From fac497dadc139f3c1e649178c1ccf2fc2c0e4e14 Mon Sep 17 00:00:00 2001 From: Marcel Verhagen Date: Tue, 14 Jul 2015 15:31:56 +0200 Subject: [PATCH 01/15] Removed the file where the directory is stripped off the RelativeFilename, and replace \ with /. However this introduces a new problem with the current fbx files who do not have their textures in the original dir but moved it to the dir where the fbx file lives. Suppose there should be some logic when the texture is not found to look if the texture lives in the dir above the RelativeFilename. In any case it is not obvious when there is a texture missing on a model, it simply renders black. --- libraries/fbx/src/FBXReader.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/libraries/fbx/src/FBXReader.cpp b/libraries/fbx/src/FBXReader.cpp index 236e2979f5..24cbc983ed 100644 --- a/libraries/fbx/src/FBXReader.cpp +++ b/libraries/fbx/src/FBXReader.cpp @@ -1781,9 +1781,8 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping, TextureParam tex; foreach (const FBXNode& subobject, object.children) { if (subobject.name == "RelativeFilename") { - // trim off any path information QByteArray filename = subobject.properties.at(0).toByteArray(); - filename = filename.mid(qMax(filename.lastIndexOf('\\'), filename.lastIndexOf('/')) + 1); + filename = filename.replace('\\', '/'); textureFilenames.insert(getID(object.properties), filename); } else if (subobject.name == "TextureName") { // trim the name from the timestamp From 8f0893ba2153b5a10f22aa0cff4cd573de3063cf Mon Sep 17 00:00:00 2001 From: Marcel Verhagen Date: Wed, 22 Jul 2015 22:34:45 +0200 Subject: [PATCH 02/15] Added fileOnUrl to check if a texture exist at the location. It return the correct filename of where the texture lives. Added the url of the fix file to extractFBXGeometry and readFBX and updated the calls to readFBX to include the url of the fix file. So it now does not break existing content. Found a second place in the FBXReader.cpp where the RelativeFileName stripped out the dir location. --- interface/src/ModelPackager.cpp | 2 +- libraries/animation/src/AnimationCache.cpp | 2 +- libraries/fbx/src/FBXReader.cpp | 31 +++++++++++++++----- libraries/fbx/src/FBXReader.h | 4 +-- libraries/render-utils/src/GeometryCache.cpp | 2 +- tools/vhacd-util/src/VHACDUtil.cpp | 2 +- 6 files changed, 29 insertions(+), 14 deletions(-) diff --git a/interface/src/ModelPackager.cpp b/interface/src/ModelPackager.cpp index 2864738f9c..09d572c31d 100644 --- a/interface/src/ModelPackager.cpp +++ b/interface/src/ModelPackager.cpp @@ -106,7 +106,7 @@ bool ModelPackager::loadModel() { } qCDebug(interfaceapp) << "Reading FBX file : " << _fbxInfo.filePath(); QByteArray fbxContents = fbx.readAll(); - _geometry = readFBX(fbxContents, QVariantHash()); + _geometry = readFBX(fbxContents, QVariantHash(), _fbxInfo.filePath()); // make sure we have some basic mappings populateBasicMapping(_mapping, _fbxInfo.filePath(), _geometry); diff --git a/libraries/animation/src/AnimationCache.cpp b/libraries/animation/src/AnimationCache.cpp index 6c02ccbd2b..0aa5c34544 100644 --- a/libraries/animation/src/AnimationCache.cpp +++ b/libraries/animation/src/AnimationCache.cpp @@ -65,7 +65,7 @@ void AnimationReader::run() { QSharedPointer animation = _animation.toStrongRef(); if (!animation.isNull()) { QMetaObject::invokeMethod(animation.data(), "setGeometry", - Q_ARG(const FBXGeometry&, readFBX(_reply->readAll(), QVariantHash()))); + Q_ARG(const FBXGeometry&, readFBX(_reply->readAll(), QVariantHash(), _reply->property("url").toString()))); } _reply->deleteLater(); } diff --git a/libraries/fbx/src/FBXReader.cpp b/libraries/fbx/src/FBXReader.cpp index 24cbc983ed..554d56ee5a 100644 --- a/libraries/fbx/src/FBXReader.cpp +++ b/libraries/fbx/src/FBXReader.cpp @@ -17,6 +17,7 @@ #include #include #include +#include #include #include @@ -1454,9 +1455,23 @@ void buildModelMesh(ExtractedMesh& extracted) { } #endif // USE_MODEL_MESH +QByteArray fileOnUrl(const QByteArray filenameString,const QString url) { + QString path = QFileInfo(url).path(); + QByteArray filename = filenameString; + QFileInfo checkFile(path + "/" + filename.replace('\\', '/')); + //check if the file exists at the RelativeFileName + if (checkFile.exists() && checkFile.isFile()) { + filename = filename.replace('\\', '/'); + } else { + // there is not texture at the filename. Assume it is in the root dir. + filename = filename.mid(qMax(filename.lastIndexOf('\\'), filename.lastIndexOf('/')) + 1); + } + filename = filename.mid(qMax(filename.lastIndexOf('\\'), filename.lastIndexOf('/')) + 1); + filename = filename.replace('\\', '/'); + return filename; +} - -FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping, bool loadLightmaps, float lightmapLevel) { +FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping, QString url, bool loadLightmaps, float lightmapLevel) { QHash meshes; QHash modelIDsToNames; QHash meshIDsToMeshIndices; @@ -1782,7 +1797,7 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping, foreach (const FBXNode& subobject, object.children) { if (subobject.name == "RelativeFilename") { QByteArray filename = subobject.properties.at(0).toByteArray(); - filename = filename.replace('\\', '/'); + filename = fileOnUrl(filename, url); textureFilenames.insert(getID(object.properties), filename); } else if (subobject.name == "TextureName") { // trim the name from the timestamp @@ -1856,7 +1871,7 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping, foreach (const FBXNode& subobject, object.children) { if (subobject.name == "RelativeFilename") { filename = subobject.properties.at(0).toByteArray(); - filename = filename.mid(qMax(filename.lastIndexOf('\\'), filename.lastIndexOf('/')) + 1); + filename = fileOnUrl(filename, url); } else if (subobject.name == "Content" && !subobject.properties.isEmpty()) { content = subobject.properties.at(0).toByteArray(); @@ -2709,12 +2724,12 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping, return geometry; } -FBXGeometry readFBX(const QByteArray& model, const QVariantHash& mapping, bool loadLightmaps, float lightmapLevel) { +FBXGeometry readFBX(const QByteArray& model, const QVariantHash& mapping, const QString url, bool loadLightmaps, float lightmapLevel) { QBuffer buffer(const_cast(&model)); buffer.open(QIODevice::ReadOnly); - return readFBX(&buffer, mapping, loadLightmaps, lightmapLevel); + return readFBX(&buffer, mapping, url, loadLightmaps, lightmapLevel); } -FBXGeometry readFBX(QIODevice* device, const QVariantHash& mapping, bool loadLightmaps, float lightmapLevel) { - return extractFBXGeometry(parseFBX(device), mapping, loadLightmaps, lightmapLevel); +FBXGeometry readFBX(QIODevice* device, const QVariantHash& mapping, const QString url, bool loadLightmaps, float lightmapLevel) { + return extractFBXGeometry(parseFBX(device), mapping, url, loadLightmaps, lightmapLevel); } diff --git a/libraries/fbx/src/FBXReader.h b/libraries/fbx/src/FBXReader.h index 200cd4a121..cf86c304ac 100644 --- a/libraries/fbx/src/FBXReader.h +++ b/libraries/fbx/src/FBXReader.h @@ -268,10 +268,10 @@ Q_DECLARE_METATYPE(FBXGeometry) /// Reads FBX geometry from the supplied model and mapping data. /// \exception QString if an error occurs in parsing -FBXGeometry readFBX(const QByteArray& model, const QVariantHash& mapping, bool loadLightmaps = true, float lightmapLevel = 1.0f); +FBXGeometry readFBX(const QByteArray& model, const QVariantHash& mapping, const QString url = "", bool loadLightmaps = true, float lightmapLevel = 1.0f); /// Reads FBX geometry from the supplied model and mapping data. /// \exception QString if an error occurs in parsing -FBXGeometry readFBX(QIODevice* device, const QVariantHash& mapping, bool loadLightmaps = true, float lightmapLevel = 1.0f); +FBXGeometry readFBX(QIODevice* device, const QVariantHash& mapping, const QString url = "", bool loadLightmaps = true, float lightmapLevel = 1.0f); #endif // hifi_FBXReader_h diff --git a/libraries/render-utils/src/GeometryCache.cpp b/libraries/render-utils/src/GeometryCache.cpp index 02e59bfa3a..3d32ba74ad 100644 --- a/libraries/render-utils/src/GeometryCache.cpp +++ b/libraries/render-utils/src/GeometryCache.cpp @@ -2185,7 +2185,7 @@ void GeometryReader::run() { } else if (_url.path().toLower().endsWith("palaceoforinthilian4.fbx")) { lightmapLevel = 3.5f; } - fbxgeo = readFBX(_reply, _mapping, grabLightmaps, lightmapLevel); + fbxgeo = readFBX(_reply, _mapping, _url.path(), grabLightmaps, lightmapLevel); } else if (_url.path().toLower().endsWith(".obj")) { fbxgeo = OBJReader().readOBJ(_reply, _mapping, &_url); } diff --git a/tools/vhacd-util/src/VHACDUtil.cpp b/tools/vhacd-util/src/VHACDUtil.cpp index f1ff0e9e4f..d775244b9c 100644 --- a/tools/vhacd-util/src/VHACDUtil.cpp +++ b/tools/vhacd-util/src/VHACDUtil.cpp @@ -38,7 +38,7 @@ bool vhacd::VHACDUtil::loadFBX(const QString filename, FBXGeometry& result) { if (filename.toLower().endsWith(".obj")) { result = OBJReader().readOBJ(fbxContents, QVariantHash()); } else if (filename.toLower().endsWith(".fbx")) { - result = readFBX(fbxContents, QVariantHash()); + result = readFBX(fbxContents, QVariantHash(), filename); } else { qDebug() << "unknown file extension"; return false; From d25e09af74544db662a2e92637439386b00cb284 Mon Sep 17 00:00:00 2001 From: Marcel Verhagen Date: Sun, 26 Jul 2015 00:48:31 +0200 Subject: [PATCH 03/15] removed the last 2 filename lines, they should not be there. --- libraries/fbx/src/FBXReader.cpp | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) diff --git a/libraries/fbx/src/FBXReader.cpp b/libraries/fbx/src/FBXReader.cpp index 554d56ee5a..69482a8c81 100644 --- a/libraries/fbx/src/FBXReader.cpp +++ b/libraries/fbx/src/FBXReader.cpp @@ -1463,11 +1463,9 @@ QByteArray fileOnUrl(const QByteArray filenameString,const QString url) { if (checkFile.exists() && checkFile.isFile()) { filename = filename.replace('\\', '/'); } else { - // there is not texture at the filename. Assume it is in the root dir. + // there is no texture at the fbx dir with the filename added. Assume it is in the fbx dir. filename = filename.mid(qMax(filename.lastIndexOf('\\'), filename.lastIndexOf('/')) + 1); } - filename = filename.mid(qMax(filename.lastIndexOf('\\'), filename.lastIndexOf('/')) + 1); - filename = filename.replace('\\', '/'); return filename; } From a5ad40bee97e14a860335f0fb3a1f74d5fc981fd Mon Sep 17 00:00:00 2001 From: Sam Gateau Date: Mon, 27 Jul 2015 14:07:28 -0700 Subject: [PATCH 04/15] INtroduce the resetStage command to clear up all cache and state in the gpu::Conference and make sure no more resource are linked --- interface/src/Application.cpp | 6 ++ libraries/gpu/src/gpu/Batch.cpp | 4 ++ libraries/gpu/src/gpu/Batch.h | 5 ++ libraries/gpu/src/gpu/Context.cpp | 1 + libraries/gpu/src/gpu/GLBackend.cpp | 20 +++++++ libraries/gpu/src/gpu/GLBackend.h | 45 ++++++++++---- libraries/gpu/src/gpu/GLBackendInput.cpp | 59 ++++++++++++++++--- libraries/gpu/src/gpu/GLBackendOutput.cpp | 5 ++ libraries/gpu/src/gpu/GLBackendPipeline.cpp | 22 +++++++ libraries/gpu/src/gpu/GLBackendQuery.cpp | 4 ++ libraries/gpu/src/gpu/GLBackendState.cpp | 2 +- libraries/gpu/src/gpu/GLBackendTransform.cpp | 4 +- .../render-utils/src/RenderDeferredTask.cpp | 1 - libraries/render/src/render/DrawTask.cpp | 40 ------------- libraries/render/src/render/DrawTask.h | 8 --- 15 files changed, 156 insertions(+), 70 deletions(-) diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index c2be31cfb3..7bfad60eaf 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -996,6 +996,12 @@ void Application::paintGL() { _compositor.displayOverlayTexture(&renderArgs); } + // Reset the gpu::Context Stages + gpu::Batch batch; + batch.resetStages(); + renderArgs._context->render(batch); + + if (!OculusManager::isConnected() || OculusManager::allowSwap()) { PROFILE_RANGE(__FUNCTION__ "/bufferSwap"); _glWidget->swapBuffers(); diff --git a/libraries/gpu/src/gpu/Batch.cpp b/libraries/gpu/src/gpu/Batch.cpp index 4ac33d8f14..8815c1bae1 100644 --- a/libraries/gpu/src/gpu/Batch.cpp +++ b/libraries/gpu/src/gpu/Batch.cpp @@ -288,6 +288,10 @@ void Batch::getQuery(const QueryPointer& query) { _params.push_back(_queries.cache(query)); } +void Batch::resetStages() { + ADD_COMMAND(resetStages); +} + void push_back(Batch::Params& params, const vec3& v) { params.push_back(v.x); params.push_back(v.y); diff --git a/libraries/gpu/src/gpu/Batch.h b/libraries/gpu/src/gpu/Batch.h index 58fe03c9cf..5f2c2dd089 100644 --- a/libraries/gpu/src/gpu/Batch.h +++ b/libraries/gpu/src/gpu/Batch.h @@ -113,6 +113,9 @@ public: void endQuery(const QueryPointer& query); void getQuery(const QueryPointer& query); + // Reset the stage caches and states + void resetStages(); + // 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 @@ -186,6 +189,8 @@ public: COMMAND_endQuery, COMMAND_getQuery, + COMMAND_resetStages, + // 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 diff --git a/libraries/gpu/src/gpu/Context.cpp b/libraries/gpu/src/gpu/Context.cpp index 604f39f46f..6730be33bb 100644 --- a/libraries/gpu/src/gpu/Context.cpp +++ b/libraries/gpu/src/gpu/Context.cpp @@ -45,3 +45,4 @@ void Context::syncCache() { void Context::downloadFramebuffer(const FramebufferPointer& srcFramebuffer, const Vec4i& region, QImage& destImage) { _backend->downloadFramebuffer(srcFramebuffer, region, destImage); } + diff --git a/libraries/gpu/src/gpu/GLBackend.cpp b/libraries/gpu/src/gpu/GLBackend.cpp index 6b1d552be9..51637462f1 100644 --- a/libraries/gpu/src/gpu/GLBackend.cpp +++ b/libraries/gpu/src/gpu/GLBackend.cpp @@ -46,6 +46,8 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] = (&::gpu::GLBackend::do_endQuery), (&::gpu::GLBackend::do_getQuery), + (&::gpu::GLBackend::do_resetStages), + (&::gpu::GLBackend::do_glEnable), (&::gpu::GLBackend::do_glDisable), @@ -128,6 +130,8 @@ GLBackend::GLBackend() : } GLBackend::~GLBackend() { + resetStages(); + killInput(); killTransform(); } @@ -246,6 +250,22 @@ void GLBackend::do_drawIndexedInstanced(Batch& batch, uint32 paramOffset) { (void) CHECK_GL_ERROR(); } +void GLBackend::do_resetStages(Batch& batch, uint32 paramOffset) { + resetStages(); +} + +void GLBackend::resetStages() { + resetInputStage(); + resetPipelineStage(); + resetTransformStage(); + resetUniformStage(); + resetResourceStage(); + resetOutputStage(); + resetQueryStage(); + + (void) CHECK_GL_ERROR(); +} + // 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 diff --git a/libraries/gpu/src/gpu/GLBackend.h b/libraries/gpu/src/gpu/GLBackend.h index 9d8c9ef805..59a6c1ee7e 100644 --- a/libraries/gpu/src/gpu/GLBackend.h +++ b/libraries/gpu/src/gpu/GLBackend.h @@ -195,7 +195,7 @@ public: static const int MAX_NUM_ATTRIBUTES = Stream::NUM_INPUT_SLOTS; static const int MAX_NUM_INPUT_BUFFERS = 16; - uint32 getNumInputBuffers() const { return _input._buffersState.size(); } + uint32 getNumInputBuffers() const { return _input._invalidBuffers.size(); } // The State setters called by the GLState::Commands when a new state is assigned @@ -250,12 +250,16 @@ protected: void killInput(); void syncInputStateCache(); void updateInput(); + void resetInputStage(); struct InputStageState { bool _invalidFormat = true; Stream::FormatPointer _format; + typedef std::bitset ActivationCache; + ActivationCache _attributeActivation; + typedef std::bitset BuffersState; - BuffersState _buffersState; + BuffersState _invalidBuffers; Buffers _buffers; Offsets _bufferOffsets; @@ -266,23 +270,20 @@ protected: Offset _indexBufferOffset; Type _indexBufferType; - typedef std::bitset ActivationCache; - ActivationCache _attributeActivation; - GLuint _defaultVAO; InputStageState() : _invalidFormat(true), _format(0), - _buffersState(0), - _buffers(_buffersState.size(), BufferPointer(0)), - _bufferOffsets(_buffersState.size(), 0), - _bufferStrides(_buffersState.size(), 0), - _bufferVBOs(_buffersState.size(), 0), + _attributeActivation(0), + _invalidBuffers(0), + _buffers(_invalidBuffers.size(), BufferPointer(0)), + _bufferOffsets(_invalidBuffers.size(), 0), + _bufferStrides(_invalidBuffers.size(), 0), + _bufferVBOs(_invalidBuffers.size(), 0), _indexBuffer(0), _indexBufferOffset(0), _indexBufferType(UINT32), - _attributeActivation(0), _defaultVAO(0) {} } _input; @@ -298,6 +299,7 @@ protected: // Synchronize the state cache of this Backend with the actual real state of the GL Context void syncTransformStateCache(); void updateTransform(); + void resetTransformStage(); struct TransformStageState { TransformObject _transformObject; TransformCamera _transformCamera; @@ -330,12 +332,20 @@ protected: // Uniform Stage void do_setUniformBuffer(Batch& batch, uint32 paramOffset); - void do_setResourceTexture(Batch& batch, uint32 paramOffset); + void resetUniformStage(); struct UniformStageState { }; + // Resource Stage + void do_setResourceTexture(Batch& batch, uint32 paramOffset); + + void resetResourceStage(); + struct ResourceStageState { + + }; + // Pipeline Stage void do_setPipeline(Batch& batch, uint32 paramOffset); void do_setStateBlendFactor(Batch& batch, uint32 paramOffset); @@ -349,6 +359,7 @@ protected: void syncPipelineStateCache(); // Grab the actual gl state into it's gpu::State equivalent. THis is used by the above call syncPipleineStateCache() void getCurrentGLState(State::Data& state); + void resetPipelineStage(); struct PipelineStageState { @@ -388,6 +399,7 @@ protected: // Synchronize the state cache of this Backend with the actual real state of the GL Context void syncOutputStateCache(); + void resetOutputStage(); struct OutputStageState { @@ -402,6 +414,15 @@ protected: void do_endQuery(Batch& batch, uint32 paramOffset); void do_getQuery(Batch& batch, uint32 paramOffset); + void resetQueryStage(); + struct QueryStageState { + + }; + + // Reset stages + void do_resetStages(Batch& batch, uint32 paramOffset); + void resetStages(); + // 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 diff --git a/libraries/gpu/src/gpu/GLBackendInput.cpp b/libraries/gpu/src/gpu/GLBackendInput.cpp index 229b29cd43..9014024914 100755 --- a/libraries/gpu/src/gpu/GLBackendInput.cpp +++ b/libraries/gpu/src/gpu/GLBackendInput.cpp @@ -52,7 +52,7 @@ void GLBackend::do_setInputBuffer(Batch& batch, uint32 paramOffset) { } if (isModified) { - _input._buffersState.set(channel); + _input._invalidBuffers.set(channel); } } } @@ -154,7 +154,7 @@ void GLBackend::updateInput() { _stats._ISNumFormatChanges++; } - if (_input._buffersState.any()) { + if (_input._invalidBuffers.any()) { int numBuffers = _input._buffers.size(); auto buffer = _input._buffers.data(); auto vbo = _input._bufferVBOs.data(); @@ -162,7 +162,7 @@ void GLBackend::updateInput() { auto stride = _input._bufferStrides.data(); for (int bufferNum = 0; bufferNum < numBuffers; bufferNum++) { - if (_input._buffersState.test(bufferNum)) { + if (_input._invalidBuffers.test(bufferNum)) { glBindVertexBuffer(bufferNum, (*vbo), (*offset), (*stride)); } buffer++; @@ -170,11 +170,11 @@ void GLBackend::updateInput() { offset++; stride++; } - _input._buffersState.reset(); + _input._invalidBuffers.reset(); (void) CHECK_GL_ERROR(); } #else - if (_input._invalidFormat || _input._buffersState.any()) { + if (_input._invalidFormat || _input._invalidBuffers.any()) { if (_input._invalidFormat) { InputStageState::ActivationCache newActivation; @@ -232,7 +232,7 @@ void GLBackend::updateInput() { if ((channelIt).first < buffers.size()) { int bufferNum = (channelIt).first; - if (_input._buffersState.test(bufferNum) || _input._invalidFormat) { + if (_input._invalidBuffers.test(bufferNum) || _input._invalidFormat) { // GLuint vbo = gpu::GLBackend::getBufferID((*buffers[bufferNum])); GLuint vbo = _input._bufferVBOs[bufferNum]; if (boundVBO != vbo) { @@ -240,7 +240,7 @@ void