Merge pull request #4020 from ZappoMan/gpuStreamizing

Improvements to GeometryCache::renderQuad()
This commit is contained in:
samcake 2014-12-30 16:49:16 -08:00
commit 20d66d201e
4 changed files with 230 additions and 79 deletions

View file

@ -105,7 +105,7 @@ bool raySphereIntersect(const glm::vec3 &dir, const glm::vec3 &origin, float r,
}
}
void renderReticle(glm::quat orientation, float alpha) {
void ApplicationOverlay::renderReticle(glm::quat orientation, float alpha) {
glPushMatrix(); {
glm::vec3 axis = glm::axis(orientation);
glRotatef(glm::degrees(glm::angle(orientation)), axis.x, axis.y, axis.z);
@ -114,9 +114,12 @@ void renderReticle(glm::quat orientation, float alpha) {
glm::vec3 bottomLeft = getPoint(reticleSize / 2.0f, reticleSize / 2.0f);
glm::vec3 bottomRight = getPoint(-reticleSize / 2.0f, reticleSize / 2.0f);
glColor4f(RETICLE_COLOR[0], RETICLE_COLOR[1], RETICLE_COLOR[2], alpha);
if (_reticleQuad == GeometryCache::UNKNOWN_QUAD_ID) {
_reticleQuad = DependencyManager::get<GeometryCache>()->allocateQuad();
}
DependencyManager::get<GeometryCache>()->renderQuad(topLeft, bottomLeft, bottomRight, topRight,
glm::vec2(0.0f, 0.0f), glm::vec2(1.0f, 0.0f),
glm::vec2(1.0f, 1.0f), glm::vec2(0.0f, 1.0f));
glm::vec2(1.0f, 1.0f), glm::vec2(0.0f, 1.0f), _reticleQuad);
} glPopMatrix();
}
@ -126,8 +129,13 @@ ApplicationOverlay::ApplicationOverlay() :
_lastMouseMove(0),
_alpha(1.0f),
_oculusUIRadius(1.0f),
_crosshairTexture(0) {
_crosshairTexture(0),
_reticleQuad(GeometryCache::UNKNOWN_QUAD_ID),
_magnifierQuad(GeometryCache::UNKNOWN_QUAD_ID),
_audioRedQuad(GeometryCache::UNKNOWN_QUAD_ID),
_audioGreenQuad(GeometryCache::UNKNOWN_QUAD_ID),
_audioBlueQuad(GeometryCache::UNKNOWN_QUAD_ID)
{
memset(_reticleActive, 0, sizeof(_reticleActive));
memset(_magActive, 0, sizeof(_reticleActive));
memset(_magSizeMult, 0, sizeof(_magSizeMult));
@ -389,12 +397,17 @@ void ApplicationOverlay::displayOverlayTexture3DTV(Camera& whichCamera, float as
glColor3f(RETICLE_COLOR[0], RETICLE_COLOR[1], RETICLE_COLOR[2]);
if (_reticleQuad == GeometryCache::UNKNOWN_QUAD_ID) {
_reticleQuad = DependencyManager::get<GeometryCache>()->allocateQuad();
}
DependencyManager::get<GeometryCache>()->renderQuad(glm::vec3(x + mouseX, y + mouseY, -distance),
glm::vec3(x + mouseX + reticleSize, y + mouseY, -distance),
glm::vec3(x + mouseX + reticleSize, y + mouseY - reticleSize, -distance),
glm::vec3(x + mouseX, y + mouseY - reticleSize, -distance),
glm::vec2(0.0f, 0.0f), glm::vec2(1.0f, 0.0f),
glm::vec2(1.0f, 1.0f), glm::vec2(0.0f, 1.0f));
glm::vec2(1.0f, 1.0f), glm::vec2(0.0f, 1.0f),
_reticleQuad);
glEnable(GL_DEPTH_TEST);
@ -696,7 +709,7 @@ void ApplicationOverlay::renderPointersOculus(const glm::vec3& eyePos) {
}
//Renders a small magnification of the currently bound texture at the coordinates
void ApplicationOverlay::renderMagnifier(glm::vec2 magPos, float sizeMult, bool showBorder) const {
