Clean up the includes in gpu, make the skybox shader works

This commit is contained in:
samcake 2015-05-06 12:12:54 -07:00
parent 50012ee9de
commit 06e1330e42
14 changed files with 572 additions and 560 deletions

View file

@ -27,6 +27,8 @@ typedef short int16;
typedef unsigned char uint8;
typedef char int8;
typedef unsigned char Byte;
typedef uint32 Offset;
typedef glm::mat4 Mat4;
@ -182,18 +184,18 @@ public:
uint8 _type : 4;
};
enum ComparisonFunction {
NEVER = 0,
LESS,
EQUAL,
LESS_EQUAL,
GREATER,
NOT_EQUAL,
GREATER_EQUAL,
ALWAYS,
NUM_COMPARISON_FUNCS,
enum ComparisonFunction {
NEVER = 0,
LESS,
EQUAL,
LESS_EQUAL,
GREATER,
NOT_EQUAL,
GREATER_EQUAL,
ALWAYS,
NUM_COMPARISON_FUNCS,
};
};

View file

@ -297,7 +297,7 @@ GLBackend::GLTexture* GLBackend::syncGPUObject(const Texture& texture) {
if (needUpdate) {
if (texture.isStoredMipAvailable(0)) {
Texture::PixelsPointer mip = texture.accessStoredMip(0);
const GLvoid* bytes = mip->_sysmem.read<Resource::Byte>();
const GLvoid* bytes = mip->_sysmem.read<Byte>();
Element srcFormat = mip->_format;
GLTexelFormat texelFormat = GLTexelFormat::evalGLTexelFormat(texture.getTexelFormat(), srcFormat);
@ -328,7 +328,7 @@ GLBackend::GLTexture* GLBackend::syncGPUObject(const Texture& texture) {
if (texture.isStoredMipAvailable(0)) {
Texture::PixelsPointer mip = texture.accessStoredMip(0);
bytes = mip->_sysmem.read<Resource::Byte>();
bytes = mip->_sysmem.read<Byte>();
srcFormat = mip->_format;
object->_contentStamp = texture.getDataStamp();
@ -386,7 +386,7 @@ GLBackend::GLTexture* GLBackend::syncGPUObject(const Texture& texture) {
glBindTexture(GL_TEXTURE_CUBE_MAP, object->_texture);
for (int f = 0; f < NUM_FACES; f++) {
glTexSubImage2D(FACE_LAYOUT[f], 0, texelFormat.internalFormat, width, width, 0,
texelFormat.format, texelFormat.type, (GLvoid*) (mip->_sysmem.read<Resource::Byte>() + f * faceSize));
texelFormat.format, texelFormat.type, (GLvoid*) (mip->_sysmem.read<Byte>() + f * faceSize));
}
if (texture.isAutogenerateMips()) {
@ -404,7 +404,7 @@ GLBackend::GLTexture* GLBackend::syncGPUObject(const Texture& texture) {
object->_contentStamp = texture.getDataStamp();
}
} else {
const gpu::Resource::Byte* bytes = 0;
const gpu::Byte* bytes = 0;
Element srcFormat = texture.getTexelFormat();
uint16 width = texture.getWidth();
int faceSize = 0;
@ -412,7 +412,7 @@ GLBackend::GLTexture* GLBackend::syncGPUObject(const Texture& texture) {
if (texture.isStoredMipAvailable(0)) {
Texture::PixelsPointer mip = texture.accessStoredMip(0);
bytes = mip->_sysmem.read<Resource::Byte>();
bytes = mip->_sysmem.read<Byte>();
srcFormat = mip->_format;
faceSize = mip->_sysmem.getSize() / NUM_FACES;

View file

@ -26,7 +26,6 @@ namespace gpu {
class Resource {
public:
typedef unsigned char Byte;
typedef unsigned int Size;
static const Size NOT_ALLOCATED = -1;

