// // GeometryCache.cpp // interface // // Created by Andrzej Kapolka on 6/21/13. // Copyright (c) 2013 High Fidelity, Inc. All rights reserved. #include // include this before QOpenGLBuffer, which includes an earlier version of OpenGL #include "InterfaceConfig.h" #include #include #include "Application.h" #include "GeometryCache.h" #include "world.h" GeometryCache::~GeometryCache() { foreach (const VerticesIndices& vbo, _hemisphereVBOs) { glDeleteBuffers(1, &vbo.first); glDeleteBuffers(1, &vbo.second); } } void GeometryCache::renderHemisphere(int slices, int stacks) { VerticesIndices& vbo = _hemisphereVBOs[IntPair(slices, stacks)]; int vertices = slices * (stacks - 1) + 1; int indices = slices * 2 * 3 * (stacks - 2) + slices * 3; if (vbo.first == 0) { GLfloat* vertexData = new GLfloat[vertices * 3]; GLfloat* vertex = vertexData; for (int i = 0; i < stacks - 1; i++) { float phi = PIf * 0.5f * i / (stacks - 1); float z = sinf(phi), radius = cosf(phi); for (int j = 0; j < slices; j++) { float theta = PIf * 2.0f * j / slices; *(vertex++) = sinf(theta) * radius; *(vertex++) = cosf(theta) * radius; *(vertex++) = z; } } *(vertex++) = 0.0f; *(vertex++) = 0.0f; *(vertex++) = 1.0f; glGenBuffers(1, &vbo.first); glBindBuffer(GL_ARRAY_BUFFER, vbo.first); const int BYTES_PER_VERTEX = 3 * sizeof(GLfloat); glBufferData(GL_ARRAY_BUFFER, vertices * BYTES_PER_VERTEX, vertexData, GL_STATIC_DRAW); delete[] vertexData; GLushort* indexData = new GLushort[indices]; GLushort* index = indexData; for (int i = 0; i < stacks - 2; i++) { GLushort bottom = i * slices; GLushort top = bottom + slices; for (int j = 0; j < slices; j++) { int next = (j + 1) % slices; *(index++) = bottom + j; *(index++) = top + next; *(index++) = top + j; *(index++) = bottom + j; *(index++) = bottom + next; *(index++) = top + next; } } GLushort bottom = (stacks - 2) * slices; GLushort top = bottom + slices; for (int i = 0; i < slices; i++) { *(index++) = bottom + i; *(index++) = bottom + (i + 1) % slices; *(index++) = top; } glGenBuffers(1, &vbo.second); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second); const int BYTES_PER_INDEX = sizeof(GLushort); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices * BYTES_PER_INDEX, indexData, GL_STATIC_DRAW); delete[] indexData; } else { glBindBuffer(GL_ARRAY_BUFFER, vbo.first); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second); } glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glVertexPointer(3, GL_FLOAT, 0, 0); glNormalPointer(GL_FLOAT, 0, 0); glDrawRangeElementsEXT(GL_TRIANGLES, 0, vertices - 1, indices, GL_UNSIGNED_SHORT, 0); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } void GeometryCache::renderSquare(int xDivisions, int yDivisions) { VerticesIndices& vbo = _squareVBOs[IntPair(xDivisions, yDivisions)]; int xVertices = xDivisions + 1; int yVertices = yDivisions + 1; int vertices = xVertices * yVertices; int indices = 2 * 3 * xDivisions * yDivisions; if (vbo.first == 0) { GLfloat* vertexData = new GLfloat[vertices * 3]; GLfloat* vertex = vertexData; for (int i = 0; i <= yDivisions; i++) { float y = (float)i / yDivisions; for (int j = 0; j <= xDivisions; j++) { *(vertex++) = (float)j / xDivisions; *(vertex++) = y; *(vertex++) = 0.0f; } } glGenBuffers(1, &vbo.first); glBindBuffer(GL_ARRAY_BUFFER, vbo.first); const