Merge pull request #3953 from ZappoMan/someCleanup

Remove some dead code from Voxel rendering
This commit is contained in:
Philip Rosedale 2014-12-11 15:23:27 -08:00
commit 8505aaceba
14 changed files with 167 additions and 2627 deletions

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@ -1,21 +0,0 @@
#version 120
//
// passthrough.vert
// vertex shader
//
// Copyright 2013 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
//
attribute float voxelSizeIn;
varying float voxelSize;
void main(void) {
gl_FrontColor = gl_Color;
gl_Position = gl_Vertex; // don't call ftransform(), because we do projection in geometry shader
voxelSize = voxelSizeIn;
}

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@ -1,174 +0,0 @@
#version 120
//
// point_size.vert
// vertex shader
//
// Copyright 2013 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
//
attribute float voxelSizeIn;
varying float voxelSize;
uniform float viewportWidth;
uniform float viewportHeight;
uniform vec3 cameraPosition;
// Bit codes for faces
const int NONE = 0;
const int RIGHT = 1;
const int LEFT = 2;
const int BOTTOM = 4;
const int BOTTOM_RIGHT = BOTTOM + RIGHT;
const int BOTTOM_LEFT = BOTTOM + LEFT;
const int TOP = 8;
const int TOP_RIGHT = TOP + RIGHT;
const int TOP_LEFT = TOP + LEFT;
const int NEAR = 16;
const int NEAR_RIGHT = NEAR + RIGHT;
const int NEAR_LEFT = NEAR + LEFT;
const int NEAR_BOTTOM = NEAR + BOTTOM;
const int NEAR_BOTTOM_RIGHT = NEAR + BOTTOM + RIGHT;
const int NEAR_BOTTOM_LEFT = NEAR + BOTTOM + LEFT;
const int NEAR_TOP = NEAR + TOP;
const int NEAR_TOP_RIGHT = NEAR + TOP + RIGHT;
const int NEAR_TOP_LEFT = NEAR + TOP + LEFT;
const int FAR = 32;
const int FAR_RIGHT = FAR + RIGHT;
const int FAR_LEFT = FAR + LEFT;
const int FAR_BOTTOM = FAR + BOTTOM;
const int FAR_BOTTOM_RIGHT = FAR + BOTTOM + RIGHT;
const int FAR_BOTTOM_LEFT = FAR + BOTTOM + LEFT;
const int FAR_TOP = FAR + TOP;
const int FAR_TOP_RIGHT = FAR + TOP + RIGHT;
const int FAR_TOP_LEFT = FAR + TOP + LEFT;
// If we know the position of the camera relative to the voxel, we can a priori know the vertices that make the visible hull
// polygon. This also tells us which two vertices are known to make the longest possible distance between any pair of these
// vertices for the projected polygon. This is a visibleFaces table based on this knowledge.
void main(void) {
// Note: the gl_Vertex in this case are in "world coordinates" meaning they've already been scaled to TREE_SCALE
// this is also true for voxelSizeIn.
vec4 bottomNearRight = gl_Vertex;
vec4 topFarLeft = (gl_Vertex + vec4(voxelSizeIn, voxelSizeIn, voxelSizeIn, 0.0));
int visibleFaces = NONE;
// In order to use our visibleFaces "table" (implemented as if statements) below, we need to encode the 6-bit code to
// orient camera relative to the 6 defining faces of the voxel. Based on camera position relative to the bottomNearRight
// corner and the topFarLeft corner, we can calculate which hull and therefore which two vertices are furthest apart
// linearly once projected
if (cameraPosition.x < bottomNearRight.x) {
visibleFaces += RIGHT;
}
if (cameraPosition.x > topFarLeft.x) {
visibleFaces += LEFT;
}
if (cameraPosition.y < bottomNearRight.y) {
visibleFaces += BOTTOM;
}
if (cameraPosition.y > topFarLeft.y) {
visibleFaces += TOP;
}
if (cameraPosition.z < bottomNearRight.z) {
visibleFaces += NEAR;
}
if (cameraPosition.z > topFarLeft.z) {
visibleFaces += FAR;
}
vec4 cornerAdjustOne;
vec4 cornerAdjustTwo;
if (visibleFaces == RIGHT) {
cornerAdjustOne = vec4(0,0,0,0) * voxelSizeIn;
cornerAdjustTwo = vec4(0,1,1,0) * voxelSizeIn;
} else if (visibleFaces == LEFT) {
cornerAdjustOne = vec4(1,0,0,0) * voxelSizeIn;
cornerAdjustTwo = vec4(1,1,1,0) * voxelSizeIn;
} else if (visibleFaces == BOTTOM) {
cornerAdjustOne = vec4(0,0,0,0) * voxelSizeIn;
cornerAdjustTwo = vec4(1,0,1,0) * voxelSizeIn;
} else if (visibleFaces == TOP) {
cornerAdjustOne = vec4(0,1,0,0) * voxelSizeIn;
cornerAdjustTwo = vec4(1,1,1,0) * voxelSizeIn;
} else if (visibleFaces == NEAR) {
cornerAdjustOne = vec4(0,0,0,0) * voxelSizeIn;
cornerAdjustTwo = vec4(1,1,0,0) * voxelSizeIn;
} else if (visibleFaces == FAR) {
cornerAdjustOne = vec4(0,0,1,0) * voxelSizeIn;
cornerAdjustTwo = vec4(1,1,1,0) * voxelSizeIn;
} else if (visibleFaces == NEAR_BOTTOM_LEFT ||
visibleFaces == FAR_TOP ||
visibleFaces == FAR_TOP_RIGHT) {
cornerAdjustOne = vec4(0,1,0,0) * voxelSizeIn;
cornerAdjustTwo = vec4(1,0,1,0) * voxelSizeIn;
} else if (visibleFaces == FAR_TOP_LEFT ||
visibleFaces == NEAR_RIGHT ||
visibleFaces == NEAR_BOTTOM ||
visibleFaces == NEAR_BOTTOM_RIGHT) {
cornerAdjustOne = vec4(0,0,1,0) * voxelSizeIn;
cornerAdjustTwo = vec4(1,1,0,0) * voxelSizeIn;
} else if (visibleFaces == NEAR_TOP_RIGHT ||
visibleFaces == FAR_LEFT ||
visibleFaces == FAR_BOTTOM_LEFT ||
visibleFaces == BOTTOM_RIGHT ||
visibleFaces == TOP_LEFT) {
cornerAdjustOne = vec4(1,0,0,0) * voxelSizeIn;
cornerAdjustTwo = vec4(0,1,1,0) * voxelSizeIn;
// Everything else...
//} else if (visibleFaces == BOTTOM_LEFT ||
// visibleFaces == TOP_RIGHT ||
// visibleFaces == NEAR_LEFT ||
// visibleFaces == FAR_RIGHT ||
// visibleFaces == NEAR_TOP ||
// visibleFaces == NEAR_TOP_LEFT ||
// visibleFaces == FAR_BOTTOM ||
// visibleFaces == FAR_BOTTOM_RIGHT) {
} else {
cornerAdjustOne = vec4(0,0,0,0) * voxelSizeIn;
cornerAdjustTwo = vec4(1,1,1,0) * voxelSizeIn;
}
// Determine our corners
vec4 cornerOne = gl_Vertex + cornerAdjustOne;
vec4 cornerTwo = gl_Vertex + cornerAdjustTwo;
// Find their model view projections
vec4 cornerOneMVP = gl_ModelViewProjectionMatrix * cornerOne;
vec4 cornerTwoMVP = gl_ModelViewProjectionMatrix * cornerTwo;
// Map to x, y screen coordinates
vec2 cornerOneScreen = vec2(cornerOneMVP.x / cornerOneMVP.w, cornerOneMVP.y / cornerOneMVP.w);
if (cornerOneMVP.w < 0) {
cornerOneScreen.x = -cornerOneScreen.x;
cornerOneScreen.y = -cornerOneScreen.y;
}
vec2 cornerTwoScreen = vec2(cornerTwoMVP.x / cornerTwoMVP.w, cornerTwoMVP.y / cornerTwoMVP.w);
if (cornerTwoMVP.w < 0) {
cornerTwoScreen.x = -cornerTwoScreen.x;
cornerTwoScreen.y = -cornerTwoScreen.y;
}
// Find the distance between them in pixels
float voxelScreenWidth = abs(cornerOneScreen.x - cornerTwoScreen.x) * viewportWidth / 2.0;
float voxelScreenHeight = abs(cornerOneScreen.y - cornerTwoScreen.y) * viewportHeight / 2.0;
float voxelScreenLength = sqrt(voxelScreenHeight * voxelScreenHeight + voxelScreenWidth * voxelScreenWidth);
// Find the center of the voxel
vec4 centerVertex = gl_Vertex;
float halfSizeIn = voxelSizeIn / 2;
centerVertex += vec4(halfSizeIn, halfSizeIn, halfSizeIn, 0.0);
vec4 center = gl_ModelViewProjectionMatrix * centerVertex;
// Finally place the point at the center of the voxel, with a size equal to the maximum screen length
gl_Position = center;
gl_PointSize = voxelScreenLength;
gl_FrontColor = gl_Color;
}