View file

@ -1,24 +1,25 @@
//
// Texture.h
// libraries/gpu/src/gpu
//
// Created by Sam Gateau on 1/16/2015.
// 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_Texture_h
#define hifi_gpu_Texture_h
#include "Resource.h"
#include <memory>
namespace gpu {
class Sampler {
public:
//
// Texture.h
// libraries/gpu/src/gpu
//
// Created by Sam Gateau on 1/16/2015.
// 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_Texture_h
#define hifi_gpu_Texture_h
#include "Resource.h"
#include <algorithm> //min max
namespace gpu {
class Sampler {
public:
enum Filter {
FILTER_MIN_MAG_POINT, // top mip only
FILTER_MIN_POINT_MAG_LINEAR, // top mip only
@ -46,7 +47,7 @@ public:
WRAP_MIRROR_ONCE,
NUM_WRAP_MODES
};
};
static const uint8 MAX_MIP_LEVEL = 0xFF;
@ -92,273 +93,273 @@ public:
uint8 getMaxMip() const { return _desc._maxMip; }
protected:
Desc _desc;
};
class Texture : public Resource {
public:
class Pixels {
public:
Pixels() {}
Pixels(const Pixels& pixels) = default;
Pixels(const Element& format, Size size, const Byte* bytes);
~Pixels();
Sysmem _sysmem;
Element _format;
bool _isGPULoaded;
};
typedef std::shared_ptr< Pixels > PixelsPointer;
class Storage {
public:
Storage() {}
virtual ~Storage() {}
virtual void reset();
virtual PixelsPointer editMip(uint16 level);
virtual const PixelsPointer getMip(uint16 level) const;
virtual Stamp getStamp(uint16 level) const;
virtual bool allocateMip(uint16 level);
virtual bool assignMipData(uint16 level, const Element& format, Size size, const Byte* bytes);
virtual bool isMipAvailable(uint16 level) const;
virtual void notifyGPULoaded(uint16 level) const;
protected:
Texture* _texture;
std::vector<PixelsPointer> _mips;
virtual void assignTexture(Texture* tex);
friend class Texture;
};
enum Type {
TEX_1D = 0,
TEX_2D,
TEX_3D,
TEX_CUBE,
NUM_TYPES,
};
static Texture* create1D(const Element& texelFormat, uint16 width, const Sampler& sampler = Sampler());
static Texture* create2D(const Element& texelFormat, uint16 width, uint16 height, const Sampler& sampler = Sampler());
static Texture* create3D(const Element& texelFormat, uint16 width, uint16 height, uint16 depth, const Sampler& sampler = Sampler());
static Texture* createCube(const Element& texelFormat, uint16 width, const Sampler& sampler = Sampler());
static Texture* createFromStorage(Storage* storage);
Texture(const Texture& buf); // deep copy of the sysmem texture
Texture& operator=(const Texture& buf); // deep copy of the sysmem texture
~Texture();
Stamp getStamp() const { return _stamp; }
Stamp getDataStamp(uint16 level = 0) const { return _storage->getStamp(level); }
// The size in bytes of data stored in the texture
Size getSize() const { return _size; }
// Resize, unless auto mips mode would destroy all the sub mips
Size resize1D(uint16 width, uint16 numSamples);
Size resize2D(uint16 width, uint16 height, uint16 numSamples);
Size resize3D(uint16 width, uint16 height, uint16 depth, uint16 numSamples);
Size resizeCube(uint16 width, uint16 numSamples);
// Reformat, unless auto mips mode would destroy all the sub mips
Size reformat(const Element& texelFormat);
// Size and format
Type getType() const { return _type; }
bool isColorRenderTarget() const;
bool isDepthStencilRenderTarget() const;
const Element& getTexelFormat() const { return _texelFormat; }
bool hasBorder() const { return false; }
uint16 getWidth() const { return _width; }
uint16 getHeight() const { return _height; }
uint16 getDepth() const { return _depth; }
uint32 getRowPitch() const { return getWidth() * getTexelFormat().getSize(); }
// The number of faces is mostly used for cube map, and maybe for stereo ? otherwise it's 1
// For cube maps, this means the pixels of the different faces are supposed to be packed back to back in a mip
// as if the height was NUM_FACES time bigger.
static uint8 NUM_FACES_PER_TYPE[NUM_TYPES];
uint8 getNumFaces() const { return NUM_FACES_PER_TYPE[getType()]; }
uint32 getNumTexels() const { return _width * _height * _depth * getNumFaces(); }
uint16 getNumSlices() const { return _numSlices; }
uint16 getNumSamples() const { return _numSamples; }
// NumSamples can only have certain values based on the hw
static uint16 evalNumSamplesUsed(uint16 numSamplesTried);
// Mips size evaluation
// The number mips that a dimension could haves
// = 1 + log2(size)
static uint16 evalDimNumMips(uint16 size);
// The number mips that the texture could have if all existed
// = 1 + log2(max(width, height, depth))
uint16 evalNumMips() const;
// Eval the size that the mips level SHOULD have
// not the one stored in the Texture
uint16 evalMipWidth(uint16 level) const { return std::max(_width >> level, 1); }
uint16 evalMipHeight(uint16 level) const { return std::max(_height >> level, 1); }
uint16 evalMipDepth(uint16 level) const { return std::max(_depth >> level, 1); }
uint32 evalMipNumTexels(uint16 level) const { return evalMipWidth(level) * evalMipHeight(level) * evalMipDepth(level) * getNumFaces(); }
uint32 evalMipSize(uint16 level) const { return evalMipNumTexels(level) * getTexelFormat().getSize(); }
uint32 evalStoredMipSize(uint16 level, const Element& format) const { return evalMipNumTexels(level) * format.getSize(); }
uint32 evalTotalSize() const {
uint32 size = 0;
uint16 minMipLevel = 0;
uint16 maxMipLevel = maxMip();
for (uint16 l = minMipLevel; l <= maxMipLevel; l++) {
size += evalMipSize(l);
}
return size * getNumSlices();
}
// max mip is in the range [ 1 if no sub mips, log2(max(width, height, depth))]
// if autoGenerateMip is on => will provide the maxMIp level specified
// else provide the deepest mip level provided through assignMip
uint16 maxMip() const;
// Generate the mips automatically
// But the sysmem version is not available
// Only works for the standard formats
// Specify the maximum Mip level available
// 0 is the default one
// 1 is the first level
// ...
// nbMips - 1 is the last mip level
//
// If -1 then all the mips are generated
//
// Return the totalnumber of mips that will be available
uint16 autoGenerateMips(uint16 maxMip);
bool isAutogenerateMips() const { return _autoGenerateMips; }
// Managing Storage and mips
// Manually allocate the mips down until the specified maxMip
// this is just allocating the sysmem version of it
// in case autoGen is on, this doesn't allocate
// Explicitely assign mip data for a certain level
// If Bytes is NULL then simply allocate the space so mip sysmem can be accessed
bool assignStoredMip(uint16 level, const Element& format, Size size, const Byte* bytes);
// Access the the sub mips
bool isStoredMipAvailable(uint16 level) const { return _storage->isMipAvailable(level); }
const PixelsPointer accessStoredMip(uint16 level) const { return _storage->getMip(level); }
void notifyGPULoaded(uint16 level) const { return _storage->notifyGPULoaded(level); }
// access sizes for the stored mips
uint16 getStoredMipWidth(uint16 level) const;
uint16 getStoredMipHeight(uint16 level) const;
uint16 getStoredMipDepth(uint16 level) const;
uint32 getStoredMipNumTexels(uint16 level) const;
uint32 getStoredMipSize(uint16 level) const;
bool isDefined() const { return _defined; }
// Own sampler
void setSampler(const Sampler& sampler);
const Sampler& getSampler() const { return _sampler; }
Stamp getSamplerStamp() const { return _samplerStamp; }
protected:
std::unique_ptr< Storage > _storage;
Stamp _stamp = 0;
Sampler _sampler;
Stamp _samplerStamp;
uint32 _size = 0;
Element _texelFormat;
uint16 _width = 1;
uint16 _height = 1;
uint16 _depth = 1;
uint16 _numSamples = 1;
uint16 _numSlices = 1;
uint16 _maxMip = 0;
Type _type = TEX_1D;
bool _autoGenerateMips = false;
bool _defined = false;
static Texture* create(Type type, const Element& texelFormat, uint16 width, uint16 height, uint16 depth, uint16 numSamples, uint16 numSlices, const Sampler& sampler);
Texture();
Size resize(Type type, const Element& texelFormat, uint16 width, uint16 height, uint16 depth, uint16 numSamples, uint16 numSlices);
// This shouldn't be used by anything else than the Backend class with the proper casting.
mutable GPUObject* _gpuObject = NULL;
void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; }
GPUObject* getGPUObject() const { return _gpuObject; }
friend class Backend;
};
typedef std::shared_ptr<Texture> TexturePointer;
typedef std::vector< TexturePointer > Textures;
// TODO: For now TextureView works with Buffer as a place holder for the Texture.
// The overall logic should be about the same except that the Texture will be a real GL Texture under the hood
class TextureView {
public:
typedef Resource::Size Size;
TexturePointer _texture = TexturePointer(NULL);
uint16 _subresource = 0;
Element _element = Element(gpu::VEC4, gpu::UINT8, gpu::RGBA);
TextureView() {};
TextureView(const Element& element) :
_element(element)
{};
// create the TextureView and own the Texture
TextureView(Texture* newTexture, const Element& element) :
_texture(newTexture),
_subresource(0),
_element(element)
{};
TextureView(const TexturePointer& texture, uint16 subresource, const Element& element) :
_texture(texture),
_subresource(subresource),
