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Merge pull request #3642 from samcake/temp0
Bring back the GL batching for model rendering and fixed the bug on MAC
This commit is contained in:
commit
3d6d418548
4 changed files with 1265 additions and 123 deletions
753
interface/src/gpu/Batch.cpp
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753
interface/src/gpu/Batch.cpp
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//
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// Batch.cpp
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// interface/src/gpu
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//
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// Created by Sam Gateau on 10/14/2014.
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// Copyright 2014 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 "Batch.h"
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#include <QDebug>
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#define ADD_COMMAND(call) _commands.push_back(COMMAND_##call); _commandCalls.push_back(&gpu::Batch::do_##call); _commandOffsets.push_back(_params.size());
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//#define DO_IT_NOW(call, offset) runLastCommand();
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#define DO_IT_NOW(call, offset)
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#define CHECK_GL_ERROR() ::gpu::backend::checkGLError()
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using namespace gpu;
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Batch::Batch() :
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_commands(),
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_commandCalls(),
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_commandOffsets(),
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_params(),
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_resources(),
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_data(){
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}
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Batch::~Batch() {
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}
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void Batch::clear() {
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_commands.clear();
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_commandCalls.clear();
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_commandOffsets.clear();
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_params.clear();
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_resources.clear();
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_data.clear();
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}
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uint32 Batch::cacheResource(Resource* res) {
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uint32 offset = _resources.size();
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_resources.push_back(ResourceCache(res));
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return offset;
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}
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uint32 Batch::cacheResource(const void* pointer) {
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uint32 offset = _resources.size();
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_resources.push_back(ResourceCache(pointer));
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return offset;
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}
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uint32 Batch::cacheData(uint32 size, const void* data) {
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uint32 offset = _data.size();
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uint32 nbBytes = size;
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_data.resize(offset + nbBytes);
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memcpy(_data.data() + offset, data, size);
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return offset;
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}
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#define CASE_COMMAND(call) case COMMAND_##call: { do_##call(offset); } break;
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void Batch::runCommand(Command com, uint32 offset) {
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switch (com) {
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CASE_COMMAND(draw);
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CASE_COMMAND(drawIndexed);
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CASE_COMMAND(drawInstanced);
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CASE_COMMAND(drawIndexedInstanced);
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CASE_COMMAND(glEnable);
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CASE_COMMAND(glDisable);
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CASE_COMMAND(glEnableClientState);
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CASE_COMMAND(glDisableClientState);
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CASE_COMMAND(glCullFace);
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CASE_COMMAND(glAlphaFunc);
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CASE_COMMAND(glDepthFunc);
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CASE_COMMAND(glDepthMask);
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CASE_COMMAND(glDepthRange);
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CASE_COMMAND(glBindBuffer);
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CASE_COMMAND(glBindTexture);
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CASE_COMMAND(glActiveTexture);
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CASE_COMMAND(glDrawBuffers);
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CASE_COMMAND(glUseProgram);
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CASE_COMMAND(glUniform1f);
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CASE_COMMAND(glUniformMatrix4fv);
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CASE_COMMAND(glMatrixMode);
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CASE_COMMAND(glPushMatrix);
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CASE_COMMAND(glPopMatrix);
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CASE_COMMAND(glMultMatrixf);
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CASE_COMMAND(glLoadMatrixf);
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CASE_COMMAND(glLoadIdentity);
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CASE_COMMAND(glRotatef);
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CASE_COMMAND(glScalef);
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CASE_COMMAND(glTranslatef);
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CASE_COMMAND(glDrawArrays);
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CASE_COMMAND(glDrawRangeElements);
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CASE_COMMAND(glColorPointer);
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CASE_COMMAND(glNormalPointer);
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CASE_COMMAND(glTexCoordPointer);
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CASE_COMMAND(glVertexPointer);
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CASE_COMMAND(glVertexAttribPointer);
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CASE_COMMAND(glEnableVertexAttribArray);
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CASE_COMMAND(glDisableVertexAttribArray);
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CASE_COMMAND(glColor4f);
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CASE_COMMAND(glMaterialf);
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CASE_COMMAND(glMaterialfv);
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}
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}
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void Batch::draw(Primitive primitiveType, int nbVertices, int startVertex) {
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ADD_COMMAND(draw);
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_params.push_back(startVertex);
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_params.push_back(nbVertices);
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_params.push_back(primitiveType);
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}
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void Batch::drawIndexed(Primitive primitiveType, int nbIndices, int startIndex) {
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ADD_COMMAND(drawIndexed);
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_params.push_back(startIndex);
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_params.push_back(nbIndices);
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_params.push_back(primitiveType);
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}
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void Batch::drawInstanced(uint32 nbInstances, Primitive primitiveType, int nbVertices, int startVertex, int startInstance) {
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ADD_COMMAND(drawInstanced);
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_params.push_back(startInstance);
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_params.push_back(startVertex);
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_params.push_back(nbVertices);
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_params.push_back(primitiveType);
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_params.push_back(nbInstances);
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}
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void Batch::drawIndexedInstanced(uint32 nbInstances, Primitive primitiveType, int nbIndices, int startIndex, int startInstance) {
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ADD_COMMAND(drawIndexedInstanced);
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_params.push_back(startInstance);
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_params.push_back(startIndex);
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_params.push_back(nbIndices);
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_params.push_back(primitiveType);
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_params.push_back(nbInstances);
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}
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// TODO: As long as we have gl calls explicitely issued from interface
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// code, we need to be able to record and batch these calls. THe long
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// term strategy is to get rid of any GL calls in favor of the HIFI GPU API
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void Batch::_glEnable(GLenum cap) {
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ADD_COMMAND(glEnable);
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_params.push_back(cap);
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DO_IT_NOW(_glEnable, 1);
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}
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void Batch::do_glEnable(uint32 paramOffset) {
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glEnable(_params[paramOffset]._uint);
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CHECK_GL_ERROR();
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}
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void Batch::_glDisable(GLenum cap) {
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ADD_COMMAND(glDisable);
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_params.push_back(cap);
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DO_IT_NOW(_glDisable, 1);
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}
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void Batch::do_glDisable(uint32 paramOffset) {
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glDisable(_params[paramOffset]._uint);
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CHECK_GL_ERROR();
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}
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void Batch::_glEnableClientState(GLenum array) {
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ADD_COMMAND(glEnableClientState);
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_params.push_back(array);
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DO_IT_NOW(_glEnableClientState, 1 );
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}
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void Batch::do_glEnableClientState(uint32 paramOffset) {
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glEnableClientState(_params[paramOffset]._uint);
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CHECK_GL_ERROR();
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}
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void Batch::_glDisableClientState(GLenum array) {
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ADD_COMMAND(glDisableClientState);
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_params.push_back(array);
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DO_IT_NOW(_glDisableClientState, 1);
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}
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void Batch::do_glDisableClientState(uint32 paramOffset) {
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glDisableClientState(_params[paramOffset]._uint);
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CHECK_GL_ERROR();
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}