int BYTES_PER_VERTEX = 3 * sizeof(GLfloat); glBufferData(GL_ARRAY_BUFFER, vertices * BYTES_PER_VERTEX, vertexData, GL_STATIC_DRAW); delete[] vertexData; GLushort* indexData = new GLushort[indices]; GLushort* index = indexData; for (int i = 0; i < yDivisions; i++) { GLushort bottom = i * xVertices; GLushort top = bottom + xVertices; for (int j = 0; j < xDivisions; j++) { int next = j + 1; *(index++) = bottom + j; *(index++) = top + next; *(index++) = top + j; *(index++) = bottom + j; *(index++) = bottom + next; *(index++) = top + next; } } glGenBuffers(1, &vbo.second); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second); const int BYTES_PER_INDEX = sizeof(GLushort); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices * BYTES_PER_INDEX, indexData, GL_STATIC_DRAW); delete[] indexData; } else { glBindBuffer(GL_ARRAY_BUFFER, vbo.first); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second); } glEnableClientState(GL_VERTEX_ARRAY); // all vertices have the same normal glNormal3f(0.0f, 0.0f, 1.0f); glVertexPointer(3, GL_FLOAT, 0, 0); glDrawRangeElementsEXT(GL_TRIANGLES, 0, vertices - 1, indices, GL_UNSIGNED_SHORT, 0); glDisableClientState(GL_VERTEX_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } void GeometryCache::renderHalfCylinder(int slices, int stacks) { VerticesIndices& vbo = _halfCylinderVBOs[IntPair(slices, stacks)]; int vertices = (slices + 1) * stacks; int indices = 2 * 3 * slices * (stacks - 1); if (vbo.first == 0) { GLfloat* vertexData = new GLfloat[vertices * 2 * 3]; GLfloat* vertex = vertexData; for (int i = 0; i <= (stacks - 1); i++) { float y = (float)i / (stacks - 1); for (int j = 0; j <= slices; j++) { float theta = 3 * PIf / 2 + PIf * j / slices; //normals *(vertex++) = sinf(theta); *(vertex++) = 0; *(vertex++) = cosf(theta); // vertices *(vertex++) = sinf(theta); *(vertex++) = y; *(vertex++) = cosf(theta); } } glGenBuffers(1, &vbo.first); glBindBuffer(GL_ARRAY_BUFFER, vbo.first); const int BYTES_PER_VERTEX = 3 * sizeof(GLfloat); glBufferData(GL_ARRAY_BUFFER, 2 * vertices * BYTES_PER_VERTEX, vertexData, GL_STATIC_DRAW); delete[] vertexData; GLushort* indexData = new GLushort[indices]; GLushort* index = indexData; for (int i = 0; i < stacks - 1; i++) { GLushort bottom = i * (slices + 1); GLushort top = bottom + slices + 1; for (int j = 0; j < slices; j++) { int next = j + 1; *(index++) = bottom + j; *(index++) = top + next; *(index++) = top + j; *(index++) = bottom + j; *(index++) = bottom + next; *(index++) = top + next; } } glGenBuffers(1, &vbo.second); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second); const int BYTES_PER_INDEX = sizeof(GLushort); glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices * BYTES_PER_INDEX, indexData, GL_STATIC_DRAW); delete[] indexData; } else { glBindBuffer(GL_ARRAY_BUFFER, vbo.first); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second); } glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_NORMAL_ARRAY); glNormalPointer(GL_FLOAT, 6 * sizeof(float), 0); glVertexPointer(3, GL_FLOAT, (6 * sizeof(float)), (const void *)(3 * sizeof(float))); glDrawRangeElementsEXT(GL_TRIANGLES, 0, vertices - 1, indices, GL_UNSIGNED_SHORT, 0); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_NORMAL_ARRAY); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } void GeometryCache::renderGrid(int xDivisions, int yDivisions) { QOpenGLBuffer& buffer = _gridBuffers[IntPair(xDivisions, yDivisions)]; int vertices = (xDivisions + 1 + yDivisions + 1) * 2; if (!buffer.isCreated()) { GLfloat* vertexData = new GLfloat[vertices * 2]; GLfloat* vertex = vertexData; for (int i = 0; i <= xDivisions; i++) { float x = (float)i / xDivisions; *(vertex++) = x; *(vertex++) = 0.0f; *(vertex++) = x; *(vertex++) = 1.0f; } for (int i = 0; i <= yDivisions; i++) { float y = (float)i / yDivisions; *(vertex++) = 0.0f; *(vertex++) = y; *(vertex++) = 1.0f; *(vertex++) = y; } buffer.create(); buffer.setUsagePattern(QOpenGLBuffer::StaticDraw); buffer.bind(); buffer.allocate(vertexData, vertices * 2 * sizeof(GLfloat)); delete[] vertexData; } else { buffer.bind(); } glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_FLOAT, 0, 0); glDrawArrays(GL_LINES, 0, vertices); glDisableClientState(GL_VERTEX_ARRAY); buffer.release(); } QSharedPointer GeometryCache::getGeometry(const QUrl& url) { QSharedPointer geometry = _networkGeometry.value(url); if (geometry.isNull()) { geometry = QSharedPointer(new NetworkGeometry(url)); _networkGeometry.insert(url, geometry); } return geometry; } NetworkGeometry::NetworkGeometry(const QUrl& url) : _modelRequest(url), _modelReply(NULL), _mappingReply(NULL), _attempts(0) { if (!url.isValid()) { return; } _modelRequest.setAttribute(QNetworkRequest::CacheLoadControlAttribute, QNetworkRequest::PreferCache); makeModelRequest(); QUrl mappingURL = url; QString path = url.path(); mappingURL.setPath(path.left(path.lastIndexOf('.')) + ".fst"); QNetworkRequest mappingRequest(mappingURL); mappingRequest.setAttribute(QNetworkRequest::CacheLoadControlAttribute, QNetworkRequest::PreferCache); _mappingReply = Application::getInstance()->getNetworkAccessManager()->get(mappingRequest); connect(_mappingReply, SIGNAL(downloadProgress(qint64,qint64)), SLOT(maybeReadModelWithMapping())); connect(_mappingReply, SIGNAL(error(QNetworkReply::NetworkError)), SLOT(handleMappingReplyError())); } NetworkGeometry::~NetworkGeometry() { if (_modelReply != NULL) { delete _modelReply; } if (_mappingReply != NULL) { delete _mappingReply; } foreach (const NetworkMesh& mesh, _meshes) { glDeleteBuffers(1, &mesh.indexBufferID); glDeleteBuffers(1, &mesh.vertexBufferID); } } glm::vec4 NetworkGeometry::computeAverageColor() const { glm::vec4 totalColor; int totalTriangles = 0; for (int i = 0; i < _meshes.size(); i++) { const FBXMesh& mesh = _geometry.meshes.at(i); if (mesh.isEye) { continue; // skip eyes } const NetworkMesh& networkMesh = _meshes.at(i); for (int j = 0; j < mesh.parts.size(); j++) { const FBXMeshPart& part = mesh.parts.at(j); const NetworkMeshPart& networkPart = networkMesh.parts.at(j); glm::vec4 color = glm::vec4(part.diffuseColor, 1.0f); if (networkPart.diffuseTexture) { color *= networkPart.diffuseTexture->getAverageColor(); } int triangles = part.quadIndices.size() * 2 + part.triangleIndices.size(); totalColor += color * triangles; totalTriangles += triangles; } } return (totalTriangles == 0) ? glm::vec4(1.0f, 1.0f, 1.0f, 1.0f) : totalColor / totalTriangles; } void NetworkGeometry::makeModelRequest() { _modelReply = Application::getInstance()->getNetworkAccessManager()->get(_modelRequest); connect(_modelReply, SIGNAL(downloadProgress(qint64,qint64)), SLOT(maybeReadModelWithMapping())); connect(_modelReply, SIGNAL(error(QNetworkReply::NetworkError)), SLOT(handleModelReplyError())); } void NetworkGeometry::handleModelReplyError() { QDebug debug = qDebug() << _modelReply->errorString(); _modelReply->disconnect(this); _modelReply->deleteLater(); _modelReply = NULL; // retry with increasing delays const int MAX_ATTEMPTS = 8; const int BASE_DELAY_MS = 1000; if (++_attempts < MAX_ATTEMPTS) { QTimer::singleShot(BASE_DELAY_MS * (int)pow(2.0, _attempts), this, SLOT(makeModelRequest())); debug << " -- retrying..."; } } void NetworkGeometry::handleMappingReplyError() { _mappingReply->disconnect(this); _mappingReply->deleteLater(); _mappingReply = NULL; maybeReadModelWithMapping(); } void NetworkGeometry::maybeReadModelWithMapping() { if (_modelReply == NULL || !_modelReply->isFinished() || (_mappingReply != NULL && !_mappingReply->isFinished())) { return; } QUrl url = _modelReply->url(); QByteArray model = _modelReply->readAll(); _modelReply->disconnect(this); _modelReply->deleteLater(); _modelReply = NULL; QByteArray mapping; if (_mappingReply != NULL) { mapping = _mappingReply->readAll(); _mappingReply->disconnect(this); _mappingReply->deleteLater(); _mappingReply = NULL; } try { _geometry = url.path().toLower().endsWith(".svo") ? readSVO(model) : readFBX(model, mapping); } catch (const QString& error) { qDebug() << "Error reading " << url << ": " << error; return; } foreach (const FBXMesh& mesh, _geometry.meshes) { NetworkMesh networkMesh; int totalIndices = 0; foreach (const FBXMeshPart& part, mesh.parts) { NetworkMeshPart networkPart; QString basePath = url.path(); basePath = basePath.left(basePath.lastIndexOf('/') + 1); if (!part.diffuseFilename.isEmpty()) { url.setPath(basePath + part.diffuseFilename); networkPart.diffuseTexture = Application::getInstance()->getTextureCache()->getTexture(url, false, mesh.isEye); } if (!part.normalFilename.isEmpty()) { url.setPath(basePath + part.normalFilename); networkPart.normalTexture = Application::getInstance()->getTextureCache()->getTexture(url, true); } networkMesh.parts.append(networkPart); totalIndices += (part.quadIndices.size() + part.triangleIndices.size()); } glGenBuffers(1, &networkMesh.indexBufferID); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, networkMesh.indexBufferID); glBufferData(GL_ELEMENT_ARRAY_BUFFER, totalIndices * sizeof(int), NULL, GL_STATIC_DRAW); int offset = 0; foreach (const FBXMeshPart& part, mesh.parts) { glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, part.quadIndices.size() * sizeof(int), part.quadIndices.constData()); offset += part.quadIndices.size() * sizeof(int); glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, offset, part.triangleIndices.size() * sizeof(int), part.triangleIndices.constData()); offset += part.triangleIndices.size() * sizeof(int); } glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); glGenBuffers(1, &networkMesh.vertexBufferID); glBindBuffer(GL_ARRAY_BUFFER, networkMesh.vertexBufferID); // if we don't need to do any blending or springing, then the positions/normals can be static if (mesh.blendshapes.isEmpty() && mesh.springiness == 0.0f) { int normalsOffset = mesh.vertices.size() * sizeof(glm::vec3); int tangentsOffset = normalsOffset + mesh.normals.size() * sizeof(glm::vec3); int colorsOffset = tangentsOffset + mesh.tangents.size() * sizeof(glm::vec3); int texCoordsOffset = colorsOffset + mesh.colors.size() * sizeof(glm::vec3); int clusterIndicesOffset = texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2); int clusterWeightsOffset = clusterIndicesOffset + mesh.clusterIndices.size() * sizeof(glm::vec4); glBufferData(GL_ARRAY_BUFFER, clusterWeightsOffset + mesh.clusterWeights.size() * sizeof(glm::vec4), NULL, GL_STATIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, mesh.vertices.size() * sizeof(glm::vec3), mesh.vertices.constData()); glBufferSubData(GL_ARRAY_BUFFER, normalsOffset, mesh.normals.size() * sizeof(glm::vec3), mesh.normals.constData()); glBufferSubData(GL_ARRAY_BUFFER, tangentsOffset, mesh.tangents.size() * sizeof(glm::vec3), mesh.tangents.constData()); glBufferSubData(GL_ARRAY_BUFFER, colorsOffset, mesh.colors.size() * sizeof(glm::vec3), mesh.colors.constData()); glBufferSubData(GL_ARRAY_BUFFER, texCoordsOffset, mesh.texCoords.size() * sizeof(glm::vec2), mesh.texCoords.constData()); glBufferSubData(GL_ARRAY_BUFFER, clusterIndicesOffset, mesh.clusterIndices.size() * sizeof(glm::vec4), mesh.clusterIndices.constData()); glBufferSubData(GL_ARRAY_BUFFER, clusterWeightsOffset, mesh.clusterWeights.size() * sizeof(glm::vec4), mesh.clusterWeights.constData()); // if there's no springiness, then the cluster indices/weights can be static } else if (mesh.springiness == 0.0f) { int colorsOffset = mesh.tangents.size() * sizeof(glm::vec3); int texCoordsOffset = colorsOffset + mesh.colors.size() * sizeof(glm::vec3); int clusterIndicesOffset = texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2); int clusterWeightsOffset = clusterIndicesOffset + mesh.clusterIndices.size() * sizeof(glm::vec4); glBufferData(GL_ARRAY_BUFFER, clusterWeightsOffset + mesh.clusterWeights.size() * sizeof(glm::vec4), NULL, GL_STATIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, mesh.tangents.size() * sizeof(glm::vec3), mesh.tangents.constData()); glBufferSubData(GL_ARRAY_BUFFER, colorsOffset, mesh.colors.size() * sizeof(glm::vec3), mesh.colors.constData()); glBufferSubData(GL_ARRAY_BUFFER, texCoordsOffset, mesh.texCoords.size() * sizeof(glm::vec2), mesh.texCoords.constData()); glBufferSubData(GL_ARRAY_BUFFER, clusterIndicesOffset, mesh.clusterIndices.size() * sizeof(glm::vec4), mesh.clusterIndices.constData()); glBufferSubData(GL_ARRAY_BUFFER, clusterWeightsOffset, mesh.clusterWeights.size() * sizeof(glm::vec4), mesh.clusterWeights.constData()); } else { int colorsOffset = mesh.tangents.size() * sizeof(glm::vec3); int texCoordsOffset = colorsOffset + mesh.colors.size() * sizeof(glm::vec3); glBufferData(GL_ARRAY_BUFFER, texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2), NULL, GL_STATIC_DRAW); glBufferSubData(GL_ARRAY_BUFFER, 0, mesh.tangents.size() * sizeof(glm::vec3), mesh.tangents.constData()); glBufferSubData(GL_ARRAY_BUFFER, colorsOffset, mesh.colors.size() * sizeof(glm::vec3), mesh.colors.constData()); glBufferSubData(GL_ARRAY_BUFFER, texCoordsOffset, mesh.texCoords.size() * sizeof(glm::vec2), mesh.texCoords.constData()); } glBindBuffer(GL_ARRAY_BUFFER, 0); _meshes.append(networkMesh); } }