void ApplicationOverlay::renderMagnifier(glm::vec2 magPos, float sizeMult, bool showBorder) {
GLCanvas::SharedPointer glCanvas = DependencyManager::get<GLCanvas>();
const int widgetWidth = glCanvas->width();
@ -742,11 +755,16 @@ void ApplicationOverlay::renderMagnifier(glm::vec2 magPos, float sizeMult, bool
}
glColor4f(1.0f, 1.0f, 1.0f, _alpha);
if (_magnifierQuad == GeometryCache::UNKNOWN_QUAD_ID) {
_magnifierQuad = DependencyManager::get<GeometryCache>()->allocateQuad();
}
DependencyManager::get<GeometryCache>()->renderQuad(bottomLeft, bottomRight, topRight, topLeft,
glm::vec2(magnifyULeft, magnifyVBottom),
glm::vec2(magnifyURight, magnifyVBottom),
glm::vec2(magnifyURight, magnifyVTop),
glm::vec2(magnifyULeft, magnifyVTop));
glm::vec2(magnifyULeft, magnifyVTop),
_magnifierQuad);
} glPopMatrix();
}
@ -845,10 +863,14 @@ void ApplicationOverlay::renderAudioMeter() {
glColor3f(1, 1, 1);
}
// Draw Red Quad
if (_audioRedQuad == GeometryCache::UNKNOWN_QUAD_ID) {
_audioRedQuad = DependencyManager::get<GeometryCache>()->allocateQuad();
}
DependencyManager::get<GeometryCache>()->renderQuad(AUDIO_METER_X + AUDIO_METER_INSET + AUDIO_RED_START,
audioMeterY + AUDIO_METER_INSET,
audioLevel - AUDIO_RED_START,
AUDIO_METER_HEIGHT - AUDIO_METER_INSET);
AUDIO_METER_HEIGHT - AUDIO_METER_INSET,
_audioRedQuad);
audioLevel = AUDIO_RED_START;
}
@ -860,10 +882,14 @@ void ApplicationOverlay::renderAudioMeter() {
glColor3f(1, 1, 1);
}
// Draw Green Quad
if (_audioGreenQuad == GeometryCache::UNKNOWN_QUAD_ID) {
_audioGreenQuad = DependencyManager::get<GeometryCache>()->allocateQuad();
}
DependencyManager::get<GeometryCache>()->renderQuad(AUDIO_METER_X + AUDIO_METER_INSET + AUDIO_GREEN_START,
audioMeterY + AUDIO_METER_INSET,
audioLevel - AUDIO_GREEN_START,
AUDIO_METER_HEIGHT - AUDIO_METER_INSET);
AUDIO_METER_HEIGHT - AUDIO_METER_INSET,
_audioGreenQuad);
audioLevel = AUDIO_GREEN_START;
}
@ -874,9 +900,13 @@ void ApplicationOverlay::renderAudioMeter() {
glColor3f(1, 1, 1);
}
// Draw Blue (low level) quad
if (_audioBlueQuad == GeometryCache::UNKNOWN_QUAD_ID) {
_audioBlueQuad = DependencyManager::get<GeometryCache>()->allocateQuad();
}
DependencyManager::get<GeometryCache>()->renderQuad(AUDIO_METER_X + AUDIO_METER_INSET,
audioMeterY + AUDIO_METER_INSET,
audioLevel, AUDIO_METER_HEIGHT - AUDIO_METER_INSET);
audioLevel, AUDIO_METER_HEIGHT - AUDIO_METER_INSET,
_audioBlueQuad);
}
void ApplicationOverlay::renderStatsAndLogs() {

View file

@ -79,8 +79,9 @@ private:
VerticesIndices _vbo;
};
void renderReticle(glm::quat orientation, float alpha);
void renderPointers();;
void renderMagnifier(glm::vec2 magPos, float sizeMult, bool showBorder) const;
void renderMagnifier(glm::vec2 magPos, float sizeMult, bool showBorder);
void renderControllerPointers();
void renderPointersOculus(const glm::vec3& eyePos);