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@ -1,87 +0,0 @@
#version 120
#extension GL_ARB_geometry_shader4 : enable
//
// voxel.geom
// geometry shader
//
// Copyright 2013 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
//
//
// VOXEL GEOMETRY SHADER
//
// Input: gl_VerticesIn/gl_PositionIn
// GL_POINTS
// Assumes vertex shader has not transformed coordinates
// Each gl_PositionIn is the corner of voxel
// varying voxelSize - which is the voxel size
//
// Note: In vertex shader doesn't do any transform. Therefore passing the 3D world coordinates xyz to us
//
// Output: GL_TRIANGLE_STRIP
//
// Issues:
// how do we need to handle lighting of these colors??
// how do we handle normals?
// check for size=0 and don't output the primitive
//
varying in float voxelSize[1];
const int VERTICES_PER_FACE = 4;
const int COORD_PER_VERTEX = 3;
const int COORD_PER_FACE = COORD_PER_VERTEX * VERTICES_PER_FACE;
void faceOfVoxel(vec4 corner, float scale, float[COORD_PER_FACE] facePoints, vec4 color, vec4 normal) {
for (int v = 0; v < VERTICES_PER_FACE; v++ ) {
vec4 vertex = corner;
for (int c = 0; c < COORD_PER_VERTEX; c++ ) {
int cIndex = c + (v * COORD_PER_VERTEX);
vertex[c] += (facePoints[cIndex] * scale);
}
gl_FrontColor = color * (gl_LightModel.ambient + gl_LightSource[0].ambient +
gl_LightSource[0].diffuse * max(0.0, dot(normal, gl_LightSource[0].position)));
gl_Position = gl_ModelViewProjectionMatrix * vertex;
EmitVertex();
}
EndPrimitive();
}
void main() {
//increment variable
int i;
vec4 corner;
float scale;
float bottomFace[COORD_PER_FACE] = float[COORD_PER_FACE]( 0, 0, 0, 1, 0, 0, 0, 0, 1, 1, 0, 1 );
float topFace[COORD_PER_FACE] = float[COORD_PER_FACE]( 1, 1, 0, 0, 1, 0, 1, 1, 1, 0, 1, 1 );
float rightFace[COORD_PER_FACE] = float[COORD_PER_FACE]( 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 1 );
float leftFace[COORD_PER_FACE] = float[COORD_PER_FACE]( 1, 0, 0, 1, 1, 0, 1, 0, 1, 1, 1, 1 );
float frontFace[COORD_PER_FACE] = float[COORD_PER_FACE]( 1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, 0 );
float backFace[COORD_PER_FACE] = float[COORD_PER_FACE]( 1, 0, 1, 0, 0, 1, 1, 1, 1, 0, 1, 1 );
vec4 bottomNormal = vec4(0.0, -1, 0.0, 0.0);
vec4 topNormal = vec4(0.0, 1, 0.0, 0.0);
vec4 rightNormal = vec4( -1, 0.0, 0.0, 0.0);
vec4 leftNormal = vec4( 1, 0.0, 0.0, 0.0);
vec4 frontNormal = vec4(0.0, 0.0, -1, 0.0);
vec4 backNormal = vec4(0.0, 0.0, 1, 0.0);
for(i = 0; i < gl_VerticesIn; i++) {
corner = gl_PositionIn[i];
scale = voxelSize[i];
faceOfVoxel(corner, scale, bottomFace, gl_FrontColorIn[i], bottomNormal);
faceOfVoxel(corner, scale, topFace, gl_FrontColorIn[i], topNormal );
faceOfVoxel(corner, scale, rightFace, gl_FrontColorIn[i], rightNormal );
faceOfVoxel(corner, scale, leftFace, gl_FrontColorIn[i], leftNormal );
faceOfVoxel(corner, scale, frontFace, gl_FrontColorIn[i], frontNormal );
faceOfVoxel(corner, scale, backFace, gl_FrontColorIn[i], backNormal );
}
}

View file

@ -1915,8 +1915,6 @@ void Application::init() {
_deferredLightingEffect.init();
_glowEffect.init();
_ambientOcclusionEffect.init();
_voxelShader.init();
_pointShader.init();
// TODO: move _myAvatar out of Application. Move relevant code to MyAvataar or AvatarManager
_avatarManager.init();
@ -1987,8 +1985,6 @@ void Application::init() {
// Set up VoxelSystem after loading preferences so we can get the desired max voxel count
_voxels.setMaxVoxels(Menu::getInstance()->getMaxVoxels());
_voxels.setUseVoxelShader(false);
_voxels.setVoxelsAsPoints(false);
_voxels.setDisableFastVoxelPipeline(false);
_voxels.init();