_element(element)
{};
TextureView(const TexturePointer& texture, uint16 subresource) :
_texture(texture),
_subresource(subresource)
{};
~TextureView() {}
TextureView(const TextureView& view) = default;
TextureView& operator=(const TextureView& view) = default;
explicit operator bool() const { return bool(_texture); }
bool operator !() const { return (!_texture); }
};
typedef std::vector<TextureView> TextureViews;
};
#endif
Desc _desc;
};
class Texture : public Resource {
public:
class Pixels {
public:
Pixels() {}
Pixels(const Pixels& pixels) = default;
Pixels(const Element& format, Size size, const Byte* bytes);
~Pixels();
Sysmem _sysmem;
Element _format;
bool _isGPULoaded;
};
typedef std::shared_ptr< Pixels > PixelsPointer;
class Storage {
public:
Storage() {}
virtual ~Storage() {}
virtual void reset();
virtual PixelsPointer editMip(uint16 level);
virtual const PixelsPointer getMip(uint16 level) const;
virtual Stamp getStamp(uint16 level) const;
virtual bool allocateMip(uint16 level);
virtual bool assignMipData(uint16 level, const Element& format, Size size, const Byte* bytes);
virtual bool isMipAvailable(uint16 level) const;
virtual void notifyGPULoaded(uint16 level) const;
protected:
Texture* _texture;
std::vector<PixelsPointer> _mips;
virtual void assignTexture(Texture* tex);
friend class Texture;
};
enum Type {
TEX_1D = 0,
TEX_2D,
TEX_3D,
TEX_CUBE,
NUM_TYPES,
};
static Texture* create1D(const Element& texelFormat, uint16 width, const Sampler& sampler = Sampler());
static Texture* create2D(const Element& texelFormat, uint16 width, uint16 height, const Sampler& sampler = Sampler());
static Texture* create3D(const Element& texelFormat, uint16 width, uint16 height, uint16 depth, const Sampler& sampler = Sampler());
static Texture* createCube(const Element& texelFormat, uint16 width, const Sampler& sampler = Sampler());
static Texture* createFromStorage(Storage* storage);
Texture(const Texture& buf); // deep copy of the sysmem texture
Texture& operator=(const Texture& buf); // deep copy of the sysmem texture
~Texture();
Stamp getStamp() const { return _stamp; }
Stamp getDataStamp(uint16 level = 0) const { return _storage->getStamp(level); }
// The size in bytes of data stored in the texture
Size getSize() const { return _size; }
// Resize, unless auto mips mode would destroy all the sub mips
Size resize1D(uint16 width, uint16 numSamples);
Size resize2D(uint16 width, uint16 height, uint16 numSamples);
Size resize3D(uint16 width, uint16 height, uint16 depth, uint16 numSamples);
Size resizeCube(uint16 width, uint16 numSamples);
// Reformat, unless auto mips mode would destroy all the sub mips
Size reformat(const Element& texelFormat);
// Size and format
Type getType() const { return _type; }
bool isColorRenderTarget() const;
bool isDepthStencilRenderTarget() const;
const Element& getTexelFormat() const { return _texelFormat; }
bool hasBorder() const { return false; }
uint16 getWidth() const { return _width; }
uint16 getHeight() const { return _height; }
uint16 getDepth() const { return _depth; }
uint32 getRowPitch() const { return getWidth() * getTexelFormat().getSize(); }
// The number of faces is mostly used for cube map, and maybe for stereo ? otherwise it's 1
// For cube maps, this means the pixels of the different faces are supposed to be packed back to back in a mip
// as if the height was NUM_FACES time bigger.
static uint8 NUM_FACES_PER_TYPE[NUM_TYPES];
uint8 getNumFaces() const { return NUM_FACES_PER_TYPE[getType()]; }
uint32 getNumTexels() const { return _width * _height * _depth * getNumFaces(); }
uint16 getNumSlices() const { return _numSlices; }
uint16 getNumSamples() const { return _numSamples; }
// NumSamples can only have certain values based on the hw
static uint16 evalNumSamplesUsed(uint16 numSamplesTried);
// Mips size evaluation
// The number mips that a dimension could haves
// = 1 + log2(size)
static uint16 evalDimNumMips(uint16 size);
// The number mips that the texture could have if all existed
// = 1 + log2(max(width, height, depth))
uint16 evalNumMips() const;
// Eval the size that the mips level SHOULD have
// not the one stored in the Texture
uint16 evalMipWidth(uint16 level) const { return std::max(_width >> level, 1); }
uint16 evalMipHeight(uint16 level) const { return std::max(_height >> level, 1); }
uint16 evalMipDepth(uint16 level) const { return std::max(_depth >> level, 1); }
uint32 evalMipNumTexels(uint16 level) const { return evalMipWidth(level) * evalMipHeight(level) * evalMipDepth(level) * getNumFaces(); }
uint32 evalMipSize(uint16 level) const { return evalMipNumTexels(level) * getTexelFormat().getSize(); }
uint32 evalStoredMipSize(uint16 level, const Element& format) const { return evalMipNumTexels(level) * format.getSize(); }
uint32 evalTotalSize() const {
uint32 size = 0;
uint16 minMipLevel = 0;
uint16 maxMipLevel = maxMip();
for (uint16 l = minMipLevel; l <= maxMipLevel; l++) {
size += evalMipSize(l);
}
return size * getNumSlices();
}
// max mip is in the range [ 1 if no sub mips, log2(max(width, height, depth))]
// if autoGenerateMip is on => will provide the maxMIp level specified
// else provide the deepest mip level provided through assignMip
uint16 maxMip() const;
// Generate the mips automatically
// But the sysmem version is not available
// Only works for the standard formats
// Specify the maximum Mip level available
// 0 is the default one
// 1 is the first level
// ...
// nbMips - 1 is the last mip level
//
// If -1 then all the mips are generated
//
// Return the totalnumber of mips that will be available
uint16 autoGenerateMips(uint16 maxMip);
bool isAutogenerateMips() const { return _autoGenerateMips; }
// Managing Storage and mips
// Manually allocate the mips down until the specified maxMip
// this is just allocating the sysmem version of it
// in case autoGen is on, this doesn't allocate
// Explicitely assign mip data for a certain level
// If Bytes is NULL then simply allocate the space so mip sysmem can be accessed
bool assignStoredMip(uint16 level, const Element& format, Size size, const Byte* bytes);
// Access the the sub mips
bool isStoredMipAvailable(uint16 level) const { return _storage->isMipAvailable(level); }
const PixelsPointer accessStoredMip(uint16 level) const { return _storage->getMip(level); }
void notifyGPULoaded(uint16 level) const { return _storage->notifyGPULoaded(level); }
// access sizes for the stored mips
uint16 getStoredMipWidth(uint16 level) const;
uint16 getStoredMipHeight(uint16 level) const;
uint16 getStoredMipDepth(uint16 level) const;
uint32 getStoredMipNumTexels(uint16 level) const;
uint32 getStoredMipSize(uint16 level) const;
bool isDefined() const { return _defined; }
// Own sampler
void setSampler(const Sampler& sampler);
const Sampler& getSampler() const { return _sampler; }
Stamp getSamplerStamp() const { return _samplerStamp; }
protected:
std::unique_ptr< Storage > _storage;
Stamp _stamp = 0;
Sampler _sampler;
Stamp _samplerStamp;
uint32 _size = 0;
Element _texelFormat;
uint16 _width = 1;
uint16 _height = 1;
uint16 _depth = 1;
uint16 _numSamples = 1;
uint16 _numSlices = 1;
uint16 _maxMip = 0;
Type _type = TEX_1D;
bool _autoGenerateMips = false;
bool _defined = false;
static Texture* create(Type type, const Element& texelFormat, uint16 width, uint16 height, uint16 depth, uint16 numSamples, uint16 numSlices, const Sampler& sampler);
Texture();
Size resize(Type type, const Element& texelFormat, uint16 width, uint16 height, uint16 depth, uint16 numSamples, uint16 numSlices);
// This shouldn't be used by anything else than the Backend class with the proper casting.
mutable GPUObject* _gpuObject = NULL;
void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; }
GPUObject* getGPUObject() const { return _gpuObject; }
friend class Backend;
};
typedef std::shared_ptr<Texture> TexturePointer;
typedef std::vector< TexturePointer > Textures;
// TODO: For now TextureView works with Buffer as a place holder for the Texture.
// The overall logic should be about the same except that the Texture will be a real GL Texture under the hood
class TextureView {
public:
typedef Resource::Size Size;
TexturePointer _texture = TexturePointer(NULL);
uint16 _subresource = 0;
Element _element = Element(gpu::VEC4, gpu::UINT8, gpu::RGBA);
TextureView() {};
TextureView(const Element& element) :
_element(element)
{};
// create the TextureView and own the Texture
TextureView(Texture* newTexture, const Element& element) :
_texture(newTexture),
_subresource(0),
_element(element)
{};
TextureView(const TexturePointer& texture, uint16 subresource, const Element& element) :
_texture(texture),
_subresource(subresource),
_element(element)
{};
TextureView(const TexturePointer& texture, uint16 subresource) :
_texture(texture),
_subresource(subresource)
{};
~TextureView() {}
TextureView(const TextureView& view) = default;
TextureView& operator=(const TextureView& view) = default;
explicit operator bool() const { return bool(_texture); }
bool operator !() const { return (!_texture); }
};
typedef std::vector<TextureView> TextureViews;
};
#endif