@ -106,6 +107,12 @@ private:
float _trailingAudioLoudness;
GLuint _crosshairTexture;
int _reticleQuad;
int _magnifierQuad;
int _audioRedQuad;
int _audioGreenQuad;
int _audioBlueQuad;
};
#endif // hifi_ApplicationOverlay_h

View file

@ -23,7 +23,13 @@
#include "TextureCache.h"
#include "GeometryCache.h"
GeometryCache::GeometryCache() {
//#define WANT_DEBUG
const int GeometryCache::UNKNOWN_QUAD_ID = -1;
GeometryCache::GeometryCache() :
_nextQuadID(0)
{
}
GeometryCache::~GeometryCache() {
@ -661,27 +667,49 @@ void GeometryCache::renderWireCube(float size) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void GeometryCache::renderQuad(const glm::vec2& topLeft, const glm::vec2& bottomRight) {
Vec2Pair key(topLeft, bottomRight);
VerticesIndices& vbo = _quad2DVBOs[key];
void GeometryCache::renderQuad(const glm::vec2& minCorner, const glm::vec2& maxCorner, int quadID) {
bool registeredQuad = (quadID != UNKNOWN_QUAD_ID);
Vec2Pair key(minCorner, maxCorner);
VerticesIndices& vbo = registeredQuad ? _registeredQuadVBOs[quadID] : _quad2DVBOs[key];
// if this is a registered quad, and we have buffers, then check to see if the geometry changed and rebuild if needed
if (registeredQuad && vbo.first != 0) {
Vec2Pair& lastKey = _lastRegisteredQuad2D[quadID];
if (lastKey != key) {
glDeleteBuffers(1, &vbo.first);
glDeleteBuffers(1, &vbo.second);
vbo.first = vbo.second = 0;
#ifdef WANT_DEBUG
qDebug() << "renderQuad() vec2... RELEASING REGISTERED QUAD";
#endif // def WANT_DEBUG
}
#ifdef WANT_DEBUG
else {
qDebug() << "renderQuad() vec2... REUSING PREVIOUSLY REGISTERED QUAD";
}
#endif // def WANT_DEBUG
}
const int FLOATS_PER_VERTEX = 2;
const int NUM_BYTES_PER_VERTEX = FLOATS_PER_VERTEX * sizeof(GLfloat);
const int vertices = 4;
const int indices = 4;
if (vbo.first == 0) {
if (vbo.first == 0) {
_lastRegisteredQuad2D[quadID] = key;
int vertexPoints = vertices * FLOATS_PER_VERTEX;
GLfloat* vertexData = new GLfloat[vertexPoints]; // only vertices, no normals because we're a 2D quad
GLfloat* vertex = vertexData;
static GLubyte cannonicalIndices[indices] = {0, 1, 2, 3};
vertex[0] = topLeft.x;
vertex[1] = topLeft.y;
vertex[2] = bottomRight.x;
vertex[3] = topLeft.y;
vertex[4] = bottomRight.x;
vertex[5] = bottomRight.y;
vertex[6] = topLeft.x;
vertex[7] = bottomRight.y;
vertex[0] = minCorner.x;
vertex[1] = minCorner.y;
vertex[2] = maxCorner.x;
vertex[3] = minCorner.y;
vertex[4] = maxCorner.x;
vertex[5] = maxCorner.y;
vertex[6] = minCorner.x;
vertex[7] = maxCorner.y;
glGenBuffers(1, &vbo.first);
glBindBuffer(GL_ARRAY_BUFFER, vbo.first);
@ -700,7 +728,11 @@ void GeometryCache::renderQuad(const glm::vec2& topLeft, const glm::vec2& bottom
delete[] indexData;
#ifdef WANT_DEBUG
qDebug() << "new quad VBO made -- _quad2DVBOs.size():" << _quad2DVBOs.size();
if (quadID == UNKNOWN_QUAD_ID) {
qDebug() << "new quad VBO made -- _quad2DVBOs.size():" << _quad2DVBOs.size();