View file

@ -64,9 +64,7 @@
#include "renderer/DeferredLightingEffect.h"
#include "renderer/GeometryCache.h"
#include "renderer/GlowEffect.h"
#include "renderer/PointShader.h"
#include "renderer/TextureCache.h"
#include "renderer/VoxelShader.h"
#include "scripting/ControllerScriptingInterface.h"
#include "ui/BandwidthDialog.h"
#include "ui/BandwidthMeter.h"
@ -295,8 +293,6 @@ public:
NodeBounds& getNodeBoundsDisplay() { return _nodeBoundsDisplay; }
VoxelShader& getVoxelShader() { return _voxelShader; }
PointShader& getPointShader() { return _pointShader; }
FileLogger* getLogger() { return _logger; }
glm::vec2 getViewportDimensions() const { return glm::vec2(_glWidget->getDeviceWidth(), _glWidget->getDeviceHeight()); }
@ -588,8 +584,6 @@ private:
DeferredLightingEffect _deferredLightingEffect;
GlowEffect _glowEffect;
AmbientOcclusionEffect _ambientOcclusionEffect;
VoxelShader _voxelShader;
PointShader _pointShader;
Audio _audio;

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@ -123,7 +123,6 @@ public:
LodToolsDialog* getLodToolsDialog() const { return _lodToolsDialog; }
HMDToolsDialog* getHMDToolsDialog() const { return _hmdToolsDialog; }
int getMaxVoxels() const { return _maxVoxels; }
QAction* getUseVoxelShader() const { return _useVoxelShader; }
bool getShadowsEnabled() const;
@ -304,7 +303,6 @@ private:
float _avatarLODIncreaseFPS;
float _avatarLODDistanceMultiplier;
int _boundaryLevelAdjust;
QAction* _useVoxelShader;
int _maxVoxelPacketsPerSecond;
QString replaceLastOccurrence(QChar search, QChar replace, QString string);
quint64 _lastAdjust;

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@ -1,80 +0,0 @@
//
// PointShader.cpp
// interface/src/renderer
//
// Created by Brad Hefta-Gaub on 10/30/13.
// Copyright 2013 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
//
// include this before QOpenGLFramebufferObject, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <QOpenGLFramebufferObject>
#include "Application.h"
#include "PointShader.h"
#include "ProgramObject.h"
#include "RenderUtil.h"
PointShader::PointShader()
: _initialized(false)
{
_program = NULL;
}
PointShader::~PointShader() {
if (_initialized) {
delete _program;
}
}
ProgramObject* PointShader::createPointShaderProgram(const QString& name) {
ProgramObject* program = new ProgramObject();
program->addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() + "shaders/" + name + ".vert" );
program->link();
return program;
}
void PointShader::init() {
if (_initialized) {
qDebug("[ERROR] PointShader is already initialized.");
return;
}
_program = createPointShaderProgram("point_size");
_initialized = true;
}
void PointShader::begin() {
_program->bind();
}
void PointShader::end() {
_program->release();
}
int PointShader::attributeLocation(const char* name) const {
if (_program) {
return _program->attributeLocation(name);
} else {
return -1;
}
}
int PointShader::uniformLocation(const char* name) const {
if (_program) {
return _program->uniformLocation(name);
} else {
return -1;
}
}
void PointShader::setUniformValue(int uniformLocation, float value) {
_program->setUniformValue(uniformLocation, value);
}
void PointShader::setUniformValue(int uniformLocation, const glm::vec3& value) {
_program->setUniformValue(uniformLocation, value.x, value.y, value.z);
}

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@ -1,48 +0,0 @@
//
// PointShader.h
// interface/src/renderer
//
// Created by Brad Hefta-Gaub on 10/30/13.
// Copyright 2013 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_PointShader_h
#define hifi_PointShader_h
#include <QObject>
class ProgramObject;
/// A shader program that draws voxels as points with variable sizes
class PointShader : public QObject {
Q_OBJECT
public:
PointShader();
~PointShader();
void init();
/// Starts using the voxel point shader program.
void begin();
/// Stops using the voxel point shader program.
void end();
/// Gets access to attributes from the shader program
int attributeLocation(const char* name) const;
int uniformLocation(const char* name) const;
void setUniformValue(int uniformLocation, float value);
void setUniformValue(int uniformLocation, const glm::vec3& value);
static ProgramObject* createPointShaderProgram(const QString& name);
private:
bool _initialized;
ProgramObject* _program;
};
#endif // hifi_PointShader_h

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@ -1,73 +0,0 @@
//
// VoxelShader.cpp
// interface/src/renderer
//
// Created by Brad Hefta-Gaub on 9/22/13.
// Copyright 2013 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
//
// include this before QOpenGLFramebufferObject, which includes an earlier version of OpenGL
#include "InterfaceConfig.h"
#include <QOpenGLFramebufferObject>
#include "Application.h"
#include "VoxelShader.h"
#include "ProgramObject.h"
#include "RenderUtil.h"
VoxelShader::VoxelShader()
: _initialized(false)
{
_program = NULL;
}
VoxelShader::~VoxelShader() {
if (_initialized) {
delete _program;
}
}
ProgramObject* VoxelShader::createGeometryShaderProgram(const QString& name) {
ProgramObject* program = new ProgramObject();
program->addShaderFromSourceFile(QGLShader::Vertex, Application::resourcesPath() + "shaders/passthrough.vert" );
program->addShaderFromSourceFile(QGLShader::Geometry, Application::resourcesPath() + "shaders/" + name + ".geom" );
program->setGeometryInputType(GL_POINTS);
program->setGeometryOutputType(GL_TRIANGLE_STRIP);
const int VERTICES_PER_FACE = 4;
const int FACES_PER_VOXEL = 6;
const int VERTICES_PER_VOXEL = VERTICES_PER_FACE * FACES_PER_VOXEL;
program->setGeometryOutputVertexCount(VERTICES_PER_VOXEL);
program->link();
return program;
}
void VoxelShader::init() {
if (_initialized) {
qDebug("[ERROR] TestProgram is already initialized.");
return;
}
_program = createGeometryShaderProgram("voxel");
_initialized = true;
}
void VoxelShader::begin() {
_program->bind();
}
void VoxelShader::end() {
_program->release();
}
int VoxelShader::attributeLocation(const char * name) const {
if (_program) {
return _program->attributeLocation(name);
} else {
return -1;
}
}

