|
#ifdef WANT_DEBUG
|
|
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 = registered ? _registeredQuad2D[id] : _quad2D[key];
|
|
|
|
// if this is a registered quad, and we have buffers, then check to see if the geometry changed and rebuild if needed
|
|
if (registered && details.isCreated) {
|
|
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) {
|
|
|
|
bool registered = (id != UNKNOWN_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 = registered ? _registeredQuad2DTextures[id] : _quad2DTextures[key];
|
|
|
|
// if this is a registered quad, and we have buffers, then check to see if the geometry changed and rebuild if needed
|
|
if (registered && details.isCreated) {
|
|
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 = registered ? _registeredQuad3D[id] : _quad3D[key];
|
|
|
|
// if this is a registered quad, and we have buffers, then check to see if the geometry changed and rebuild if needed
|
|
if (registered && details.isCreated) {
|
|
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 = registered ? _registeredQuad3DTextures[id] : _quad3DTextures[key];
|
|
|
|
// if this is a registered quad, and we have buffers, then check to see if the geometry changed and rebuild if needed
|
|
if (registered && details.isCreated) {
|
|
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 = registered ? _registeredDashedLines[id] : _dashedLines[key];
|
|
|
|
// if this is a registered , and we have buffers, then check to see if the geometry changed and rebuild if needed
|
|
if (registered && details.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;
|
|
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 = registered ? _registeredLine3DVBOs[id] : _line3DVBOs[key];
|
|
|
|
int compactColor1 = ((int(color1.x * 255.0f) & 0xFF)) |
|
|
((int(color1.y * 255.0f) & 0xFF) << 8) |
|
|
((int(color1.z * 255.0f) & 0xFF) << 16) |
|
|
((int(color1.w * 255.0f) & 0xFF) << 24);
|
|
|
|
int compactColor2 = ((int(color2.x * 255.0f) & 0xFF)) |
|
|
((int(color2.y * 255.0f) & 0xFF) << 8) |
|
|
((int(color2.z * 255.0f) & 0xFF) << 16) |
|
|
((int(color2.w * 255.0f) & 0xFF) << 24);
|
|
|
|
|
|
// if this is a registered quad, and we have buffers, then check to see if the geometry changed and rebuild if needed
|
|
if (registered && details.isCreated) {
|
|
Vec3Pair& lastKey = _lastRegisteredLine3D[id];
|
|
if (lastKey != key) {
|
|
details.clear();
|
|
_lastRegisteredLine3D[id] = key;
|
|
#ifdef WANT_DEBUG
|
|
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 = registered ? _registeredLine2DVBOs[id] : _line2DVBOs[key];
|
|
|
|
int compactColor1 = ((int(color1.x * 255.0f) & 0xFF)) |
|
|
((int(color1.y * 255.0f) & 0xFF) << 8) |
|
|
((int(color1.z * 255.0f) & 0xFF) << 16) |
|
|
((int(color1.w * 255.0f) & 0xFF) << 24);
|
|
|
|
int compactColor2 = ((int(color2.x * 255.0f) & 0xFF)) |
|
|
((int(color2.y * 255.0f) & 0xFF) << 8) |
|
|
((int(color2.z * 255.0f) & 0xFF) << 16) |
|
|
((int(color2.w * 255.0f) & 0xFF) << 24);
|
|
|
|
|
|
// if this is a registered quad, and we have buffers, then check to see if the geometry changed and rebuild if needed
|
|
if (registered && details.isCreated) {
|
|
Vec2Pair& lastKey = _lastRegisteredLine2D[id];
|
|
if (lastKey != key) {
|
|
details.clear();
|
|
_lastRegisteredLine2D[id] = key;
|
|
#ifdef WANT_DEBUG
|
|
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) {
|
|
renderLine(batch, p1, p2, color, id);
|
|
return;
|
|
}
|
|
|
|
// Compile the shaders
|
|
static std::once_flag once;
|
|
std::call_once(once, [&] {
|
|
auto state = std::make_shared<gpu::State>();
|
|
auto VS = gpu::Shader::createVertex(std::string(glowLine_vert));
|
|
auto GS = gpu::Shader::createGeometry(std::string(glowLine_geom));
|
|
auto PS = gpu::Shader::createPixel(std::string(glowLine_frag));
|
|
auto program = gpu::Shader::createProgram(VS, GS, 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);
|
|
gpu::Shader::BindingSet slotBindings;
|
|
slotBindings.insert(gpu::Shader::Binding(std::string("normalFittingMap"), render::ShapePipeline::Slot::MAP::NORMAL_FITTING));
|
|
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 = registered ? _registeredLine3DVBOs[id] : _line3DVBOs[key];
|
|
|
|
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);
|
|
|
|