} else {
qDebug() << "new registered quad VBO made -- _registeredQuadVBOs.size():" << _registeredQuadVBOs.size();
}
#endif
} else {
@ -717,41 +749,62 @@ void GeometryCache::renderQuad(const glm::vec2& topLeft, const glm::vec2& bottom
}
void GeometryCache::renderQuad(const glm::vec2& topLeft, const glm::vec2& bottomRight,
const glm::vec2& texCoordTopLeft, const glm::vec2& texCoordBottomRight) {
Vec2PairPair key(Vec2Pair(topLeft, bottomRight), Vec2Pair(texCoordTopLeft, texCoordBottomRight));
void GeometryCache::renderQuad(const glm::vec2& minCorner, const glm::vec2& maxCorner,
const glm::vec2& texCoordMinCorner, const glm::vec2& texCoordMaxCorner, int quadID) {
bool registeredQuad = (quadID != UNKNOWN_QUAD_ID);
Vec2PairPair key(Vec2Pair(minCorner, maxCorner), Vec2Pair(texCoordMinCorner, texCoordMaxCorner));
VerticesIndices& vbo = registeredQuad ? _registeredQuadVBOs[quadID] : _quad2DTextureVBOs[key];
VerticesIndices& vbo = _quad2DTextureVBOs[key];
// if this is a registered quad, and we have buffers, then check to see if the geometry changed and rebuild if needed
if (registeredQuad && vbo.first != 0) {
Vec2PairPair& lastKey = _lastRegisteredQuad2DTexture[quadID];
if (lastKey != key) {
glDeleteBuffers(1, &vbo.first);
glDeleteBuffers(1, &vbo.second);
vbo.first = vbo.second = 0;
#ifdef WANT_DEBUG
qDebug() << "renderQuad() vec2 + texture... RELEASING REGISTERED QUAD";
#endif // def WANT_DEBUG
}
#ifdef WANT_DEBUG
else {
qDebug() << "renderQuad() vec2 + texture... REUSING PREVIOUSLY REGISTERED QUAD";
}
#endif // def WANT_DEBUG
}
const int FLOATS_PER_VERTEX = 2 * 2; // text coords & vertices
const int NUM_BYTES_PER_VERTEX = FLOATS_PER_VERTEX * sizeof(GLfloat);
const int vertices = 4;
const int indices = 4;
if (vbo.first == 0) {
if (vbo.first == 0) {
_lastRegisteredQuad2DTexture[quadID] = key;
int vertexPoints = vertices * FLOATS_PER_VERTEX;
GLfloat* vertexData = new GLfloat[vertexPoints]; // text coords & vertices
GLfloat* vertex = vertexData;
static GLubyte cannonicalIndices[indices] = {0, 1, 2, 3};
int v = 0;
vertex[v++] = topLeft.x;
vertex[v++] = topLeft.y;
vertex[v++] = texCoordTopLeft.x;
vertex[v++] = texCoordTopLeft.y;
vertex[v++] = minCorner.x;
vertex[v++] = minCorner.y;
vertex[v++] = texCoordMinCorner.x;
vertex[v++] = texCoordMinCorner.y;
vertex[v++] = bottomRight.x;
vertex[v++] = topLeft.y;
vertex[v++] = texCoordBottomRight.x;
vertex[v++] = texCoordTopLeft.y;
vertex[v++] = maxCorner.x;
vertex[v++] = minCorner.y;
vertex[v++] = texCoordMaxCorner.x;
vertex[v++] = texCoordMinCorner.y;
vertex[v++] = bottomRight.x;
vertex[v++] = bottomRight.y;
vertex[v++] = texCoordBottomRight.x;
vertex[v++] = texCoordBottomRight.y;
vertex[v++] = maxCorner.x;
vertex[v++] = maxCorner.y;
vertex[v++] = texCoordMaxCorner.x;
vertex[v++] = texCoordMaxCorner.y;
vertex[v++] = topLeft.x;