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@ -1,49 +0,0 @@
//
// VoxelShader.h
// interface/src/renderer
//
// Created by Brad Hefta-Gaub on 9/23/13.
// Copyright 2013 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_VoxelShader_h
#define hifi_VoxelShader_h
#include <QObject>
class ProgramObject;
/// A generic full screen glow effect.
class VoxelShader : public QObject {
Q_OBJECT
public:
VoxelShader();
~VoxelShader();
void init();
/// Starts using the voxel geometry shader effect.
void begin();
/// Stops using the voxel geometry shader effect.
void end();
/// Gets access to attributes from the shader program
int attributeLocation(const char * name) const;
static ProgramObject* createGeometryShaderProgram(const QString& name);
public slots:
private:
bool _initialized;
ProgramObject* _program;
};
#endif // hifi_VoxelShader_h

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@ -1,742 +0,0 @@
//
// PrimitiveRenderer.cpp
// interface/src/voxels
//
// 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
//
#include <QMutexLocker>
#include "InterfaceConfig.h"
#include "OctreeElement.h"
#include "PrimitiveRenderer.h"
Primitive::Primitive() {
}
Primitive::~Primitive() {
}
// Simple dispatch between API and SPI
const VertexElementList& Primitive::vertexElements() const {
return vVertexElements();
}
VertexElementIndexList& Primitive::vertexElementIndices() {
return vVertexElementIndices();
}
TriElementList& Primitive::triElements() {
return vTriElements();
}
void Primitive::releaseVertexElements() {
vReleaseVertexElements();
}
unsigned long Primitive::getMemoryUsage() {
return vGetMemoryUsage();
}
Cube::Cube(
float x,
float y,
float z,
float s,
unsigned char r,
unsigned char g,
unsigned char b,
unsigned char faceExclusions
) :
_cpuMemoryUsage(0) {
init(x, y, z, s, r, g, b, faceExclusions);
}
Cube::~Cube() {
terminate();
}
void Cube::init(
float x,
float y,
float z,
float s,
unsigned char r,
unsigned char g,
unsigned char b,
unsigned char faceExclusions
) {
initializeVertices(x, y, z, s, r, g, b, faceExclusions);
initializeTris(faceExclusions);
}
void Cube::terminate() {
terminateTris();
terminateVertices();
}
void Cube::initializeVertices(
float x,
float y,
float z,
float s,
unsigned char r,
unsigned char g,
unsigned char b,
unsigned char faceExclusions
) {
for (int i = 0; i < _sNumVerticesPerCube; i++) {
// Check whether the vertex is necessary for the faces indicated by faceExclusions bit mask.
// uncomment this line to load all faces: if (~0x00 & _sFaceIndexToHalfSpaceMask[i >> 2]) {
// uncomment this line to include shared faces: if (faceExclusions & _sFaceIndexToHalfSpaceMask[i >> 2]) {
// uncomment this line to exclude shared faces:
if (~faceExclusions & _sFaceIndexToHalfSpaceMask[i >> 2]) {
VertexElement* v = new VertexElement();
if (v) {
// Construct vertex position
v->position.x = x + s * _sVertexIndexToConstructionVector[i][0];
v->position.y = y + s * _sVertexIndexToConstructionVector[i][1];
v->position.z = z + s * _sVertexIndexToConstructionVector[i][2];
// Construct vertex normal
v->normal.x = _sVertexIndexToNormalVector[i >> 2][0];
v->normal.y = _sVertexIndexToNormalVector[i >> 2][1];
v->normal.z = _sVertexIndexToNormalVector[i >> 2][2];
// Construct vertex color
//#define FALSE_COLOR
#ifndef FALSE_COLOR
v->color.r = r;
v->color.g = g;
v->color.b = b;
v->color.a = 255;
#else
static unsigned char falseColor[6][3] = {
192, 0, 0, // Bot
0, 192, 0, // Top
0, 0, 192, // Right
192, 0, 192, // Left
192, 192, 0, // Near
192, 192, 192 // Far
};
v->color.r = falseColor[i >> 2][0];
v->color.g = falseColor[i >> 2][1];
v->color.b = falseColor[i >> 2][2];
v->color.a = 255;
#endif
// Add vertex element to list
_vertices.push_back(v);
_cpuMemoryUsage += sizeof(VertexElement);
_cpuMemoryUsage += sizeof(VertexElement*);
}
}
}
}
void Cube::terminateVertices() {
for (VertexElementList::iterator it = _vertices.begin(); it != _vertices.end(); ++it) {
delete *it;
}
_cpuMemoryUsage -= _vertices.size() * (sizeof(VertexElement) + sizeof(VertexElement*));
_vertices.clear();
}
void Cube::initializeTris(
unsigned char faceExclusions
) {
int index = 0;
for (int i = 0; i < _sNumFacesPerCube; i++) {
// Check whether the vertex is necessary for the faces indicated by faceExclusions bit mask.
// uncomment this line to load all faces: if (~0x00 & _sFaceIndexToHalfSpaceMask[i]) {
// uncomment this line to include shared faces: if (faceExclusions & _sFaceIndexToHalfSpaceMask[i]) {
// uncomment this line to exclude shared faces:
if (~faceExclusions & _sFaceIndexToHalfSpaceMask[i]) {
int start = index;
// Create the triangulated face, two tris, six indices referencing four vertices, both
// with cw winding order, such that:
// A-B
// |\|
// D-C
// Store triangle ABC
TriElement* tri = new TriElement();
if (tri) {
tri->indices[0] = index++;
tri->indices[1] = index++;
tri->indices[2] = index;
// Add tri element to list
_tris.push_back(tri);
_cpuMemoryUsage += sizeof(TriElement);
_cpuMemoryUsage += sizeof(TriElement*);
}
// Now store triangle ACD
tri = new TriElement();
if (tri) {
tri->indices[0] = start;
tri->indices[1] = index++;
tri->indices[2] = index++;
// Add tri element to list
_tris.push_back(tri);
_cpuMemoryUsage += sizeof(TriElement);
_cpuMemoryUsage += sizeof(TriElement*);
}
}
}
}
void Cube::terminateTris() {
for (TriElementList::iterator it = _tris.begin(); it != _tris.end(); ++it) {
delete *it;
}
_cpuMemoryUsage -= _tris.size() * (sizeof(TriElement) + sizeof(TriElement*));
_tris.clear();
}
const VertexElementList& Cube::vVertexElements() const {
return _vertices;
}
VertexElementIndexList& Cube::vVertexElementIndices() {
return _vertexIndices;
}
TriElementList& Cube::vTriElements() {
return _tris;
}
void Cube::vReleaseVertexElements() {
terminateVertices();
}
unsigned long Cube::vGetMemoryUsage() {
return _cpuMemoryUsage;
}
unsigned char Cube::_sFaceIndexToHalfSpaceMask[6] = {