View file

@ -127,13 +127,13 @@ TransformCamera getTransformCamera() {
<$worldDir$> = vec3(<$cameraTransform$>._viewInverse * vec4(<$eyeDir$>.xyz, 0.0));
}
<@else@>
<$worldDir$> = vec3(gl_ModelViewMatrixInverseTranspose * vec4(<$eyeDir$>.xyz, 0.0));
<$worldDir$> = vec3(gl_ModelViewMatrixInverse * vec4(<$eyeDir$>.xyz, 0.0));
<@endif@>
<@endfunc@>
<@func transformClipToEyeDir(cameraTransform, clipPos, eyeDir)@>
<@if GPU_TRANSFORM_PROFILE == GPU_CORE@>
{ // transformClipToEyedDir
{ // transformClipToEyeDir
<$eyeDir$> = vec3(<$cameraTransform$>._projectionInverse * vec4(<$clipPos$>.xyz, 1.0));
}
<@else@>

View file

@ -18,7 +18,7 @@ Light::Light() :
_transform() {
// only if created from nothing shall we create the Buffer to store the properties
Schema schema;
_schemaBuffer = gpu::BufferView(new gpu::Buffer(sizeof(Schema), (const gpu::Buffer::Byte*) &schema));
_schemaBuffer = gpu::BufferView(new gpu::Buffer(sizeof(Schema), (const gpu::Byte*) &schema));
}
Light::Light(const Light& light) :

View file

@ -20,7 +20,7 @@ Material::Material() :
// only if created from nothing shall we create the Buffer to store the properties
Schema schema;
_schemaBuffer = gpu::BufferView(new gpu::Buffer(sizeof(Schema), (const gpu::Buffer::Byte*) &schema));
_schemaBuffer = gpu::BufferView(new gpu::Buffer(sizeof(Schema), (const gpu::Byte*) &schema));
}

View file

@ -17,26 +17,26 @@
#include "skybox_vert.h"
#include "skybox_frag.h"
using namespace model;
Skybox::Skybox() {
_cubemap.reset( gpu::Texture::createCube(gpu::Element::COLOR_RGBA_32, 1));
unsigned char texels[] = {
255, 0, 0, 255,
0, 255, 255, 255,
0, 0, 255, 255,
255, 255, 0, 255,
0, 255, 0, 255,
255, 0, 255, 255,
};
_cubemap->assignStoredMip(0, gpu::Element::COLOR_RGBA_32, sizeof(texels), texels);
}
void Skybox::setColor(const Color& color) {
_color = color;
}
using namespace model;
Skybox::Skybox() {
_cubemap.reset( gpu::Texture::createCube(gpu::Element::COLOR_RGBA_32, 1));
unsigned char texels[] = {
255, 0, 0, 255,
0, 255, 255, 255,
0, 0, 255, 255,
255, 255, 0, 255,
0, 255, 0, 255,
255, 0, 255, 255,
};
_cubemap->assignStoredMip(0, gpu::Element::COLOR_RGBA_32, sizeof(texels), texels);
}
void Skybox::setColor(const Color& color) {
_color = color;
}
void Skybox::setCubemap(const gpu::TexturePointer& cubemap) {
_cubemap = cubemap;
}
@ -44,23 +44,32 @@ void Skybox::setCubemap(const gpu::TexturePointer& cubemap) {
void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Skybox& skybox) {
if (skybox.getCubemap()) {
static gpu::PipelinePointer thePipeline;
if (!thePipeline) {
auto skyVS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(Skybox_vert)));
auto skyFS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(Skybox_frag)));
auto skyShader = gpu::ShaderPointer(gpu::Shader::createProgram(skyVS, skyFS));
gpu::Shader::BindingSet bindings;
bindings.insert(gpu::Shader::Binding(std::string("cubeMap"), 0));
if (!gpu::Shader::makeProgram(*skyShader, bindings)) {
}
auto skyState = gpu::StatePointer(new gpu::State());
static gpu::PipelinePointer thePipeline;
static gpu::BufferPointer theBuffer;
static gpu::Stream::FormatPointer theFormat;
if (!thePipeline) {
auto skyVS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(Skybox_vert)));
auto skyFS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(Skybox_frag)));
auto skyShader = gpu::ShaderPointer(gpu::Shader::createProgram(skyVS, skyFS));
gpu::Shader::BindingSet bindings;
bindings.insert(gpu::Shader::Binding(std::string("cubeMap"), 0));
if (!gpu::Shader::makeProgram(*skyShader, bindings)) {
}
auto skyState = gpu::StatePointer(new gpu::State());
thePipeline = gpu::PipelinePointer(gpu::Pipeline::create(skyShader, skyState));
const float CLIP = 1.0;
const glm::vec2 vertices[4] = { {-CLIP, -CLIP}, {CLIP, -CLIP}, {-CLIP, CLIP}, {CLIP, CLIP}};
theBuffer.reset(new gpu::Buffer(sizeof(vertices), (const gpu::Byte*) vertices));
theFormat.reset(new gpu::Stream::Format());
theFormat->setAttribute(gpu::Stream::POSITION, gpu::Stream::POSITION, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::XYZ));
}
glm::mat4 projMat;
@ -71,7 +80,10 @@ void Skybox::render(gpu::Batch& batch, const ViewFrustum& viewFrustum, const Sky
batch.setProjectionTransform(projMat);
batch.setViewTransform(viewTransform);
batch.setModelTransform(Transform()); // only for Mac
batch.setPipeline(thePipeline);
batch.setInputBuffer(gpu::Stream::POSITION, theBuffer, 0, 8);
batch.setInputFormat(theFormat);
batch.setUniformTexture(0, skybox.getCubemap());
batch.draw(gpu::TRIANGLE_STRIP, 4);
} else {

View file

@ -18,7 +18,7 @@ varying vec3 color;
void main(void) {
vec4 texel = texture(cubeMap, normalize(normal));
vec4 texel = textureCube(cubeMap, normalize(normal));
gl_FragData[0] = texel;
// gl_FragData[0] = vec4(normal, 1.0);
}

View file

@ -20,9 +20,7 @@ varying vec2 texcoord;
varying vec3 color;
void main(void) {
const float CLIP = 1.0;
const vec2 vertices[4] = vec2[4](vec2(-CLIP, -CLIP), vec2(CLIP, -CLIP), vec2(-CLIP, CLIP), vec2(CLIP, CLIP));
texcoord = vertices[gl_VertexID];
texcoord = gl_Vertex.xy;
// pass along the diffuse color
color = vec3(texcoord, 0.0);

View file

@ -138,7 +138,7 @@ void EarthSunModel::setSunLongitude(float lon) {
Atmosphere::Atmosphere() {
// only if created from nothing shall we create the Buffer to store the properties
Data data;
_dataBuffer = gpu::BufferView(new gpu::Buffer(sizeof(Data), (const gpu::Buffer::Byte*) &data));
_dataBuffer = gpu::BufferView(new gpu::Buffer(sizeof(Data), (const gpu::Byte*) &data));
setScatteringWavelength(_scatteringWavelength);
setRayleighScattering(_rayleighScattering);
@ -246,7 +246,7 @@ void SunSkyStage::setOriginLocation(float longitude, float latitude, float altit
invalidate();
}
void SunSkyStage::setSunModelEnable(bool isEnabled) {
void SunSkyStage::setSunModelEnable(bool isEnabled) {
_sunModelEnable = isEnabled;
invalidate();
}
@ -261,7 +261,7 @@ void SunSkyStage::setSunAmbientIntensity(float intensity) {
_sunLight->setAmbientIntensity(intensity);
}
void SunSkyStage::setSunDirection(const Vec3& direction) {
void SunSkyStage::setSunDirection(const Vec3& direction) {
if (!isSunModelEnabled()) {
_sunLight->setDirection(direction);
}

