// // main.cpp // tests/gpu-test/src // // Copyright 2015 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 #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "unlit_frag.h" #include "unlit_vert.h" class RateCounter { std::vector times; QElapsedTimer timer; public: RateCounter() { timer.start(); } void reset() { times.clear(); } unsigned int count() const { return (unsigned int)times.size() - 1; } float elapsed() const { if (times.size() < 1) { return 0.0f; } float elapsed = *times.rbegin() - *times.begin(); return elapsed; } void increment() { times.push_back(timer.elapsed() / 1000.0f); } float rate() const { if (elapsed() == 0.0f) { return NAN; } return (float) count() / elapsed(); } }; uint32_t toCompactColor(const glm::vec4& color); gpu::ShaderPointer makeShader(const std::string & vertexShaderSrc, const std::string & fragmentShaderSrc, const gpu::Shader::BindingSet & bindings) { auto vs = gpu::Shader::createVertex(vertexShaderSrc); auto fs = gpu::Shader::createPixel(fragmentShaderSrc); auto shader = gpu::Shader::createProgram(vs, fs); if (!gpu::Shader::makeProgram(*shader, bindings)) { printf("Could not compile shader\n"); exit(-1); } return shader; } float getSeconds(quint64 start = 0) { auto usecs = usecTimestampNow() - start; auto msecs = usecs / USECS_PER_MSEC; float seconds = (float)msecs / MSECS_PER_SECOND; return seconds; } static const size_t TYPE_COUNT = 4; static GeometryCache::Shape SHAPE[TYPE_COUNT] = { GeometryCache::Icosahedron, GeometryCache::Cube, GeometryCache::Sphere, GeometryCache::Tetrahedron, //GeometryCache::Line, }; gpu::Stream::FormatPointer& getInstancedSolidStreamFormat(); // Creates an OpenGL window that renders a simple unlit scene using the gpu library and GeometryCache // Should eventually get refactored into something that supports multiple gpu backends. class QTestWindow : public QWindow { Q_OBJECT QOpenGLContextWrapper _qGlContext; QSize _size; gpu::ContextPointer _context; gpu::PipelinePointer _pipeline; glm::mat4 _projectionMatrix; RateCounter fps; QTime _time; int _instanceLocation{ -1 }; protected: void renderText(); private: void resizeWindow(const QSize& size) { _size = size; } public: QTestWindow() { setSurfaceType(QSurface::OpenGLSurface); QSurfaceFormat format; // Qt Quick may need a depth and stencil buffer. Always make sure these are available. format.setDepthBufferSize(16); format.setStencilBufferSize(8); format.setVersion(4, 3); format.setProfile(QSurfaceFormat::OpenGLContextProfile::CoreProfile); format.setOption(QSurfaceFormat::DebugContext); format.setSwapInterval(0); setFormat(format); _qGlContext.setFormat(format); _qGlContext.create(); show(); makeCurrent(); setupDebugLogger(this); gpu::Context::init(); _context = std::make_shared(); auto shader = makeShader(unlit_vert, unlit_frag, gpu::Shader::BindingSet{}); auto state = std::make_shared(); state->setMultisampleEnable(true); state->setDepthTest(gpu::State::DepthTest { true }); _pipeline = gpu::Pipeline::create(shader, state); _instanceLocation = _pipeline->getProgram()->getUniforms().findLocation("Instanced"); // Clear screen gpu::Batch batch; batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLORS, { 1.0, 0.0, 0.5, 1.0 }); _context->render(batch); DependencyManager::set(); DependencyManager::set(); resize(QSize(800, 600)); _time.start(); } virtual ~QTestWindow() { } void draw() { // Attempting to draw before we're visible and have a valid size will // produce GL errors. if (!isVisible() || _size.width() <= 