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void Batch::_glCullFace(GLenum mode) {
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ADD_COMMAND(glCullFace);
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_params.push_back(mode);
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DO_IT_NOW(_glCullFace, 1);
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}
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void Batch::do_glCullFace(uint32 paramOffset) {
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glCullFace(_params[paramOffset]._uint);
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CHECK_GL_ERROR();
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}
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void Batch::_glAlphaFunc(GLenum func, GLclampf ref) {
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ADD_COMMAND(glAlphaFunc);
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_params.push_back(ref);
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_params.push_back(func);
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DO_IT_NOW(_glAlphaFunc, 2);
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}
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void Batch::do_glAlphaFunc(uint32 paramOffset) {
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glAlphaFunc(
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_params[paramOffset + 1]._uint,
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_params[paramOffset + 0]._float);
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CHECK_GL_ERROR();
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}
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void Batch::_glDepthFunc(GLenum func) {
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ADD_COMMAND(glDepthFunc);
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_params.push_back(func);
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DO_IT_NOW(_glDepthFunc, 1);
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}
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void Batch::do_glDepthFunc(uint32 paramOffset) {
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glDepthFunc(_params[paramOffset]._uint);
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CHECK_GL_ERROR();
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}
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void Batch::_glDepthMask(GLboolean flag) {
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ADD_COMMAND(glDepthMask);
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_params.push_back(flag);
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DO_IT_NOW(_glDepthMask, 1);
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}
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void Batch::do_glDepthMask(uint32 paramOffset) {
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glDepthMask(_params[paramOffset]._uint);
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CHECK_GL_ERROR();
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}
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void Batch::_glDepthRange(GLclampd zNear, GLclampd zFar) {
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ADD_COMMAND(glDepthRange);
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_params.push_back(zFar);
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_params.push_back(zNear);
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DO_IT_NOW(_glDepthRange, 2);
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}
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void Batch::do_glDepthRange(uint32 paramOffset) {
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glDepthRange(
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_params[paramOffset + 1]._double,
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_params[paramOffset + 0]._double);
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CHECK_GL_ERROR();
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}
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void Batch::_glBindBuffer(GLenum target, GLuint buffer) {
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ADD_COMMAND(glBindBuffer);
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_params.push_back(buffer);
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_params.push_back(target);
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DO_IT_NOW(_glBindBuffer, 2);
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}
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void Batch::do_glBindBuffer(uint32 paramOffset) {
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glBindBuffer(
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_params[paramOffset + 1]._uint,
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_params[paramOffset + 0]._uint);
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CHECK_GL_ERROR();
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}
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void Batch::_glBindTexture(GLenum target, GLuint texture) {
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ADD_COMMAND(glBindTexture);
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_params.push_back(texture);
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_params.push_back(target);
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DO_IT_NOW(_glBindTexture, 2);
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}
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void Batch::do_glBindTexture(uint32 paramOffset) {
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glBindTexture(
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_params[paramOffset + 1]._uint,
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_params[paramOffset + 0]._uint);
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CHECK_GL_ERROR();
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}
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void Batch::_glActiveTexture(GLenum texture) {
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ADD_COMMAND(glActiveTexture);
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_params.push_back(texture);
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DO_IT_NOW(_glActiveTexture, 1);
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}
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void Batch::do_glActiveTexture(uint32 paramOffset) {
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glActiveTexture(_params[paramOffset]._uint);
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CHECK_GL_ERROR();
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}
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void Batch::_glDrawBuffers(GLsizei n, const GLenum* bufs) {
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ADD_COMMAND(glDrawBuffers);
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_params.push_back(cacheData(n * sizeof(GLenum), bufs));
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_params.push_back(n);
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DO_IT_NOW(_glDrawBuffers, 2);
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}
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void Batch::do_glDrawBuffers(uint32 paramOffset) {
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glDrawBuffers(
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_params[paramOffset + 1]._uint,
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(const GLenum*) editData(_params[paramOffset + 0]._uint));
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CHECK_GL_ERROR();
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}
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void Batch::_glUseProgram(GLuint program) {
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ADD_COMMAND(glUseProgram);
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_params.push_back(program);
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DO_IT_NOW(_glUseProgram, 1);
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}
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void Batch::do_glUseProgram(uint32 paramOffset) {
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glUseProgram(_params[paramOffset]._uint);
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CHECK_GL_ERROR();
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}
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void Batch::_glUniform1f(GLint location, GLfloat v0) {
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ADD_COMMAND(glUniform1f);
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_params.push_back(v0);
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_params.push_back(location);
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DO_IT_NOW(_glUniform1f, 1);
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}
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void Batch::do_glUniform1f(uint32 paramOffset) {
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glUniform1f(
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_params[paramOffset + 1]._int,
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_params[paramOffset + 0]._float);
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CHECK_GL_ERROR();
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}
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void Batch::_glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
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ADD_COMMAND(glUniformMatrix4fv);
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const int MATRIX4_SIZE = 16 * sizeof(float);
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_params.push_back(cacheData(count * MATRIX4_SIZE, value));
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_params.push_back(transpose);
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_params.push_back(count);
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_params.push_back(location);
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DO_IT_NOW(_glUniformMatrix4fv, 4);
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}
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void Batch::do_glUniformMatrix4fv(uint32 paramOffset) {
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glUniformMatrix4fv(
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_params[paramOffset + 3]._int,
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_params[paramOffset + 2]._uint,
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_params[paramOffset + 1]._uint,
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(const GLfloat*) editData(_params[paramOffset + 0]._uint));
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CHECK_GL_ERROR();
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}
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void Batch::_glMatrixMode(GLenum mode) {
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ADD_COMMAND(glMatrixMode);
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_params.push_back(mode);
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DO_IT_NOW(_glMatrixMode, 1);
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}
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void Batch::do_glMatrixMode(uint32 paramOffset) {
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glMatrixMode(_params[paramOffset]._uint);
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CHECK_GL_ERROR();
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}
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void Batch::_glPushMatrix() {
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ADD_COMMAND(glPushMatrix);
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DO_IT_NOW(_glPushMatrix, 0);
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}
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void Batch::do_glPushMatrix(uint32 paramOffset) {
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glPushMatrix();
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CHECK_GL_ERROR();
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}
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void Batch::_glPopMatrix() {
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ADD_COMMAND(glPopMatrix);
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DO_IT_NOW(_glPopMatrix, 0);
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}
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void Batch::do_glPopMatrix(uint32 paramOffset) {
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glPopMatrix();
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CHECK_GL_ERROR();
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}
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void Batch::_glMultMatrixf(const GLfloat *m) {
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ADD_COMMAND(glMultMatrixf);
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const int MATRIX4_SIZE = 16 * sizeof(float);
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_params.push_back(cacheData(MATRIX4_SIZE, m));
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DO_IT_NOW(_glMultMatrixf, 1);
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}
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void Batch::do_glMultMatrixf(uint32 paramOffset) {
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glMultMatrixf((const GLfloat*) editData(_params[paramOffset]._uint));
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CHECK_GL_ERROR();
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}
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void Batch::_glLoadMatrixf(const GLfloat *m) {
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ADD_COMMAND(glLoadMatrixf);