View file

@ -1,27 +1,27 @@
//
// Stage.h
// libraries/model/src/model
//
// Created by Sam Gateau on 2/24/2015.
// 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_model_Stage_h
#define hifi_model_Stage_h
#include "gpu/Pipeline.h"
#include "Light.h"
#include "Skybox.h"
namespace model {
//
// Stage.h
// libraries/model/src/model
//
// Created by Sam Gateau on 2/24/2015.
// 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_model_Stage_h
#define hifi_model_Stage_h
#include "gpu/Pipeline.h"
#include "Light.h"
#include "Skybox.h"
namespace model {
typedef glm::dvec3 Vec3d;
typedef glm::dvec4 Vec4d;
typedef glm::dmat4 Mat4d;
typedef glm::mat4 Mat4;
typedef glm::mat4 Mat4;
class EarthSunModel {
public:
@ -100,40 +100,40 @@ protected:
void updateSun() const;
mutable bool _invalid = true;
void invalidate() const { _invalid = true; }
void invalidate() const { _invalid = true; }
void valid() const { if (_invalid) { updateAll(); _invalid = false; } }
void updateAll() const;
static Mat4d evalWorldToGeoLocationMat(double longitude, double latitude, double altitude, double scale);
};
class Atmosphere {
public:
Atmosphere();
Atmosphere(const Atmosphere& atmosphere);
Atmosphere& operator= (const Atmosphere& atmosphere);
virtual ~Atmosphere() {};
void setScatteringWavelength(Vec3 wavelength);
const Vec3& getScatteringWavelength() const { return _scatteringWavelength; }
void setRayleighScattering(float scattering);
float getRayleighScattering() const { return _rayleighScattering; }
void setMieScattering(float scattering);
float getMieScattering() const { return _mieScattering; }
void setSunBrightness(float brightness);
float getSunBrightness() const { return _sunBrightness; }
void setInnerOuterRadiuses(float inner, float outer);
float getInnerRadius() const { return getData()._radiuses.x; }
float getOuterRadius() const { return getData()._radiuses.y; }
// Data to access the attribute values of the atmosphere
};
class Atmosphere {
public:
Atmosphere();
Atmosphere(const Atmosphere& atmosphere);
Atmosphere& operator= (const Atmosphere& atmosphere);
virtual ~Atmosphere() {};
void setScatteringWavelength(Vec3 wavelength);
const Vec3& getScatteringWavelength() const { return _scatteringWavelength; }
void setRayleighScattering(float scattering);
float getRayleighScattering() const { return _rayleighScattering; }
void setMieScattering(float scattering);
float getMieScattering() const { return _mieScattering; }
void setSunBrightness(float brightness);
float getSunBrightness() const { return _sunBrightness; }
void setInnerOuterRadiuses(float inner, float outer);
float getInnerRadius() const { return getData()._radiuses.x; }
float getOuterRadius() const { return getData()._radiuses.y; }
// Data to access the attribute values of the atmosphere
class Data {
public:
Vec4 _invWaveLength = Vec4(0.0f);
@ -143,107 +143,107 @@ public:
Vec4 _control = Vec4(2.0f, -0.990f, -0.990f*-0.990f, 0.f);
Data() {}
};
const UniformBufferView& getDataBuffer() const { return _dataBuffer; }
protected:
UniformBufferView _dataBuffer;
Vec3 _scatteringWavelength = Vec3(0.650f, 0.570f, 0.475f);
float _rayleighScattering = 0.0025f;
float _mieScattering = 0.0010f;
float _sunBrightness = 20.0f;
const Data& getData() const { return _dataBuffer.get<Data>(); }
Data& editData() { return _dataBuffer.edit<Data>(); }
void updateScattering();
};
typedef std::shared_ptr< Atmosphere > AtmospherePointer;
// Sun sky stage generates the rendering primitives to display a scene realistically
// at the specified location and time around earth
class SunSkyStage {
public:
SunSkyStage();
~SunSkyStage();
// time of the day (local to the position) expressed in decimal hour in the range [0.0, 24.0]
void setDayTime(float hour);
float getDayTime() const { return _dayTime; }
// time of the year expressed in day in the range [0, 365]
void setYearTime(unsigned int day);
unsigned int getYearTime() const { return _yearTime; }
// Origin orientation used to modify the cardinal axis alignement used.
// THe default is north along +Z axis and west along +X axis. this orientation gets added
// to the transform stack producing the sun light direction.
void setOriginOrientation(const Quat& orientation);
const Quat& getOriginOrientation() const { return _earthSunModel.getSurfaceOrientation(); }
// Location used to define the sun & sky is a longitude and latitude [rad] and a earth surface altitude [km]
void setOriginLocation(float longitude, float latitude, float surfaceAltitude);
float getOriginLatitude() const { return _earthSunModel.getLatitude(); }
float getOriginLongitude() const { return _earthSunModel.getLongitude(); }
float getOriginSurfaceAltitude() const { return _earthSunModel.getAltitude(); }
// Enable / disable the effect of the time and location on the sun direction and color
void setSunModelEnable(bool isEnabled);
bool isSunModelEnabled() const { return _sunModelEnable; }
// Sun properties
void setSunColor(const Vec3& color);
const Vec3& getSunColor() const { return getSunLight()->getColor(); }
void setSunIntensity(float intensity);
float getSunIntensity() const { return getSunLight()->getIntensity(); }
void setSunAmbientIntensity(float intensity);
float getSunAmbientIntensity() const { return getSunLight()->getAmbientIntensity(); }
// The sun direction is expressed in the world space
void setSunDirection(const Vec3& direction);
const Vec3& getSunDirection() const { return getSunLight()->getDirection(); }
};
const UniformBufferView& getDataBuffer() const { return _dataBuffer; }
protected:
UniformBufferView _dataBuffer;
Vec3 _scatteringWavelength = Vec3(0.650f, 0.570f, 0.475f);
float _rayleighScattering = 0.0025f;
float _mieScattering = 0.0010f;
float _sunBrightness = 20.0f;
const Data& getData() const { return _dataBuffer.get<Data>(); }
Data& editData() { return _dataBuffer.edit<Data>(); }
void updateScattering();
};
typedef std::shared_ptr< Atmosphere > AtmospherePointer;
// Sun sky stage generates the rendering primitives to display a scene realistically
// at the specified location and time around earth
class SunSkyStage {
public:
SunSkyStage();
~SunSkyStage();
// time of the day (local to the position) expressed in decimal hour in the range [0.0, 24.0]
void setDayTime(float hour);
float getDayTime() const { return _dayTime; }
// time of the year expressed in day in the range [0, 365]
void setYearTime(unsigned int day);
unsigned int getYearTime() const { return _yearTime; }
// Origin orientation used to modify the cardinal axis alignement used.
// THe default is north along +Z axis and west along +X axis. this orientation gets added
// to the transform stack producing the sun light direction.
void setOriginOrientation(const Quat& orientation);
const Quat& getOriginOrientation() const { return _earthSunModel.getSurfaceOrientation(); }
// Location used to define the sun & sky is a longitude and latitude [rad] and a earth surface altitude [km]
void setOriginLocation(float longitude, float latitude, float surfaceAltitude);
float getOriginLatitude() const { return _earthSunModel.getLatitude(); }
float getOriginLongitude() const { return _earthSunModel.getLongitude(); }
float getOriginSurfaceAltitude() const { return _earthSunModel.getAltitude(); }
// Enable / disable the effect of the time and location on the sun direction and color
void setSunModelEnable(bool isEnabled);
bool isSunModelEnabled() const { return _sunModelEnable; }
// Sun properties
void setSunColor(const Vec3& color);
const Vec3& getSunColor() const { return getSunLight()->getColor(); }
void setSunIntensity(float intensity);
float getSunIntensity() const { return getSunLight()->getIntensity(); }
void setSunAmbientIntensity(float intensity);
float getSunAmbientIntensity() const { return getSunLight()->getAmbientIntensity(); }
// The sun direction is expressed in the world space
void setSunDirection(const Vec3& direction);
const Vec3& getSunDirection() const { return getSunLight()->getDirection(); }
LightPointer getSunLight() const { valid(); return _sunLight; }
AtmospherePointer getAtmosphere() const { valid(); return _atmosphere; }
enum BackgroundMode {
NO_BACKGROUND = 0,
SKY_DOME,
SKY_BOX,
NUM_BACKGROUND_MODES,
};
void setBackgroundMode(BackgroundMode mode);
BackgroundMode getBackgroundMode() const { return _backgroundMode; }
// Skybox
void setSkybox(const SkyboxPointer& skybox);
const SkyboxPointer& getSkybox() const { valid(); return _skybox; }
protected:
BackgroundMode _backgroundMode = SKY_DOME;
LightPointer _sunLight;
AtmospherePointer _atmosphere;
SkyboxPointer _skybox;
gpu::PipelinePointer _skyPipeline;
float _dayTime = 12.0f;
int _yearTime = 0;
mutable EarthSunModel _earthSunModel;
bool _sunModelEnable = true;
mutable bool _invalid = true;
void invalidate() const { _invalid = true; }
void valid() const { if (_invalid) { updateGraphicsObject(); _invalid = false; } }
void updateGraphicsObject() const;
};
typedef std::shared_ptr< SunSkyStage > SunSkyStagePointer;
};
#endif
enum BackgroundMode {
NO_BACKGROUND = 0,
SKY_DOME,
SKY_BOX,
NUM_BACKGROUND_MODES,
};
void setBackgroundMode(BackgroundMode mode);
BackgroundMode getBackgroundMode() const { return _backgroundMode; }
// Skybox
void setSkybox(const SkyboxPointer& skybox);
const SkyboxPointer& getSkybox() const { valid(); return _skybox; }
protected:
BackgroundMode _backgroundMode = SKY_BOX;
LightPointer _sunLight;
AtmospherePointer _atmosphere;
SkyboxPointer _skybox;
gpu::PipelinePointer _skyPipeline;
float _dayTime = 12.0f;
int _yearTime = 0;
mutable EarthSunModel _earthSunModel;
bool _sunModelEnable = true;
mutable bool _invalid = true;
void invalidate() const { _invalid = true; }
void valid() const { if (_invalid) { updateGraphicsObject(); _invalid = false; } }
void updateGraphicsObject() const;
};
typedef std::shared_ptr< SunSkyStage > SunSkyStagePointer;
};
#endif

