// // 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 #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 "gpu/Batch.h" #include "gpu/Context.h" #include "../model/Skybox_vert.h" #include "../model/Skybox_frag.h" #include "simple_vert.h" #include "simple_frag.h" #include "simple_textured_frag.h" #include "simple_textured_emisive_frag.h" #include "deferred_light_vert.h" #include "deferred_light_limited_vert.h" #include "directional_light_frag.h" #include "directional_light_shadow_map_frag.h" #include "directional_light_cascaded_shadow_map_frag.h" #include "directional_ambient_light_frag.h" #include "directional_ambient_light_shadow_map_frag.h" #include "directional_ambient_light_cascaded_shadow_map_frag.h" #include "directional_skybox_light_frag.h" #include "directional_skybox_light_shadow_map_frag.h" #include "directional_skybox_light_cascaded_shadow_map_frag.h" #include "point_light_frag.h" #include "spot_light_frag.h" #include "standardTransformPNTC_vert.h" #include "standardDrawTexture_frag.h" #include "model_vert.h" #include "model_shadow_vert.h" #include "model_normal_map_vert.h" #include "model_lightmap_vert.h" #include "model_lightmap_normal_map_vert.h" #include "skin_model_vert.h" #include "skin_model_shadow_vert.h" #include "skin_model_normal_map_vert.h" #include "model_frag.h" #include "model_shadow_frag.h" #include "model_normal_map_frag.h" #include "model_normal_specular_map_frag.h" #include "model_specular_map_frag.h" #include "model_lightmap_frag.h" #include "model_lightmap_normal_map_frag.h" #include "model_lightmap_normal_specular_map_frag.h" #include "model_lightmap_specular_map_frag.h" #include "model_translucent_frag.h" #include "untextured_particle_frag.h" #include "untextured_particle_vert.h" #include "textured_particle_frag.h" #include "textured_particle_vert.h" #include "ambient_occlusion_vert.h" #include "ambient_occlusion_frag.h" #include "gaussian_blur_vertical_vert.h" #include "gaussian_blur_horizontal_vert.h" #include "gaussian_blur_frag.h" #include "occlusion_blend_frag.h" #include "hit_effect_vert.h" #include "hit_effect_frag.h" #include "overlay3D_vert.h" #include "overlay3D_frag.h" #include "SkyFromSpace_vert.h" #include "SkyFromSpace_frag.h" #include "SkyFromAtmosphere_vert.h" #include "SkyFromAtmosphere_frag.h" #include "Skybox_vert.h" #include "Skybox_frag.h" #include "stars_vert.h" #include "stars_frag.h" #include "starsGrid_frag.h" #include "DrawTransformUnitQuad_vert.h" #include "DrawTexcoordRectTransformUnitQuad_vert.h" #include "DrawViewportQuadTransformTexcoord_vert.h" #include "DrawTexture_frag.h" #include "DrawTextureOpaque_frag.h" #include "DrawColoredTexture_frag.h" #include "sdf_text3D_vert.h" #include "sdf_text3D_frag.h" 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 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* _context{ nullptr }; QSize _size; //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, 1); format.setProfile(QSurfaceFormat::OpenGLContextProfile::CoreProfile); format.setOption(QSurfaceFormat::DebugContext); setFormat(format); _context = new QOpenGLContext; _context->setFormat(format); _context->create(); show(); makeCurrent(); gpu::Context::init(); { 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(); // setFramePosition(QPoint(-1000, 0)); resize(QSize(800, 600)); } virtual ~QTestWindow() { } void draw(); void makeCurrent() { _context->makeCurrent(this); } protected: void resizeEvent(QResizeEvent* ev) override { resizeWindow(ev->size()); } }; void testShaderBuild(const char* vs_src, const char * fs_src) { auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(vs_src))); auto fs = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(fs_src))); auto pr = gpu::ShaderPointer(gpu::Shader::createProgram(vs, fs)); gpu::Shader::makeProgram(*pr); } void QTestWindow::draw() { if (!isVisible()) { return; } makeCurrent(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glViewport(0, 0, _size.width() * devicePixelRatio(), _size.height() * devicePixelRatio()); static std::once_flag once; std::call_once(once, [&]{ testShaderBuild(sdf_text3D_vert, sdf_text3D_frag); testShaderBuild(DrawTransformUnitQuad_vert, DrawTexture_frag); testShaderBuild(DrawTexcoordRectTransformUnitQuad_vert, DrawTexture_frag); testShaderBuild(DrawViewportQuadTransformTexcoord_vert, DrawTexture_frag); testShaderBuild(DrawTransformUnitQuad_vert, DrawTextureOpaque_frag); testShaderBuild(DrawTransformUnitQuad_vert, DrawColoredTexture_frag); testShaderBuild(Skybox_vert, Skybox_frag); testShaderBuild(simple_vert, simple_frag); testShaderBuild(simple_vert, simple_textured_frag); testShaderBuild(simple_vert, simple_textured_emisive_frag); testShaderBuild(deferred_light_vert, directional_light_frag); testShaderBuild(deferred_light_vert, directional_light_shadow_map_frag); testShaderBuild(deferred_light_vert, directional_light_cascaded_shadow_map_frag); testShaderBuild(deferred_light_vert, directional_ambient_light_frag); testShaderBuild(deferred_light_vert, directional_ambient_light_shadow_map_frag); testShaderBuild(deferred_light_vert, directional_ambient_light_cascaded_shadow_map_frag); testShaderBuild(deferred_light_vert, directional_skybox_light_frag); testShaderBuild(deferred_light_vert, directional_skybox_light_shadow_map_frag); testShaderBuild(deferred_light_vert, directional_skybox_light_cascaded_shadow_map_frag); testShaderBuild(deferred_light_limited_vert, point_light_frag); testShaderBuild(deferred_light_limited_vert, spot_light_frag); testShaderBuild(standardTransformPNTC_vert, standardDrawTexture_frag); testShaderBuild(standardTransformPNTC_vert, DrawTextureOpaque_frag); testShaderBuild(standardTransformPNTC_vert, starsGrid_frag); testShaderBuild(stars_vert, stars_frag); testShaderBuild(model_vert, model_frag); testShaderBuild(model_normal_map_vert, model_normal_map_frag); testShaderBuild(model_vert, model_specular_map_frag); testShaderBuild(model_normal_map_vert, model_normal_specular_map_frag); testShaderBuild(model_vert, model_translucent_frag); testShaderBuild(model_normal_map_vert, model_translucent_frag); testShaderBuild(model_lightmap_vert, model_lightmap_frag); testShaderBuild(model_lightmap_normal_map_vert, model_lightmap_normal_map_frag); testShaderBuild(model_lightmap_vert, model_lightmap_specular_map_frag); testShaderBuild(model_lightmap_normal_map_vert, model_lightmap_normal_specular_map_frag); testShaderBuild(skin_model_vert, model_frag); testShaderBuild(skin_model_normal_map_vert, model_normal_map_frag); testShaderBuild(skin_model_vert, model_specular_map_frag); testShaderBuild(skin_model_normal_map_vert, model_normal_specular_map_frag); testShaderBuild(skin_model_vert, model_translucent_frag); testShaderBuild(skin_model_normal_map_vert, model_translucent_frag); testShaderBuild(model_shadow_vert, model_shadow_frag); testShaderBuild(untextured_particle_vert, untextured_particle_frag); testShaderBuild(textured_particle_vert, textured_particle_frag); testShaderBuild(gaussian_blur_vertical_vert, gaussian_blur_frag); testShaderBuild(gaussian_blur_horizontal_vert, gaussian_blur_frag); testShaderBuild(ambient_occlusion_vert, ambient_occlusion_frag); testShaderBuild(ambient_occlusion_vert, occlusion_blend_frag); testShaderBuild(hit_effect_vert, hit_effect_frag); testShaderBuild(overlay3D_vert, overlay3D_frag); testShaderBuild(SkyFromSpace_vert, SkyFromSpace_frag); testShaderBuild(SkyFromAtmosphere_vert, SkyFromAtmosphere_frag); testShaderBuild(Skybox_vert, Skybox_frag); }); _context->swapBuffers(this); glFinish(); fps.increment(); if (fps.elapsed() >= 2.0f) { qDebug() << "FPS: " << fps.rate(); fps.reset(); } } void messageHandler(QtMsgType type, const QMessageLogContext& context, const QString& message) { if (!message.isEmpty()) { #ifdef Q_OS_WIN OutputDebugStringA(message.toLocal8Bit().constData()); OutputDebugStringA("\n"); #else std::cout << message.toLocal8Bit().constData() << std::endl; #endif } } const char * LOG_FILTER_RULES = R"V0G0N( hifi.gpu=true )V0G0N"; int main(int argc, char** argv) { QGuiApplication app(argc, argv); qInstallMessageHandler(messageHandler); QLoggingCategory::setFilterRules(LOG_FILTER_RULES); QTestWindow window; QTimer timer; timer.setInterval(1); app.connect(&timer, &QTimer::timeout, &app, [&] { window.draw(); }); timer.start(); app.exec(); return 0; } #include "main.moc"