// 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 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] = { compactColor, compactColor };
|
|
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Byte*) vertexBuffer);
|
|
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
|
|
}
|
|
|
|
// 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::useSimpleDrawPipeline(gpu::Batch& batch, bool noBlend) {
|
|
if (!_standardDrawPipeline) {
|
|
auto vs = gpu::Shader::createVertex(std::string(standardTransformPNTC_vert));
|
|
auto ps = gpu::Shader::createPixel(std::string(standardDrawTexture_frag));
|
|
auto program = gpu::Shader::createProgram(vs, ps);
|
|
gpu::Shader::makeProgram((*program));
|
|
|
|
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);
|
|
|
|
_standardDrawPipeline = gpu::Pipeline::create(program, state);
|
|
|
|
|
|
auto stateNoBlend = std::make_shared<gpu::State>();
|
|
auto noBlendPS = gpu::StandardShaderLib::getDrawTextureOpaquePS();
|
|
auto programNoBlend = gpu::Shader::createProgram(vs, noBlendPS);
|
|
gpu::Shader::makeProgram((*programNoBlend));
|
|
_standardDrawPipelineNoBlend = gpu::Pipeline::create(programNoBlend, stateNoBlend);
|
|
}
|
|
if (noBlend) {
|
|
batch.setPipeline(_standardDrawPipelineNoBlend);
|
|
} else {
|
|
batch.setPipeline(_standardDrawPipeline);
|
|
}
|
|
}
|
|
|
|
void GeometryCache::useGridPipeline(gpu::Batch& batch, GridBuffer gridBuffer, bool isLayered) {
|
|
if (!_gridPipeline) {
|
|
auto vs = gpu::Shader::createVertex(std::string(standardTransformPNTC_vert));
|
|
auto ps = gpu::Shader::createPixel(std::string(grid_frag));
|
|
auto program = gpu::Shader::createProgram(vs, ps);
|
|
gpu::Shader::makeProgram((*program));
|
|
_gridSlot = program->getBuffers().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);
|
|
_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);
|
|
_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,
|
|
|
|
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),
|
|
};
|
|
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); }
|
|
|
|
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) {
|
|
_flags = (textured ? IS_TEXTURED : 0) | (transparent ? IS_TRANSPARENT : 0) | (culled ? IS_CULLED : 0) |
|
|
(unlit ? IS_UNLIT : 0) | (depthBias ? HAS_DEPTH_BIAS : 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();
|
|
}
|
|
|
|
void GeometryCache::bindOpaqueWebBrowserProgram(gpu::Batch& batch) {
|
|
batch.setPipeline(getOpaqueWebBrowserProgram());
|
|
// Set a default normal map
|
|
batch.setResourceTexture(render::ShapePipeline::Slot::MAP::NORMAL_FITTING,
|
|
DependencyManager::get<TextureCache>()->getNormalFittingTexture());
|
|
}
|
|
|
|
gpu::PipelinePointer GeometryCache::getOpaqueWebBrowserProgram() {
|
|
static std::once_flag once;
|
|
std::call_once(once, [&]() {
|
|
auto VS = gpu::Shader::createVertex(std::string(simple_vert));
|
|
auto PS = gpu::Shader::createPixel(std::string(simple_opaque_web_browser_frag));
|
|
|
|
_simpleOpaqueWebBrowserShader = gpu::Shader::createProgram(VS, PS);
|
|
|
|
gpu::Shader::BindingSet slotBindings;
|
|
slotBindings.insert(gpu::Shader::Binding(std::string("normalFittingMap"), render::ShapePipeline::Slot::MAP::NORMAL_FITTING));
|
|
gpu::Shader::makeProgram(*_simpleOpaqueWebBrowserShader, slotBindings);
|
|
auto state = std::make_shared<gpu::State>();
|
|
state->setCullMode(gpu::State::CULL_NONE);
|
|
state->setDepthTest(true, true, gpu::LESS_EQUAL);
|
|
state->setBlendFunction(false,
|
|
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);
|
|
|
|
_simpleOpaqueWebBrowserPipeline = gpu::Pipeline::create(_simpleOpaqueWebBrowserShader, state);
|
|
});
|
|
|
|
return _simpleOpaqueWebBrowserPipeline;
|
|
}
|
|
|
|
void GeometryCache::bindTransparentWebBrowserProgram(gpu::Batch& batch) {
|
|
batch.setPipeline(getTransparentWebBrowserProgram());
|
|
// Set a default normal map
|
|
batch.setResourceTexture(render::ShapePipeline::Slot::MAP::NORMAL_FITTING,
|
|
DependencyManager::get<TextureCache>()->getNormalFittingTexture());
|
|
}
|
|
|
|
gpu::PipelinePointer GeometryCache::getTransparentWebBrowserProgram() {
|
|
static std::once_flag once;
|
|
std::call_once(once, [&]() {
|
|
auto VS = gpu::Shader::createVertex(std::string(simple_vert));
|
|
auto PS = gpu::Shader::createPixel(std::string(simple_transparent_web_browser_frag));
|
|
|
|
_simpleTransparentWebBrowserShader = gpu::Shader::createProgram(VS, PS);