0 || _size.height() <= 0) { return; } makeCurrent(); gpu::Batch batch; batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLORS, { 0.0f, 0.0f, 0.0f, 1.0f }); batch.clearDepthFramebuffer(1e4); batch.setViewportTransform({ 0, 0, _size.width() * devicePixelRatio(), _size.height() * devicePixelRatio() }); batch.setProjectionTransform(_projectionMatrix); float t = _time.elapsed() * 1e-3f; glm::vec3 unitscale { 1.0f }; glm::vec3 up { 0.0f, 1.0f, 0.0f }; float distance = 3.0f; glm::vec3 camera_position{ distance * sinf(t), 0.0f, distance * cosf(t) }; static const vec3 camera_focus(0); static const vec3 camera_up(0, 1, 0); glm::mat4 camera = glm::inverse(glm::lookAt(camera_position, camera_focus, up)); batch.setViewTransform(camera); batch.setPipeline(_pipeline); batch.setModelTransform(Transform()); auto geometryCache = DependencyManager::get(); // Render grid on xz plane (not the optimal way to do things, but w/e) // Note: GeometryCache::renderGrid will *not* work, as it is apparenly unaffected by batch rotations and renders xy only { static const std::string GRID_INSTANCE = "Grid"; static auto compactColor1 = toCompactColor(vec4{ 0.35f, 0.25f, 0.15f, 1.0f }); static auto compactColor2 = toCompactColor(vec4{ 0.15f, 0.25f, 0.35f, 1.0f }); static gpu::BufferPointer transformBuffer; static gpu::BufferPointer colorBuffer; if (!transformBuffer) { transformBuffer = std::make_shared(); colorBuffer = std::make_shared(); for (int i = 0; i < 100; ++i) { { glm::mat4 transform = glm::translate(mat4(), vec3(0, -1, -50 + i)); transform = glm::scale(transform, vec3(100, 1, 1)); transformBuffer->append(transform); colorBuffer->append(compactColor1); } { glm::mat4 transform = glm::mat4_cast(quat(vec3(0, PI / 2.0f, 0))); transform = glm::translate(transform, vec3(0, -1, -50 + i)); transform = glm::scale(transform, vec3(100, 1, 1)); transformBuffer->append(transform); colorBuffer->append(compactColor2); } } } batch.setupNamedCalls(GRID_INSTANCE, 200, [=](gpu::Batch& batch, gpu::Batch::NamedBatchData& data) { batch.setViewTransform(camera); batch.setModelTransform(Transform()); batch.setPipeline(_pipeline); batch._glUniform1i(_instanceLocation, 1); geometryCache->renderWireShapeInstances(batch, GeometryCache::Line, data._count, transformBuffer, colorBuffer); batch._glUniform1i(_instanceLocation, 0); }); } { static const size_t ITEM_COUNT = 1000; static const float SHAPE_INTERVAL = (PI * 2.0f) / ITEM_COUNT; static const float ITEM_INTERVAL = SHAPE_INTERVAL / TYPE_COUNT; static const gpu::Element POSITION_ELEMENT{ gpu::VEC3, gpu::FLOAT, gpu::XYZ }; static const gpu::Element NORMAL_ELEMENT{ gpu::VEC3, gpu::FLOAT, gpu::XYZ }; static const gpu::Element COLOR_ELEMENT{ gpu::VEC4, gpu::NUINT8, gpu::RGBA }; static const gpu::Element TRANSFORM_ELEMENT{ gpu::MAT4, gpu::FLOAT, gpu::XYZW }; static std::vector transforms; static std::vector colors; static gpu::BufferPointer indirectBuffer; static gpu::BufferPointer transformBuffer; static gpu::BufferPointer colorBuffer; static gpu::BufferView colorView; static gpu::BufferView instanceXfmView; if (!transformBuffer) { transformBuffer = std::make_shared(); colorBuffer = std::make_shared(); indirectBuffer = std::make_shared(); static const float ITEM_RADIUS = 20; static const vec3 ITEM_TRANSLATION{ 0, 0, -ITEM_RADIUS }; for (size_t i = 0; i < TYPE_COUNT; ++i) { GeometryCache::Shape shape = SHAPE[i]; GeometryCache::ShapeData shapeData = geometryCache->_shapes[shape]; { gpu::Batch::DrawIndexedIndirectCommand