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const int MATRIX4_SIZE = 16 * sizeof(float);
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_params.push_back(cacheData(MATRIX4_SIZE, m));
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DO_IT_NOW(_glLoadMatrixf, 1);
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}
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void Batch::do_glLoadMatrixf(uint32 paramOffset) {
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glLoadMatrixf((const GLfloat*)editData(_params[paramOffset]._uint));
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CHECK_GL_ERROR();
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}
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void Batch::_glLoadIdentity(void) {
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ADD_COMMAND(glLoadIdentity);
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DO_IT_NOW(_glLoadIdentity, 0);
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}
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void Batch::do_glLoadIdentity(uint32 paramOffset) {
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glLoadIdentity();
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CHECK_GL_ERROR();
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}
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void Batch::_glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) {
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ADD_COMMAND(glRotatef);
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_params.push_back(z);
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_params.push_back(y);
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_params.push_back(x);
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_params.push_back(angle);
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DO_IT_NOW(_glRotatef, 4);
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}
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void Batch::do_glRotatef(uint32 paramOffset) {
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glRotatef(
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_params[paramOffset + 3]._float,
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_params[paramOffset + 2]._float,
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_params[paramOffset + 1]._float,
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_params[paramOffset + 0]._float);
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CHECK_GL_ERROR();
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}
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||||
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void Batch::_glScalef(GLfloat x, GLfloat y, GLfloat z) {
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ADD_COMMAND(glScalef);
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_params.push_back(z);
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_params.push_back(y);
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_params.push_back(x);
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||||
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DO_IT_NOW(_glScalef, 3);
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}
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void Batch::do_glScalef(uint32 paramOffset) {
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||||
glScalef(
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||||
_params[paramOffset + 2]._float,
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_params[paramOffset + 1]._float,
|
||||
_params[paramOffset + 0]._float);
|
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CHECK_GL_ERROR();
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||||
}
|
||||
|
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void Batch::_glTranslatef(GLfloat x, GLfloat y, GLfloat z) {
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ADD_COMMAND(glTranslatef);
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|
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_params.push_back(z);
|
||||
_params.push_back(y);
|
||||
_params.push_back(x);
|
||||
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DO_IT_NOW(_glTranslatef, 3);
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||||
}
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void Batch::do_glTranslatef(uint32 paramOffset) {
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||||
glTranslatef(
|
||||
_params[paramOffset + 2]._float,
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||||
_params[paramOffset + 1]._float,
|
||||
_params[paramOffset + 0]._float);
|
||||
CHECK_GL_ERROR();
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||||
}
|
||||
|
||||
void Batch::_glDrawArrays(GLenum mode, GLint first, GLsizei count) {
|
||||
ADD_COMMAND(glDrawArrays);
|
||||
|
||||
_params.push_back(count);
|
||||
_params.push_back(first);
|
||||
_params.push_back(mode);
|
||||
|
||||
DO_IT_NOW(_glDrawArrays, 3);
|
||||
}
|
||||
void Batch::do_glDrawArrays(uint32 paramOffset) {
|
||||
glDrawArrays(
|
||||
_params[paramOffset + 2]._uint,
|
||||
_params[paramOffset + 1]._int,
|
||||
_params[paramOffset + 0]._int);
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices) {
|
||||
ADD_COMMAND(glDrawRangeElements);
|
||||
|
||||
_params.push_back(cacheResource(indices));
|
||||
_params.push_back(type);
|
||||
_params.push_back(count);
|
||||
_params.push_back(end);
|
||||
_params.push_back(start);
|
||||
_params.push_back(mode);
|
||||
|
||||
DO_IT_NOW(_glDrawRangeElements, 6);
|
||||
}
|
||||
void Batch::do_glDrawRangeElements(uint32 paramOffset) {
|
||||
glDrawRangeElements(
|
||||
_params[paramOffset + 5]._uint,
|
||||
_params[paramOffset + 4]._uint,
|
||||
_params[paramOffset + 3]._uint,
|
||||
_params[paramOffset + 2]._int,
|
||||
_params[paramOffset + 1]._uint,
|
||||
editResource(_params[paramOffset + 0]._uint)->_pointer);
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glColorPointer(GLint size, GLenum type, GLsizei stride, const void *pointer) {
|
||||
ADD_COMMAND(glColorPointer);
|
||||
|
||||
_params.push_back(cacheResource(pointer));
|
||||
_params.push_back(stride);
|
||||
_params.push_back(type);
|
||||
_params.push_back(size);
|
||||
|
||||
DO_IT_NOW(_glColorPointer, 4);
|
||||
}
|
||||
void Batch::do_glColorPointer(uint32 paramOffset) {
|
||||
glColorPointer(
|
||||
_params[paramOffset + 3]._int,
|
||||
_params[paramOffset + 2]._uint,
|
||||
_params[paramOffset + 1]._int,
|
||||
editResource(_params[paramOffset + 0]._uint)->_pointer);
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glNormalPointer(GLenum type, GLsizei stride, const void *pointer) {
|
||||
ADD_COMMAND(glNormalPointer);
|
||||
|
||||
_params.push_back(cacheResource(pointer));
|
||||
_params.push_back(stride);
|
||||
_params.push_back(type);
|
||||
|
||||
DO_IT_NOW(_glNormalPointer, 3);
|
||||
}
|
||||
void Batch::do_glNormalPointer(uint32 paramOffset) {
|
||||
glNormalPointer(
|
||||
_params[paramOffset + 2]._uint,
|
||||
_params[paramOffset + 1]._int,
|
||||
editResource(_params[paramOffset + 0]._uint)->_pointer);
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const void *pointer) {
|
||||
ADD_COMMAND(glTexCoordPointer);
|
||||
|
||||
_params.push_back(cacheResource(pointer));
|
||||
_params.push_back(stride);
|
||||
_params.push_back(type);
|
||||
_params.push_back(size);
|
||||
|
||||
DO_IT_NOW(_glTexCoordPointer, 4);
|
||||
}
|
||||
void Batch::do_glTexCoordPointer(uint32 paramOffset) {
|
||||
glTexCoordPointer(
|
||||
_params[paramOffset + 3]._int,
|
||||
_params[paramOffset + 2]._uint,
|
||||
_params[paramOffset + 1]._int,
|
||||
editResource(_params[paramOffset + 0]._uint)->_pointer);
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glVertexPointer(GLint size, GLenum type, GLsizei stride, const void *pointer) {
|
||||
ADD_COMMAND(glVertexPointer);
|
||||
|
||||
_params.push_back(cacheResource(pointer));
|
||||
_params.push_back(stride);
|
||||
_params.push_back(type);
|
||||
_params.push_back(size);
|
||||
|
||||
DO_IT_NOW(_glVertexPointer, 4);
|
||||
}
|
||||
void Batch::do_glVertexPointer(uint32 paramOffset) {
|
||||
glVertexPointer(
|
||||
_params[paramOffset + 3]._int,
|
||||
_params[paramOffset + 2]._uint,
|
||||
_params[paramOffset + 1]._int,
|
||||
editResource(_params[paramOffset + 0]._uint)->_pointer);
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
|
||||
void Batch::_glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer) {
|
||||
ADD_COMMAND(glVertexAttribPointer);
|
||||
|
||||
_params.push_back(cacheResource(pointer));
|
||||
_params.push_back(stride);
|
||||
_params.push_back(normalized);
|
||||
_params.push_back(type);
|
||||
_params.push_back(size);
|
||||
_params.push_back(index);
|
||||
|
||||
DO_IT_NOW(_glVertexAttribPointer, 6);
|
||||
}
|
||||
void Batch::do_glVertexAttribPointer(uint32 paramOffset) {
|
||||
glVertexAttribPointer(
|
||||
_params[paramOffset + 5]._uint,
|
||||
_params[paramOffset + 4]._int,
|
||||
_params[paramOffset + 3]._uint,
|
||||
_params[paramOffset + 2]._uint,
|
||||
_params[paramOffset + 1]._int,
|
||||
editResource(_params[paramOffset + 0]._uint)->_pointer);
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glEnableVertexAttribArray(GLint location) {
|
||||
ADD_COMMAND(glEnableVertexAttribArray);
|
||||
|
||||
_params.push_back(location);
|
||||
|
||||
DO_IT_NOW(_glEnableVertexAttribArray, 1);
|
||||
}
|
||||
void Batch::do_glEnableVertexAttribArray(uint32 paramOffset) {
|
||||
glEnableVertexAttribArray(_params[paramOffset]._uint);
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glDisableVertexAttribArray(GLint location) {
|
||||
ADD_COMMAND(glDisableVertexAttribArray);
|
||||
|
||||
_params.push_back(location);
|
||||
|
||||
DO_IT_NOW(_glDisableVertexAttribArray, 1);
|
||||
}
|
||||
void Batch::do_glDisableVertexAttribArray(uint32 paramOffset) {
|
||||
glDisableVertexAttribArray(_params[paramOffset]._uint);
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) {
|
||||
ADD_COMMAND(glColor4f);
|
||||
|
||||
_params.push_back(alpha);
|
||||
_params.push_back(blue);
|
||||
_params.push_back(green);
|
||||
_params.push_back(red);
|
||||
|
||||
DO_IT_NOW(_glColor4f, 4);
|
||||
}
|
||||
void Batch::do_glColor4f(uint32 paramOffset) {
|
||||
glColor4f(
|
||||
_params[paramOffset + 3]._float,
|
||||
_params[paramOffset + 2]._float,
|
||||
_params[paramOffset + 1]._float,
|
||||
_params[paramOffset + 0]._float);
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glMaterialf(GLenum face, GLenum pname, GLfloat param) {
|
||||
ADD_COMMAND(glMaterialf);
|
||||
|
||||
_params.push_back(param);
|
||||
_params.push_back(pname);
|
||||
_params.push_back(face);
|
||||
|
||||
DO_IT_NOW(_glMaterialf, 3);
|
||||
}
|
||||
void Batch::do_glMaterialf(uint32 paramOffset) {
|
||||
glMaterialf(
|
||||
_params[paramOffset + 2]._uint,
|
||||
_params[paramOffset + 1]._uint,
|
||||
_params[paramOffset + 0]._float);
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
void Batch::_glMaterialfv(GLenum face, GLenum pname, const GLfloat *params) {
|
||||
ADD_COMMAND(glMaterialfv);
|
||||
|
||||
_params.push_back(cacheData(4 * sizeof(float), params));
|
||||
_params.push_back(pname);
|
||||
_params.push_back(face);
|
||||
|
||||
DO_IT_NOW(_glMaterialfv, 3);
|
||||
}
|
||||
void Batch::do_glMaterialfv(uint32 paramOffset) {
|
||||
glMaterialfv(
|
||||
_params[paramOffset + 2]._uint,
|
||||
_params[paramOffset + 1]._uint,
|
||||
(const GLfloat*) editData(_params[paramOffset + 0]._uint));
|
||||
CHECK_GL_ERROR();
|
||||
}
|
||||
|
||||
|
||||
|
||||
void backend::renderBatch(Batch& batch) {
|
||||
uint32 numCommands = batch._commands.size();
|
||||
Batch::CommandCall* call = batch._commandCalls.data();
|
||||
Batch::CommandOffsets::value_type* offset = batch._commandOffsets.data();
|
||||
|
||||
for (int i = 0; i < numCommands; i++) {
|
||||
(batch.*(*call))(*offset);
|
||||
call++;
|
||||
offset++;
|
||||
}
|
||||
}
|
||||
|
||||
void backend::checkGLError() {
|
||||
GLenum error = glGetError();
|
||||
if (!error) {
|
||||
return;
|
||||
} else {
|
||||
switch (error) {
|
||||
case GL_INVALID_ENUM:
|
||||
qDebug() << "An unacceptable value is specified for an enumerated argument.The offending command is ignored and has no other side effect than to set the error flag.";
|
||||
break;
|
||||
case GL_INVALID_VALUE:
|
||||
qDebug() << "A numeric argument is out of range.The offending command is ignored and has no other side effect than to set the error flag";
|
||||
break;
|
||||
case GL_INVALID_OPERATION:
|
||||
qDebug() << "The specified operation is not allowed in the current state.The offending command is ignored and has no other side effect than to set the error flag..";
|
||||
break;
|
||||
case GL_INVALID_FRAMEBUFFER_OPERATION:
|
||||
qDebug() << "The framebuffer object is not complete.The offending command is ignored and has no other side effect than to set the error flag.";
|
||||
break;
|
||||
case GL_OUT_OF_MEMORY:
|
||||
qDebug() << "There is not enough memory left to execute the command.The state of the GL is undefined, except for the state of the error flags, after this error is recorded.";
|
||||
break;
|
||||
case GL_STACK_UNDERFLOW:
|
||||
qDebug() << "An attempt has been made to perform an operation that would cause an internal stack to underflow.";
|
||||
break;
|
||||
case GL_STACK_OVERFLOW:
|
||||
qDebug() << "An attempt has been made to perform an operation that would cause an internal stack to overflow.";
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
318
interface/src/gpu/Batch.h
Normal file
318
interface/src/gpu/Batch.h
Normal file
|
@ -0,0 +1,318 @@
|
|||
//
|
||||
// Batch.h
|
||||
// interface/src/gpu
|
||||
//
|
||||
// Created by Sam Gateau on 10/14/2014.