|
|
|
|
gpu::Shader::BindingSet slotBindings;
|
|
slotBindings.insert(gpu::Shader::Binding(std::string("normalFittingMap"), render::ShapePipeline::Slot::MAP::NORMAL_FITTING));
|
|
gpu::Shader::makeProgram(*_simpleTransparentWebBrowserShader, slotBindings);
|
|
auto state = std::make_shared<gpu::State>();
|
|
state->setCullMode(gpu::State::CULL_NONE);
|
|
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);
|
|
|
|
_simpleTransparentWebBrowserPipeline = gpu::Pipeline::create(_simpleTransparentWebBrowserShader, state);
|
|
});
|
|
|
|
return _simpleTransparentWebBrowserPipeline;
|
|
}
|
|
|
|
void GeometryCache::bindSimpleProgram(gpu::Batch& batch, bool textured, bool transparent, bool culled, bool unlit, bool depthBiased) {
|
|
batch.setPipeline(getSimplePipeline(textured, transparent, culled, unlit, depthBiased));
|
|
|
|
// If not textured, set a default albedo map
|
|
if (!textured) {
|
|
batch.setResourceTexture(render::ShapePipeline::Slot::MAP::ALBEDO,
|
|
DependencyManager::get<TextureCache>()->getWhiteTexture());
|
|
}
|
|
// Set a default normal map
|
|
batch.setResourceTexture(render::ShapePipeline::Slot::MAP::NORMAL_FITTING,
|
|
DependencyManager::get<TextureCache>()->getNormalFittingTexture());
|
|
}
|
|
|
|
gpu::PipelinePointer GeometryCache::getSimplePipeline(bool textured, bool transparent, bool culled, bool unlit, bool depthBiased) {
|
|
SimpleProgramKey config { textured, transparent, culled, unlit, depthBiased };
|
|
|
|
// Compile the shaders
|
|
static std::once_flag once;
|
|
std::call_once(once, [&]() {
|
|
auto VS = gpu::Shader::createVertex(std::string(simple_vert));
|
|
auto PS = gpu::Shader::createPixel(std::string(simple_textured_frag));
|
|
auto PSUnlit = gpu::Shader::createPixel(std::string(simple_textured_unlit_frag));
|
|
|
|
_simpleShader = gpu::Shader::createProgram(VS, PS);
|
|
_unlitShader = gpu::Shader::createProgram(VS, PSUnlit);
|
|
|
|
gpu::Shader::BindingSet slotBindings;
|
|
slotBindings.insert(gpu::Shader::Binding(std::string("normalFittingMap"), render::ShapePipeline::Slot::MAP::NORMAL_FITTING));
|
|
gpu::Shader::makeProgram(*_simpleShader, slotBindings);
|
|
gpu::Shader::makeProgram(*_unlitShader, slotBindings);
|
|
});
|
|
|
|
// If the pipeline already exists, return it
|
|
auto it = _simplePrograms.find(config);
|
|
if (it != _simplePrograms.end()) {
|
|
return it.value();
|
|
}
|
|
|
|
// 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);
|
|
|
|
gpu::ShaderPointer program = (config.isUnlit()) ? _unlitShader : _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(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, [isWire, pipeline, shape](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) {
|
|
batch.setPipeline(pipeline->pipeline);
|
|
pipeline->prepare(batch);
|
|
|
|
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]);
|
|
}
|
|
});
|
|
}
|
|
|
|
void GeometryCache::renderSolidShapeInstance(gpu::Batch& batch, GeometryCache::Shape shape, const glm::vec4& color, const render::ShapePipelinePointer& pipeline) {
|
|
renderInstances(batch, color, false, pipeline, shape);
|
|
}
|
|
|
|
void GeometryCache::renderWireShapeInstance(gpu::Batch& batch, GeometryCache::Shape shape, const glm::vec4& color, const render::ShapePipelinePointer& pipeline) {
|
|
renderInstances(batch, color, true, pipeline, shape);
|
|
}
|
|
|
|
|
|
void GeometryCache::renderSolidSphereInstance(gpu::Batch& batch, const glm::vec4& color, const render::ShapePipelinePointer& pipeline) {
|
|
renderInstances(batch, color, false, pipeline, GeometryCache::Sphere);
|
|
}
|
|
|
|
void GeometryCache::renderWireSphereInstance(gpu::Batch& batch, const glm::vec4& color, const render::ShapePipelinePointer& pipeline) {
|
|
renderInstances(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(gpu::Batch& batch, const glm::vec4& color, const render::ShapePipelinePointer& pipeline) {
|
|
#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(batch, color, false, pipeline, GeometryCache::Cube);
|
|
#endif
|
|
}
|
|
|
|
void GeometryCache::renderWireCubeInstance(gpu::Batch& batch, const glm::vec4& color, const render::ShapePipelinePointer& pipeline) {
|
|
static const std::string INSTANCE_NAME = __FUNCTION__;
|
|
renderInstances(batch, color, true, pipeline, GeometryCache::Cube);
|
|
}
|