View file

@ -111,7 +111,7 @@ void GeometryCache::renderSphere(float radius, int slices, int stacks, const glm
*(vertex++) = 0.0f;
*(vertex++) = 1.0f * radius;
verticesBuffer->append(sizeof(GLfloat) * vertices * NUM_COORDS_PER_VERTEX, (gpu::Buffer::Byte*) vertexData);
verticesBuffer->append(sizeof(GLfloat) * vertices * NUM_COORDS_PER_VERTEX, (gpu::Byte*) vertexData);
delete[] vertexData;
#ifdef WANT_DEBUG
@ -196,7 +196,7 @@ void GeometryCache::renderSphere(float radius, int slices, int stacks, const glm
indexCount += 3;
}
indicesBuffer->append(sizeof(GLushort) * indices, (gpu::Buffer::Byte*) indexData);
indicesBuffer->append(sizeof(GLushort) * indices, (gpu::Byte*) indexData);
delete[] indexData;
#ifdef WANT_DEBUG
@ -245,7 +245,7 @@ void GeometryCache::renderSphere(float radius, int slices, int stacks, const glm
*(colorDataAt++) = compactColor;
}
colorBuffer->append(sizeof(int) * vertices, (gpu::Buffer::Byte*) colorData);
colorBuffer->append(sizeof(int) * vertices, (gpu::Byte*) colorData);
delete[] colorData;
#ifdef WANT_DEBUG
@ -432,7 +432,7 @@ void GeometryCache::renderGrid(int xDivisions, int yDivisions, const glm::vec4&
*(vertex++) = y;
}
verticesBuffer->append(sizeof(GLfloat) * vertices * 2, (gpu::Buffer::Byte*) vertexData);
verticesBuffer->append(sizeof(GLfloat) * vertices * 2, (gpu::Byte*) vertexData);
delete[] vertexData;
_gridBuffers[key] = verticesBuffer;
@ -454,7 +454,7 @@ void GeometryCache::renderGrid(int xDivisions, int yDivisions, const glm::vec4&
*(colorDataAt++) = compactColor;
}
colorBuffer->append(sizeof(int) * vertices, (gpu::Buffer::Byte*) colorData);
colorBuffer->append(sizeof(int) * vertices, (gpu::Byte*) colorData);
delete[] colorData;
}
gpu::BufferPointer verticesBuffer = _gridBuffers[key];
@ -537,7 +537,7 @@ void GeometryCache::renderGrid(int x, int y, int width, int height, int rows, in
tx += dx;
}
verticesBuffer->append(sizeof(GLfloat) * vertices * 2, (gpu::Buffer::Byte*) vertexData);
verticesBuffer->append(sizeof(GLfloat) * vertices * 2, (gpu::Byte*) vertexData);
delete[] vertexData;
if (registered) {
@ -564,7 +564,7 @@ void GeometryCache::renderGrid(int x, int y, int width, int height, int rows, in
*(colorDataAt++) = compactColor;
}
colorBuffer->append(sizeof(int) * vertices, (gpu::Buffer::Byte*) colorData);
colorBuffer->append(sizeof(int) * vertices, (gpu::Byte*) colorData);
delete[] colorData;
}
gpu::BufferPointer verticesBuffer = registered ? _registeredAlternateGridBuffers[id] : _alternateGridBuffers[key];
@ -648,8 +648,8 @@ void GeometryCache::updateVertices(int id, const QVector<glm::vec2>& points, con
*(colorDataAt++) = compactColor;
}
details.verticesBuffer->append(sizeof(GLfloat) * FLOATS_PER_VERTEX * details.vertices, (gpu::Buffer::Byte*) vertexData);
details.colorBuffer->append(sizeof(int) * details.vertices, (gpu::Buffer::Byte*) colorData);
details.verticesBuffer->append(sizeof(GLfloat) * FLOATS_PER_VERTEX * details.vertices, (gpu::Byte*) vertexData);
details.colorBuffer->append(sizeof(int) * details.vertices, (gpu::Byte*) colorData);
delete[] vertexData;
delete[] colorData;
@ -711,8 +711,8 @@ void GeometryCache::updateVertices(int id, const QVector<glm::vec3>& points, con
*(colorDataAt++) = compactColor;
}
details.verticesBuffer->append(sizeof(GLfloat) * FLOATS_PER_VERTEX * details.vertices, (gpu::Buffer::Byte*) vertexData);
details.colorBuffer->append(sizeof(int) * details.vertices, (gpu::Buffer::Byte*) colorData);
details.verticesBuffer->append(sizeof(GLfloat) * FLOATS_PER_VERTEX * details.vertices, (gpu::Byte*) vertexData);
details.colorBuffer->append(sizeof(int) * details.vertices, (gpu::Byte*) colorData);
delete[] vertexData;
delete[] colorData;
@ -793,7 +793,7 @@ void GeometryCache::renderSolidCube(float size, const glm::vec4& color) {
*(vertex++) = *cannonicalNormal++;
}
verticesBuffer->append(sizeof(GLfloat) * vertexPoints * 2, (gpu::Buffer::Byte*) vertexData);
verticesBuffer->append(sizeof(GLfloat) * vertexPoints * 2, (gpu::Byte*) vertexData);
}
if (!_solidCubeIndexBuffer) {
@ -808,7 +808,7 @@ void GeometryCache::renderSolidCube(float size, const glm::vec4& color) {
gpu::BufferPointer indexBuffer(new gpu::Buffer());
_solidCubeIndexBuffer = indexBuffer;
_solidCubeIndexBuffer->append(sizeof(cannonicalIndices), (gpu::Buffer::Byte*) cannonicalIndices);
_solidCubeIndexBuffer->append(sizeof(cannonicalIndices), (gpu::Byte*) cannonicalIndices);
}
if (!_solidCubeColors.contains(colorKey)) {
@ -827,7 +827,7 @@ void GeometryCache::renderSolidCube(float size, const glm::vec4& color) {
compactColor, compactColor, compactColor, compactColor,
compactColor, compactColor, compactColor, compactColor };
colorBuffer->append(sizeof(colors), (gpu::Buffer::Byte*) colors);
colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
}
gpu::BufferPointer verticesBuffer = _solidCubeVerticies[size];
gpu::BufferPointer colorBuffer = _solidCubeColors[colorKey];
@ -891,7 +891,7 @@ void GeometryCache::renderWireCube(float size, const glm::vec4& color) {
vertex[i] = cannonicalVertices[i] * halfSize;
}
verticesBuffer->append(sizeof(GLfloat) * vertexPoints, (gpu::Buffer::Byte*) vertexData); // I'm skeptical that this is right
verticesBuffer->append(sizeof(GLfloat) * vertexPoints, (gpu::Byte*) vertexData); // I'm skeptical that this is right
}
if (!_wireCubeIndexBuffer) {
@ -904,7 +904,7 @@ void GeometryCache::renderWireCube(float size, const glm::vec4& color) {
gpu::BufferPointer indexBuffer(new gpu::Buffer());
_wireCubeIndexBuffer = indexBuffer;
_wireCubeIndexBuffer->append(sizeof(cannonicalIndices), (gpu::Buffer::Byte*) cannonicalIndices);
_wireCubeIndexBuffer->append(sizeof(cannonicalIndices), (gpu::Byte*) cannonicalIndices);
}
if (!_cubeColors.contains(colorKey)) {
@ -919,7 +919,7 @@ void GeometryCache::renderWireCube(float size, const glm::vec4& color) {
int colors[NUM_COLOR_SCALARS_PER_CUBE] = { compactColor, compactColor, compactColor, compactColor,
compactColor, compactColor, compactColor, compactColor };
colorBuffer->append(sizeof(colors), (gpu::Buffer::Byte*) colors);
colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
}
gpu::BufferPointer verticesBuffer = _cubeVerticies[size];
gpu::BufferPointer colorBuffer = _cubeColors[colorKey];
@ -1037,8 +1037,8 @@ void GeometryCache::renderBevelCornersRect(int x, int y, int width, int height,
compactColor, compactColor, compactColor, compactColor };
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Buffer::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Buffer::Byte*) colors);
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
delete[] vertexBuffer;
}
@ -1119,8 +1119,8 @@ void GeometryCache::renderQuad(const glm::vec2& minCorner, const glm::vec2& maxC
int colors[NUM_COLOR_SCALARS_PER_QUAD] = { compactColor, compactColor, compactColor, compactColor };
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Buffer::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Buffer::Byte*) colors);
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
}
gpu::Batch batch;
@ -1208,8 +1208,8 @@ void GeometryCache::renderQuad(const glm::vec2& minCorner, const glm::vec2& maxC
int colors[NUM_COLOR_SCALARS_PER_QUAD] = { compactColor, compactColor, compactColor, compactColor };
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Buffer::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Buffer::Byte*) colors);