|
||||
// Copyright 2014 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
#ifndef hifi_gpu_Batch_h
|
||||
#define hifi_gpu_Batch_h
|
||||
|
||||
#include <assert.h>
|
||||
#include "InterfaceConfig.h"
|
||||
|
||||
#include <vector>
|
||||
|
||||
namespace gpu {
|
||||
|
||||
class Batch;
|
||||
// TODO: move the backend namespace into dedicated files, for now we keep it close to the gpu objects definition for convenience
|
||||
namespace backend {
|
||||
|
||||
void renderBatch(Batch& batch);
|
||||
|
||||
void checkGLError();
|
||||
};
|
||||
|
||||
class Buffer;
|
||||
class Resource;
|
||||
typedef int Stamp;
|
||||
typedef unsigned int uint32;
|
||||
typedef int int32;
|
||||
|
||||
enum Primitive {
|
||||
PRIMITIVE_POINTS = 0,
|
||||
PRIMITIVE_LINES,
|
||||
PRIMITIVE_LINE_STRIP,
|
||||
PRIMITIVE_TRIANGLES,
|
||||
PRIMITIVE_TRIANGLE_STRIP,
|
||||
PRIMITIVE_QUADS,
|
||||
};
|
||||
|
||||
class Batch {
|
||||
public:
|
||||
|
||||
Batch();
|
||||
Batch(const Batch& batch);
|
||||
~Batch();
|
||||
|
||||
void clear();
|
||||
|
||||
void draw(Primitive primitiveType, int nbVertices, int startVertex = 0);
|
||||
void drawIndexed(Primitive primitiveType, int nbIndices, int startIndex = 0);
|
||||
void drawInstanced(uint32 nbInstances, Primitive primitiveType, int nbVertices, int startVertex = 0, int startInstance = 0);
|
||||
void drawIndexedInstanced(uint32 nbInstances, Primitive primitiveType, int nbIndices, int startIndex = 0, int startInstance = 0);
|
||||
|
||||
// TODO: As long as we have gl calls explicitely issued from interface
|
||||
// code, we need to be able to record and batch these calls. THe long
|
||||
// term strategy is to get rid of any GL calls in favor of the HIFI GPU API
|
||||
void _glEnable(GLenum cap);
|
||||
void _glDisable(GLenum cap);
|
||||
|
||||
void _glEnableClientState(GLenum array);
|
||||
void _glDisableClientState(GLenum array);
|
||||
|
||||
void _glCullFace(GLenum mode);
|
||||
void _glAlphaFunc(GLenum func, GLclampf ref);
|
||||
|
||||
void _glDepthFunc(GLenum func);
|
||||
void _glDepthMask(GLboolean flag);
|
||||
void _glDepthRange(GLclampd zNear, GLclampd zFar);
|
||||
|
||||
void _glBindBuffer(GLenum target, GLuint buffer);
|
||||
|
||||
void _glBindTexture(GLenum target, GLuint texture);
|
||||
void _glActiveTexture(GLenum texture);
|
||||
|
||||
void _glDrawBuffers(GLsizei n, const GLenum* bufs);
|
||||
|
||||
void _glUseProgram(GLuint program);
|
||||
void _glUniform1f(GLint location, GLfloat v0);
|
||||
void _glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
|
||||
|
||||
void _glMatrixMode(GLenum mode);
|
||||
void _glPushMatrix();
|
||||
void _glPopMatrix();
|
||||
void _glMultMatrixf(const GLfloat *m);
|
||||
void _glLoadMatrixf(const GLfloat *m);
|
||||
void _glLoadIdentity(void);
|
||||
void _glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z);
|
||||
void _glScalef(GLfloat x, GLfloat y, GLfloat z);
|
||||
void _glTranslatef(GLfloat x, GLfloat y, GLfloat z);
|
||||
|
||||
void _glDrawArrays(GLenum mode, GLint first, GLsizei count);
|
||||
void _glDrawRangeElements(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices);
|
||||
|
||||
void _glColorPointer(GLint size, GLenum type, GLsizei stride, const void *pointer);
|
||||
void _glNormalPointer(GLenum type, GLsizei stride, const void *pointer);
|
||||
void _glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const void *pointer);
|
||||
void _glVertexPointer(GLint size, GLenum type, GLsizei stride, const void *pointer);
|
||||
|
||||
void _glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
|
||||
void _glEnableVertexAttribArray(GLint location);
|
||||
void _glDisableVertexAttribArray(GLint location);
|
||||
|
||||
void _glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
|
||||
|
||||
void _glMaterialf(GLenum face, GLenum pname, GLfloat param);
|
||||
void _glMaterialfv(GLenum face, GLenum pname, const GLfloat *params);
|
||||
|
||||
|
||||
protected:
|
||||
|
||||
enum Command {
|
||||
COMMAND_draw = 0,
|
||||
COMMAND_drawIndexed,
|
||||
COMMAND_drawInstanced,
|
||||
COMMAND_drawIndexedInstanced,
|
||||
|
||||
COMMAND_SET_PIPE_STATE,
|
||||
COMMAND_SET_VIEWPORT,
|
||||
COMMAND_SET_FRAMEBUFFER,
|
||||
COMMAND_SET_RESOURCE,
|
||||
COMMAND_SET_VERTEX_STREAM,
|
||||
COMMAND_SET_INDEX_STREAM,
|
||||
|
||||
// TODO: As long as we have gl calls explicitely issued from interface
|
||||
// code, we need to be able to record and batch these calls. THe long
|
||||
// term strategy is to get rid of any GL calls in favor of the HIFI GPU API
|
||||
COMMAND_glEnable,
|
||||
COMMAND_glDisable,
|
||||
|
||||
COMMAND_glEnableClientState,
|
||||
COMMAND_glDisableClientState,
|
||||
|
||||
COMMAND_glCullFace,
|
||||
COMMAND_glAlphaFunc,
|
||||
|
||||
COMMAND_glDepthFunc,
|
||||
COMMAND_glDepthMask,
|
||||
COMMAND_glDepthRange,
|
||||
|
||||
COMMAND_glBindBuffer,
|
||||
|
||||
COMMAND_glBindTexture,
|
||||
COMMAND_glActiveTexture,
|
||||
|
||||
COMMAND_glDrawBuffers,
|
||||
|
||||
COMMAND_glUseProgram,
|
||||
COMMAND_glUniform1f,
|
||||
COMMAND_glUniformMatrix4fv,
|
||||
|
||||
COMMAND_glMatrixMode,
|
||||
COMMAND_glPushMatrix,
|
||||
COMMAND_glPopMatrix,
|
||||
COMMAND_glMultMatrixf,
|
||||
COMMAND_glLoadMatrixf,
|
||||
COMMAND_glLoadIdentity,
|
||||
COMMAND_glRotatef,
|
||||
COMMAND_glScalef,
|
||||
COMMAND_glTranslatef,
|
||||
|
||||
COMMAND_glDrawArrays,
|
||||
COMMAND_glDrawRangeElements,
|
||||
|
||||
COMMAND_glColorPointer,
|
||||
COMMAND_glNormalPointer,
|
||||
COMMAND_glTexCoordPointer,
|
||||
COMMAND_glVertexPointer,
|
||||
|
||||
COMMAND_glVertexAttribPointer,
|
||||
COMMAND_glEnableVertexAttribArray,
|
||||
COMMAND_glDisableVertexAttribArray,
|
||||
|
||||
COMMAND_glColor4f,
|
||||
|
||||
COMMAND_glMaterialf,
|
||||
COMMAND_glMaterialfv,
|
||||
};
|
||||
typedef std::vector<Command> Commands;
|
||||
typedef void (Batch::*CommandCall)(uint32);
|
||||
typedef std::vector<CommandCall> CommandCalls;
|
||||
typedef std::vector<uint32> CommandOffsets;
|
||||
|
||||
|
||||
class Param {
|
||||
public:
|
||||
union {
|
||||
int32 _int;
|
||||
uint32 _uint;
|
||||
float _float;
|
||||
char _chars[4];
|
||||
double _double;
|
||||
};
|
||||
Param(int32 val) : _int(val) {}
|
||||
Param(uint32 val) : _uint(val) {}
|
||||
Param(float val) : _float(val) {}
|
||||
Param(double val) : _double(val) {}
|
||||
};
|
||||
typedef std::vector<Param> Params;
|
||||
|
||||
class ResourceCache {
|
||||
public:
|
||||
union {
|
||||
Resource* _resource;
|
||||
const void* _pointer;
|
||||
};
|
||||
ResourceCache(Resource* res) : _resource(res) {}
|
||||
ResourceCache(const void* pointer) : _pointer(pointer) {}
|
||||
};
|
||||
typedef std::vector<ResourceCache> Resources;
|
||||
|
||||
typedef unsigned char Byte;
|
||||
typedef std::vector<Byte> Bytes;
|
||||
|
||||
Commands _commands;
|
||||
CommandCalls _commandCalls;
|
||||
