overte/tests/gpu-test/src/main.cpp
2015-12-11 16:17:41 -08:00

405 lines
14 KiB
C++

//
// 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 <unordered_map>
#include <memory>
#include <cstdio>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <QtCore/QTime>
#include <QtCore/QTimer>
#include <QtCore/QDir>
#include <QtCore/QElapsedTimer>
#include <QtCore/QFile>
#include <QtCore/QLoggingCategory>
#include <QtGui/QResizeEvent>
#include <QtGui/QWindow>
#include <QtGui/QGuiApplication>
#include <QtGui/QImage>
#include <gpu/Context.h>
#include <gpu/Batch.h>
#include <gpu/Stream.h>
#include <gpu/StandardShaderLib.h>
#include <gpu/GLBackend.h>
#include <gl/QOpenGLContextWrapper.h>
#include <gl/QOpenGLDebugLoggerWrapper.h>
#include <GLMHelpers.h>
#include <PathUtils.h>
#include <GeometryCache.h>
#include <DeferredLightingEffect.h>
#include <NumericalConstants.h>
#include "unlit_frag.h"
#include "unlit_vert.h"
class RateCounter {
std::vector<float> 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<gpu::GLBackend>();
_context = std::make_shared<gpu::Context>();
auto shader = makeShader(unlit_vert, unlit_frag, gpu::Shader::BindingSet{});
auto state = std::make_shared<gpu::State>();
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<GeometryCache>();
DependencyManager::set<DeferredLightingEffect>();
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<GeometryCache>();
// 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<gpu::Buffer>();
colorBuffer = std::make_shared<gpu::Buffer>();
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<Transform> transforms;
static std::vector<vec4> 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<gpu::Buffer>();
colorBuffer = std::make_shared<gpu::Buffer>();
indirectBuffer = std::make_shared<gpu::Buffer>();
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"