OctreeElement::HalfSpace::Bottom,
OctreeElement::HalfSpace::Top,
OctreeElement::HalfSpace::Right,
OctreeElement::HalfSpace::Left,
OctreeElement::HalfSpace::Near,
OctreeElement::HalfSpace::Far,
};
// Construction vectors ordered such that the vertices of each face are
// clockwise in a right-handed coordinate system with B-L-N at 0,0,0.
float Cube::_sVertexIndexToConstructionVector[24][3] = {
// Bottom
{ 0,0,0 },
{ 1,0,0 },
{ 1,0,1 },
{ 0,0,1 },
// Top
{ 0,1,0 },
{ 0,1,1 },
{ 1,1,1 },
{ 1,1,0 },
// Right
{ 1,0,0 },
{ 1,1,0 },
{ 1,1,1 },
{ 1,0,1 },
// Left
{ 0,0,0 },
{ 0,0,1 },
{ 0,1,1 },
{ 0,1,0 },
// Near
{ 0,0,0 },
{ 0,1,0 },
{ 1,1,0 },
{ 1,0,0 },
// Far
{ 0,0,1 },
{ 1,0,1 },
{ 1,1,1 },
{ 0,1,1 },
};
// Normals for a right-handed coordinate system
float Cube::_sVertexIndexToNormalVector[6][3] = {
{ 0,-1, 0 }, // Bottom
{ 0, 1, 0 }, // Top
{ 1, 0, 0 }, // Right
{ -1, 0, 0 }, // Left
{ 0, 0,-1 }, // Near
{ 0, 0, 1 }, // Far
};
Renderer::Renderer() {
}
Renderer::~Renderer() {
}
// Simple dispatch between API and SPI
int Renderer::add(
Primitive* primitive
) {
return vAdd(primitive);
}
void Renderer::remove(
int id
) {
vRemove(id);
}
void Renderer::release() {
vRelease();
}
void Renderer::render() {
vRender();
}
unsigned long Renderer::getMemoryUsage() {
return vGetMemoryUsage();
}
unsigned long Renderer::getMemoryUsageGPU() {
return vGetMemoryUsageGPU();
}
PrimitiveRenderer::PrimitiveRenderer(
int maxCount
) :
_maxCount(maxCount),
_triBufferId(0),
_vertexBufferId(0),
_vertexElementCount(0),
_maxVertexElementCount(0),
_triElementCount(0),
_maxTriElementCount(0),
_primitives(),
_primitiveCount(0),
_gpuMemoryUsage(0),
_cpuMemoryUsage(0)
{
init();
}
PrimitiveRenderer::~PrimitiveRenderer() {
terminate();
}
void PrimitiveRenderer::init() {
initializeGL();
initializeBookkeeping();
}
void PrimitiveRenderer::initializeGL() {
glGenBuffers(1, &_triBufferId);
glGenBuffers(1, &_vertexBufferId);
// Set up the element array buffer containing the index ids
_maxTriElementCount = _maxCount * 2;
int size = _maxTriElementCount * _sIndicesPerTri * sizeof(GLint);
_gpuMemoryUsage += size;
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _triBufferId);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, size, 0, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// Set up the array buffer in the form of array of structures
// I chose AOS because it maximizes the amount of data tranferred
// by a single glBufferSubData call.
_maxVertexElementCount = _maxCount * 8;
size = _maxVertexElementCount * sizeof(VertexElement);
_gpuMemoryUsage += size;
glBindBuffer(GL_ARRAY_BUFFER, _vertexBufferId);
glBufferData(GL_ARRAY_BUFFER, size, 0, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Initialize the first tri element in the buffer to all zeros, the
// degenerate case
deconstructTriElement(0);
// Initialize the first vertex element in the buffer to all zeros, the
// degenerate case
deconstructVertexElement(0);
}
void PrimitiveRenderer::initializeBookkeeping() {
// Start primitive count at one, because zero is reserved for the degenerate triangle
_primitives.resize(_maxCount + 1);
// Set the counters
_primitiveCount = 1;
_vertexElementCount = 1;
_triElementCount = 1;
// Guesstimate the memory consumption
_cpuMemoryUsage = sizeof(PrimitiveRenderer);
_cpuMemoryUsage += _availablePrimitiveIndex.capacity() * sizeof(int);
_cpuMemoryUsage += _availableVertexElementIndex.capacity() * sizeof(int);
_cpuMemoryUsage += _availableTriElementIndex.capacity() * sizeof(int);
_cpuMemoryUsage += _deconstructTriElementIndex.capacity() * sizeof(int);
_cpuMemoryUsage += _constructPrimitiveIndex.capacity() * sizeof(int);
}
void PrimitiveRenderer::terminate() {
terminateBookkeeping();
terminateGL();
}
void PrimitiveRenderer::terminateGL() {
if (_vertexBufferId) {
glDeleteBuffers(1, &_vertexBufferId);
_vertexBufferId = 0;
}
if (_triBufferId) {
glDeleteBuffers(1, &_triBufferId);
_triBufferId = 0;
}
}
void PrimitiveRenderer::terminateBookkeeping() {
// Delete all of the primitives
for (int i = _primitiveCount + 1; --i > 0; ) {
Primitive* primitive = _primitives[i];
if (primitive) {
_cpuMemoryUsage -= primitive->getMemoryUsage();
_primitives[i] = 0;
delete primitive;
}
}
// Drain the queues
_availablePrimitiveIndex.clear();
_availableVertexElementIndex.clear();
_availableTriElementIndex.clear();
_deconstructTriElementIndex.clear();
_constructPrimitiveIndex.clear();
_cpuMemoryUsage = sizeof(PrimitiveRenderer) + _primitives.size() * sizeof(Primitive *);
}
void PrimitiveRenderer::constructElements(
Primitive* primitive
) {
// Load vertex elements
VertexElementIndexList& vertexElementIndexList = primitive->vertexElementIndices();
const VertexElementList& vertices = primitive->vertexElements();
{
for (VertexElementList::const_iterator it = vertices.begin(); it != vertices.end(); ++it ) {
int index = getAvailableVertexElementIndex();
if (index != 0) {
// Store the vertex element index in the primitive's
// vertex element index list
vertexElementIndexList.push_back(index);
VertexElement* vertex = *it;
transferVertexElement(index, vertex);
} else {
break;
}
}
}
// Load tri elements
if (vertexElementIndexList.size() == vertices.size()) {
TriElementList& tris = primitive->triElements();
for (TriElementList::iterator it = tris.begin(); it != tris.end(); ++it) {
TriElement* tri = *it;
int index = getAvailableTriElementIndex();
if (index != 0) {
int k;
k = tri->indices[0];
tri->indices[0] = vertexElementIndexList[k];
k = tri->indices[1];
tri->indices[1] = vertexElementIndexList[k];
k = tri->indices[2];
tri->indices[2] = vertexElementIndexList[k];
tri->id = index;
transferTriElement(index, tri->indices);
} else {
break;
}
}
} else {
// TODO: failure mode
}
}
void PrimitiveRenderer::deconstructElements(
Primitive* primitive
) {
// Schedule the tri elements of the face for deconstruction
{
TriElementList& tris = primitive->triElements();
