// // 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 class RateCounter { std::vector times; QElapsedTimer timer; public: RateCounter() { timer.start(); } void reset() { times.clear(); } unsigned int count() const { return 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(); } }; const char * basicVS = " varying vec3 pos; " " void main(void) { " " gl_Position.xyz = pos; " " } "; const char * basicFS = " void main(void) { " " gl_FragColor.xyz = vec3(0.7, 0.2, 0.5); " " } "; const QString& getQmlDir() { static QString dir; if (dir.isEmpty()) { QDir path(__FILE__); path.cdUp(); dir = path.cleanPath(path.absoluteFilePath("../../../interface/resources/qml/")) + "/"; qDebug() << "Qml Path: " << dir; } return dir; } // Create a simple OpenGL window that renders text in various ways class QTestWindow : public QWindow { Q_OBJECT QOpenGLContext* _qGlContext{ nullptr }; QSize _size; gpu::ContextPointer _context; gpu::PipelinePointer _pipeline; gpu::BufferPointer _buffer; gpu::Stream::FormatPointer _format; //TextRenderer* _textRenderer[4]; RateCounter fps; 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, 5); format.setProfile(QSurfaceFormat::OpenGLContextProfile::CompatibilityProfile); format.setOption(QSurfaceFormat::DebugContext); setFormat(format); _qGlContext = new QOpenGLContext; _qGlContext->setFormat(format); _qGlContext->create(); show(); makeCurrent(); gpu::Context::init(); _context = std::make_shared(); // Clear screen gpu::Batch batch; batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLORS, { 1.0, 0.0, 0.5, 1.0 }); _context->render(batch); // Create default shaders std::string vsSource (basicVS); std::string fsSource (basicFS); auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(vsSource)); auto fs = gpu::ShaderPointer(gpu::Shader::createPixel(fsSource)); auto shader = gpu::ShaderPointer(gpu::Shader::createProgram(vs, fs)); gpu::Shader::BindingSet bindings; if (!gpu::Shader::makeProgram(*shader, bindings)) { printf("Could not compile shader"); exit(-1); } // auto shader = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS(); auto state = std::make_shared(); _pipeline = gpu::PipelinePointer(gpu::Pipeline::create(shader, state)); float z = 10.0f; const glm::vec3 vertices[] = { { -1.0f, 1.0f, z }, { 1.0f, -1.0f, z }, { -1.0f, -1.0f, z } }; _buffer = std::make_shared(sizeof(vertices), (const gpu::Byte*)vertices); _format = std::make_shared(); _format->setAttribute(gpu::Stream::POSITION, gpu::Stream::POSITION, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ)); // { // QOpenGLDebugLogger* logger = new QOpenGLDebugLogger(this); // logger->initialize(); // initializes in the current context, i.e. ctx // logger->enableMessages(); // connect(logger, &QOpenGLDebugLogger::messageLogged, this, [&](const QOpenGLDebugMessage & debugMessage) { // qDebug() << debugMessage; // }); // // logger->startLogging(QOpenGLDebugLogger::SynchronousLogging); // } // qDebug() << (const char*)glGetString(GL_VERSION); //_textRenderer[0] = TextRenderer::getInstance(SANS_FONT_FAMILY, 12, false); //_textRenderer[1] = TextRenderer::getInstance(SERIF_FONT_FAMILY, 12, false, // TextRenderer::SHADOW_EFFECT); //_textRenderer[2] = TextRenderer::getInstance(MONO_FONT_FAMILY, 48, -1, // false, TextRenderer::OUTLINE_EFFECT); //_textRenderer[3] = TextRenderer::getInstance(INCONSOLATA_FONT_FAMILY, 24); // glEnable(GL_BLEND); // glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // glClearColor(0.2f, 0.2f, 0.2f, 1); // glDisable(GL_DEPTH_TEST); makeCurrent(); _context->syncCache(); setFramePosition(QPoint(-1000, 0)); resize(QSize(800, 600)); } virtual ~QTestWindow() { } void draw(); void makeCurrent() { _qGlContext->makeCurrent(this); } protected: void resizeEvent(QResizeEvent* ev) override { resizeWindow(ev->size()); } }; #ifndef SERIF_FONT_FAMILY #define SERIF_FONT_FAMILY "Times New Roman" #endif //static const wchar_t* EXAMPLE_TEXT = L"Hello"; //static const wchar_t* EXAMPLE_TEXT = L"\xC1y Hello 1.0\ny\xC1 line 2\n\xC1y"; static const glm::uvec2 QUAD_OFFSET(10, 10); static const glm::vec3 COLORS[4] = { { 1.0, 1.0, 1.0 }, { 0.5, 1.0, 0.5 }, { 1.0, 0.5, 0.5 }, { 0.5, 0.5, 1.0 } }; void QTestWindow::draw() { if (!isVisible()) { return; } makeCurrent(); gpu::Batch batch; static int frameNum = 0; frameNum++; batch.clearColorFramebuffer(gpu::Framebuffer::BUFFER_COLORS, { 1.0, float(frameNum % 60)/60.0f, 0.5, 1.0 }); // _context->render(batch); //// batch.clear(); // batch.setViewportTransform({ 0, 0, _size.width() * devicePixelRatio(), _size.height() * devicePixelRatio() }); // glm::quat cubeOrientation; // batch.setViewTransform(Transform()); batch.setProjectionTransform(glm::mat4()); // batch.setProjectionTransform(_viewFrustrum->getProjection()); batch.setModelTransform(Transform().setRotation(cubeOrientation)); batch.setPipeline(_pipeline); batch.setInputBuffer(gpu::Stream::POSITION, _buffer, 0, 3); batch.setInputFormat(_format); batch.draw(gpu::TRIANGLES, 3); _context->render(batch); // //// gpu::Stream::Format format; //// format.setAttribute(gpu::Stream::POSITION, gpu::Stream::POSITION, gpu::Element(gpu::Vec3, gpu::FLOAT, gpu::XYZ)); //// batch.setInputBuffer(gpu::Stream::POSITION, _trianglePosBuffer, ) // // //// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //// glViewport(0, 0, _size.width() * devicePixelRatio(), _size.height() * devicePixelRatio()); // //// _context->swapBuffers(this); //// glFinish(); // _qGlContext->swapBuffers(this); fps.increment(); if (fps.elapsed() >= 2.0f) { qDebug() << "FPS: " << fps.rate(); // This prints out the frames per 2 secs (ie. half of the actual fps) bug...? fps.reset(); } } int main(int argc, char** argv) { QGuiApplication app(argc, argv); QTestWindow window; QTimer timer; timer.setInterval(1000 / 120.0f); app.connect(&timer, &QTimer::timeout, &app, [&] { window.draw(); }); timer.start(); app.exec(); return 0; } #include "main.moc"