CommandOffsets _commandOffsets;
|
||||
Params _params;
|
||||
Resources _resources;
|
||||
Bytes _data;
|
||||
|
||||
uint32 cacheResource(Resource* res);
|
||||
uint32 cacheResource(const void* pointer);
|
||||
ResourceCache* editResource(uint32 offset) {
|
||||
if (offset >= _resources.size())
|
||||
return 0;
|
||||
return (_resources.data() + offset);
|
||||
}
|
||||
|
||||
uint32 cacheData(uint32 size, const void* data);
|
||||
Byte* editData(uint32 offset) {
|
||||
if (offset >= _data.size())
|
||||
return 0;
|
||||
return (_data.data() + offset);
|
||||
}
|
||||
|
||||
void runCommand(uint32 index) {
|
||||
uint32 offset = _commandOffsets[index];
|
||||
CommandCall call = _commandCalls[index];
|
||||
(this->*(call))(offset);
|
||||
}
|
||||
|
||||
void runLastCommand() {
|
||||
uint32 index = _commands.size() - 1;
|
||||
runCommand(index);
|
||||
}
|
||||
|
||||
void runCommand(Command com, uint32 offset);
|
||||
|
||||
void do_draw(uint32 paramOffset) {}
|
||||
void do_drawIndexed(uint32 paramOffset) {}
|
||||
void do_drawInstanced(uint32 paramOffset) {}
|
||||
void do_drawIndexedInstanced(uint32 paramOffset) {}
|
||||
|
||||
// TODO: As long as we have gl calls explicitely issued from interface
|
||||
// code, we need to be able to record and batch these calls. THe long
|
||||
// term strategy is to get rid of any GL calls in favor of the HIFI GPU API
|
||||
void do_glEnable(uint32 paramOffset);
|
||||
void do_glDisable(uint32 paramOffset);
|
||||
|
||||
void do_glEnableClientState(uint32 paramOffset);
|
||||
void do_glDisableClientState(uint32 paramOffset);
|
||||
|
||||
void do_glCullFace(uint32 paramOffset);
|
||||
void do_glAlphaFunc(uint32 paramOffset);
|
||||
|
||||
void do_glDepthFunc(uint32 paramOffset);
|
||||
void do_glDepthMask(uint32 paramOffset);
|
||||
void do_glDepthRange(uint32 paramOffset);
|
||||
|
||||
void do_glBindBuffer(uint32 paramOffset);
|
||||
|
||||
void do_glBindTexture(uint32 paramOffset);
|
||||
void do_glActiveTexture(uint32 paramOffset);
|
||||
|
||||
void do_glDrawBuffers(uint32 paramOffset);
|
||||
|
||||
void do_glUseProgram(uint32 paramOffset);
|
||||
void do_glUniform1f(uint32 paramOffset);
|
||||
void do_glUniformMatrix4fv(uint32 paramOffset);
|
||||
|
||||
void do_glMatrixMode(uint32 paramOffset);
|
||||
void do_glPushMatrix(uint32 paramOffset);
|
||||
void do_glPopMatrix(uint32 paramOffset);
|
||||
void do_glMultMatrixf(uint32 paramOffset);
|
||||
void do_glLoadMatrixf(uint32 paramOffset);
|
||||
void do_glLoadIdentity(uint32 paramOffset);
|
||||
void do_glRotatef(uint32 paramOffset);
|
||||
void do_glScalef(uint32 paramOffset);
|
||||
void do_glTranslatef(uint32 paramOffset);
|
||||
|
||||
void do_glDrawArrays(uint32 paramOffset);
|
||||
void do_glDrawRangeElements(uint32 paramOffset);
|
||||
|
||||
void do_glColorPointer(uint32 paramOffset);
|
||||
void do_glNormalPointer(uint32 paramOffset);
|
||||
void do_glTexCoordPointer(uint32 paramOffset);
|
||||
void do_glVertexPointer(uint32 paramOffset);
|
||||
|
||||
void do_glVertexAttribPointer(uint32 paramOffset);
|
||||
void do_glEnableVertexAttribArray(uint32 paramOffset);
|
||||
void do_glDisableVertexAttribArray(uint32 paramOffset);
|
||||
|
||||
void do_glColor4f(uint32 paramOffset);
|
||||
|
||||
void do_glMaterialf(uint32 paramOffset);
|
||||
void do_glMaterialfv(uint32 paramOffset);
|
||||
|
||||
friend void backend::renderBatch(Batch& batch);
|
||||
};
|
||||
|
||||
};
|
||||
|
||||
#endif
|
|
@ -26,6 +26,10 @@
|
|||
#include "Application.h"
|
||||
#include "Model.h"
|
||||
|
||||
#include "gpu/Batch.h"
|
||||
#define GLBATCH( call ) batch._##call
|
||||
//#define GLBATCH( call ) call
|
||||
|
||||
using namespace std;
|
||||
|
||||
static int modelPointerTypeId = qRegisterMetaType<QPointer<Model> >();
|
||||
|
@ -430,97 +434,135 @@ bool Model::render(float alpha, RenderMode mode, RenderArgs* args) {
|
|||
segregateMeshGroups();
|
||||
}
|
||||
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_NORMAL_ARRAY);
|
||||
|
||||
glDisable(GL_COLOR_MATERIAL);
|
||||
// Let's introduce a gpu::Batch to capture all the calls to the graphics api
|
||||
gpu::Batch batch;
|
||||
|
||||
GLBATCH(glEnableClientState)(GL_VERTEX_ARRAY);
|
||||
GLBATCH(glEnableClientState)(GL_NORMAL_ARRAY);
|
||||
|
||||
GLBATCH(glDisable)(GL_COLOR_MATERIAL);
|
||||
|
||||
if (mode == DIFFUSE_RENDER_MODE || mode == NORMAL_RENDER_MODE) {
|
||||
glDisable(GL_CULL_FACE);
|
||||
GLBATCH(glDisable)(GL_CULL_FACE);
|
||||
} else {
|
||||
glEnable(GL_CULL_FACE);
|
||||
GLBATCH(glEnable)(GL_CULL_FACE);
|
||||
if (mode == SHADOW_RENDER_MODE) {
|
||||
glCullFace(GL_FRONT);
|
||||
GLBATCH(glCullFace)(GL_FRONT);
|
||||
}
|
||||
}
|
||||
|
||||
// render opaque meshes with alpha testing
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
glEnable(GL_ALPHA_TEST);
|
||||
|
||||
GLBATCH(glDisable)(GL_BLEND);
|
||||
GLBATCH(glEnable)(GL_ALPHA_TEST);
|
||||
|
||||
if (mode == SHADOW_RENDER_MODE) {
|
||||
glAlphaFunc(GL_EQUAL, 0.0f);
|
||||
GLBATCH(glAlphaFunc)(GL_EQUAL, 0.0f);
|
||||
}
|
||||
|
||||
Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(
|
||||
|
||||
|
||||
/*Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(
|
||||
mode == DEFAULT_RENDER_MODE || mode == DIFFUSE_RENDER_MODE,
|
||||
mode == DEFAULT_RENDER_MODE || mode == NORMAL_RENDER_MODE,
|
||||
mode == DEFAULT_RENDER_MODE);
|
||||
|
||||
*/
|
||||
{
|
||||
GLenum buffers[3];
|
||||
int bufferCount = 0;
|
||||
if (mode == DEFAULT_RENDER_MODE || mode == DIFFUSE_RENDER_MODE) {
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
|
||||
}
|
||||
if (mode == DEFAULT_RENDER_MODE || mode == NORMAL_RENDER_MODE) {
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
|
||||
}
|
||||
if (mode == DEFAULT_RENDER_MODE) {
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
|
||||
}
|
||||
GLBATCH(glDrawBuffers)(bufferCount, buffers);
|
||||
}
|
||||
|
||||
const float DEFAULT_ALPHA_THRESHOLD = 0.5f;
|
||||
|
||||
|
||||
//renderMeshes(RenderMode mode, bool translucent, float alphaThreshold, bool hasTangents, bool hasSpecular, book isSkinned, args);
|
||||
int opaqueMeshPartsRendered = 0;
|
||||
opaqueMeshPartsRendered += renderMeshes(mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshes(mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, true, args);
|
||||
opaqueMeshPartsRendered += renderMeshes(mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshes(mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, true, args);
|
||||
opaqueMeshPartsRendered += renderMeshes(mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshes(mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, true, args);
|
||||
opaqueMeshPartsRendered += renderMeshes(mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshes(mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, true, args);
|
||||