for (TriElementList::const_iterator it = tris.begin(); it != tris.end(); ++it) {
const TriElement* tri = *it;
if (tri->id) {
// Put the tri element index into decon queue
_deconstructTriElementIndex.push(tri->id);
}
}
}
// Return the vertex element index to the available queue, it is not necessary
// to zero the data
{
VertexElementIndexList& vertexIndexList = primitive->vertexElementIndices();
for (VertexElementIndexList::const_iterator it = vertexIndexList.begin(); it != vertexIndexList.end(); ++it) {
int index = *it;
if (index) {
// Put the vertex element index into the available queue
_availableVertexElementIndex.push(index);
}
}
}
delete primitive;
}
int PrimitiveRenderer::getAvailablePrimitiveIndex() {
int index;
// Check the available primitive index queue first for an available index.
if (!_availablePrimitiveIndex.isEmpty()) {
index = _availablePrimitiveIndex.pop();
} else if (_primitiveCount < _maxCount) {
// There are no primitive indices available from the queue,
// make one up
index = _primitiveCount++;
} else {
index = 0;
}
return index;
}
int PrimitiveRenderer::getAvailableVertexElementIndex() {
int index;
// Check the available vertex element queue first for an available index.
if (!_availableVertexElementIndex.isEmpty()) {
index = _availableVertexElementIndex.pop();
} else if (_vertexElementCount < _maxVertexElementCount) {
// There are no vertex elements available from the queue,
// grab one from the end of the list
index = _vertexElementCount++;
} else {
index = 0;
}
return index;
}
int PrimitiveRenderer::getAvailableTriElementIndex() {
int index;
// Check the tri elements scheduled for deconstruction queue first to
// intercept and reuse an index without it having to be destroyed
if (!_deconstructTriElementIndex.isEmpty()) {
index = _deconstructTriElementIndex.pop();
} else if (!_availableTriElementIndex.isEmpty()) {
// Nothing available in the deconstruction queue, now
// check the available tri element queue for an available index.
index = _availableTriElementIndex.pop();
} else if (_triElementCount < _maxTriElementCount) {
// There are no reusable tri elements available from the queue,
// grab one from the end of the list
index = _triElementCount++;
} else {
index = 0;
}
return index;
}
void PrimitiveRenderer::deconstructTriElement(
int idx
) {
// Set the tri element to the degenerate case.
static int degenerate[3] = { 0, 0, 0 };
transferTriElement(idx, degenerate);
}
void PrimitiveRenderer::deconstructVertexElement(
int idx
) {
// Set the vertex element to the degenerate case.
VertexElement degenerate;
memset(&degenerate, 0, sizeof(degenerate));
transferVertexElement(idx, &degenerate);
}
void PrimitiveRenderer::transferVertexElement(
int idx,
VertexElement* vertex
) {
glBindBuffer(GL_ARRAY_BUFFER, _vertexBufferId);
glBufferSubData(GL_ARRAY_BUFFER, idx * sizeof(VertexElement), sizeof(VertexElement), vertex);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void PrimitiveRenderer::transferTriElement(
int idx,
int tri[3]
) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _triBufferId);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, idx * _sBytesPerTriElement, _sBytesPerTriElement, tri);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
int PrimitiveRenderer::vAdd(
Primitive* primitive
) {
QMutexLocker lock(&_guard);
int id = getAvailablePrimitiveIndex();
if (id != 0) {
// Take ownership of primitive, including responsibility
// for destruction
_primitives[id] = primitive;
_constructPrimitiveIndex.push(id);
_cpuMemoryUsage += primitive->getMemoryUsage();
}
return id;
}
void PrimitiveRenderer::vRemove(
int id
) {
if (id != 0) {
QMutexLocker lock(&_guard);
// Locate and remove the primitive by id in the vector map
Primitive* primitive = _primitives[id];
if (primitive) {
_primitives[id] = 0;
_cpuMemoryUsage -= primitive->getMemoryUsage();
deconstructElements(primitive);
// Queue the index onto the available primitive stack.
_availablePrimitiveIndex.push(id);
}
}
}
void PrimitiveRenderer::vRelease() {
QMutexLocker lock(&_guard);
terminateBookkeeping();
initializeBookkeeping();
}
void PrimitiveRenderer::vRender() {
int id;
QMutexLocker lock(&_guard);
// Iterate over the set of triangle element array buffer ids scheduled for
// destruction. Set the triangle element to the degenerate case. Queue the id
// onto the available tri element stack.
while (!_deconstructTriElementIndex.isEmpty()) {
id = _deconstructTriElementIndex.pop();
deconstructTriElement(id);
_availableTriElementIndex.push(id);
}
// Iterate over the set of primitive ids scheduled for construction. Transfer
// primitive data to the GPU.
while (!_constructPrimitiveIndex.isEmpty()) {
id = _constructPrimitiveIndex.pop();
Primitive* primitive = _primitives[id];
if (primitive) {
constructElements(primitive);
// No need to keep an extra copy of the vertices
_cpuMemoryUsage -= primitive->getMemoryUsage();
primitive->releaseVertexElements();
_cpuMemoryUsage += primitive->getMemoryUsage();
}
}
// The application uses clockwise winding for the definition of front face, this renderer
// aalso uses clockwise (that is the gl default) to construct the triangulation
// so...
//glFrontFace(GL_CW);
glEnable(GL_CULL_FACE);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBufferId);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, sizeof(VertexElement), 0);
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, sizeof(VertexElement), (const GLvoid*)12);
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(VertexElement), (const GLvoid*)24);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _triBufferId);
glDrawElements(GL_TRIANGLES, 3 * _triElementCount, GL_UNSIGNED_INT, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glDisable(GL_CULL_FACE);
}
unsigned long PrimitiveRenderer::vGetMemoryUsage() {
return _cpuMemoryUsage;
}
unsigned long PrimitiveRenderer::vGetMemoryUsageGPU() {
return _gpuMemoryUsage;
}