GLBackend::updateInput() { (void) CHECK_GL_ERROR(); boundVBO = vbo; } - _input._buffersState[bufferNum] = false; + _input._invalidBuffers[bufferNum] = false; for (unsigned int i = 0; i < channel._slots.size(); i++) { const Stream::Attribute& attrib = attributes.at(channel._slots[i]); @@ -285,6 +285,51 @@ void GLBackend::updateInput() { #endif } +void GLBackend::resetInputStage() { + // Reset index buffer + _input._indexBufferType = UINT32; + _input._indexBufferOffset = 0; + _input._indexBuffer.reset(); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + (void) CHECK_GL_ERROR(); + + +#if defined(SUPPORT_VAO) + // TODO +#else + glBindBuffer(GL_ARRAY_BUFFER, 0); + + size_t i = 0; +#if defined(SUPPORT_LEGACY_OPENGL) + for (; i < NUM_CLASSIC_ATTRIBS; i++) { + glDisableClientState(attributeSlotToClassicAttribName[i]); + } + glVertexPointer(4, GL_FLOAT, 0, 0); + glNormalPointer(GL_FLOAT, 0, 0); + glColorPointer(4, GL_FLOAT, 0, 0); + glTexCoordPointer(4, GL_FLOAT, 0, 0); +#endif + + for (; i < _input._attributeActivation.size(); i++) { + glDisableVertexAttribArray(i); + glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, 0, 0); + } +#endif + + // Reset vertex buffer and format + _input._format.reset(); + _input._invalidFormat = false; + _input._attributeActivation.reset(); + + for (int i = 0; i < _input._buffers.size(); i++) { + _input._buffers[i].reset(); + _input._bufferOffsets[i] = 0; + _input._bufferStrides[i] = 0; + _input._bufferVBOs[i] = 0; + } + _input._invalidBuffers.reset(); + +} void GLBackend::do_setIndexBuffer(Batch& batch, uint32 paramOffset) { _input._indexBufferType = (Type) batch._params[paramOffset + 2]._uint; diff --git a/libraries/gpu/src/gpu/GLBackendOutput.cpp b/libraries/gpu/src/gpu/GLBackendOutput.cpp index b37def48e7..6b0bfae635 100755 --- a/libraries/gpu/src/gpu/GLBackendOutput.cpp +++ b/libraries/gpu/src/gpu/GLBackendOutput.cpp @@ -177,6 +177,11 @@ void GLBackend::syncOutputStateCache() { _output._framebuffer.reset(); } +void GLBackend::resetOutputStage() { + _output._framebuffer.reset(); + _output._drawFBO = 0; + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); +} void GLBackend::do_setFramebuffer(Batch& batch, uint32 paramOffset) { auto framebuffer = batch._framebuffers.get(batch._params[paramOffset]._uint); diff --git a/libraries/gpu/src/gpu/GLBackendPipeline.cpp b/libraries/gpu/src/gpu/GLBackendPipeline.cpp index 51a3a24e9b..4a54753af8 100755 --- a/libraries/gpu/src/gpu/GLBackendPipeline.cpp +++ b/libraries/gpu/src/gpu/GLBackendPipeline.cpp @@ -164,6 +164,24 @@ void GLBackend::updatePipeline() { #endif } +void GLBackend::resetPipelineStage() { + // First reset State to default + State::Signature resetSignature(0); + resetPipelineState(resetSignature); + _pipeline._state = nullptr; + _pipeline._invalidState = false; + + // Second the shader side + _pipeline._invalidProgram = false; + _pipeline._program = 0; + _pipeline._pipeline.reset(); + glUseProgram(0); +} + +void GLBackend::resetUniformStage() { + +} + void GLBackend::do_setUniformBuffer(Batch& batch, uint32 paramOffset) { GLuint slot = batch._params[paramOffset + 3]._uint; BufferPointer uniformBuffer = batch._buffers.get(batch._params[paramOffset + 2]._uint); @@ -188,6 +206,10 @@ void GLBackend::do_setUniformBuffer(Batch& batch, uint32 paramOffset) { (void) CHECK_GL_ERROR(); } +void GLBackend::resetResourceStage() { + +} + void GLBackend::do_setResourceTexture(Batch& batch, uint32 paramOffset) { GLuint slot = batch._params[paramOffset + 1]._uint; TexturePointer uniformTexture = batch._textures.get(batch._params[paramOffset + 0]._uint); diff --git a/libraries/gpu/src/gpu/GLBackendQuery.cpp b/libraries/gpu/src/gpu/GLBackendQuery.cpp index 39db19dafd..2bdf7c86ad 100644 --- a/libraries/gpu/src/gpu/GLBackendQuery.cpp +++ b/libraries/gpu/src/gpu/GLBackendQuery.cpp @@ -104,3 +104,7 @@ void GLBackend::do_getQuery(Batch& batch, uint32 paramOffset) { (void)CHECK_GL_ERROR(); } } + +void GLBackend::resetQueryStage() { +} + diff --git a/libraries/gpu/src/gpu/GLBackendState.cpp b/libraries/gpu/src/gpu/GLBackendState.cpp index 18fc9ddd3c..618a13e2c4 100644 --- a/libraries/gpu/src/gpu/GLBackendState.cpp +++ b/libraries/gpu/src/gpu/GLBackendState.cpp @@ -484,7 +484,7 @@ void GLBackend::syncPipelineStateCache() { glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); getCurrentGLState(state); State::Signature signature = State::evalSignature(state); - + _pipeline._stateCache = state; _pipeline._stateSignatureCache = signature; } diff --git a/libraries/gpu/src/gpu/GLBackendTransform.cpp b/libraries/gpu/src/gpu/GLBackendTransform.cpp index 65d9c6ed75..e05e0fc1c0 100755 --- a/libraries/gpu/src/gpu/GLBackendTransform.cpp +++ b/libraries/gpu/src/gpu/GLBackendTransform.cpp @@ -184,4 +184,6 @@ void GLBackend::updateTransform() { _transform._invalidView = _transform._invalidProj = _transform._invalidModel = _transform._invalidViewport = false; } - +void GLBackend::resetTransformStage() { + +} diff --git a/libraries/render-utils/src/RenderDeferredTask.cpp b/libraries/render-utils/src/RenderDeferredTask.cpp index 0c8d19250b..30c8dffc0e 100755 --- a/libraries/render-utils/src/RenderDeferredTask.cpp +++ b/libraries/render-utils/src/RenderDeferredTask.cpp @@ -97,7 +97,6 @@ RenderDeferredTask::RenderDeferredTask() : Task() { _drawStatusJobIndex = _jobs.size() - 1; _jobs.push_back(Job(new DrawOverlay3D::JobModel("DrawOverlay3D"))); - _jobs.push_back(Job(new ResetGLState::JobModel())); // Give ourselves 3 frmaes of timer queries _timerQueries.push_back(std::make_shared()); diff --git a/libraries/render/src/render/DrawTask.cpp b/libraries/render/src/render/DrawTask.cpp index 0e3eba0b53..0aef913d50 100755 --- a/libraries/render/src/render/DrawTask.cpp +++ b/libraries/render/src/render/DrawTask.cpp @@ -216,46 +216,6 @@ void render::renderItems(const SceneContextPointer& sceneContext, const RenderCo } } -void addClearStateCommands(gpu::Batch& batch) { - batch._glDepthMask(true); - batch._glDepthFunc(GL_LESS); - batch._glDisable(GL_CULL_FACE); - - batch._glActiveTexture(GL_TEXTURE0 + 1); - batch._glBindTexture(GL_TEXTURE_2D, 0); - batch._glActiveTexture(GL_TEXTURE0 + 2); - batch._glBindTexture(GL_TEXTURE_2D, 0); - batch._glActiveTexture(GL_TEXTURE0 + 3); - batch._glBindTexture(GL_TEXTURE_2D, 0); - batch._glActiveTexture(GL_TEXTURE0); - batch._glBindTexture(GL_TEXTURE_2D, 0); - - - // deactivate vertex arrays after drawing - batch._glDisableClientState(GL_NORMAL_ARRAY); - batch._glDisableClientState(GL_VERTEX_ARRAY); - batch._glDisableClientState(GL_TEXTURE_COORD_ARRAY); - batch._glDisableClientState(GL_COLOR_ARRAY); - batch._glDisableVertexAttribArray(gpu::Stream::TANGENT); - batch._glDisableVertexAttribArray(gpu::Stream::SKIN_CLUSTER_INDEX); - batch._glDisableVertexAttribArray(gpu::Stream::SKIN_CLUSTER_WEIGHT); - - // bind with 0 to switch back to normal operation - batch._glBindBuffer(GL_ARRAY_BUFFER, 0); - batch._glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); - batch._glBindTexture(GL_TEXTURE_2D, 0); - - // Back to no program - batch._glUseProgram(0); -} -void ResetGLState::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { - - gpu::Batch theBatch; - addClearStateCommands(theBatch); - assert(renderContext->args); - renderContext->args->_context->render(theBatch); -} - void DrawLight::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { assert(renderContext->args); assert(renderContext->args->_viewFrustum); diff --git a/libraries/render/src/render/DrawTask.h b/libraries/render/src/render/DrawTask.h index 62810d47f0..ec6656c0dc 100755 --- a/libraries/render/src/render/DrawTask.h +++ b/libraries/render/src/render/DrawTask.h @@ -260,14 +260,6 @@ public: typedef Job::Model JobModel; }; -class ResetGLState { -public: - void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext); - - typedef Job::Model JobModel; -}; - - class DrawSceneTask : public Task { public: From f525a8a245dd9f3f1fa647d3865f0e24ba88d683 Mon Sep 17 00:00:00 2001 From: Sam Gateau Date: Mon, 27 Jul 2015 17:17:56 -0700 Subject: [PATCH 05/15] Removing all the unecessary calls of Batch from the gl legacy time --- interface/src/Application.cpp | 12 +- interface/src/Stars.cpp | 5 +- interface/src/ui/ApplicationOverlay.cpp | 2 +- .../src/RenderableWebEntityItem.cpp | 3 +- libraries/gpu/src/gpu/Batch.h | 52 +--- libraries/gpu/src/gpu/GLBackend.cpp | 250 +----------------- libraries/gpu/src/gpu/GLBackend.h | 25 +- libraries/gpu/src/gpu/GLBackendOutput.cpp | 8 +- libraries/gpu/src/gpu/GLBackendState.cpp | 5 + 9 files changed, 34 insertions(+), 328 deletions(-) diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index 7bfad60eaf..42868166d0 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -995,11 +995,6 @@ void Application::paintGL() { _compositor.displayOverlayTexture(&renderArgs); } - - // Reset the gpu::Context Stages - gpu::Batch batch; - batch.resetStages(); - renderArgs._context->render(batch); if (!OculusManager::isConnected() || OculusManager::allowSwap()) { @@ -1013,6 +1008,13 @@ void Application::paintGL() { _frameCount++; _numFramesSinceLastResize++; Stats::getInstance()->setRenderDetails(renderArgs._details); + + + // Reset the gpu::Context Stages + // Back to the default framebuffer; + gpu::Batch batch; + batch.resetStages(); + renderArgs._context->render(batch); } void Application::runTests() { diff --git a/interface/src/Stars.cpp b/interface/src/Stars.cpp index ebfddee38c..7d09b9b1c3 100644 --- a/interface/src/Stars.cpp +++ b/interface/src/Stars.cpp @@ -154,6 +154,7 @@ void Stars::render(RenderArgs* renderArgs, float alpha) { auto state = gpu::StatePointer(new gpu::State()); // enable decal blend state->setDepthTest(gpu::State::DepthTest(false)); + state->setAntialiasedLineEnable(true); // line smoothing also smooth points state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA); _starsPipeline.reset(gpu::Pipeline::create(program, state)); @@ -217,10 +218,10 @@ void Stars::render(RenderArgs* renderArgs, float alpha) { // Render the stars batch.setPipeline(_starsPipeline); - batch._glEnable(GL_PROGRAM_POINT_SIZE_EXT); + /* batch._glEnable(GL_PROGRAM_POINT_SIZE_EXT); batch._glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); batch._glEnable(GL_POINT_SMOOTH); - + */ batch.setInputFormat(streamFormat); batch.setInputBuffer(VERTICES_SLOT, posView); batch.setInputBuffer(COLOR_SLOT, colView); diff --git a/interface/src/ui/ApplicationOverlay.cpp b/interface/src/ui/ApplicationOverlay.cpp index bc10b555e4..acc24ba2be 100644 --- a/interface/src/ui/ApplicationOverlay.cpp +++ b/interface/src/ui/ApplicationOverlay.cpp @@ -117,7 +117,7 @@ void ApplicationOverlay::renderQmlUi(RenderArgs* renderArgs) { batch.setProjectionTransform(mat4()); batch.setModelTransform(Transform()); batch.setViewTransform(Transform()); - batch._glBindTexture(GL_TEXTURE_2D, _uiTexture); + batch._glActiveBindTexture(GL_TEXTURE0, GL_TEXTURE_2D, _uiTexture); geometryCache->renderUnitQuad(batch, glm::vec4(1)); } diff --git a/libraries/entities-renderer/src/RenderableWebEntityItem.cpp b/libraries/entities-renderer/src/RenderableWebEntityItem.cpp index 7fa615073b..ee1fdfae45 100644 --- a/libraries/entities-renderer/src/RenderableWebEntityItem.cpp +++ b/libraries/entities-renderer/src/RenderableWebEntityItem.cpp @@ -178,8 +178,7 @@ void RenderableWebEntityItem::render(RenderArgs* args) { batch.setModelTransform(getTransformToCenter()); bool textured = false, culled = false, emissive = false; if (_texture) { - batch._glActiveTexture(GL_TEXTURE0); - batch._glBindTexture(GL_TEXTURE_2D, _texture); + batch._glActiveBindTexture(GL_TEXTURE0, GL_TEXTURE_2D, _texture); textured = emissive = true; } diff --git a/libraries/gpu/src/gpu/Batch.h b/libraries/gpu/src/gpu/Batch.h index 5f2c2dd089..5135d1ac4f 100644 --- a/libraries/gpu/src/gpu/Batch.h +++ b/libraries/gpu/src/gpu/Batch.h @@ -94,7 +94,7 @@ public: void setResourceTexture(uint32 slot, const TexturePointer& view); void setResourceTexture(uint32 slot, const TextureView& view); // not a command, just a shortcut from a TextureView - // Framebuffer Stage + // Ouput Stage void setFramebuffer(const FramebufferPointer& framebuffer); // Clear framebuffer layers @@ -122,28 +122,8 @@ public: // For now, instead of calling the raw gl Call, use the equivalent call on the batch so the call is beeing recorded // THe implementation of these functions is in GLBackend.cpp - void _glEnable(unsigned int cap); - void _glDisable(unsigned int cap); + void _glActiveBindTexture(unsigned int unit, unsigned int target, unsigned int texture); - void _glEnableClientState(unsigned int array); - void _glDisableClientState(unsigned int array); - - void _glCullFace(unsigned int mode); - void _glAlphaFunc(unsigned int func, float ref); - - void _glDepthFunc(unsigned int func); - void _glDepthMask(unsigned char flag); - void _glDepthRange(float zNear, float zFar); - - void _glBindBuffer(unsigned int target, unsigned int buffer); - - void _glBindTexture(unsigned int target, unsigned int texture); - void _glActiveTexture(unsigned int texture); - void _glTexParameteri(unsigned int target, unsigned int pname, int param); - - void _glDrawBuffers(int n, const unsigned int* bufs); - - void _glUseProgram(unsigned int program); void _glUniform1i(int location, int v0); void _glUniform1f(int location, float v0); void _glUniform2f(int location, float v0, float v1); @@ -153,9 +133,6 @@ public: void _glUniform4iv(int location, int count, const int* value); void _glUniformMatrix4fv(int location, int count, unsigned char transpose, const float* value); - void _glEnableVertexAttribArray(int location); - void _glDisableVertexAttribArray(int location); - void _glColor4f(float red, float green, float blue, float alpha); void _glLineWidth(float width); @@ -194,28 +171,8 @@ public: // 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_glActiveBindTexture, - COMMAND_glEnableClientState, - COMMAND_glDisableClientState, - - COMMAND_glCullFace, - COMMAND_glAlphaFunc, - - COMMAND_glDepthFunc, - COMMAND_glDepthMask, - COMMAND_glDepthRange, - - COMMAND_glBindBuffer, - - COMMAND_glBindTexture, - COMMAND_glActiveTexture, - COMMAND_glTexParameteri, - - COMMAND_glDrawBuffers, - - COMMAND_glUseProgram, COMMAND_glUniform1i, COMMAND_glUniform1f, COMMAND_glUniform2f, @@ -225,9 +182,6 @@ public: COMMAND_glUniform4iv, COMMAND_glUniformMatrix4fv, - COMMAND_glEnableVertexAttribArray, - COMMAND_glDisableVertexAttribArray, - COMMAND_glColor4f, COMMAND_glLineWidth, diff --git a/libraries/gpu/src/gpu/GLBackend.cpp b/libraries/gpu/src/gpu/GLBackend.cpp index 51637462f1..8db192b827 100644 --- a/libraries/gpu/src/gpu/GLBackend.cpp +++ b/libraries/gpu/src/gpu/GLBackend.cpp @@ -48,28 +48,8 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] = (&::gpu::GLBackend::do_resetStages), - (&::gpu::GLBackend::do_glEnable), - (&::gpu::GLBackend::do_glDisable), + (&::gpu::GLBackend::do_glActiveBindTexture), - (&::gpu::GLBackend::do_glEnableClientState), - (&::gpu::GLBackend::do_glDisableClientState), - - (&::gpu::GLBackend::do_glCullFace), - (&::gpu::GLBackend::do_glAlphaFunc), - - (&::gpu::GLBackend::do_glDepthFunc), - (&::gpu::GLBackend::do_glDepthMask), - (&::gpu::GLBackend::do_glDepthRange), - - (&::gpu::GLBackend::do_glBindBuffer), - - (&::gpu::GLBackend::do_glBindTexture), - (&::gpu::GLBackend::do_glActiveTexture), - (&::gpu::GLBackend::do_glTexParameteri), - - (&::gpu::GLBackend::do_glDrawBuffers), - - (&::gpu::GLBackend::do_glUseProgram), (&::gpu::GLBackend::do_glUniform1i), (&::gpu::GLBackend::do_glUniform1f), (&::gpu::GLBackend::do_glUniform2f), @@ -79,9 +59,6 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] = (&::gpu::GLBackend::do_glUniform4iv), (&::gpu::GLBackend::do_glUniformMatrix4fv), - (&::gpu::GLBackend::do_glEnableVertexAttribArray), - (&::gpu::GLBackend::do_glDisableVertexAttribArray), - (&::gpu::GLBackend::do_glColor4f), (&::gpu::GLBackend::do_glLineWidth), }; @@ -275,211 +252,24 @@ void GLBackend::resetStages() { //#define DO_IT_NOW(call, offset) runLastCommand(); #define DO_IT_NOW(call, offset) - -void Batch::_glEnable(GLenum cap) { - ADD_COMMAND_GL(glEnable); - - _params.push_back(cap); - - DO_IT_NOW(_glEnable, 1); -} -void GLBackend::do_glEnable(Batch& batch, uint32 paramOffset) { - glEnable(batch._params[paramOffset]._uint); - (void) CHECK_GL_ERROR(); -} - -void Batch::_glDisable(GLenum cap) { - ADD_COMMAND_GL(glDisable); - - _params.push_back(cap); - - DO_IT_NOW(_glDisable, 1); -} -void GLBackend::do_glDisable(Batch& batch, uint32 paramOffset) { - glDisable(batch._params[paramOffset]._uint); - (void) CHECK_GL_ERROR(); -} - -void Batch::_glEnableClientState(GLenum array) { - ADD_COMMAND_GL(glEnableClientState); - - _params.push_back(array); - - DO_IT_NOW(_glEnableClientState, 1); -} -void GLBackend::do_glEnableClientState(Batch& batch, uint32 paramOffset) { - glEnableClientState(batch._params[paramOffset]._uint); - (void) CHECK_GL_ERROR(); -} - -void Batch::_glDisableClientState(GLenum array) { - ADD_COMMAND_GL(glDisableClientState); - - _params.push_back(array); - - DO_IT_NOW(_glDisableClientState, 1); -} -void GLBackend::do_glDisableClientState(Batch& batch, uint32 paramOffset) { - glDisableClientState(batch._params[paramOffset]._uint); - (void) CHECK_GL_ERROR(); -} - -void Batch::_glCullFace(GLenum mode) { - ADD_COMMAND_GL(glCullFace); - - _params.push_back(mode); - - DO_IT_NOW(_glCullFace, 1); -} -void GLBackend::do_glCullFace(Batch& batch, uint32 paramOffset) { - glCullFace(batch._params[paramOffset]._uint); - (void) CHECK_GL_ERROR(); -} - -void Batch::_glAlphaFunc(GLenum func, GLclampf ref) { - ADD_COMMAND_GL(glAlphaFunc); - - _params.push_back(ref); - _params.push_back(func); - - DO_IT_NOW(_glAlphaFunc, 2); -} -void GLBackend::do_glAlphaFunc(Batch& batch, uint32 paramOffset) { - glAlphaFunc( - batch._params[paramOffset + 1]._uint, - batch._params[paramOffset + 0]._float); - (void) CHECK_GL_ERROR(); -} - -void Batch::_glDepthFunc(GLenum func) { - ADD_COMMAND_GL(glDepthFunc); - - _params.push_back(func); - - DO_IT_NOW(_glDepthFunc, 1); -} -void GLBackend::do_glDepthFunc(Batch& batch, uint32 paramOffset) { - glDepthFunc(batch._params[paramOffset]._uint); - (void) CHECK_GL_ERROR(); -} - -void Batch::_glDepthMask(GLboolean flag) { - ADD_COMMAND_GL(glDepthMask); - - _params.push_back(flag); - - DO_IT_NOW(_glDepthMask, 1); -} -void GLBackend::do_glDepthMask(Batch& batch, uint32 paramOffset) { - glDepthMask(batch._params[paramOffset]._uint); - (void) CHECK_GL_ERROR(); -} - -void Batch::_glDepthRange(GLfloat zNear, GLfloat zFar) { - ADD_COMMAND_GL(glDepthRange); - - _params.push_back(zFar); - _params.push_back(zNear); - - DO_IT_NOW(_glDepthRange, 2); -} -void GLBackend::do_glDepthRange(Batch& batch, uint32 paramOffset) { - glDepthRange( - batch._params[paramOffset + 1]._float, - batch._params[paramOffset + 0]._float); - (void) CHECK_GL_ERROR(); -} - -void Batch::_glBindBuffer(GLenum target, GLuint buffer) { - ADD_COMMAND_GL(glBindBuffer); - - _params.push_back(buffer); - _params.push_back(target); - - DO_IT_NOW(_glBindBuffer, 2); -} -void GLBackend::do_glBindBuffer(Batch& batch, uint32 paramOffset) { - glBindBuffer( - batch._params[paramOffset + 1]._uint, - batch._params[paramOffset + 0]._uint); - (void) CHECK_GL_ERROR(); -} - -void Batch::_glBindTexture(GLenum target, GLuint texture) { - ADD_COMMAND_GL(glBindTexture); +void Batch::_glActiveBindTexture(GLenum unit, GLenum target, GLuint texture) { + ADD_COMMAND_GL(glActiveBindTexture); _params.push_back(texture); _params.push_back(target); + _params.push_back(unit); - DO_IT_NOW(_glBindTexture, 2); + + DO_IT_NOW(_glActiveBindTexture, 3); } -void GLBackend::do_glBindTexture(Batch& batch, uint32 paramOffset) { +void GLBackend::do_glActiveBindTexture(Batch& batch, uint32 paramOffset) { + glActiveTexture(batch._params[paramOffset + 2]._uint); glBindTexture( batch._params[paramOffset + 1]._uint, batch._params[paramOffset + 0]._uint); (void) CHECK_GL_ERROR(); } -void Batch::_glActiveTexture(GLenum texture) { - ADD_COMMAND_GL(glActiveTexture); - - _params.push_back(texture); - - DO_IT_NOW(_glActiveTexture, 1); -} -void GLBackend::do_glActiveTexture(Batch& batch, uint32 paramOffset) { - glActiveTexture(batch._params[paramOffset]._uint); - (void) CHECK_GL_ERROR(); -} - -void Batch::_glTexParameteri(GLenum target, GLenum pname, GLint param) { - ADD_COMMAND_GL(glTexParameteri); - - _params.push_back(param); - _params.push_back(pname); - _params.push_back(target); - - DO_IT_NOW(glTexParameteri, 3); -} -void GLBackend::do_glTexParameteri(Batch& batch, uint32 paramOffset) { - glTexParameteri(batch._params[paramOffset + 2]._uint, - batch._params[paramOffset + 1]._uint, - batch._params[paramOffset + 0]._int); - (void) CHECK_GL_ERROR(); -} - -void Batch::_glDrawBuffers(GLsizei n, const GLenum* bufs) { - ADD_COMMAND_GL(glDrawBuffers); - - _params.push_back(cacheData(n * sizeof(GLenum), bufs)); - _params.push_back(n); - - DO_IT_NOW(_glDrawBuffers, 2); -} -void GLBackend::do_glDrawBuffers(Batch& batch, uint32 paramOffset) { - glDrawBuffers( - batch._params[paramOffset + 1]._uint, - (const GLenum*)batch.editData(batch._params[paramOffset + 0]._uint)); - (void) CHECK_GL_ERROR(); -} - -void Batch::_glUseProgram(GLuint program) { - ADD_COMMAND_GL(glUseProgram); - - _params.push_back(program); - - DO_IT_NOW(_glUseProgram, 1); -} -void GLBackend::do_glUseProgram(Batch& batch, uint32 paramOffset) { - - _pipeline._program = batch._params[paramOffset]._uint; - // for this call we still want to execute the glUseProgram in the order of the glCOmmand to avoid any issue - _pipeline._invalidProgram = false; - glUseProgram(_pipeline._program); - - (void) CHECK_GL_ERROR(); -} - void Batch::_glUniform1i(GLint location, GLint v0) { if (location < 0) { return; @@ -680,30 +470,6 @@ void GLBackend::do_glUniformMatrix4fv(Batch& batch, uint32 paramOffset) { (void) CHECK_GL_ERROR(); } -void Batch::_glEnableVertexAttribArray(GLint location) { - ADD_COMMAND_GL(glEnableVertexAttribArray); - - _params.push_back(location); - - DO_IT_NOW(_glEnableVertexAttribArray, 1); -} -void GLBackend::do_glEnableVertexAttribArray(Batch& batch, uint32 paramOffset) { - glEnableVertexAttribArray(batch._params[paramOffset]._uint); - (void) CHECK_GL_ERROR(); -} - -void Batch::_glDisableVertexAttribArray(GLint location) { - ADD_COMMAND_GL(glDisableVertexAttribArray); - - _params.push_back(location); - - DO_IT_NOW(_glDisableVertexAttribArray, 1); -} -void GLBackend::do_glDisableVertexAttribArray(Batch& batch, uint32 paramOffset) { - glDisableVertexAttribArray(batch._params[paramOffset]._uint); - (void) CHECK_GL_ERROR(); -} - void Batch::_glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { ADD_COMMAND_GL(glColor4f); diff --git a/libraries/gpu/src/gpu/GLBackend.h b/libraries/gpu/src/gpu/GLBackend.h index 59a6c1ee7e..843e5d2006 100644 --- a/libraries/gpu/src/gpu/GLBackend.h +++ b/libraries/gpu/src/gpu/GLBackend.h @@ -426,28 +426,8 @@ protected: // 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(Batch& batch, uint32 paramOffset); - void do_glDisable(Batch& batch, uint32 paramOffset); + void do_glActiveBindTexture(Batch& batch, uint32 paramOffset); - void do_glEnableClientState(Batch& batch, uint32 paramOffset); - void do_glDisableClientState(Batch& batch, uint32 paramOffset); - - void do_glCullFace(Batch& batch, uint32 paramOffset); - void do_glAlphaFunc(Batch& batch, uint32 paramOffset); - - void do_glDepthFunc(Batch& batch, uint32 paramOffset); - void do_glDepthMask(Batch& batch, uint32 paramOffset); - void do_glDepthRange(Batch& batch, uint32 paramOffset); - - void do_glBindBuffer(Batch& batch, uint32 paramOffset); - - void do_glBindTexture(Batch& batch, uint32 paramOffset); - void do_glActiveTexture(Batch& batch, uint32 paramOffset); - void do_glTexParameteri(Batch& batch, uint32 paramOffset); - - void do_glDrawBuffers(Batch& batch, uint32 paramOffset); - - void do_glUseProgram(Batch& batch, uint32 paramOffset); void do_glUniform1i(Batch& batch, uint32 paramOffset); void do_glUniform1f(Batch& batch, uint32 paramOffset); void do_glUniform2f(Batch& batch, uint32 paramOffset); @@ -457,9 +437,6 @@ protected: void do_glUniform4iv(Batch& batch, uint32 paramOffset); void do_glUniformMatrix4fv(Batch& batch, uint32 paramOffset); - void do_glEnableVertexAttribArray(Batch& batch, uint32 paramOffset); - void do_glDisableVertexAttribArray(Batch& batch, uint32 paramOffset); - void do_glColor4f(Batch& batch, uint32 paramOffset); void do_glLineWidth(Batch& batch, uint32 paramOffset); diff --git a/libraries/gpu/src/gpu/GLBackendOutput.cpp b/libraries/gpu/src/gpu/GLBackendOutput.cpp index 6b0bfae635..d57ef57d78 100755 --- a/libraries/gpu/src/gpu/GLBackendOutput.cpp +++ b/libraries/gpu/src/gpu/GLBackendOutput.cpp @@ -178,9 +178,11 @@ void GLBackend::syncOutputStateCache() { } void GLBackend::resetOutputStage() { - _output._framebuffer.reset(); - _output._drawFBO = 0; - glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + if (_output._framebuffer) { + _output._framebuffer.reset(); + _output._drawFBO = 0; + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + } } void GLBackend::do_setFramebuffer(Batch& batch, uint32 paramOffset) { diff --git a/libraries/gpu/src/gpu/GLBackendState.cpp b/libraries/gpu/src/gpu/GLBackendState.cpp index 618a13e2c4..bd683e0136 100644 --- a/libraries/gpu/src/gpu/GLBackendState.cpp +++ b/libraries/gpu/src/gpu/GLBackendState.cpp @@ -482,6 +482,11 @@ void GLBackend::syncPipelineStateCache() { State::Data state; glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); + + // Point size is always on + glEnable(GL_PROGRAM_POINT_SIZE_EXT); + glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); + getCurrentGLState(state); State::Signature signature = State::evalSignature(state); From 66c5aec744273781b735c10b5d625d761d3b95b5 Mon Sep 17 00:00:00 2001 From: Sam Gateau Date: Mon, 27 Jul 2015 17:34:46 -0700 Subject: [PATCH 06/15] Remove commented dead code --- interface/src/Stars.cpp | 4 ---- 1 file changed, 4 deletions(-) diff --git a/interface/src/Stars.cpp b/interface/src/Stars.cpp index 7d09b9b1c3..c1e65086bf 100644 --- a/interface/src/Stars.cpp +++ b/interface/src/Stars.cpp @@ -218,10 +218,6 @@ void Stars::render(RenderArgs* renderArgs, float alpha) { // Render the stars batch.setPipeline(_starsPipeline); - /* batch._glEnable(GL_PROGRAM_POINT_SIZE_EXT); - batch._glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); - batch._glEnable(GL_POINT_SMOOTH); - */ batch.setInputFormat(streamFormat); batch.setInputBuffer(VERTICES_SLOT, posView); batch.setInputBuffer(COLOR_SLOT, colView); From df9b66d2679c3740c8d885d5d02c2e37ea098e22 Mon Sep 17 00:00:00 2001 From: Sam Gateau Date: Tue, 28 Jul 2015 15:08:52 -0700 Subject: [PATCH 07/15] Implement the uniform buffer and resource texture cache and their reset --- libraries/gpu/src/gpu/GLBackend.h | 30 +++++-- libraries/gpu/src/gpu/GLBackendPipeline.cpp | 86 +++++++++++++++++++-- 2 files changed, 103 insertions(+), 13 deletions(-) diff --git a/libraries/gpu/src/gpu/GLBackend.h b/libraries/gpu/src/gpu/GLBackend.h index 843e5d2006..215e01689b 100644 --- a/libraries/gpu/src/gpu/GLBackend.h +++ b/libraries/gpu/src/gpu/GLBackend.h @@ -197,6 +197,15 @@ public: uint32 getNumInputBuffers() const { return _input._invalidBuffers.size(); } + // this is the maximum per shader stage on the low end apple + // TODO make it platform dependant at init time + static const int MAX_NUM_UNIFORM_BUFFERS = 12; + uint32 getMaxNumUniformBuffers() const { return MAX_NUM_UNIFORM_BUFFERS; } + + // this is the maximum per shader stage on the low end apple + // TODO make it platform dependant at init time + static const int MAX_NUM_RESOURCE_TEXTURES = 16; + uint32 getMaxNumResourceTextures() const { return MAX_NUM_RESOURCE_TEXTURES; } // The State setters called by the GLState::Commands when a new state is assigned void do_setStateFillMode(int32 mode); @@ -332,19 +341,30 @@ protected: // Uniform Stage void do_setUniformBuffer(Batch& batch, uint32 paramOffset); - + + void releaseUniformBuffer(int slot); void resetUniformStage(); struct UniformStageState { - - }; + Buffers _buffers; + + UniformStageState(): + _buffers(MAX_NUM_UNIFORM_BUFFERS, nullptr) + {} + } _uniform; // Resource Stage void do_setResourceTexture(Batch& batch, uint32 paramOffset); + void releaseResourceTexture(int slot); void resetResourceStage(); struct ResourceStageState { - - }; + Textures _textures; + + ResourceStageState(): + _textures(MAX_NUM_RESOURCE_TEXTURES, nullptr) + {} + + } _resource; // Pipeline Stage void do_setPipeline(Batch& batch, uint32 paramOffset); diff --git a/libraries/gpu/src/gpu/GLBackendPipeline.cpp b/libraries/gpu/src/gpu/GLBackendPipeline.cpp index 4a54753af8..090dd4ad31 100755 --- a/libraries/gpu/src/gpu/GLBackendPipeline.cpp +++ b/libraries/gpu/src/gpu/GLBackendPipeline.cpp @@ -178,8 +178,27 @@ void GLBackend::resetPipelineStage() { glUseProgram(0); } + +void GLBackend::releaseUniformBuffer(int slot) { +#if (GPU_FEATURE_PROFILE == GPU_CORE) + auto& buf = _uniform._buffers[slot]; + if (buf) { + auto* object = Backend::getGPUObject(*buf); + if (object) { + GLuint bo = object->_buffer; + glBindBufferBase(GL_UNIFORM_BUFFER, slot, 0); // RELEASE + + (void) CHECK_GL_ERROR(); + } + buf.reset(); + } +#endif +} + void GLBackend::resetUniformStage() { - + for (int i = 0; i < _uniform._buffers.size(); i++) { + releaseUniformBuffer(i); + } } void GLBackend::do_setUniformBuffer(Batch& batch, uint32 paramOffset) { @@ -188,9 +207,31 @@ void GLBackend::do_setUniformBuffer(Batch& batch, uint32 paramOffset) { GLintptr rangeStart = batch._params[paramOffset + 1]._uint; GLsizeiptr rangeSize = batch._params[paramOffset + 0]._uint; + + + #if (GPU_FEATURE_PROFILE == GPU_CORE) - GLuint bo = getBufferID(*uniformBuffer); - glBindBufferRange(GL_UNIFORM_BUFFER, slot, bo, rangeStart, rangeSize); + if (!uniformBuffer) { + releaseUniformBuffer(slot); + return; + } + + // check cache before thinking + if (_uniform._buffers[slot] == uniformBuffer) { + return; + } + + // Sync BufferObject + auto* object = GLBackend::syncGPUObject(*uniformBuffer); + if (object) { + glBindBufferRange(GL_UNIFORM_BUFFER, slot, object->_buffer, rangeStart, rangeSize); + + _uniform._buffers[slot] = uniformBuffer; + (void) CHECK_GL_ERROR(); + } else { + releaseResourceTexture(slot); + return; + } #else // because we rely on the program uniform mechanism we need to have // the program bound, thank you MacOSX Legacy profile. @@ -202,23 +243,49 @@ void GLBackend::do_setUniformBuffer(Batch& batch, uint32 paramOffset) { // NOT working so we ll stick to the uniform float array until we move to core profile // GLuint bo = getBufferID(*uniformBuffer); //glUniformBufferEXT(_shader._program, slot, bo); -#endif + (void) CHECK_GL_ERROR(); + +#endif +} + +void GLBackend::releaseResourceTexture(int slot) { + auto& tex = _resource._textures[slot]; + if (tex) { + auto* object = Backend::getGPUObject(*tex); + if (object) { + GLuint to = object->_texture; + GLuint target = object->_target; + glActiveTexture(GL_TEXTURE0 + slot); + glBindTexture(target, 0); // RELEASE + + (void) CHECK_GL_ERROR(); + } + tex.reset(); + } } void GLBackend::resetResourceStage() { - + for (int i = 0; i < _resource._textures.size(); i++) { + releaseResourceTexture(i); + } } void GLBackend::do_setResourceTexture(Batch& batch, uint32 paramOffset) { GLuint slot = batch._params[paramOffset + 1]._uint; - TexturePointer uniformTexture = batch._textures.get(batch._params[paramOffset + 0]._uint); + TexturePointer resourceTexture = batch._textures.get(batch._params[paramOffset + 0]._uint); - if (!uniformTexture) { + if (!resourceTexture) { + releaseResourceTexture(slot); + return; + } + // check cache before thinking + if (_resource._textures[slot] == resourceTexture) { return; } - GLTexture* object = GLBackend::syncGPUObject(*uniformTexture); + // Always make sure the GLObject is in sync + GLTexture* object = GLBackend::syncGPUObject(*resourceTexture); if (object) { GLuint to = object->_texture; GLuint target = object->_target; @@ -227,7 +294,10 @@ void GLBackend::do_setResourceTexture(Batch& batch, uint32 paramOffset) { (void) CHECK_GL_ERROR(); + _resource._textures[slot] = resourceTexture; + } else { + releaseResourceTexture(slot); return; } } From 9cf3dfd3f7ef47469f87773daac5de87fba2b90f Mon Sep 17 00:00:00 2001 From: samcake Date: Tue, 28 Jul 2015 15:49:39 -0700 Subject: [PATCH 08/15] test this on windows ? --- interface/src/Application.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index b7522633ba..8f0a0e864f 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -1014,7 +1014,7 @@ void Application::paintGL() { // Back to the default framebuffer; gpu::Batch batch; batch.resetStages(); - renderArgs._context->render(batch); + // renderArgs._context->render(batch); } void Application::runTests() { From d76cda396f84943b48da360b78438fd62916254a Mon Sep 17 00:00:00 2001 From: Niraj Venkat Date: Wed, 29 Jul 2015 11:05:19 -0700 Subject: [PATCH 09/15] HBAO implementation ported from NVidia HLSL --- .../render-utils/src/ambient_occlusion.slf | 259 +++++++++++++++++- 1 file changed, 258 insertions(+), 1 deletion(-) diff --git a/libraries/render-utils/src/ambient_occlusion.slf b/libraries/render-utils/src/ambient_occlusion.slf index 3a49accf58..96aba989a8 100644 --- a/libraries/render-utils/src/ambient_occlusion.slf +++ b/libraries/render-utils/src/ambient_occlusion.slf @@ -17,7 +17,7 @@ <@include gpu/Transform.slh@> <$declareStandardTransform()$> - +/* varying vec2 varTexcoord; uniform sampler2D depthTexture; @@ -105,5 +105,262 @@ void main(void) { occlusion = 1.0 - occlusion / float(SAMPLE_COUNT); occlusion = clamp(pow(occlusion, g_intensity), 0.0, 1.0); gl_FragColor = vec4(vec3(occlusion), 1.0); +}*/ + +// This is a HBAO-Shader for OpenGL, based upon nvidias directX implementation +// supplied in their SampleSDK available from nvidia.com +// The slides describing the implementation is available at +// http://www.nvidia.co.uk/object/siggraph-2008-HBAO.html + +varying vec2 varTexcoord; + +uniform sampler2D depthTexture; +uniform sampler2D normalTexture; + +uniform float g_scale; +uniform float g_bias; +uniform float g_sample_rad; +uniform float g_intensity; +uniform float bufferWidth; +uniform float bufferHeight; + +const float PI = 3.14159265; + +const vec2 FocalLen = vec2(1.0, 1.0); +//const vec2 UVToViewA = vec2(1.0, 1.0); +//const vec2 UVToViewB = vec2(1.0, 1.0); + +const vec2 LinMAD = vec2(0.1-10.0, 0.1+10.0) / (2.0*0.1*10.0); + +const vec2 AORes = vec2(1024.0, 768.0); +const vec2 InvAORes = vec2(1.0/1024.0, 1.0/768.0); +const vec2 NoiseScale = vec2(1024.0, 768.0) / 4.0; + +const float AOStrength = 1.9; +const float R = 0.3; +const float R2 = 0.3*0.3; +const float NegInvR2 = - 1.0 / (0.3*0.3); +const float TanBias = tan(30.0 * PI / 180.0); +const float MaxRadiusPixels = 100.0; + +const int NumDirections = 6; +const int NumSamples = 4; + +float ViewSpaceZFromDepth(float d) +{ + // [0,1] -> [-1,1] clip space + d = d * 2.0 - 1.0; + + // Get view space Z + return -1.0 / (LinMAD.x * d + LinMAD.y); } +vec3 UVToViewSpace(vec2 uv, float z) +{ + //uv = UVToViewA * uv + UVToViewB; + return vec3(uv * z, z); +} + +vec3 GetViewPos(vec2 uv) +{ + float z = ViewSpaceZFromDepth(texture2D(depthTexture, uv).r); + return UVToViewSpace(uv, z); +} + +vec3 GetViewPosPoint(ivec2 uv) +{ + vec2 coord = vec2(gl_FragCoord.xy) + uv; + //float z = texelFetch(texture0, coord, 0).r; + float z = texture2D(depthTexture, uv).r; + return UVToViewSpace(uv, z); +} + +float TanToSin(float x) +{ + return x * inversesqrt(x*x + 1.0); +} + +float InvLength(vec2 V) +{ + return inversesqrt(dot(V,V)); +} + +float Tangent(vec3 V) +{ + return V.z * InvLength(V.xy); +} + +float BiasedTangent(vec3 V) +{ + return V.z * InvLength(V.xy) + TanBias; +} + +float Tangent(vec3 P, vec3 S) +{ + return -(P.z - S.z) * InvLength(S.xy - P.xy); +} + +float Length2(vec3 V) +{ + return dot(V,V); +} + +vec3 MinDiff(vec3 P, vec3 Pr, vec3 Pl) +{ + vec3 V1 = Pr - P; + vec3 V2 = P - Pl; + return (Length2(V1) < Length2(V2)) ? V1 : V2; +} + +vec2 SnapUVOffset(vec2 uv) +{ + return round(uv * AORes) * InvAORes; +} + +float Falloff(float d2) +{ + return d2 * NegInvR2 + 1.0f; +} + +float HorizonOcclusion( vec2 deltaUV, + vec3 P, + vec3 dPdu, + vec3 dPdv, + float randstep, + float numSamples) +{ + float ao = 0; + + // Offset the first coord with some noise + vec2 uv = varTexcoord + SnapUVOffset(randstep*deltaUV); + deltaUV = SnapUVOffset( deltaUV ); + + // Calculate the tangent vector + vec3 T = deltaUV.x * dPdu + deltaUV.y * dPdv; + + // Get the angle of the tangent vector from the viewspace axis + float tanH = BiasedTangent(T); + float sinH = TanToSin(tanH); + + float tanS; + float d2; + vec3 S; + + // Sample to find the maximum angle + for(float s = 1; s <= numSamples; ++s) + { + uv += deltaUV; + S = GetViewPos(uv); + tanS = Tangent(P, S); + d2 = Length2(S - P); + + // Is the sample within the radius and the angle greater? + if(d2 < R2 && tanS > tanH) + { + float sinS = TanToSin(tanS); + // Apply falloff based on the distance + ao += Falloff(d2) * (sinS - sinH); + + tanH = tanS; + sinH = sinS; + } + } + + return ao; +} + +vec2 RotateDirections(vec2 Dir, vec2 CosSin) +{ + return vec2(Dir.x*CosSin.x - Dir.y*CosSin.y, + Dir.x*CosSin.y + Dir.y*CosSin.x); +} + +void ComputeSteps(inout vec2 stepSizeUv, inout float numSteps, float rayRadiusPix, float rand) +{ + // Avoid oversampling if numSteps is greater than the kernel radius in pixels + numSteps = min(NumSamples, rayRadiusPix); + + // Divide by Ns+1 so that the farthest samples are not fully attenuated + float stepSizePix = rayRadiusPix / (numSteps + 1); + + // Clamp numSteps if it is greater than the max kernel footprint + float maxNumSteps = MaxRadiusPixels / stepSizePix; + if (maxNumSteps < numSteps) + { + // Use dithering to avoid AO discontinuities + numSteps = floor(maxNumSteps + rand); + numSteps = max(numSteps, 1); + stepSizePix = MaxRadiusPixels / numSteps; + } + + // Step size in uv space + stepSizeUv = stepSizePix * InvAORes; +} + +float getRandom(vec2 uv) { + return fract(sin(dot(uv.xy ,vec2(12.9898,78.233))) * 43758.5453); +} + +void main(void) +{ + float numDirections = NumDirections; + + vec3 P, Pr, Pl, Pt, Pb; + P = GetViewPos(varTexcoord); + + // Sample neighboring pixels + Pr = GetViewPos(varTexcoord + vec2( InvAORes.x, 0)); + Pl = GetViewPos(varTexcoord + vec2(-InvAORes.x, 0)); + Pt = GetViewPos(varTexcoord + vec2( 0, InvAORes.y)); + Pb = GetViewPos(varTexcoord + vec2( 0,-InvAORes.y)); + + // Calculate tangent basis vectors using the minimu difference + vec3 dPdu = MinDiff(P, Pr, Pl); + vec3 dPdv = MinDiff(P, Pt, Pb) * (AORes.y * InvAORes.x); + + // Get the random samples from the noise texture + vec3 random = vec3(getRandom(varTexcoord.xy), getRandom(varTexcoord.yx), getRandom(varTexcoord.xx)); + + // Calculate the projected size of the hemisphere + vec2 rayRadiusUV = 0.5 * R * FocalLen / -P.z; + float rayRadiusPix = rayRadiusUV.x * AORes.x; + + float ao = 1.0; + + // Make sure the radius of the evaluated hemisphere is more than a pixel + if(rayRadiusPix > 1.0) + { + ao = 0.0; + float numSteps; + vec2 stepSizeUV; + + // Compute the number of steps + ComputeSteps(stepSizeUV, numSteps, rayRadiusPix, random.z); + + float alpha = 2.0 * PI / numDirections; + + // Calculate the horizon occlusion of each direction + for(float d = 0; d < numDirections; ++d) + { + float theta = alpha * d; + + // Apply noise to the direction + vec2 dir = RotateDirections(vec2(cos(theta), sin(theta)), random.xy); + vec2 deltaUV = dir * stepSizeUV; + + // Sample the pixels along the direction + ao += HorizonOcclusion( deltaUV, + P, + dPdu, + dPdv, + random.z, + numSteps); + } + + // Average the results and produce the final AO + ao = 1.0 - ao / numDirections * AOStrength; + } + + //out_frag0 = vec2(ao, 30.0 * P.z); + gl_FragColor = vec4(vec3(ao), 1.0); +} \ No newline at end of file From 8b7ad9cfcbaa68ab360c0a7561e5af5da8ee3c6e Mon Sep 17 00:00:00 2001 From: Sam Gateau Date: Wed, 29 Jul 2015 17:13:48 -0700 Subject: [PATCH 10/15] merge with upstream --- interface/src/Application.