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, true, args);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, true, args);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, true, args);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, true, args);
|
||||
|
||||
// render translucent meshes afterwards
|
||||
Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(false, true, true);
|
||||
//Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(false, true, true);
|
||||
{
|
||||
GLenum buffers[2];
|
||||
int bufferCount = 0;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
|
||||
GLBATCH(glDrawBuffers)(bufferCount, buffers);
|
||||
}
|
||||
|
||||
int translucentMeshPartsRendered = 0;
|
||||
const float MOSTLY_OPAQUE_THRESHOLD = 0.75f;
|
||||
translucentMeshPartsRendered += renderMeshes(mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, false, args);
|
||||
translucentMeshPartsRendered += renderMeshes(mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, true, args);
|
||||
translucentMeshPartsRendered += renderMeshes(mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, false, args);
|
||||
translucentMeshPartsRendered += renderMeshes(mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, args);
|
||||
translucentMeshPartsRendered += renderMeshes(mode, true, MOSTLY_OPAQUE_THRESHOLD, true, false, false, args);
|
||||
translucentMeshPartsRendered += renderMeshes(mode, true, MOSTLY_OPAQUE_THRESHOLD, true, false, true, args);
|
||||
translucentMeshPartsRendered += renderMeshes(mode, true, MOSTLY_OPAQUE_THRESHOLD, true, true, false, args);
|
||||
translucentMeshPartsRendered += renderMeshes(mode, true, MOSTLY_OPAQUE_THRESHOLD, true, false, true, args);
|
||||
|
||||
glDisable(GL_ALPHA_TEST);
|
||||
glEnable(GL_BLEND);
|
||||
glDepthMask(false);
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
|
||||
Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(true);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, false, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, true, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, false, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, true, false, false, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, true, false, true, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, true, true, false, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, true, false, true, args);
|
||||
|
||||
GLBATCH(glDisable)(GL_ALPHA_TEST);
|
||||
GLBATCH(glEnable)(GL_BLEND);
|
||||
GLBATCH(glDepthMask)(false);
|
||||
GLBATCH(glDepthFunc)(GL_LEQUAL);
|
||||
|
||||
//Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(true);
|
||||
{
|
||||
GLenum buffers[1];
|
||||
int bufferCount = 0;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
|
||||
GLBATCH(glDrawBuffers)(bufferCount, buffers);
|
||||
}
|
||||
|
||||
if (mode == DEFAULT_RENDER_MODE || mode == DIFFUSE_RENDER_MODE) {
|
||||
const float MOSTLY_TRANSPARENT_THRESHOLD = 0.0f;
|
||||
translucentMeshPartsRendered += renderMeshes(mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, args);
|
||||
translucentMeshPartsRendered += renderMeshes(mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, true, args);
|
||||
translucentMeshPartsRendered += renderMeshes(mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, false, args);
|
||||
translucentMeshPartsRendered += renderMeshes(mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, args);
|
||||
translucentMeshPartsRendered += renderMeshes(mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, false, false, args);
|
||||
translucentMeshPartsRendered += renderMeshes(mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, false, true, args);
|
||||
translucentMeshPartsRendered += renderMeshes(mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, true, false, args);
|
||||
translucentMeshPartsRendered += renderMeshes(mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, false, true, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, true, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, false, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, false, false, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, false, true, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, true, false, args);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, false, true, args);
|
||||
}
|
||||
|
||||
glDepthMask(true);
|
||||
glDepthFunc(GL_LESS);
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
GLBATCH(glDepthMask)(true);
|
||||
GLBATCH(glDepthFunc)(GL_LESS);
|
||||
GLBATCH(glDisable)(GL_CULL_FACE);
|
||||
|
||||
if (mode == SHADOW_RENDER_MODE) {
|
||||
glCullFace(GL_BACK);
|
||||
GLBATCH(glCullFace)(GL_BACK);
|
||||
}
|
||||
|
||||
|
||||
// deactivate vertex arrays after drawing
|
||||
glDisableClientState(GL_NORMAL_ARRAY);
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
GLBATCH(glDisableClientState)(GL_NORMAL_ARRAY);
|
||||
GLBATCH(glDisableClientState)(GL_VERTEX_ARRAY);
|
||||
GLBATCH(glDisableClientState)(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
// bind with 0 to switch back to normal operation
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
GLBATCH(glBindBuffer)(GL_ARRAY_BUFFER, 0);
|
||||
GLBATCH(glBindBuffer)(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
|
||||
// Render!
|
||||
::gpu::backend::renderBatch(batch);
|
||||
batch.clear();
|
||||
|
||||
// restore all the default material settings
|
||||
Application::getInstance()->setupWorldLight();
|
||||
|
||||
|
@ -1506,7 +1548,7 @@ void Model::segregateMeshGroups() {
|
|||
_meshGroupsKnown = true;
|
||||
}
|
||||
|
||||
int Model::renderMeshes(RenderMode mode, bool translucent, float alphaThreshold,
|
||||
int Model::renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
|
||||
bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args) {
|
||||
|
||||
bool dontCullOutOfViewMeshParts = Menu::getInstance()->isOptionChecked(MenuOption::DontCullOutOfViewMeshParts);
|
||||
|
@ -1606,16 +1648,21 @@ int Model::renderMeshes(RenderMode mode, bool translucent, float alphaThreshold,
|
|||
|
||||
ProgramObject* activeProgram = program;
|
||||
Locations* activeLocations = locations;
|
||||
|
||||
|
||||
if (isSkinned) {
|
||||
skinProgram->bind();
|
||||
activeProgram = skinProgram;
|
||||
activeLocations = skinLocations;
|
||||
} else {
|
||||
program->bind();
|
||||
}
|
||||
activeProgram->setUniformValue(activeLocations->alphaThreshold, alphaThreshold);
|
||||
|
||||
// This code replace the "bind()" on the QGLProgram
|
||||
if (!activeProgram->isLinked()) {
|
||||
activeProgram->link();
|
||||
}
|
||||
GLBATCH(glUseProgram)(activeProgram->programId());
|
||||
// activeProgram->setUniformValue(activeLocations->alphaThreshold, alphaThreshold);
|
||||
GLBATCH(glUniform1f)(activeLocations->alphaThreshold, alphaThreshold);
|
||||
|
||||
|
||||
|
||||
// i is the "index" from the original networkMeshes QVector...