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
}
gpu::Batch batch;
@ -1294,8 +1294,8 @@ void GeometryCache::renderQuad(const glm::vec3& minCorner, const glm::vec3& maxC
int colors[NUM_COLOR_SCALARS_PER_QUAD] = { compactColor, compactColor, compactColor, compactColor };
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Buffer::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Buffer::Byte*) colors);
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
}
gpu::Batch batch;
@ -1396,8 +1396,8 @@ void GeometryCache::renderQuad(const glm::vec3& topLeft, const glm::vec3& bottom
((int(color.w * 255.0f) & 0xFF) << 24);
int colors[NUM_COLOR_SCALARS_PER_QUAD] = { compactColor, compactColor, compactColor, compactColor };
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Buffer::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Buffer::Byte*) colors);
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
}
gpu::Batch batch;
@ -1510,8 +1510,8 @@ void GeometryCache::renderDashedLine(const glm::vec3& start, const glm::vec3& en
*(vertex++) = end.z;
*(colorDataAt++) = compactColor;
details.verticesBuffer->append(sizeof(GLfloat) * FLOATS_PER_VERTEX * details.vertices, (gpu::Buffer::Byte*) vertexData);
details.colorBuffer->append(sizeof(int) * details.vertices, (gpu::Buffer::Byte*) colorData);
details.verticesBuffer->append(sizeof(GLfloat) * FLOATS_PER_VERTEX * details.vertices, (gpu::Byte*) vertexData);
details.colorBuffer->append(sizeof(int) * details.vertices, (gpu::Byte*) colorData);
delete[] vertexData;
delete[] colorData;
@ -1653,8 +1653,8 @@ void GeometryCache::renderLine(const glm::vec3& p1, const glm::vec3& p2,
const int NUM_COLOR_SCALARS = 2;
int colors[NUM_COLOR_SCALARS] = { compactColor1, compactColor2 };
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Buffer::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Buffer::Byte*) colors);
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
#ifdef WANT_DEBUG
if (id == UNKNOWN_ID) {
@ -1745,8 +1745,8 @@ void GeometryCache::renderLine(const glm::vec2& p1, const glm::vec2& p2,
const int NUM_COLOR_SCALARS = 2;
int colors[NUM_COLOR_SCALARS] = { compactColor1, compactColor2 };
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Buffer::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Buffer::Byte*) colors);
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
#ifdef WANT_DEBUG
if (id == UNKNOWN_ID) {
@ -2234,10 +2234,10 @@ void NetworkGeometry::setGeometry(const FBXGeometry& geometry) {
int offset = 0;
foreach(const FBXMeshPart& part, mesh.parts) {
networkMesh._indexBuffer->setSubData(offset, part.quadIndices.size() * sizeof(int),
(gpu::Resource::Byte*) part.quadIndices.constData());
(gpu::Byte*) part.quadIndices.constData());
offset += part.quadIndices.size() * sizeof(int);
networkMesh._indexBuffer->setSubData(offset, part.triangleIndices.size() * sizeof(int),
(gpu::Resource::Byte*) part.triangleIndices.constData());
(gpu::Byte*) part.triangleIndices.constData());
offset += part.triangleIndices.size() * sizeof(int);
}
}
@ -2256,19 +2256,19 @@ void NetworkGeometry::setGeometry(const FBXGeometry& geometry) {
networkMesh._vertexBuffer->resize(clusterWeightsOffset + mesh.clusterWeights.size() * sizeof(glm::vec4));
networkMesh._vertexBuffer->setSubData(0, mesh.vertices.size() * sizeof(glm::vec3), (gpu::Resource::Byte*) mesh.vertices.constData());
networkMesh._vertexBuffer->setSubData(normalsOffset, mesh.normals.size() * sizeof(glm::vec3), (gpu::Resource::Byte*) mesh.normals.constData());
networkMesh._vertexBuffer->setSubData(0, mesh.vertices.size() * sizeof(glm::vec3), (gpu::Byte*) mesh.vertices.constData());
networkMesh._vertexBuffer->setSubData(normalsOffset, mesh.normals.size() * sizeof(glm::vec3), (gpu::Byte*) mesh.normals.constData());
networkMesh._vertexBuffer->setSubData(tangentsOffset,
mesh.tangents.size() * sizeof(glm::vec3), (gpu::Resource::Byte*) mesh.tangents.constData());
networkMesh._vertexBuffer->setSubData(colorsOffset, mesh.colors.size() * sizeof(glm::vec3), (gpu::Resource::Byte*) mesh.colors.constData());
mesh.tangents.size() * sizeof(glm::vec3), (gpu::Byte*) mesh.tangents.constData());
networkMesh._vertexBuffer->setSubData(colorsOffset, mesh.colors.size() * sizeof(glm::vec3), (gpu::Byte*) mesh.colors.constData());
networkMesh._vertexBuffer->setSubData(texCoordsOffset,
mesh.texCoords.size() * sizeof(glm::vec2), (gpu::Resource::Byte*) mesh.texCoords.constData());
mesh.texCoords.size() * sizeof(glm::vec2), (gpu::Byte*) mesh.texCoords.constData());
networkMesh._vertexBuffer->setSubData(texCoords1Offset,
mesh.texCoords1.size() * sizeof(glm::vec2), (gpu::Resource::Byte*) mesh.texCoords1.constData());
mesh.texCoords1.size() * sizeof(glm::vec2), (gpu::Byte*) mesh.texCoords1.constData());
networkMesh._vertexBuffer->setSubData(clusterIndicesOffset,
mesh.clusterIndices.size() * sizeof(glm::vec4), (gpu::Resource::Byte*) mesh.clusterIndices.constData());
mesh.clusterIndices.size() * sizeof(glm::vec4), (gpu::Byte*) mesh.clusterIndices.constData());
networkMesh._vertexBuffer->setSubData(clusterWeightsOffset,
mesh.clusterWeights.size() * sizeof(glm::vec4), (gpu::Resource::Byte*) mesh.clusterWeights.constData());
mesh.clusterWeights.size() * sizeof(glm::vec4), (gpu::Byte*) mesh.clusterWeights.constData());
// otherwise, at least the cluster indices/weights can be static
networkMesh._vertexStream = gpu::BufferStreamPointer(new gpu::BufferStream());
@ -2304,14 +2304,14 @@ void NetworkGeometry::setGeometry(const FBXGeometry& geometry) {
int clusterWeightsOffset = clusterIndicesOffset + mesh.clusterIndices.size() * sizeof(glm::vec4);
networkMesh._vertexBuffer->resize(clusterWeightsOffset + mesh.clusterWeights.size() * sizeof(glm::vec4));
networkMesh._vertexBuffer->setSubData(0, mesh.tangents.size() * sizeof(glm::vec3), (gpu::Resource::Byte*) mesh.tangents.constData());
networkMesh._vertexBuffer->setSubData(colorsOffset, mesh.colors.size() * sizeof(glm::vec3), (gpu::Resource::Byte*) mesh.colors.constData());
networkMesh._vertexBuffer->setSubData(0, mesh.tangents.size() * sizeof(glm::vec3), (gpu::Byte*) mesh.tangents.constData());
networkMesh._vertexBuffer->setSubData(colorsOffset, mesh.colors.size() * sizeof(glm::vec3), (gpu::Byte*) mesh.colors.constData());
networkMesh._vertexBuffer->setSubData(texCoordsOffset,
mesh.texCoords.size() * sizeof(glm::vec2), (gpu::Resource::Byte*) mesh.texCoords.constData());
mesh.texCoords.size() * sizeof(glm::vec2), (gpu::Byte*) mesh.texCoords.constData());
networkMesh._vertexBuffer->setSubData(clusterIndicesOffset,
mesh.clusterIndices.size() * sizeof(glm::vec4), (gpu::Resource::Byte*) mesh.clusterIndices.constData());
mesh.clusterIndices.size() * sizeof(glm::vec4), (gpu::Byte*) mesh.clusterIndices.constData());
networkMesh._vertexBuffer->setSubData(clusterWeightsOffset,
mesh.clusterWeights.size() * sizeof(glm::vec4), (gpu::Resource::Byte*) mesh.clusterWeights.constData());
mesh.clusterWeights.size() * sizeof(glm::vec4), (gpu::Byte*) mesh.clusterWeights.constData());
networkMesh._vertexStream = gpu::BufferStreamPointer(new gpu::BufferStream());
if (mesh.tangents.size()) networkMesh._vertexStream->addBuffer(networkMesh._vertexBuffer, 0, sizeof(glm::vec3));

