// // GeometryCache.h // interface/src/renderer // // Created by Andrzej Kapolka on 6/21/13. // 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_GeometryCache_h #define hifi_GeometryCache_h // include this before QOpenGLBuffer, which includes an earlier version of OpenGL #include #include #include #include #include #include "FBXReader.h" #include "OBJReader.h" #include #include #include class NetworkGeometry; class NetworkMesh; class NetworkTexture; typedef glm::vec3 Vec3Key; typedef QPair Vec2Pair; typedef QPair Vec2PairPair; typedef QPair Vec3Pair; typedef QPair Vec4Pair; typedef QPair Vec3PairVec2Pair; typedef QPair Vec3PairVec4; typedef QPair Vec3PairVec4Pair; typedef QPair Vec4PairVec4; typedef QPair Vec4PairVec4Pair; inline uint qHash(const glm::vec2& v, uint seed) { // multiply by prime numbers greater than the possible size return qHash(v.x + 5009 * v.y, seed); } inline uint qHash(const Vec2Pair& v, uint seed) { // multiply by prime numbers greater than the possible size return qHash(v.first.x + 5009 * v.first.y + 5011 * v.second.x + 5021 * v.second.y, seed); } inline uint qHash(const glm::vec4& v, uint seed) { // multiply by prime numbers greater than the possible size return qHash(v.x + 5009 * v.y + 5011 * v.z + 5021 * v.w, seed); } inline uint qHash(const Vec2PairPair& v, uint seed) { // multiply by prime numbers greater than the possible size return qHash(v.first.first.x + 5009 * v.first.first.y + 5011 * v.first.second.x + 5021 * v.first.second.y + 5023 * v.second.first.x + 5039 * v.second.first.y + 5051 * v.second.second.x + 5059 * v.second.second.y, seed); } inline uint qHash(const Vec3Pair& v, uint seed) { // multiply by prime numbers greater than the possible size return qHash(v.first.x + 5009 * v.first.y + 5011 * v.first.z + 5021 * v.second.x + 5023 * v.second.y + 5039 * v.second.z, seed); } inline uint qHash(const Vec4Pair& v, uint seed) { // multiply by prime numbers greater than the possible size return qHash(v.first.x + 5009 * v.first.y + 5011 * v.first.z + 5021 * v.first.w + 5023 * v.second.x + 5039 * v.second.y + 5051 * v.second.z + 5059 * v.second.w , seed); } inline uint qHash(const Vec3PairVec2Pair& v, uint seed) { // multiply by prime numbers greater than the possible size return qHash(v.first.first.x + 5009 * v.first.first.y + 5011 * v.first.first.z + 5021 * v.first.second.x + 5023 * v.first.second.y + 5039 * v.first.second.z + 5051 * v.second.first.x + 5059 * v.second.first.y + 5077 * v.second.second.x + 5081 * v.second.second.y, seed); } inline uint qHash(const Vec3PairVec4& v, uint seed) { // multiply by prime numbers greater than the possible size return qHash(v.first.first.x + 5009 * v.first.first.y + 5011 * v.first.first.z + 5021 * v.first.second.x + 5023 * v.first.second.y + 5039 * v.first.second.z + 5051 * v.second.x + 5059 * v.second.y + 5077 * v.second.z + 5081 * v.second.w, seed); } inline uint qHash(const Vec3PairVec4Pair& v, uint seed) { // multiply by prime numbers greater than the possible size return qHash(v.first.first.x + 5009 * v.first.first.y + 5011 * v.first.first.z + 5023 * v.first.second.x + 5039 * v.first.second.y + 5051 * v.first.second.z + 5077 * v.second.first.x + 5081 * v.second.first.y + 5087 * v.second.first.z + 5099 * v.second.first.w + 5101 * v.second.second.x + 5107 * v.second.second.y + 5113 * v.second.second.z + 5119 * v.second.second.w, seed); } inline uint qHash(const Vec4PairVec4& v, uint seed) { // multiply by prime numbers greater than the possible size return qHash(v.first.first.x + 5009 * v.first.first.y + 5011 * v.first.first.z + 5021 * v.first.first.w + 5023 * v.first.second.x + 5039 * v.first.second.y + 5051 * v.first.second.z + 5059 * v.first.second.w + 5077 * v.second.x + 5081 * v.second.y + 5087 * v.second.z + 5099 * v.second.w, seed); } inline uint qHash(const Vec4PairVec4Pair& v, uint seed) { // multiply by prime numbers greater than the possible size return qHash(v.first.first.x + 5009 * v.first.first.y + 5011 * v.first.first.z + 5021 * v.first.first.w + 5023 * v.first.second.x + 5039 * v.first.second.y + 5051 * v.first.second.z + 5059 * v.first.second.w + 5077 * v.second.first.x + 5081 * v.second.first.y + 5087 * v.second.first.z + 5099 * v.second.first.w + 5101 * v.second.second.x + 5107 * v.second.second.y + 5113 * v.second.second.z + 5119 * v.second.second.w, seed); } /// Stores cached geometry. class GeometryCache : public ResourceCache, public Dependency { Q_OBJECT SINGLETON_DEPENDENCY public: int allocateID() { return _nextID++; } static const int UNKNOWN_ID; void renderCone(float base, float height, int slices, int stacks); void renderSphere(float radius, int slices, int stacks, const glm::vec3& color, bool solid = true, int id = UNKNOWN_ID) { renderSphere(radius, slices, stacks, glm::vec4(color, 1.0f), solid, id); } void renderSphere(gpu::Batch& batch, float radius, int slices, int stacks, const glm::vec3& color, bool solid = true, int id = UNKNOWN_ID) { renderSphere(batch, radius, slices, stacks, glm::vec4(color, 1.0f), solid, id); } void renderSphere(float radius, int slices, int stacks, const glm::vec4& color, bool solid = true, int id = UNKNOWN_ID); void renderSphere(gpu::Batch& batch, float radius, int slices, int stacks, const glm::vec4& color, bool solid = true, int id = UNKNOWN_ID); void renderGrid(int xDivisions, int yDivisions, const glm::vec4& color); void renderGrid(gpu::Batch& batch, int xDivisions, int yDivisions, const glm::vec4& color); void renderGrid(int x, int y, int width, int height, int rows, int cols, const glm::vec4& color, int id = UNKNOWN_ID); void renderGrid(gpu::Batch& batch, int x, int y, int width, int height, int rows, int cols, const glm::vec4& color, int id = UNKNOWN_ID); void renderSolidCube(float size, const glm::vec4& color); void renderSolidCube(gpu::Batch& batch, float size, const glm::vec4& color); void renderWireCube(float size, const glm::vec4& color); void renderWireCube(gpu::Batch& batch, float size, const glm::vec4& color); void renderBevelCornersRect(int x, int y, int width, int height, int bevelDistance, const glm::vec4& color, int id = UNKNOWN_ID); void renderBevelCornersRect(gpu::Batch& batch, int x, int y, int width, int height, int bevelDistance, const glm::vec4& color, int id = UNKNOWN_ID); void renderUnitCube(gpu::Batch& batch); void renderUnitQuad(const glm::vec4& color = glm::vec4(1), int id = UNKNOWN_ID); void renderUnitQuad(gpu::Batch& batch, const glm::vec4& color = glm::vec4(1), int id = UNKNOWN_ID); void renderQuad(int x, int y, int width, int height, const glm::vec4& color, int id = UNKNOWN_ID) { renderQuad(glm::vec2(x,y), glm::vec2(x + width, y + height), color, id); } void renderQuad(gpu::Batch& batch, int x, int y, int width, int height, const glm::vec4& color, int id = UNKNOWN_ID) { renderQuad(batch, glm::vec2(x,y), glm::vec2(x + width, y + height), color, id); } // TODO: I think there's a bug in this version of the renderQuad() that's not correctly rebuilding the vbos // if the color changes by the corners are the same, as evidenced by the audio meter which should turn white // when it's clipping void renderQuad(const glm::vec2& minCorner, const glm::vec2& maxCorner, const glm::vec4& color, int id = UNKNOWN_ID); void renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, const glm::vec2& maxCorner, const glm::vec4& color, int id = UNKNOWN_ID); void renderQuad(const glm::vec2& minCorner, const glm::vec2& maxCorner, const glm::vec2& texCoordMinCorner, const glm::vec2& texCoordMaxCorner, const glm::vec4& color, int id = UNKNOWN_ID); void renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, const glm::vec2& maxCorner, const glm::vec2& texCoordMinCorner, const glm::vec2& texCoordMaxCorner, const glm::vec4& color, int id = UNKNOWN_ID); void renderQuad(const glm::vec3& minCorner, const glm::vec3& maxCorner, const glm::vec4& color, int id = UNKNOWN_ID); void renderQuad(gpu::Batch& batch, const glm::vec3& minCorner, const glm::vec3& maxCorner, const glm::vec4& color, int id = UNKNOWN_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::vec4& color, int id = UNKNOWN_ID); void renderQuad(gpu::Batch& batch, 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::vec4& color, int id = UNKNOWN_ID); void