|
||||
foreach (int i, list) {
|
||||
|
||||
|
@ -1631,7 +1678,8 @@ int Model::renderMeshes(RenderMode mode, bool translucent, float alphaThreshold,
|
|||
const NetworkMesh& networkMesh = networkMeshes.at(i);
|
||||
const FBXMesh& mesh = geometry.meshes.at(i);
|
||||
|
||||
const_cast<QOpenGLBuffer&>(networkMesh.indexBuffer).bind();
|
||||
//const_cast<QOpenGLBuffer&>(networkMesh.indexBuffer).bind();
|
||||
GLBATCH(glBindBuffer)(GL_ELEMENT_ARRAY_BUFFER, const_cast<QOpenGLBuffer&>(networkMesh.indexBuffer).bufferId());
|
||||
|
||||
int vertexCount = mesh.vertices.size();
|
||||
if (vertexCount == 0) {
|
||||
|
@ -1666,56 +1714,70 @@ int Model::renderMeshes(RenderMode mode, bool translucent, float alphaThreshold,
|
|||
}
|
||||
}
|
||||
|
||||
const_cast<QOpenGLBuffer&>(networkMesh.vertexBuffer).bind();
|
||||
|
||||
glPushMatrix();
|
||||
Application::getInstance()->loadTranslatedViewMatrix(_translation);
|
||||
//const_cast<QOpenGLBuffer&>(networkMesh.vertexBuffer).bind();
|
||||
GLBATCH(glBindBuffer)(GL_ARRAY_BUFFER, const_cast<QOpenGLBuffer&>(networkMesh.vertexBuffer).bufferId());
|
||||
|
||||
GLBATCH(glPushMatrix)();
|
||||
//Application::getInstance()->loadTranslatedViewMatrix(_translation);
|
||||
GLBATCH(glLoadMatrixf)((const GLfloat*)&Application::getInstance()->getUntranslatedViewMatrix());
|
||||
glm::vec3 viewMatTranslation = Application::getInstance()->getViewMatrixTranslation();
|
||||
GLBATCH(glTranslatef)(_translation.x + viewMatTranslation.x, _translation.y + viewMatTranslation.y,
|
||||
_translation.z + viewMatTranslation.z);
|
||||
|
||||
const MeshState& state = _meshStates.at(i);
|
||||
if (state.clusterMatrices.size() > 1) {
|
||||
glUniformMatrix4fvARB(skinLocations->clusterMatrices, state.clusterMatrices.size(), false,
|
||||
GLBATCH(glUniformMatrix4fv)(skinLocations->clusterMatrices, state.clusterMatrices.size(), false,
|
||||
(const float*)state.clusterMatrices.constData());
|
||||
int offset = (mesh.tangents.size() + mesh.colors.size()) * sizeof(glm::vec3) +
|
||||
mesh.texCoords.size() * sizeof(glm::vec2) +
|
||||
(mesh.blendshapes.isEmpty() ? vertexCount * 2 * sizeof(glm::vec3) : 0);
|
||||
skinProgram->setAttributeBuffer(skinLocations->clusterIndices, GL_FLOAT, offset, 4);
|
||||
skinProgram->setAttributeBuffer(skinLocations->clusterWeights, GL_FLOAT,
|
||||
offset + vertexCount * sizeof(glm::vec4), 4);
|
||||
skinProgram->enableAttributeArray(skinLocations->clusterIndices);
|
||||
skinProgram->enableAttributeArray(skinLocations->clusterWeights);
|
||||
//skinProgram->setAttributeBuffer(skinLocations->clusterIndices, GL_FLOAT, offset, 4);
|
||||
GLBATCH(glVertexAttribPointer)(skinLocations->clusterIndices, 4, GL_FLOAT, GL_TRUE, 0, (const void*) offset);
|
||||
//skinProgram->setAttributeBuffer(skinLocations->clusterWeights, GL_FLOAT,
|
||||
// offset + vertexCount * sizeof(glm::vec4), 4);
|
||||
GLBATCH(glVertexAttribPointer)(skinLocations->clusterWeights, 4, GL_FLOAT, GL_TRUE, 0, (const void*) (offset + vertexCount * sizeof(glm::vec4)));
|
||||
//skinProgram->enableAttributeArray(skinLocations->clusterIndices);
|
||||
GLBATCH(glEnableVertexAttribArray)(skinLocations->clusterIndices);
|
||||
//skinProgram->enableAttributeArray(skinLocations->clusterWeights);
|
||||
GLBATCH(glEnableVertexAttribArray)(skinLocations->clusterWeights);
|
||||
} else {
|
||||
glMultMatrixf((const GLfloat*)&state.clusterMatrices[0]);
|
||||
GLBATCH(glMultMatrixf)((const GLfloat*)&state.clusterMatrices[0]);
|
||||
}
|
||||
|
||||
if (mesh.blendshapes.isEmpty()) {
|
||||
if (!(mesh.tangents.isEmpty() || mode == SHADOW_RENDER_MODE)) {
|
||||
activeProgram->setAttributeBuffer(activeLocations->tangent, GL_FLOAT, vertexCount * 2 * sizeof(glm::vec3), 3);
|
||||
activeProgram->enableAttributeArray(activeLocations->tangent);
|
||||
//activeProgram->setAttributeBuffer(activeLocations->tangent, GL_FLOAT, vertexCount * 2 * sizeof(glm::vec3), 3);
|
||||
GLBATCH(glVertexAttribPointer)(activeLocations->tangent, 3, GL_FLOAT, GL_TRUE, 0, (const void*)(vertexCount * 2 * sizeof(glm::vec3)));
|
||||
//activeProgram->enableAttributeArray(activeLocations->tangent);
|
||||
GLBATCH(glEnableVertexAttribArray)(activeLocations->tangent);
|
||||
}
|
||||
glColorPointer(3, GL_FLOAT, 0, (void*)(vertexCount * 2 * sizeof(glm::vec3) +
|
||||
GLBATCH(glColorPointer)(3, GL_FLOAT, 0, (void*)(vertexCount * 2 * sizeof(glm::vec3) +
|
||||
mesh.tangents.size() * sizeof(glm::vec3)));
|
||||
glTexCoordPointer(2, GL_FLOAT, 0, (void*)(vertexCount * 2 * sizeof(glm::vec3) +
|
||||
GLBATCH(glTexCoordPointer)(2, GL_FLOAT, 0, (void*)(vertexCount * 2 * sizeof(glm::vec3) +
|
||||
(mesh.tangents.size() + mesh.colors.size()) * sizeof(glm::vec3)));
|
||||
|
||||
} else {
|
||||
if (!(mesh.tangents.isEmpty() || mode == SHADOW_RENDER_MODE)) {
|
||||
activeProgram->setAttributeBuffer(activeLocations->tangent, GL_FLOAT, 0, 3);
|
||||
activeProgram->enableAttributeArray(activeLocations->tangent);
|
||||
//activeProgram->setAttributeBuffer(activeLocations->tangent, GL_FLOAT, 0, 3);
|
||||
GLBATCH(glVertexAttribPointer)(activeLocations->tangent, 3, GL_FLOAT, GL_TRUE, 0, 0);
|
||||
//activeProgram->enableAttributeArray(activeLocations->tangent);
|
||||
GLBATCH(glEnableVertexAttribArray)(activeLocations->tangent);
|
||||
}
|
||||
glColorPointer(3, GL_FLOAT, 0, (void*)(mesh.tangents.size() * sizeof(glm::vec3)));
|
||||
glTexCoordPointer(2, GL_FLOAT, 0, (void*)((mesh.tangents.size() + mesh.colors.size()) * sizeof(glm::vec3)));
|
||||
_blendedVertexBuffers[i].bind();
|
||||
GLBATCH(glColorPointer)(3, GL_FLOAT, 0, (void*)(mesh.tangents.size() * sizeof(glm::vec3)));
|
||||
GLBATCH(glTexCoordPointer)(2, GL_FLOAT, 0, (void*)((mesh.tangents.size() + mesh.colors.size()) * sizeof(glm::vec3)));
|
||||
// _blendedVertexBuffers[i].bind();
|
||||
GLBATCH(glBindBuffer)(GL_ARRAY_BUFFER, _blendedVertexBuffers[i].bufferId());
|
||||
}
|
||||
glVertexPointer(3, GL_FLOAT, 0, 0);
|
||||
glNormalPointer(GL_FLOAT, 0, (void*)(vertexCount * sizeof(glm::vec3)));
|
||||
GLBATCH(glVertexPointer)(3, GL_FLOAT, 0, 0);
|
||||
GLBATCH(glNormalPointer)(GL_FLOAT, 0, (void*)(vertexCount * sizeof(glm::vec3)));
|
||||
|
||||
if (!mesh.colors.isEmpty()) {
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
GLBATCH(glEnableClientState)(GL_COLOR_ARRAY);
|
||||
} else {
|
||||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
GLBATCH(glColor4f)(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
}
|
||||
if (!mesh.texCoords.isEmpty()) {
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
GLBATCH(glEnableClientState)(GL_TEXTURE_COORD_ARRAY);
|
||||
}
|
||||
|
||||
qint64 offset = 0;
|
||||
|