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index 5845267f72..1dc2878008 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -1019,7 +1019,9 @@ void Application::paintGL() { // Back to the default framebuffer; gpu::Batch batch; batch.resetStages(); - // renderArgs._context->render(batch); + // TODO: Testing the water here, it is maybe not needed at all, + // i would like to keep it like that until we merge with DisplayPlugin + // renderArgs._context->render(batch); } void Application::runTests() { From ac46b2bd1733ba18fe6e1db99a1ee204c7408bdc Mon Sep 17 00:00:00 2001 From: samcake Date: Wed, 29 Jul 2015 17:38:23 -0700 Subject: [PATCH 11/15] Keep the resetstage in --- interface/src/Application.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index 1dc2878008..8f37174c18 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -1021,7 +1021,7 @@ void Application::paintGL() { batch.resetStages(); // TODO: Testing the water here, it is maybe not needed at all, // i would like to keep it like that until we merge with DisplayPlugin - // renderArgs._context->render(batch); + renderArgs._context->render(batch); } void Application::runTests() { From e32e45ed2b8faefc74c0f884d96eb9e1ee3a8865 Mon Sep 17 00:00:00 2001 From: samcake Date: Wed, 29 Jul 2015 18:06:46 -0700 Subject: [PATCH 12/15] make sure the writting mask is on for depth buffer --- interface/src/Application.cpp | 2 -- libraries/gpu/src/gpu/GLBackendOutput.cpp | 12 ++++++++++++ 2 files changed, 12 insertions(+), 2 deletions(-) diff --git a/interface/src/Application.cpp b/interface/src/Application.cpp index 8f37174c18..1c91f9282c 100644 --- a/interface/src/Application.cpp +++ b/interface/src/Application.cpp @@ -1019,8 +1019,6 @@ void Application::paintGL() { // Back to the default framebuffer; gpu::Batch batch; batch.resetStages(); - // TODO: Testing the water here, it is maybe not needed at all, - // i would like to keep it like that until we merge with DisplayPlugin renderArgs._context->render(batch); } diff --git a/libraries/gpu/src/gpu/GLBackendOutput.cpp b/libraries/gpu/src/gpu/GLBackendOutput.cpp index d57ef57d78..c898b4a843 100755 --- a/libraries/gpu/src/gpu/GLBackendOutput.cpp +++ b/libraries/gpu/src/gpu/GLBackendOutput.cpp @@ -209,10 +209,17 @@ void GLBackend::do_clearFramebuffer(Batch& batch, uint32 paramOffset) { int stencil = batch._params[paramOffset + 1]._int; int useScissor = batch._params[paramOffset + 0]._int; + bool restoreDepthMask = false; GLuint glmask = 0; if (masks & Framebuffer::BUFFER_STENCIL) { glClearStencil(stencil); glmask |= GL_STENCIL_BUFFER_BIT; + + bool cacheDepthMask = _pipeline._stateCache.depthTest.getWriteMask(); + if (!cacheDepthMask) { + restoreDepthMask = true; + glDepthMask(GL_TRUE); + } } if (masks & Framebuffer::BUFFER_DEPTH) { @@ -252,6 +259,11 @@ void GLBackend::do_clearFramebuffer(Batch& batch, uint32 paramOffset) { glDisable(GL_SCISSOR_TEST); } + // REstore write mask + if (restoreDepthMask) { + glDepthMask(GL_FALSE); + } + // Restore the color draw buffers only if a frmaebuffer is bound if (_output._framebuffer && !drawBuffers.empty()) { auto glFramebuffer = syncGPUObject(*_output._framebuffer); From 70d64a7777f90d6ae2afabc20348adfceb00e5e1 Mon Sep 17 00:00:00 2001 From: samcake Date: Wed, 29 Jul 2015 18:27:10 -0700 Subject: [PATCH 13/15] Really fixing the depth write mask issue on clear... --- libraries/gpu/src/gpu/GLBackendOutput.cpp | 16 +++++++++------- 1 file changed, 9 insertions(+), 7 deletions(-) diff --git a/libraries/gpu/src/gpu/GLBackendOutput.cpp b/libraries/gpu/src/gpu/GLBackendOutput.cpp index c898b4a843..d75d0cf521 100755 --- a/libraries/gpu/src/gpu/GLBackendOutput.cpp +++ b/libraries/gpu/src/gpu/GLBackendOutput.cpp @@ -209,11 +209,18 @@ void GLBackend::do_clearFramebuffer(Batch& batch, uint32 paramOffset) { int stencil = batch._params[paramOffset + 1]._int; int useScissor = batch._params[paramOffset + 0]._int; - bool restoreDepthMask = false; GLuint glmask = 0; if (masks & Framebuffer::BUFFER_STENCIL) { glClearStencil(stencil); glmask |= GL_STENCIL_BUFFER_BIT; + // TODO: we will probably need to also check the write mask of stencil like we do + // for depth buffer, but as would say a famous Fez owner "We'll cross that bridge when we come to it" + } + + bool restoreDepthMask = false; + if (masks & Framebuffer::BUFFER_DEPTH) { + glClearDepth(depth); + glmask |= GL_DEPTH_BUFFER_BIT; bool cacheDepthMask = _pipeline._stateCache.depthTest.getWriteMask(); if (!cacheDepthMask) { @@ -222,11 +229,6 @@ void GLBackend::do_clearFramebuffer(Batch& batch, uint32 paramOffset) { } } - if (masks & Framebuffer::BUFFER_DEPTH) { - glClearDepth(depth); - glmask |= GL_DEPTH_BUFFER_BIT; - } - std::vector drawBuffers; if (masks & Framebuffer::BUFFER_COLORS) { for (unsigned int i = 0; i < Framebuffer::MAX_NUM_RENDER_BUFFERS; i++) { @@ -259,7 +261,7 @@ void GLBackend::do_clearFramebuffer(Batch& batch, uint32 paramOffset) { glDisable(GL_SCISSOR_TEST); } - // REstore write mask + // Restore write mask meaning turn back off if (restoreDepthMask) { glDepthMask(GL_FALSE); } From 291e0e21ae858d09b53d05cbb1fc2dc19c7e306f Mon Sep 17 00:00:00 2001 From: Niraj Venkat Date: Wed, 29 Jul 2015 18:47:27 -0700 Subject: [PATCH 14/15] HBAO final implementation --- .../src/AmbientOcclusionEffect.cpp | 2 +- .../render-utils/src/ambient_occlusion.slf | 183 +++--------------- .../render-utils/src/occlusion_blend.slf | 7 +- 3 files changed, 34 insertions(+), 158 deletions(-) diff --git a/libraries/render-utils/src/AmbientOcclusionEffect.cpp b/libraries/render-utils/src/AmbientOcclusionEffect.cpp index f19fa6e18a..720f765ae4 100644 --- a/libraries/render-utils/src/AmbientOcclusionEffect.cpp +++ b/libraries/render-utils/src/AmbientOcclusionEffect.cpp @@ -164,7 +164,7 @@ const gpu::PipelinePointer& AmbientOcclusion::getBlendPipeline() { // Blend on transparent state->setBlendFunction(true, - gpu::State::SRC_COLOR, gpu::State::BLEND_OP_ADD, gpu::State::DEST_COLOR); + gpu::State::INV_SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::SRC_ALPHA); // Good to go add the brand new pipeline _blendPipeline.reset(gpu::Pipeline::create(program, state)); diff --git a/libraries/render-utils/src/ambient_occlusion.slf b/libraries/render-utils/src/ambient_occlusion.slf index 96aba989a8..f45fd9b6a0 100644 --- a/libraries/render-utils/src/ambient_occlusion.slf +++ b/libraries/render-utils/src/ambient_occlusion.slf @@ -17,99 +17,8 @@ <@include gpu/Transform.slh@> <$declareStandardTransform()$> -/* -varying vec2 varTexcoord; -uniform sampler2D depthTexture; -uniform sampler2D normalTexture; - -uniform float g_scale; -uniform float g_bias; -uniform float g_sample_rad; -uniform float g_intensity; -uniform float bufferWidth; -uniform float bufferHeight; - -#define SAMPLE_COUNT 4 - -float getRandom(vec2 uv) { - return fract(sin(dot(uv.xy ,vec2(12.9898,78.233))) * 43758.5453); -} - -void main(void) { - vec3 sampleKernel[4] = { vec3(0.2, 0.0, 0.0), - vec3(0.0, 0.2, 0.0), - vec3(0.0, 0.0, 0.2), - vec3(0.2, 0.2, 0.2) }; - - TransformCamera cam = getTransformCamera(); - TransformObject obj = getTransformObject(); - - vec3 eyeDir = vec3(0.0, 0.0, -3.0); - vec3 cameraPositionWorldSpace; - <$transformEyeToWorldDir(cam, eyeDir, cameraPositionWorldSpace)$> - - vec4 depthColor = texture2D(depthTexture, varTexcoord); - - // z in non linear range [0,1] - float depthVal = depthColor.r; - // conversion into NDC [-1,1] - float zNDC = depthVal * 2.0 - 1.0; - float n = 1.0; // the near plane - float f = 30.0; // the far plane - float l = -1.0; // left - float r = 1.0; // right - float b = -1.0; // bottom - float t = 1.0; // top - - // conversion into eye space - float zEye = 2*f*n / (zNDC*(f-n)-(f+n)); - // Converting from pixel coordinates to NDC - float xNDC = gl_FragCoord.x/bufferWidth * 2.0 - 1.0; - float yNDC = gl_FragCoord.y/bufferHeight * 2.0 - 1.0; - // Unprojecting X and Y from NDC to eye space - float xEye = -zEye*(xNDC*(r-l)+(r+l))/(2.0*n); - float yEye = -zEye*(yNDC*(t-b)+(t+b))/(2.0*n); - vec3 currentFragEyeSpace = vec3(xEye, yEye, zEye); - vec3 currentFragWorldSpace; - <$transformEyeToWorldDir(cam, currentFragEyeSpace, currentFragWorldSpace)$> - - vec3 cameraToPositionRay = normalize(currentFragWorldSpace - cameraPositionWorldSpace); - vec3 origin = cameraToPositionRay * depthVal + cameraPositionWorldSpace; - - vec3 normal = normalize(texture2D(normalTexture, varTexcoord).xyz); - //normal = normalize(normal * normalMatrix); - - vec3 rvec = vec3(getRandom(varTexcoord.xy), getRandom(varTexcoord.yx), getRandom(varTexcoord.xx)) * 2.0 - 1.0; - vec3 tangent = normalize(rvec - normal * dot(rvec, normal)); - vec3 bitangent = cross(normal, tangent); - mat3 tbn = mat3(tangent, bitangent, normal); - - float occlusion = 0.0; - - for (int i = 0; i < SAMPLE_COUNT; ++i) { - vec3 samplePos = origin + (tbn * sampleKernel[i]) * g_sample_rad; - vec4 offset = cam._projectionViewUntranslated * vec4(samplePos, 1.0); - - offset.xy = (offset.xy / offset.w) * 0.5 + 0.5; - float depth = length(samplePos - cameraPositionWorldSpace); - - float sampleDepthVal = texture2D(depthTexture, offset.xy).r; - - float rangeDelta = abs(depthVal - sampleDepthVal); - float rangeCheck = smoothstep(0.0, 1.0, g_sample_rad / rangeDelta); - - occlusion += rangeCheck * step(sampleDepthVal, depth); - } - - occlusion = 1.0 - occlusion / float(SAMPLE_COUNT); - occlusion = clamp(pow(occlusion, g_intensity), 0.0, 1.0); - gl_FragColor = vec4(vec3(occlusion), 1.0); -}*/ - -// This is a HBAO-Shader for OpenGL, based upon nvidias directX implementation -// supplied in their SampleSDK available from nvidia.com -// The slides describing the implementation is available at +// Based on NVidia HBAO implementation in D3D11 // http://www.nvidia.co.uk/object/siggraph-2008-HBAO.html varying vec2 varTexcoord; @@ -127,8 +36,6 @@ uniform float bufferHeight; const float PI = 3.14159265; const vec2 FocalLen = vec2(1.0, 1.0); -//const vec2 UVToViewA = vec2(1.0, 1.0); -//const vec2 UVToViewB = vec2(1.0, 1.0); const vec2 LinMAD = vec2(0.1-10.0, 0.1+10.0) / (2.0*0.1*10.0); @@ -141,13 +48,12 @@ const float R = 0.3; const float R2 = 0.3*0.3; const float NegInvR2 = - 1.0 / (0.3*0.3); const float TanBias = tan(30.0 * PI / 180.0); -const float MaxRadiusPixels = 100.0; +const float MaxRadiusPixels = 50.0; const int NumDirections = 6; const int NumSamples = 4; -float ViewSpaceZFromDepth(float d) -{ +float ViewSpaceZFromDepth(float d){ // [0,1] -> [-1,1] clip space d = d * 2.0 - 1.0; @@ -155,80 +61,62 @@ float ViewSpaceZFromDepth(float d) return -1.0 / (LinMAD.x * d + LinMAD.y); } -vec3 UVToViewSpace(vec2 uv, float z) -{ +vec3 UVToViewSpace(vec2 uv, float z){ //uv = UVToViewA * uv + UVToViewB; return vec3(uv * z, z); } -vec3 GetViewPos(vec2 uv) -{ +vec3 GetViewPos(vec2 uv){ float z = ViewSpaceZFromDepth(texture2D(depthTexture, uv).r); return UVToViewSpace(uv, z); } -vec3 GetViewPosPoint(ivec2 uv) -{ +vec3 GetViewPosPoint(ivec2 uv){ vec2 coord = vec2(gl_FragCoord.xy) + uv; //float z = texelFetch(texture0, coord, 0).r; float z = texture2D(depthTexture, uv).r; return UVToViewSpace(uv, z); } -float TanToSin(float x) -{ +float TanToSin(float x){ return x * inversesqrt(x*x + 1.0); } -float InvLength(vec2 V) -{ +float InvLength(vec2 V){ return inversesqrt(dot(V,V)); } -float Tangent(vec3 V) -{ +float Tangent(vec3 V){ return V.z * InvLength(V.xy); } -float BiasedTangent(vec3 V) -{ +float BiasedTangent(vec3 V){ return V.z * InvLength(V.xy) + TanBias; } -float Tangent(vec3 P, vec3 S) -{ +float Tangent(vec3 P, vec3 S){ return -(P.z - S.z) * InvLength(S.xy - P.xy); } -float Length2(vec3 V) -{ +float Length2(vec3 V){ return dot(V,V); } -vec3 MinDiff(vec3 P, vec3 Pr, vec3 Pl) -{ +vec3 MinDiff(vec3 P, vec3 Pr, vec3 Pl){ vec3 V1 = Pr - P; vec3 V2 = P - Pl; return (Length2(V1) < Length2(V2)) ? V1 : V2; } -vec2 SnapUVOffset(vec2 uv) -{ +vec2 SnapUVOffset(vec2 uv){ return round(uv * AORes) * InvAORes; } -float Falloff(float d2) -{ +float Falloff(float d2){ return d2 * NegInvR2 + 1.0f; } -float HorizonOcclusion( vec2 deltaUV, - vec3 P, - vec3 dPdu, - vec3 dPdv, - float randstep, - float numSamples) -{ +float HorizonOcclusion( vec2 deltaUV, vec3 P, vec3 dPdu, vec3 dPdv, float randstep, float numSamples){ float ao = 0; // Offset the first coord with some noise @@ -247,8 +135,7 @@ float HorizonOcclusion( vec2 deltaUV, vec3 S; // Sample to find the maximum angle - for(float s = 1; s <= numSamples; ++s) - { + for(float s = 1; s <= numSamples; ++s){ uv += deltaUV; S = GetViewPos(uv); tanS = Tangent(P, S); @@ -265,18 +152,14 @@ float HorizonOcclusion( vec2 deltaUV, sinH = sinS; } } - return ao; } -vec2 RotateDirections(vec2 Dir, vec2 CosSin) -{ - return vec2(Dir.x*CosSin.x - Dir.y*CosSin.y, - Dir.x*CosSin.y + Dir.y*CosSin.x); +vec2 RotateDirections(vec2 Dir, vec2 CosSin){ + return vec2(Dir.x*CosSin.x - Dir.y*CosSin.y, Dir.x*CosSin.y + Dir.y*CosSin.x); } -void ComputeSteps(inout vec2 stepSizeUv, inout float numSteps, float rayRadiusPix, float rand) -{ +void ComputeSteps(inout vec2 stepSizeUv, inout float numSteps, float rayRadiusPix, float rand){ // Avoid oversampling if numSteps is greater than the kernel radius in pixels numSteps = min(NumSamples, rayRadiusPix); @@ -297,28 +180,27 @@ void ComputeSteps(inout vec2 stepSizeUv, inout float numSteps, float rayRadiusPi stepSizeUv = stepSizePix * InvAORes; } -float getRandom(vec2 uv) { +float getRandom(vec2 uv){ return fract(sin(dot(uv.xy ,vec2(12.9898,78.233))) * 43758.5453); } -void main(void) -{ +void main(void){ float numDirections = NumDirections; vec3 P, Pr, Pl, Pt, Pb; - P = GetViewPos(varTexcoord); + P = GetViewPos(varTexcoord); // Sample neighboring pixels - Pr = GetViewPos(varTexcoord + vec2( InvAORes.x, 0)); - Pl = GetViewPos(varTexcoord + vec2(-InvAORes.x, 0)); - Pt = GetViewPos(varTexcoord + vec2( 0, InvAORes.y)); - Pb = GetViewPos(varTexcoord + vec2( 0,-InvAORes.y)); + Pr = GetViewPos(varTexcoord + vec2( InvAORes.x, 0)); + Pl = GetViewPos(varTexcoord + vec2(-InvAORes.x, 0)); + Pt = GetViewPos(varTexcoord + vec2( 0, InvAORes.y)); + Pb = GetViewPos(varTexcoord + vec2( 0,-InvAORes.y)); - // Calculate tangent basis vectors using the minimu difference + // Calculate tangent basis vectors using the minimum difference vec3 dPdu = MinDiff(P, Pr, Pl); vec3 dPdv = MinDiff(P, Pt, Pb) * (AORes.y * InvAORes.x); - // Get the random samples from the noise texture + // Get the random samples from the noise function vec3 random = vec3(getRandom(varTexcoord.xy), getRandom(varTexcoord.yx), getRandom(varTexcoord.xx)); // Calculate the projected size of the hemisphere @@ -328,8 +210,7 @@ void main(void) float ao = 1.0; // Make sure the radius of the evaluated hemisphere is more than a pixel - if(rayRadiusPix > 1.0) - { + if(rayRadiusPix > 1.0){ ao = 0.0; float numSteps; vec2 stepSizeUV; @@ -340,8 +221,7 @@ void main(void) float alpha = 2.0 * PI / numDirections; // Calculate the horizon occlusion of each direction - for(float d = 0; d < numDirections; ++d) - { + for(float d = 0; d < numDirections; ++d){ float theta = alpha * d; // Apply noise to the direction @@ -361,6 +241,5 @@ void main(void) ao = 1.0 - ao / numDirections * AOStrength; } - //out_frag0 = vec2(ao, 30.0 * P.z); gl_FragColor = vec4(vec3(ao), 1.0); } \ No newline at end of file diff --git a/libraries/render-utils/src/occlusion_blend.slf b/libraries/render-utils/src/occlusion_blend.slf index 965d806759..cdab624b95 100644 --- a/libraries/render-utils/src/occlusion_blend.slf +++ b/libraries/render-utils/src/occlusion_blend.slf @@ -21,9 +21,6 @@ uniform sampler2D blurredOcclusionTexture; void main(void) { vec4 occlusionColor = texture2D(blurredOcclusionTexture, varTexcoord); - if(occlusionColor.r > 0.8 && occlusionColor.r <= 1.0) { - gl_FragColor = vec4(vec3(0.0), 0.0); - } else { - gl_FragColor = vec4(vec3(occlusionColor.r), 1.0); - } + gl_FragColor = vec4(vec3(0.0), occlusionColor.r); + } From fa6d6a51230de1c91b8d2bf0ff29ddc5fe757603 Mon Sep 17 00:00:00 2001 From: Marcel Verhagen Date: Thu, 30 Jul 2015 15:08:02 +0200 Subject: [PATCH 15/15] Added the & references to the const variables --- libraries/fbx/src/FBXReader.cpp | 8 ++++---- libraries/fbx/src/FBXReader.h | 4 ++-- 2 files changed, 6 insertions(+), 6 deletions(-) diff --git a/libraries/fbx/src/FBXReader.cpp b/libraries/fbx/src/FBXReader.cpp index 69482a8c81..8b83acdca4 100644 --- a/libraries/fbx/src/FBXReader.cpp +++ b/libraries/fbx/src/FBXReader.cpp @@ -1455,7 +1455,7 @@ void buildModelMesh(ExtractedMesh& extracted) { } #endif // USE_MODEL_MESH -QByteArray fileOnUrl(const QByteArray filenameString,const QString url) { +QByteArray fileOnUrl(const QByteArray& filenameString, const QString& url) { QString path = QFileInfo(url).path(); QByteArray filename = filenameString; QFileInfo checkFile(path + "/" + filename.replace('\\', '/')); @@ -1469,7 +1469,7 @@ QByteArray fileOnUrl(const QByteArray filenameString,const QString url) { return filename; } -FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping, QString url, bool loadLightmaps, float lightmapLevel) { +FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping, const QString& url, bool loadLightmaps, float lightmapLevel) { QHash meshes; QHash modelIDsToNames; QHash meshIDsToMeshIndices; @@ -2722,12 +2722,12 @@ FBXGeometry extractFBXGeometry(const FBXNode& node, const QVariantHash& mapping, return geometry; } -FBXGeometry readFBX(const QByteArray& model, const QVariantHash& mapping, const QString url, bool loadLightmaps, float lightmapLevel) { +FBXGeometry readFBX(const QByteArray& model, const QVariantHash& mapping, const QString& url, bool loadLightmaps, float lightmapLevel) { QBuffer buffer(const_cast(&model)); buffer.open(QIODevice::ReadOnly); return readFBX(&buffer, mapping, url, loadLightmaps, lightmapLevel); } -FBXGeometry readFBX(QIODevice* device, const QVariantHash& mapping, const QString url, bool loadLightmaps, float lightmapLevel) { +FBXGeometry readFBX(QIODevice* device, const QVariantHash& mapping, const QString& url, bool loadLightmaps, float lightmapLevel) { return extractFBXGeometry(parseFBX(device), mapping, url, loadLightmaps, lightmapLevel); } diff --git a/libraries/fbx/src/FBXReader.h b/libraries/fbx/src/FBXReader.h index cf86c304ac..776b78b3bb 100644 --- a/libraries/fbx/src/FBXReader.h +++ b/libraries/fbx/src/FBXReader.h @@ -268,10 +268,10 @@ Q_DECLARE_METATYPE(FBXGeometry) /// Reads FBX geometry from the supplied model and mapping data. /// \exception QString if an error occurs in parsing -FBXGeometry readFBX(const QByteArray& model, const QVariantHash& mapping, const QString url = "", bool loadLightmaps = true, float lightmapLevel = 1.0f); +FBXGeometry readFBX(const QByteArray& model, const QVariantHash& mapping, const QString& url = "", bool loadLightmaps = true, float lightmapLevel = 1.0f); /// Reads FBX geometry from the supplied model and mapping data. /// \exception QString if an error occurs in parsing -FBXGeometry readFBX(QIODevice* device, const QVariantHash& mapping, const QString url = "", bool loadLightmaps = true, float lightmapLevel = 1.0f); +FBXGeometry readFBX(QIODevice* device, const QVariantHash& mapping, const QString& url = "", bool loadLightmaps = true, float lightmapLevel = 1.0f); #endif // hifi_FBXReader_h