vertex[v++] = bottomRight.y;
vertex[v++] = texCoordTopLeft.x;
vertex[v++] = texCoordBottomRight.y;
vertex[v++] = minCorner.x;
vertex[v++] = maxCorner.y;
vertex[v++] = texCoordMinCorner.x;
vertex[v++] = texCoordMaxCorner.y;
glGenBuffers(1, &vbo.first);
glBindBuffer(GL_ARRAY_BUFFER, vbo.first);
@ -770,7 +823,11 @@ void GeometryCache::renderQuad(const glm::vec2& topLeft, const glm::vec2& bottom
delete[] indexData;
#ifdef WANT_DEBUG
qDebug() << "new quad + texture VBO made -- _quad2DTextureVBOs.size():" << _quad2DTextureVBOs.size();
if (quadID == UNKNOWN_QUAD_ID) {
qDebug() << "new quad + texture VBO made -- _quad2DTextureVBOs.size():" << _quad2DTextureVBOs.size();
} else {
qDebug() << "new registered quad VBO made -- _registeredQuadVBOs.size():" << _registeredQuadVBOs.size();
}
#endif
} else {
glBindBuffer(GL_ARRAY_BUFFER, vbo.first);
@ -791,35 +848,57 @@ void GeometryCache::renderQuad(const glm::vec2& topLeft, const glm::vec2& bottom
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
void GeometryCache::renderQuad(const glm::vec3& topLeft, const glm::vec3& bottomRight) {
Vec3Pair key(topLeft, bottomRight);
VerticesIndices& vbo = _quad3DVBOs[key];
void GeometryCache::renderQuad(const glm::vec3& minCorner, const glm::vec3& maxCorner, int quadID) {
bool registeredQuad = (quadID != UNKNOWN_QUAD_ID);
Vec3Pair key(minCorner, maxCorner);
VerticesIndices& vbo = registeredQuad ? _registeredQuadVBOs[quadID] : _quad3DVBOs[key];
// if this is a registered quad, and we have buffers, then check to see if the geometry changed and rebuild if needed
if (registeredQuad && vbo.first != 0) {
Vec3Pair& lastKey = _lastRegisteredQuad3D[quadID];
if (lastKey != key) {
glDeleteBuffers(1, &vbo.first);
glDeleteBuffers(1, &vbo.second);
vbo.first = vbo.second = 0;
#ifdef WANT_DEBUG
qDebug() << "renderQuad() vec3... RELEASING REGISTERED QUAD";
#endif // def WANT_DEBUG
}
#ifdef WANT_DEBUG
else {
qDebug() << "renderQuad() vec3... REUSING PREVIOUSLY REGISTERED QUAD";
}
#endif // def WANT_DEBUG
}
const int FLOATS_PER_VERTEX = 3;
const int NUM_BYTES_PER_VERTEX = FLOATS_PER_VERTEX * sizeof(GLfloat);
const int vertices = 4;
const int indices = 4;
if (vbo.first == 0) {
_lastRegisteredQuad3D[quadID] = key;
int vertexPoints = vertices * FLOATS_PER_VERTEX;
GLfloat* vertexData = new GLfloat[vertexPoints]; // only vertices
GLfloat* vertex = vertexData;
static GLubyte cannonicalIndices[indices] = {0, 1, 2, 3};
int v = 0;
vertex[v++] = topLeft.x;
vertex[v++] = topLeft.y;
vertex[v++] = topLeft.z;
vertex[v++] = minCorner.x;
vertex[v++] = minCorner.y;
vertex[v++] = minCorner.z;
vertex[v++] = bottomRight.x;
vertex[v++] = topLeft.y;
vertex[v++] = topLeft.z;
vertex[v++] = maxCorner.x;
vertex[v++] = minCorner.y;
vertex[v++] = minCorner.z;
vertex[v++] = bottomRight.x;
vertex[v++] = bottomRight.y;
vertex[v++] = bottomRight.z;
vertex[v++] = maxCorner.x;