View file

@ -1,503 +0,0 @@
//
// PrimitiveRenderer.h
// interface/src/voxels
//
// Created by Norman Craft.
// 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_PrimitiveRenderer_h
#define hifi_PrimitiveRenderer_h
#include <QStack>
#include <QVector>
#include <QMutex>
/// Vertex element structure.
/// Using the array of structures approach to specifying
/// vertex data to GL cuts down on the calls to glBufferSubData
///
typedef
struct __VertexElement {
struct __position {
float x;
float y;
float z;
} position;
struct __normal {
float x;
float y;
float z;
} normal;
struct __color {
unsigned char r;
unsigned char g;
unsigned char b;
unsigned char a;
} color;
} VertexElement;
/// Triangle element index structure.
/// Specify the vertex indices of the triangle and its element index.
///
typedef
struct __TriElement {
int indices[3];
int id;
} TriElement;
/// Vertex element list container.
///
typedef QVector<VertexElement *> VertexElementList;
/// Vertex element index list container.
///
typedef QVector<int> VertexElementIndexList;
/// Triangle element list container
///
typedef QVector<TriElement *> TriElementList;
///
/// @class Primitive
/// Primitive Interface class.
/// Abstract class for accessing vertex and tri elements of geometric primitives
///
///
class Primitive {
public:
virtual ~Primitive();
// API methods go here
/// Vertex element accessor.
/// @return A list of vertex elements of the primitive
///
const VertexElementList& vertexElements() const;
/// Vertex element index accessor.
/// @return A list of vertex element indices of the primitive
///
VertexElementIndexList& vertexElementIndices();
/// Tri element accessor.
/// @return A list of tri elements of the primitive
///
TriElementList& triElements();
/// Release vertex elements.
///
void releaseVertexElements();
/// Get memory usage.
///
unsigned long getMemoryUsage();
protected:
/// Default constructor prohibited to API user, restricted to service implementer.
///
Primitive();
private:
/// Copy constructor prohibited.
///
Primitive(
const Primitive& copy
);
// SPI methods are defined here
/// Vertex element accessor.
/// Service implementer to provide private override for this method
/// in derived class
///
virtual const VertexElementList& vVertexElements() const = 0;
/// Vertex element index accessor.
/// Service implementer to provide private override for this method
/// in derived class
///
virtual VertexElementIndexList& vVertexElementIndices() = 0;
/// Tri element accessor.
/// Service implementer to provide private override for this method
/// in derived class
///
virtual TriElementList& vTriElements() = 0;
/// Release vertex elements.
/// Service implementer to provide private override for this method
/// in derived class
///
virtual void vReleaseVertexElements() = 0;
/// Get memory usage.
/// Service implementer to provide private override for this method
/// in derived class
///
virtual unsigned long vGetMemoryUsage() = 0;
};
///
/// @class Cube
/// Class for accessing the vertex and triangle elements of a cube
///
class Cube: public Primitive {
public:
/// Configuration dependency injection constructor.
///
Cube(
float x, ///< Cube location on X-axis
float y, ///< Cube location on Y-axis
float z, ///< Cube location on Z-axis
float s, ///< Cube size
unsigned char r, ///< Cube red color component
unsigned char g, ///< Cube green color component
unsigned char b, ///< Cube blue color component
unsigned char faces ///< Bitmask of faces of cube excluded from construction
);
~Cube();
private:
/// Copy constructor prohibited.
///
Cube (
const Cube& cube
);
/// Cube initialization
///
void init(
float x, ///< Cube location on X-axis
float y, ///< Cube location on Y-axis
float z, ///< Cube location on Z-axis
float s, ///< Cube size
unsigned char r, ///< Cube red color component
unsigned char g, ///< Cube green color component
unsigned char b, ///< Cube blue color component
unsigned char faceExclusions ///< Bitmask of faces of cube excluded from construction
);
/// Cube termination
///
void terminate();
/// Initialize cube's vertex list
///
void initializeVertices(
float x, ///< Cube location on X-axis
float y, ///< Cube location on Y-axis
float z, ///< Cube location on Z-axis
float s, ///< Cube size
unsigned char r, ///< Cube red color component
unsigned char g, ///< Cube green color component
unsigned char b, ///< Cube blue color component
unsigned char faceExclusions ///< Bitmask of faces of cube excluded from construction
);
/// Terminate cube's vertex list
///
void terminateVertices();
/// Initialize cube's triangle list
///
void initializeTris(
unsigned char faceExclusions
);
/// Terminate cube's triangle list
///
void terminateTris();
// SPI virtual override methods go here
const VertexElementList& vVertexElements() const;
VertexElementIndexList& vVertexElementIndices();
TriElementList& vTriElements();
void vReleaseVertexElements();
unsigned long vGetMemoryUsage();
private:
VertexElementList _vertices; ///< Vertex element list
VertexElementIndexList _vertexIndices; ///< Vertex element index list
TriElementList _tris; ///< Tri element list
unsigned long _cpuMemoryUsage; ///< Memory allocation of object
static const int _sNumFacesPerCube = 6; ///< Number of faces per cube
static const int _sNumVerticesPerCube = 24; ///< Number of vertices per cube
static unsigned char _sFaceIndexToHalfSpaceMask[6]; ///< index to bitmask map
static float _sVertexIndexToConstructionVector[24][3]; ///< Vertex index to construction vector map
static float _sVertexIndexToNormalVector[6][3]; ///< Vertex index to normal vector map
};
///
/// @class Renderer
/// GL renderer interface class.
/// Abstract class for rendering geometric primitives in GL
///
class Renderer {
public:
virtual ~Renderer();
// API methods go here
/// Add primitive to renderer database.
///
int add(
Primitive* primitive ///< Primitive instance to be added
);
/// Remove primitive from renderer database.
///
void remove(
int id ///< Primitive id to be removed
);
/// Clear all primitives from renderer database
///
void release();
/// Render primitive database.
/// The render method assumes appropriate GL context and state has
/// already been provided for
///
void render();
/// Get memory usage.
///
unsigned long getMemoryUsage();
/// Get GPU memory usage.
///
unsigned long getMemoryUsageGPU();
protected:
/// Default constructor prohibited to API user, restricted to service implementer.
///
Renderer();
private:
/// Copy constructor prohibited.
///
Renderer(
const Renderer& copy
);
// SPI methods are defined here
/// Add primitive to renderer database.
/// Service implementer to provide private override for this method
/// in derived class
/// @return Primitive id
///
virtual int vAdd(
Primitive* primitive ///< Primitive instance to be added
) = 0;
/// Remove primitive from renderer database.
/// Service implementer to provide private override for this method
/// in derived class
///
virtual void vRemove(
int id ///< Primitive id
) = 0;
/// Clear all primitives from renderer database
/// Service implementer to provide private override for this method
/// in derived class
///
virtual void vRelease() = 0;
/// Render primitive database.
/// Service implementer to provide private virtual override for this method
/// in derived class
///
virtual void vRender() = 0;
/// Get memory usage.
///
virtual unsigned long vGetMemoryUsage() = 0;
/// Get GPU memory usage.
///
virtual unsigned long vGetMemoryUsageGPU() = 0;
};
///
/// @class PrimitiveRenderer
/// Renderer implementation class for the rendering of geometric primitives
/// using GL element array and GL array buffers
///
class PrimitiveRenderer : public Renderer {
public:
/// Configuration dependency injection constructor.
///
PrimitiveRenderer(
int maxCount ///< Max count
);
~PrimitiveRenderer();
private:
/// Default constructor prohibited.
///
PrimitiveRenderer();
/// Copy constructor prohibited.
///
PrimitiveRenderer(
const PrimitiveRenderer& renderer
);
void init();
void terminate();
/// Allocate and initialize GL buffers.
///
void initializeGL();
/// Terminate and deallocate GL buffers.
///
void terminateGL();
void initializeBookkeeping();
void terminateBookkeeping();
/// Construct the elements of the faces of the primitive.
///
void constructElements(
Primitive* primitive ///< Primitive instance
);
/// Deconstruct the elements of the faces of the primitive.
///
void deconstructElements(
Primitive* primitive ///< Primitive instance
);
/// Deconstruct the triangle element from the GL buffer.
///
void deconstructTriElement(
int idx ///< Triangle element index
);
/// Deconstruct the vertex element from the GL buffer.
///
void deconstructVertexElement(
int idx ///< Vertex element index
);
/// Transfer the vertex element to the GL buffer.
///
void transferVertexElement(
int idx, ///< Vertex element index
VertexElement *vertex ///< Vertex element instance
);
/// Transfer the triangle element to the GL buffer.
///
void transferTriElement(
int idx, ///< Triangle element index
int tri[3] ///< Triangle element data
);
/// Get available primitive index.
/// Get an available primitive index from either the recycling
/// queue or incrementing the counter
///
int getAvailablePrimitiveIndex();
/// Get available vertex element index.
/// Get an available vertex element index from either the recycling
/// queue or incrementing the counter
///
int getAvailableVertexElementIndex();
/// Get available triangle element index.
/// Get an available triangle element index from either the elements
/// scheduled for deconstruction queue, the recycling
/// queue or incrementing the counter
///
int getAvailableTriElementIndex();
// SPI virtual override methods go here
/// Add primitive to renderer database.
///
int vAdd(
Primitive* primitive ///< Primitive instance to be added
);
/// Remove primitive from renderer database.
///
void vRemove(
int id ///< Primitive id to be removed
);
/// Clear all primitives from renderer database
///
void vRelease();
/// Render triangle database.
///
void vRender();
/// Get memory usage.
///
unsigned long vGetMemoryUsage();
/// Get gpu memory usage.
///
unsigned long vGetMemoryUsageGPU();
private:
int _maxCount; ///< Maximum count of tris
// GL related parameters
GLuint _triBufferId; ///< GL element array buffer id
GLuint _vertexBufferId; ///< GL vertex array buffer id
// Book keeping parameters
int _vertexElementCount; ///< Count of vertices
int _maxVertexElementCount; ///< Max count of vertices
int _triElementCount; ///< Count of triangles
int _maxTriElementCount; ///< Max count of triangles
QVector<Primitive *> _primitives; ///< Vector of primitive
int _primitiveCount; ///< Count of primitives
QStack<int> _availablePrimitiveIndex; ///< Queue of primitive indices available
QStack<int> _availableVertexElementIndex; ///< Queue of vertex element indices available
QStack<int> _availableTriElementIndex; ///< Queue of triangle element indices available
QStack<int> _deconstructTriElementIndex; ///< Queue of triangle element indices requiring deletion from GL
QStack<int> _constructPrimitiveIndex; ///< Queue of primitives requiring addition to GL
QMutex _guard;
// Statistics parameters, not necessary for proper operation
unsigned long _gpuMemoryUsage; ///< GPU memory used by this instance
unsigned long _cpuMemoryUsage; ///< CPU memory used by this instance
static const int _sIndicesPerTri = 3;
static const int _sBytesPerTriElement = sizeof(GLint) * _sIndicesPerTri;
};
#endif // hifi_PrimitiveRenderer_h

