overte/tests/gpu-test/src/main.cpp
2015-08-03 11:58:38 -07:00

312 lines
8.5 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 <glm/glm.hpp>
#include <QApplication>
#include <QDir>
#include <QElapsedTimer>
#include <QFile>
#include <QImage>
#include <QLoggingCategory>
#include <gpu/Context.h>
#include <gpu/Batch.h>
#include <gpu/Stream.h>
#include <gpu/StandardShaderLib.h>
//#include <shared/ViewFrustrum.h>
#include <gpu/GLBackend.h>
//#include <QOpenGLBuffer>
#include <QOpenGLContext>
//#include <QOpenGLDebugLogger>
//#include <QOpenGLShaderProgram>
//#include <QOpenGLTexture>
//#include <QOpenGLVertexArrayObject>
#include <QResizeEvent>
#include <QTime>
#include <QTimer>
#include <QWindow>
#include <cstdio>
#include <PathUtils.h>
class RateCounter {
std::vector<float> 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<gpu::GLBackend>();
_context = std::make_shared<gpu::Context>();
// 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<gpu::State>();
_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<gpu::Buffer>(sizeof(vertices), (const gpu::Byte*)vertices);
_format = std::make_shared<gpu::Stream::Format>();
_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"