Merge pull request #7682 from zzmp/clean/stars

Cleanup stars to persist a single BufferView
This commit is contained in:
Brad Hefta-Gaub 2016-04-18 17:59:48 -07:00
commit 0e9bd9a776
2 changed files with 87 additions and 81 deletions

View file

@ -14,7 +14,6 @@
#include <mutex>
#include <QElapsedTimer>
#include <gpu/Context.h>
#include <NumericalConstants.h>
#include <DependencyManager.h>
#include <GeometryCache.h>
@ -42,26 +41,11 @@ static const float TAU = 6.28318530717958f;
//static const float MILKY_WAY_RATIO = 0.4f;
static const char* UNIFORM_TIME_NAME = "iGlobalTime";
Stars::Stars() {
}
Stars::~Stars() {
}
// Produce a random float value between 0 and 1
static float frand() {
return (float)rand() / (float)RAND_MAX;
}
// Produce a random radian value between 0 and 2 PI (TAU)
/*
static float rrand() {
return frand() * TAU;
}
*/
// http://mathworld.wolfram.com/SpherePointPicking.html
static vec2 randPolar() {
vec2 result(frand(), frand());
@ -115,59 +99,56 @@ struct StarVertex {
vec4 colorAndSize;
};
// FIXME star colors
void Stars::render(RenderArgs* renderArgs, float alpha) {
static gpu::BufferPointer vertexBuffer;
static gpu::Stream::FormatPointer streamFormat;
static gpu::Element positionElement, colorElement;
static gpu::PipelinePointer _gridPipeline;
static gpu::PipelinePointer _starsPipeline;
static int32_t _timeSlot{ -1 };
static std::once_flag once;
static const int STARS_VERTICES_SLOT{ 0 };
static const int STARS_COLOR_SLOT{ 1 };
const int VERTICES_SLOT = 0;
const int COLOR_SLOT = 1;
gpu::PipelinePointer Stars::_gridPipeline{};
gpu::PipelinePointer Stars::_starsPipeline{};
int32_t Stars::_timeSlot{ -1 };
std::call_once(once, [&] {
{
auto vs = gpu::Shader::createVertex(std::string(standardTransformPNTC_vert));
auto ps = gpu::Shader::createPixel(std::string(starsGrid_frag));
auto program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::makeProgram((*program));
_timeSlot = program->getBuffers().findLocation(UNIFORM_TIME_NAME);
if (_timeSlot == gpu::Shader::INVALID_LOCATION) {
_timeSlot = program->getUniforms().findLocation(UNIFORM_TIME_NAME);
}
auto state = gpu::StatePointer(new gpu::State());
// enable decal blend
state->setDepthTest(gpu::State::DepthTest(false));
state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
_gridPipeline = gpu::Pipeline::create(program, state);
}
{
auto vs = gpu::Shader::createVertex(std::string(stars_vert));
auto ps = gpu::Shader::createPixel(std::string(stars_frag));
auto program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::makeProgram((*program));
auto state = gpu::StatePointer(new gpu::State());
// enable decal blend
state->setDepthTest(gpu::State::DepthTest(false));
state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
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 = gpu::Pipeline::create(program, state);
void Stars::init() {
if (!_gridPipeline) {
auto vs = gpu::Shader::createVertex(std::string(standardTransformPNTC_vert));
auto ps = gpu::Shader::createPixel(std::string(starsGrid_frag));
auto program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::makeProgram((*program));
_timeSlot = program->getBuffers().findLocation(UNIFORM_TIME_NAME);
if (_timeSlot == gpu::Shader::INVALID_LOCATION) {
_timeSlot = program->getUniforms().findLocation(UNIFORM_TIME_NAME);
}
auto state = gpu::StatePointer(new gpu::State());
// enable decal blend
state->setDepthTest(gpu::State::DepthTest(false));
state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
_gridPipeline = gpu::Pipeline::create(program, state);
}
if (!_starsPipeline) {
auto vs = gpu::Shader::createVertex(std::string(stars_vert));
auto ps = gpu::Shader::createPixel(std::string(stars_frag));
auto program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::makeProgram((*program));
auto state = gpu::StatePointer(new gpu::State());
// enable decal blend
state->setDepthTest(gpu::State::DepthTest(false));
state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
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 = gpu::Pipeline::create(program, state);
}
unsigned limit = STARFIELD_NUM_STARS;