indirectCommand; indirectCommand._count = (uint)shapeData._indexCount; indirectCommand._instanceCount = ITEM_COUNT; indirectCommand._baseInstance = (uint)(i * ITEM_COUNT); indirectCommand._firstIndex = (uint)shapeData._indexOffset / 2; indirectCommand._baseVertex = 0; indirectBuffer->append(indirectCommand); } //indirectCommand._count float startingInterval = ITEM_INTERVAL * i; for (size_t j = 0; j < ITEM_COUNT; ++j) { float theta = j * SHAPE_INTERVAL + startingInterval; auto transform = glm::rotate(mat4(), theta, Vectors::UP); transform = glm::rotate(transform, (randFloat() - 0.5f) * PI / 4.0f, Vectors::UNIT_X); transform = glm::translate(transform, ITEM_TRANSLATION); transform = glm::scale(transform, vec3(randFloat() / 2.0f + 0.5f)); transformBuffer->append(transform); transforms.push_back(transform); auto color = vec4{ randomColorValue(64), randomColorValue(64), randomColorValue(64), 255 }; color /= 255.0f; colors.push_back(color); colorBuffer->append(toCompactColor(color)); } } colorView = gpu::BufferView(colorBuffer, COLOR_ELEMENT); instanceXfmView = gpu::BufferView(transformBuffer, TRANSFORM_ELEMENT); } #if 1 GeometryCache::ShapeData shapeData = geometryCache->_shapes[GeometryCache::Icosahedron]; { batch.setViewTransform(camera); batch.setModelTransform(Transform()); batch.setPipeline(_pipeline); batch._glUniform1i(_instanceLocation, 1); batch.setInputFormat(getInstancedSolidStreamFormat()); batch.setInputBuffer(gpu::Stream::COLOR, colorView); batch.setInputBuffer(gpu::Stream::INSTANCE_XFM, instanceXfmView); batch.setIndirectBuffer(indirectBuffer); shapeData.setupBatch(batch); batch.multiDrawIndexedIndirect(TYPE_COUNT, gpu::TRIANGLES); batch._glUniform1i(_instanceLocation, 0); } #else batch.setViewTransform(camera); batch.setPipeline(_pipeline); for (size_t i = 0; i < TYPE_COUNT; ++i) { GeometryCache::Shape shape = SHAPE[i]; for (size_t j = 0; j < ITEM_COUNT; ++j) { int index = i * ITEM_COUNT + j; batch.setModelTransform(transforms[index]); const vec4& color = colors[index]; batch._glColor4f(color.r, color.g, color.b, 1.0); geometryCache->renderShape(batch, shape); } } #endif } // Render unlit cube + sphere static auto startUsecs = usecTimestampNow(); float seconds = getSeconds(startUsecs); seconds /= 4.0f; int shapeIndex = ((int)seconds) % TYPE_COUNT; bool wire = (seconds - floorf(seconds) > 0.5f); batch.setModelTransform(Transform()); batch._glColor4f(0.8f, 0.25f, 0.25f, 1.0f); if (wire) { geometryCache->renderWireShape(batch, SHAPE[shapeIndex]); } else { geometryCache->renderShape(batch, SHAPE[shapeIndex]); } batch.setModelTransform(Transform().setScale(2.05f)); batch._glColor4f(1, 1, 1, 1); geometryCache->renderWireCube(batch); _context->render(batch); _qGlContext.swapBuffers(this); fps.increment(); if (fps.elapsed() >= 0.5f) { qDebug() << "FPS: " << fps.rate(); fps.reset(); } } void makeCurrent() { _qGlContext.makeCurrent(this); } protected: void resizeEvent(QResizeEvent* ev) override { resizeWindow(ev->size()); float fov_degrees = 60.0f; float aspect_ratio = (float)_size.width() / _size.height(); float near_clip = 0.1f; float far_clip = 1000.0f; _projectionMatrix = glm::perspective(glm::radians(fov_degrees), aspect_ratio, near_clip, far_clip); } }; int main(int argc, char** argv) { QGuiApplication app(argc, argv); QTestWindow window; QTimer timer; timer.setInterval(0); app.connect(&timer, &QTimer::timeout, &app, [&] { window.draw(); }); timer.start(); app.exec(); return 0; } #include "main.moc"