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79 lines
2.6 KiB
C++
79 lines
2.6 KiB
C++
//
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// RenderableQuadEntityItem.cpp
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// libraries/entities-renderer/src/
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//
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// Created by Eric Levin on 6/22/15
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include <glm/gtx/quaternion.hpp>
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#include <gpu/GPUConfig.h>
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#include <GeometryCache.h>
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#include <DeferredLightingEffect.h>
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#include <PerfStat.h>
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#include "RenderableQuadEntityItem.h"
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EntityItemPointer RenderableQuadEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) {
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return EntityItemPointer(new RenderableQuadEntityItem(entityID, properties));
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}
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RenderableQuadEntityItem::RenderableQuadEntityItem(const EntityItemID& entityItemID, const EntityItemProperties& properties) :
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QuadEntityItem(entityItemID, properties) {
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_format.reset(new gpu::Stream::Format());
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_format->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
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_numVertices = 0;
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}
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void RenderableQuadEntityItem::updateGeometry() {
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if(_quadVertices.size() < 4) {
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return;
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}
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// qDebug() << "num points: " << _points.size();
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// qDebug() << "num quad vertices" << _quadVertices.size();
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if (_pointsChanged) {
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_verticesBuffer.reset(new gpu::Buffer());
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_numVertices = 0;
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for (int i = 0; i < _quadVertices.size(); i+=4) {
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_verticesBuffer->append(sizeof(glm::vec3), (const gpu::Byte*)&_quadVertices.at(i));
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_verticesBuffer->append(sizeof(glm::vec3), (const gpu::Byte*)&_quadVertices.at(i + 1));
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_verticesBuffer->append(sizeof(glm::vec3), (const gpu::Byte*)&_quadVertices.at(i + 2));
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_verticesBuffer->append(sizeof(glm::vec3), (const gpu::Byte*)&_quadVertices.at(i + 3));
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_numVertices += 4;
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}
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_pointsChanged = false;
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}
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}
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void RenderableQuadEntityItem::render(RenderArgs* args) {
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if (_quadVertices.size() < 4 ) {
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return;
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}
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PerformanceTimer perfTimer("RenderableQuadEntityItem::render");
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Q_ASSERT(getType() == EntityTypes::Quad);
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Q_ASSERT(args->_batch);
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updateGeometry();
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gpu::Batch& batch = *args->_batch;
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Transform transform = Transform();
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transform.setTranslation(getPosition());
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batch.setModelTransform(transform);
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DependencyManager::get<DeferredLightingEffect>()->bindSimpleProgram(batch);
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batch.setInputFormat(_format);
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batch.setInputBuffer(0, _verticesBuffer, 0, _format->getChannels().at(0)._stride);
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batch.draw(gpu::TRIANGLE_STRIP, _numVertices, 0);
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RenderableDebugableEntityItem::render(this, args);
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};
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