File diff suppressed because it is too large Load diff

View file

@ -25,22 +25,12 @@
#include "Camera.h"
#include "Util.h"
#include "world.h"
#include "renderer/VoxelShader.h"
#include "PrimitiveRenderer.h"
class ProgramObject;
const int NUM_CHILDREN = 8;
struct VoxelShaderVBOData
{
float x, y, z; // position
float s; // size
unsigned char r,g,b; // color
};
class VoxelSystem : public NodeData, public OctreeElementDeleteHook, public OctreeElementUpdateHook {
Q_OBJECT
@ -80,7 +70,6 @@ public:
void killLocalVoxels();
virtual void hideOutOfView(bool forceFullFrustum = false);
void inspectForOcclusions();
bool hasViewChanged();
bool isViewChanging();
@ -97,8 +86,6 @@ public slots:
void clearAllNodesBufferIndex();
void setDisableFastVoxelPipeline(bool disableFastVoxelPipeline);
void setUseVoxelShader(bool useVoxelShader);
void setVoxelsAsPoints(bool voxelsAsPoints);
protected:
float _treeScale;
@ -140,8 +127,6 @@ private:
static bool killSourceVoxelsOperation(OctreeElement* element, void* extraData);
static bool forceRedrawEntireTreeOperation(OctreeElement* element, void* extraData);
static bool clearAllNodesBufferIndexOperation(OctreeElement* element, void* extraData);
static bool inspectForExteriorOcclusionsOperation(OctreeElement* element, void* extraData);
static bool inspectForInteriorOcclusionsOperation(OctreeElement* element, void* extraData);
static bool hideOutOfViewOperation(OctreeElement* element, void* extraData);
static bool hideAllSubTreeOperation(OctreeElement* element, void* extraData);
static bool showAllSubTreeOperation(OctreeElement* element, void* extraData);
@ -191,14 +176,8 @@ private:
void initVoxelMemory();
void cleanupVoxelMemory();
bool _useVoxelShader;
bool _voxelsAsPoints;
bool _voxelShaderModeWhenVoxelsAsPointsEnabled;
GLuint _vboVoxelsID; /// when using voxel shader, we'll use this VBO
GLuint _vboVoxelsIndicesID; /// when using voxel shader, we'll use this VBO for our indexes
VoxelShaderVBOData* _writeVoxelShaderData;
VoxelShaderVBOData* _readVoxelShaderData;
GLuint _vboVerticesID;
GLuint _vboColorsID;
@ -258,17 +237,6 @@ private:
float _lastKnownVoxelSizeScale;
int _lastKnownBoundaryLevelAdjust;
bool _inOcclusions;
bool _showCulledSharedFaces; ///< Flag visibility of culled faces
bool _usePrimitiveRenderer; ///< Flag primitive renderer for use
PrimitiveRenderer* _renderer; ///< Voxel renderer
static const unsigned int _sNumOctantsPerHemiVoxel = 4;
static int _sCorrectedChildIndex[8];
static unsigned short _sSwizzledOcclusionBits[64]; ///< Swizzle value of bit pairs of the value of index
static unsigned char _sOctantIndexToBitMask[8]; ///< Map octant index to partition mask
static unsigned char _sOctantIndexToSharedBitMask[8][8]; ///< Map octant indices to shared partition mask
// haze
bool _drawHaze;
float _farHazeDistance;