std::vector<StarVertex> points;
points.resize(limit);
{ // generate stars
QElapsedTimer startTime;
startTime.start();
vertexBuffer.reset(new gpu::Buffer);
srand(STARFIELD_SEED);
unsigned limit = STARFIELD_NUM_STARS;
std::vector<StarVertex> points;
points.resize(limit);
for (size_t star = 0; star < limit; ++star) {
points[star].position = vec4(fromPolar(randPolar()), 1);
float size = frand() * 2.5f + 0.5f;
@ -179,16 +160,32 @@ void Stars::render(RenderArgs* renderArgs, float alpha) {
points[star].colorAndSize = vec4(color, size);
}
}
double timeDiff = (double)startTime.nsecsElapsed() / 1000000.0; // ns to ms
qDebug() << "Total time to generate stars: " << timeDiff << " msec";
}
gpu::Element positionElement, colorElement;
const size_t VERTEX_STRIDE = sizeof(StarVertex);
vertexBuffer->append(VERTEX_STRIDE * limit, (const gpu::Byte*)&points[0]);
streamFormat.reset(new gpu::Stream::Format()); // 1 for everyone
streamFormat->setAttribute(gpu::Stream::POSITION, STARS_VERTICES_SLOT, gpu::Element(gpu::VEC4, gpu::FLOAT, gpu::XYZW), 0);
streamFormat->setAttribute(gpu::Stream::COLOR, STARS_COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::FLOAT, gpu::RGBA));
positionElement = streamFormat->getAttributes().at(gpu::Stream::POSITION)._element;
colorElement = streamFormat->getAttributes().at(gpu::Stream::COLOR)._element;
size_t offset = offsetof(StarVertex, position);
positionView = gpu::BufferView(vertexBuffer, offset, vertexBuffer->getSize(), VERTEX_STRIDE, positionElement);
offset = offsetof(StarVertex, colorAndSize);
colorView = gpu::BufferView(vertexBuffer, offset, vertexBuffer->getSize(), VERTEX_STRIDE, colorElement);
}
// FIXME star colors
void Stars::render(RenderArgs* renderArgs, float alpha) {
std::call_once(once, [&]{ init(); });
vertexBuffer->append(sizeof(StarVertex) * limit, (const gpu::Byte*)&points[0]);
streamFormat.reset(new gpu::Stream::Format()); // 1 for everyone
streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC4, gpu::FLOAT, gpu::XYZW), 0);
streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::FLOAT, gpu::RGBA));
positionElement = streamFormat->getAttributes().at(gpu::Stream::POSITION)._element;
colorElement = streamFormat->getAttributes().at(gpu::Stream::COLOR)._element;
});
auto modelCache = DependencyManager::get<ModelCache>();
auto textureCache = DependencyManager::get<TextureCache>();
@ -210,17 +207,10 @@ void Stars::render(RenderArgs* renderArgs, float alpha) {
batch._glUniform1f(_timeSlot, secs);
geometryCache->renderCube(batch);
static const size_t VERTEX_STRIDE = sizeof(StarVertex);
size_t offset = offsetof(StarVertex, position);
gpu::BufferView posView(vertexBuffer, offset, vertexBuffer->getSize(), VERTEX_STRIDE, positionElement);
offset = offsetof(StarVertex, colorAndSize);
gpu::BufferView colView(vertexBuffer, offset, vertexBuffer->getSize(), VERTEX_STRIDE, colorElement);
// Render the stars
batch.setPipeline(_starsPipeline);
batch.setInputFormat(streamFormat);
batch.setInputBuffer(VERTICES_SLOT, posView);
batch.setInputBuffer(COLOR_SLOT, colView);
batch.setInputBuffer(STARS_VERTICES_SLOT, positionView);
batch.setInputBuffer(STARS_COLOR_SLOT, colorView);
batch.draw(gpu::Primitive::POINTS, STARFIELD_NUM_STARS);
}

View file

@ -12,21 +12,37 @@
#ifndef hifi_Stars_h
#define hifi_Stars_h
#include <gpu/Context.h>
class RenderArgs;
// Starfield rendering component.
class Stars {
public:
Stars();
~Stars();
Stars() = default;
~Stars() = default;
Stars(Stars const&) = delete;
Stars& operator=(Stars const&) = delete;
// Renders the starfield from a local viewer's perspective.
// The parameters specifiy the field of view.
void render(RenderArgs* args, float alpha);
private:
// don't copy/assign
Stars(Stars const&); // = delete;
Stars& operator=(Stars const&); // delete;
// Pipelines
static gpu::PipelinePointer _gridPipeline;
static gpu::PipelinePointer _starsPipeline;
static int32_t _timeSlot;
// Buffers
gpu::BufferPointer vertexBuffer;
gpu::Stream::FormatPointer streamFormat;
gpu::BufferView positionView;
gpu::BufferView colorView;
std::once_flag once;
void init();
};