@ -1726,9 +1788,10 @@ int Model::renderMeshes(RenderMode mode, bool translucent, float alphaThreshold,
|
|||
offset += (part.quadIndices.size() + part.triangleIndices.size()) * sizeof(int);
|
||||
continue;
|
||||
}
|
||||
|
||||
// apply material properties
|
||||
if (mode == SHADOW_RENDER_MODE) {
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
|
||||
} else {
|
||||
if (dontReduceMaterialSwitches || lastMaterialID != part.materialID) {
|
||||
|
@ -1741,36 +1804,36 @@ int Model::renderMeshes(RenderMode mode, bool translucent, float alphaThreshold,
|
|||
|
||||
glm::vec4 diffuse = glm::vec4(part.diffuseColor, part.opacity);
|
||||
if (!(translucent && alphaThreshold == 0.0f)) {
|
||||
glAlphaFunc(GL_EQUAL, diffuse.a = Application::getInstance()->getGlowEffect()->getIntensity());
|
||||
GLBATCH(glAlphaFunc)(GL_EQUAL, diffuse.a = Application::getInstance()->getGlowEffect()->getIntensity());
|
||||
}
|
||||
glm::vec4 specular = glm::vec4(part.specularColor, 1.0f);
|
||||
glMaterialfv(GL_FRONT, GL_AMBIENT, (const float*)&diffuse);
|
||||
glMaterialfv(GL_FRONT, GL_DIFFUSE, (const float*)&diffuse);
|
||||
glMaterialfv(GL_FRONT, GL_SPECULAR, (const float*)&specular);
|
||||
glMaterialf(GL_FRONT, GL_SHININESS, part.shininess);
|
||||
GLBATCH(glMaterialfv)(GL_FRONT, GL_AMBIENT, (const float*)&diffuse);
|
||||
GLBATCH(glMaterialfv)(GL_FRONT, GL_DIFFUSE, (const float*)&diffuse);
|
||||
GLBATCH(glMaterialfv)(GL_FRONT, GL_SPECULAR, (const float*)&specular);
|
||||
GLBATCH(glMaterialf)(GL_FRONT, GL_SHININESS, (part.shininess > 128.f ? 128.f: part.shininess));
|
||||
|
||||
Texture* diffuseMap = networkPart.diffuseTexture.data();
|
||||
if (mesh.isEye && diffuseMap) {
|
||||
diffuseMap = (_dilatedTextures[i][j] =
|
||||
static_cast<DilatableNetworkTexture*>(diffuseMap)->getDilatedTexture(_pupilDilation)).data();
|
||||
}
|
||||
glBindTexture(GL_TEXTURE_2D, !diffuseMap ?
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, !diffuseMap ?
|
||||
Application::getInstance()->getTextureCache()->getWhiteTextureID() : diffuseMap->getID());
|
||||
|
||||
if (!mesh.tangents.isEmpty()) {
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE1);
|
||||
Texture* normalMap = networkPart.normalTexture.data();
|
||||
glBindTexture(GL_TEXTURE_2D, !normalMap ?
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, !normalMap ?
|
||||
Application::getInstance()->getTextureCache()->getBlueTextureID() : normalMap->getID());
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE0);
|
||||
}
|
||||
|
||||
if (specularTextureUnit) {
|
||||
glActiveTexture(specularTextureUnit);
|
||||
GLBATCH(glActiveTexture)(specularTextureUnit);
|
||||
Texture* specularMap = networkPart.specularTexture.data();
|
||||
glBindTexture(GL_TEXTURE_2D, !specularMap ?
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, !specularMap ?
|
||||
Application::getInstance()->getTextureCache()->getWhiteTextureID() : specularMap->getID());
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE0);
|
||||
}
|
||||
if (args) {
|
||||
args->_materialSwitches++;
|
||||
|
@ -1783,12 +1846,12 @@ int Model::renderMeshes(RenderMode mode, bool translucent, float alphaThreshold,
|
|||
meshPartsRendered++;
|
||||
|
||||
if (part.quadIndices.size() > 0) {
|
||||
glDrawRangeElementsEXT(GL_QUADS, 0, vertexCount - 1, part.quadIndices.size(), GL_UNSIGNED_INT, (void*)offset);
|
||||
GLBATCH(glDrawRangeElements)(GL_QUADS, 0, vertexCount - 1, part.quadIndices.size(), GL_UNSIGNED_INT, (void*)offset);
|
||||
offset += part.quadIndices.size() * sizeof(int);
|
||||
}
|
||||
|
||||
if (part.triangleIndices.size() > 0) {
|
||||
glDrawRangeElementsEXT(GL_TRIANGLES, 0, vertexCount - 1, part.triangleIndices.size(),
|
||||
GLBATCH(glDrawRangeElements)(GL_TRIANGLES, 0, vertexCount - 1, part.triangleIndices.size(),
|
||||
GL_UNSIGNED_INT, (void*)offset);
|
||||
offset += part.triangleIndices.size() * sizeof(int);
|
||||
}
|
||||
|
@ -1802,35 +1865,39 @@ int Model::renderMeshes(RenderMode mode, bool translucent, float alphaThreshold,
|
|||
}
|
||||
|
||||
if (!mesh.colors.isEmpty()) {
|
||||
glDisableClientState(GL_COLOR_ARRAY);
|
||||
GLBATCH(glDisableClientState)(GL_COLOR_ARRAY);
|
||||
}
|
||||
if (!mesh.texCoords.isEmpty()) {
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
GLBATCH(glDisableClientState)(GL_TEXTURE_COORD_ARRAY);
|
||||
}
|
||||
|
||||
if (!(mesh.tangents.isEmpty() || mode == SHADOW_RENDER_MODE)) {
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE1);
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE0);
|
||||
|
||||
activeProgram->disableAttributeArray(activeLocations->tangent);
|
||||
// activeProgram->disableAttributeArray(activeLocations->tangent);
|
||||
GLBATCH(glDisableVertexAttribArray)(activeLocations->tangent);
|
||||
}
|
||||
|
||||
if (specularTextureUnit) {
|
||||
glActiveTexture(specularTextureUnit);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
GLBATCH(glActiveTexture)(specularTextureUnit);
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE0);
|
||||
}
|
||||
|
||||
if (state.clusterMatrices.size() > 1) {
|
||||
skinProgram->disableAttributeArray(skinLocations->clusterIndices);
|
||||
skinProgram->disableAttributeArray(skinLocations->clusterWeights);
|
||||
// skinProgram->disableAttributeArray(skinLocations->clusterIndices);
|
||||
GLBATCH(glDisableVertexAttribArray)(skinLocations->clusterIndices);
|
||||
// skinProgram->disableAttributeArray(skinLocations->clusterWeights);
|
||||
GLBATCH(glDisableVertexAttribArray)(skinLocations->clusterWeights);
|
||||
}
|
||||
glPopMatrix();
|
||||
GLBATCH(glPopMatrix)();
|
||||
|
||||
}
|
||||
activeProgram->release();
|
||||
|
||||
//activeProgram->release();
|
||||
GLBATCH(glUseProgram)(0);
|
||||
|
||||
return meshPartsRendered;
|
||||
}
|
||||
|
||||
|
|
|
@ -36,6 +36,10 @@ class ViewFrustum;
|
|||
typedef QSharedPointer<AnimationHandle> AnimationHandlePointer;
|
||||
typedef QWeakPointer<AnimationHandle> WeakAnimationHandlePointer;
|
||||
|
||||
namespace gpu {
|
||||
class Batch;
|
||||
}
|
||||
|
||||
/// A generic 3D model displaying geometry loaded from a URL.
|
||||
class Model : public QObject, public PhysicsEntity {
|
||||
Q_OBJECT
|
||||
|
@ -252,7 +256,7 @@ private:
|
|||
|
||||
void applyNextGeometry();
|
||||
void deleteGeometry();
|
||||
int renderMeshes(RenderMode mode, bool translucent, float alphaThreshold, bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args = NULL);
|
||||
int renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold, bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args = NULL);
|
||||
QVector<JointState> createJointStates(const FBXGeometry& geometry);
|
||||
void initJointTransforms();
|
||||
|
||||
|
|
Loading…
Reference in a new issue