renderLine(const glm::vec3& p1, const glm::vec3& p2, const glm::vec3& color, int id = UNKNOWN_ID) { renderLine(p1, p2, color, color, id); } void renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2, const glm::vec3& color, int id = UNKNOWN_ID) { renderLine(batch, p1, p2, color, color, id); } void renderLine(const glm::vec3& p1, const glm::vec3& p2, const glm::vec3& color1, const glm::vec3& color2, int id = UNKNOWN_ID) { renderLine(p1, p2, glm::vec4(color1, 1.0f), glm::vec4(color2, 1.0f), id); } void renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2, const glm::vec3& color1, const glm::vec3& color2, int id = UNKNOWN_ID) { renderLine(batch, p1, p2, glm::vec4(color1, 1.0f), glm::vec4(color2, 1.0f), id); } void renderLine(const glm::vec3& p1, const glm::vec3& p2, const glm::vec4& color, int id = UNKNOWN_ID) { renderLine(p1, p2, color, color, id); } void renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2, const glm::vec4& color, int id = UNKNOWN_ID) { renderLine(batch, p1, p2, color, color, id); } void renderLine(const glm::vec3& p1, const glm::vec3& p2, const glm::vec4& color1, const glm::vec4& color2, int id = UNKNOWN_ID); void renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2, const glm::vec4& color1, const glm::vec4& color2, int id = UNKNOWN_ID); void renderDashedLine(const glm::vec3& start, const glm::vec3& end, const glm::vec4& color, int id = UNKNOWN_ID); void renderDashedLine(gpu::Batch& batch, const glm::vec3& start, const glm::vec3& end, const glm::vec4& color, int id = UNKNOWN_ID); void renderLine(const glm::vec2& p1, const glm::vec2& p2, const glm::vec3& color, int id = UNKNOWN_ID) { renderLine(p1, p2, glm::vec4(color, 1.0f), id); } void renderLine(gpu::Batch& batch, const glm::vec2& p1, const glm::vec2& p2, const glm::vec3& color, int id = UNKNOWN_ID) { renderLine(batch, p1, p2, glm::vec4(color, 1.0f), id); } void renderLine(const glm::vec2& p1, const glm::vec2& p2, const glm::vec4& color, int id = UNKNOWN_ID) { renderLine(p1, p2, color, color, id); } void renderLine(gpu::Batch& batch, const glm::vec2& p1, const glm::vec2& p2, const glm::vec4& color, int id = UNKNOWN_ID) { renderLine(batch, p1, p2, color, color, id); } void renderLine(const glm::vec2& p1, const glm::vec2& p2, const glm::vec3& color1, const glm::vec3& color2, int id = UNKNOWN_ID) { renderLine(p1, p2, glm::vec4(color1, 1.0f), glm::vec4(color2, 1.0f), id); } void renderLine(gpu::Batch& batch, const glm::vec2& p1, const glm::vec2& p2, const glm::vec3& color1, const glm::vec3& color2, int id = UNKNOWN_ID) { renderLine(batch, p1, p2, glm::vec4(color1, 1.0f), glm::vec4(color2, 1.0f), id); } void renderLine(const glm::vec2& p1, const glm::vec2& p2, const glm::vec4& color1, const glm::vec4& color2, int id = UNKNOWN_ID); void renderLine(gpu::Batch& batch, const glm::vec2& p1, const glm::vec2& p2, const glm::vec4& color1, const glm::vec4& color2, int id = UNKNOWN_ID); void updateVertices(int id, const QVector& points, const glm::vec4& color); void updateVertices(int id, const QVector& points, const glm::vec4& color); void updateVertices(int id, const QVector& points, const QVector& texCoords, const glm::vec4& color); void renderVertices(gpu::Batch& batch, gpu::Primitive primitiveType, int id); void renderVertices(gpu::Primitive primitiveType, int id); /// Loads geometry from the specified URL. /// \param fallback a fallback URL to load if the desired one is unavailable /// \param delayLoad if true, don't load the geometry immediately; wait until load is first requested QSharedPointer getGeometry(const QUrl& url, const QUrl& fallback = QUrl(), bool delayLoad = false); /// Set a batch to the simple pipeline, returning the previous pipeline void useSimpleDrawPipeline(gpu::Batch& batch); protected: virtual QSharedPointer createResource(const QUrl& url, const QSharedPointer& fallback, bool delayLoad, const void* extra); private: GeometryCache(); virtual ~GeometryCache(); typedef QPair IntPair; typedef QPair VerticesIndices; struct BufferDetails { QOpenGLBuffer buffer; int vertices; int vertexSize; }; gpu::PipelinePointer _standardDrawPipeline; QHash _cubeVerticies; QHash _cubeColors; gpu::BufferPointer _wireCubeIndexBuffer; QHash _solidCubeVertices; QHash _solidCubeColors; gpu::BufferPointer _solidCubeIndexBuffer; class BatchItemDetails { public: static int population; gpu::BufferPointer verticesBuffer; gpu::BufferPointer colorBuffer; gpu::Stream::FormatPointer streamFormat; gpu::BufferStreamPointer stream; int vertices; int vertexSize; bool isCreated; BatchItemDetails(); BatchItemDetails(const GeometryCache::BatchItemDetails& other); ~BatchItemDetails(); void clear(); }; QHash _coneVBOs; int _nextID; QHash _lastRegisteredQuad3DTexture; QHash _quad3DTextures; QHash _registeredQuad3DTextures; QHash _lastRegisteredQuad2DTexture; QHash _quad2DTextures; QHash _registeredQuad2DTextures; QHash _lastRegisteredQuad3D; QHash _quad3D; QHash _registeredQuad3D; QHash _lastRegisteredQuad2D; QHash _quad2D; QHash _registeredQuad2D; QHash _lastRegisteredBevelRects; QHash _bevelRects; QHash _registeredBevelRects; QHash _lastRegisteredLine3D; QHash _line3DVBOs; QHash _registeredLine3DVBOs; QHash _lastRegisteredLine2D; QHash _line2DVBOs; QHash _registeredLine2DVBOs; QHash _registeredVertices; QHash _lastRegisteredDashedLines; QHash _dashedLines; QHash _registeredDashedLines; QHash _gridBuffers; QHash _registeredAlternateGridBuffers; QHash _alternateGridBuffers; QHash _gridColors; QHash _sphereVertices; QHash _registeredSphereVertices; QHash _lastRegisteredSphereVertices; QHash _sphereIndices; QHash _registeredSphereIndices; QHash _lastRegisteredSphereIndices; QHash _sphereColors; QHash _registeredSphereColors; QHash _lastRegisteredSphereColors; QHash > _networkGeometry; }; /// Geometry loaded from the network. class NetworkGeometry : public Resource { Q_OBJECT public: /// A hysteresis value indicating that we have no state memory. static const float NO_HYSTERESIS; NetworkGeometry(const QUrl& url, const QSharedPointer& fallback, bool delayLoad, const QVariantHash& mapping = QVariantHash(), const QUrl& textureBase = QUrl()); /// Checks whether the geometry and its textures are loaded. bool isLoadedWithTextures() const; /// Returns a pointer to the geometry appropriate for the specified distance. /// \param hysteresis a hysteresis parameter that prevents rapid model switching QSharedPointer getLODOrFallback(float distance, float& hysteresis, bool delayLoad = false) const; const FBXGeometry& getFBXGeometry() const { return _geometry; } const QVector& getMeshes() const { return _meshes; } QVector getJointMappings(const AnimationPointer& animation); virtual void setLoadPriority(const QPointer& owner, float priority); virtual void setLoadPriorities(const QHash, float>& priorities); virtual void clearLoadPriority(const QPointer& owner); void setTextureWithNameToURL(const QString& name, const QUrl& url); QStringList getTextureNames() const; protected: virtual void init(); virtual void downloadFinished(QNetworkReply* reply); virtual void reinsert(); Q_INVOKABLE void setGeometry(const FBXGeometry& geometry); private slots: void replaceTexturesWithPendingChanges(); private: friend class GeometryCache; void setLODParent(const QWeakPointer& lodParent) { _lodParent = lodParent; } QVariantHash _mapping; QUrl _textureBase; QSharedPointer _fallback; QMap > _lods; FBXGeometry _geometry; QVector _meshes; QWeakPointer _lodParent; QHash, QVector > _jointMappings; QHash _pendingTextureChanges; mutable bool _isLoadedWithTextures = false; }; /// The state associated with a single mesh part. class NetworkMeshPart { public: QString diffuseTextureName; QSharedPointer diffuseTexture; QString normalTextureName; QSharedPointer normalTexture; QString specularTextureName; QSharedPointer specularTexture; QString emissiveTextureName; QSharedPointer emissiveTexture; bool isTranslucent() const; }; /// The state associated with a single mesh. class NetworkMesh { public: gpu::BufferPointer _indexBuffer; gpu::BufferPointer _vertexBuffer; gpu::BufferStreamPointer _vertexStream; gpu::Stream::FormatPointer _vertexFormat; QVector parts; int getTranslucentPartCount(const FBXMesh& fbxMesh) const; }; #endif // hifi_GeometryCache_h