View file

@ -451,9 +451,9 @@ bool Model::updateGeometry() {
gpu::BufferPointer buffer(new gpu::Buffer());
if (!mesh.blendshapes.isEmpty()) {
buffer->resize((mesh.vertices.size() + mesh.normals.size()) * sizeof(glm::vec3));
buffer->setSubData(0, mesh.vertices.size() * sizeof(glm::vec3), (gpu::Resource::Byte*) mesh.vertices.constData());
buffer->setSubData(0, mesh.vertices.size() * sizeof(glm::vec3), (gpu::Byte*) mesh.vertices.constData());
buffer->setSubData(mesh.vertices.size() * sizeof(glm::vec3),
mesh.normals.size() * sizeof(glm::vec3), (gpu::Resource::Byte*) mesh.normals.constData());
mesh.normals.size() * sizeof(glm::vec3), (gpu::Byte*) mesh.normals.constData());
}
_blendedVertexBuffers.push_back(buffer);
}
@ -1732,9 +1732,9 @@ void Model::setBlendedVertices(int blendNumber, const QWeakPointer<NetworkGeomet
}
gpu::BufferPointer& buffer = _blendedVertexBuffers[i];
buffer->setSubData(0, mesh.vertices.size() * sizeof(glm::vec3), (gpu::Resource::Byte*) vertices.constData() + index*sizeof(glm::vec3));
buffer->setSubData(0, mesh.vertices.size() * sizeof(glm::vec3), (gpu::Byte*) vertices.constData() + index*sizeof(glm::vec3));
buffer->setSubData(mesh.vertices.size() * sizeof(glm::vec3),
mesh.normals.size() * sizeof(glm::vec3), (gpu::Resource::Byte*) normals.constData() + index*sizeof(glm::vec3));
mesh.normals.size() * sizeof(glm::vec3), (gpu::Byte*) normals.constData() + index*sizeof(glm::vec3));
index += mesh.vertices.size();
}