vertex[v++] = maxCorner.y;
vertex[v++] = maxCorner.z;
vertex[v++] = topLeft.x;
vertex[v++] = bottomRight.y;
vertex[v++] = bottomRight.z;
vertex[v++] = minCorner.x;
vertex[v++] = maxCorner.y;
vertex[v++] = maxCorner.z;
glGenBuffers(1, &vbo.first);
glBindBuffer(GL_ARRAY_BUFFER, vbo.first);
@ -838,7 +917,11 @@ void GeometryCache::renderQuad(const glm::vec3& topLeft, const glm::vec3& bottom
delete[] indexData;
#ifdef WANT_DEBUG
qDebug() << "new quad VBO made -- _quad3DVBOs.size():" << _quad3DVBOs.size();
if (quadID == UNKNOWN_QUAD_ID) {
qDebug() << "new quad VBO made -- _quad3DVBOs.size():" << _quad3DVBOs.size();
} else {
qDebug() << "new registered quad VBO made -- _registeredQuadVBOs.size():" << _registeredQuadVBOs.size();
}
#endif
} else {
@ -858,7 +941,7 @@ void GeometryCache::renderQuad(const glm::vec3& topLeft, const glm::vec3& bottom
void GeometryCache::renderQuad(const glm::vec3& topLeft, const glm::vec3& bottomLeft,
const glm::vec3& bottomRight, const glm::vec3& topRight,
const glm::vec2& texCoordTopLeft, const glm::vec2& texCoordBottomLeft,
const glm::vec2& texCoordBottomRight, const glm::vec2& texCoordTopRight) {
const glm::vec2& texCoordBottomRight, const glm::vec2& texCoordTopRight, int quadID) {
#ifdef WANT_DEBUG
qDebug() << "renderQuad() vec3 + texture VBO...";
@ -869,15 +952,35 @@ void GeometryCache::renderQuad(const glm::vec3& topLeft, const glm::vec3& bottom
qDebug() << " texCoordTopLeft:" << texCoordTopLeft;
qDebug() << " texCoordBottomRight:" << texCoordBottomRight;
#endif //def WANT_DEBUG
Vec3PairVec2Pair key(Vec3Pair(topLeft, bottomRight), Vec2Pair(texCoordTopLeft, texCoordBottomRight));
VerticesIndices& vbo = _quad3DTextureVBOs[key];
bool registeredQuad = (quadID != UNKNOWN_QUAD_ID);
Vec3PairVec2Pair key(Vec3Pair(topLeft, bottomRight), Vec2Pair(texCoordTopLeft, texCoordBottomRight));
VerticesIndices& vbo = registeredQuad ? _registeredQuadVBOs[quadID] : _quad3DTextureVBOs[key];
// if this is a registered quad, and we have buffers, then check to see if the geometry changed and rebuild if needed
if (registeredQuad && vbo.first != 0) {
Vec3PairVec2Pair& lastKey = _lastRegisteredQuad3DTexture[quadID];
if (lastKey != key) {
glDeleteBuffers(1, &vbo.first);
glDeleteBuffers(1, &vbo.second);
vbo.first = vbo.second = 0;
#ifdef WANT_DEBUG
qDebug() << "renderQuad() vec3 + texture VBO... RELEASING REGISTERED QUAD";
#endif // def WANT_DEBUG
}
#ifdef WANT_DEBUG
else {
qDebug() << "renderQuad() vec3 + texture... REUSING PREVIOUSLY REGISTERED QUAD";
}
#endif // def WANT_DEBUG
}
const int FLOATS_PER_VERTEX = 5; // text coords & vertices
const int NUM_BYTES_PER_VERTEX = FLOATS_PER_VERTEX * sizeof(GLfloat);
const int vertices = 4;
const int indices = 4;
if (vbo.first == 0) {
if (vbo.first == 0) {
_lastRegisteredQuad3DTexture[quadID] = key;
int vertexPoints = vertices * FLOATS_PER_VERTEX;
GLfloat* vertexData = new GLfloat[vertexPoints]; // text coords & vertices
GLfloat* vertex = vertexData;
@ -925,7 +1028,11 @@ void GeometryCache::renderQuad(const glm::vec3& topLeft, const glm::vec3& bottom
delete[] indexData;
#ifdef WANT_DEBUG
qDebug() << " _quad3DTextureVBOs.size():" << _quad3DTextureVBOs.size();
if (quadID == UNKNOWN_QUAD_ID) {
qDebug() << " _quad3DTextureVBOs.size():" << _quad3DTextureVBOs.size();
} else {
qDebug() << "new registered quad VBO made -- _registeredQuadVBOs.size():" << _registeredQuadVBOs.size();
}
#endif
} else {
glBindBuffer(GL_ARRAY_BUFFER, vbo.first);

View file

@ -90,23 +90,23 @@ public:
void renderSolidCube(float size);
void renderWireCube(float size);
int allocateQuad() { return _nextQuadID++; }
static const int UNKNOWN_QUAD_ID;
void renderQuad(int x, int y, int width, int height) { renderQuad(glm::vec2(x,y), glm::vec2(x + width, y + height)); }
void renderQuad(const glm::vec2& topLeft, const glm::vec2& bottomRight);
void renderQuad(int x, int y, int width, int height, int quadID = UNKNOWN_QUAD_ID)
{ renderQuad(glm::vec2(x,y), glm::vec2(x + width, y + height), quadID); }
void renderQuad(const glm::vec2& minCorner, const glm::vec2& maxCorner, int quadID = UNKNOWN_QUAD_ID);
void renderQuad(const glm::vec2& topLeft, const glm::vec2& bottomRight,
const glm::vec2& texCoordTopLeft, const glm::vec2& texCoordBottomRight);
void renderQuad(const glm::vec2& minCorner, const glm::vec2& maxCorner,
const glm::vec2& texCoordMinCorner, const glm::vec2& texCoordMaxCorner, int quadID = UNKNOWN_QUAD_ID);
void renderQuad(const glm::vec3& topLeft, const glm::vec3& bottomRight);
//void renderQuad(const glm::vec3& topLeft, const glm::vec3& bottomRight,
// const glm::vec2& texCoordTopLeft, const glm::vec2& texCoordBottomRight);
void renderQuad(const glm::vec3& minCorner, const glm::vec3& maxCorner, int quadID = UNKNOWN_QUAD_ID);
void renderQuad(const glm::vec3& topLeft, const glm::vec3& bottomLeft,
const glm::vec3& bottomRight, const glm::vec3& topRight,
const glm::vec2& texCoordTopLeft, const glm::vec2& texCoordBottomLeft,
const glm::vec2& texCoordBottomRight, const glm::vec2& texCoordTopRight);
const glm::vec2& texCoordBottomRight, const glm::vec2& texCoordTopRight, int quadID = UNKNOWN_QUAD_ID);
/// Loads geometry from the specified URL.
/// \param fallback a fallback URL to load if the desired one is unavailable
@ -136,6 +136,13 @@ private:
QHash<Vec2PairPair, VerticesIndices> _quad2DTextureVBOs;
QHash<Vec3Pair, VerticesIndices> _quad3DVBOs;
QHash<Vec3PairVec2Pair, VerticesIndices> _quad3DTextureVBOs;
QHash<int, VerticesIndices> _registeredQuadVBOs;
int _nextQuadID;
QHash<int, Vec2Pair> _lastRegisteredQuad2D;
QHash<int, Vec2PairPair> _lastRegisteredQuad2DTexture;
QHash<int, Vec3Pair> _lastRegisteredQuad3D;
QHash<int, Vec3PairVec2Pair> _lastRegisteredQuad3DTexture;
QHash<IntPair, QOpenGLBuffer> _gridBuffers;