overte/libraries/render-utils/src/GeometryCache.h

280 lines
9.9 KiB
C++

//
// 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 <gpu/GPUConfig.h>
#include <QMap>
#include <QOpenGLBuffer>
#include <DependencyManager.h>
#include <ResourceCache.h>
#include <FBXReader.h>
#include <AnimationCache.h>
#include "gpu/Stream.h"
class NetworkGeometry;
class NetworkMesh;
class NetworkTexture;
typedef QPair<glm::vec2, glm::vec2> Vec2Pair;
typedef QPair<Vec2Pair, Vec2Pair> Vec2PairPair;
typedef QPair<glm::vec3, glm::vec3> Vec3Pair;
typedef QPair<Vec3Pair, Vec2Pair> Vec3PairVec2Pair;
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 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 glm::vec3& v, uint seed) {
// multiply by prime numbers greater than the possible size
return qHash(v.x + 5009 * v.y + 5011 * v.z, 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 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);
}
/// Stores cached geometry.
class GeometryCache : public ResourceCache {
Q_OBJECT
SINGLETON_DEPENDENCY(GeometryCache)
public:
int allocateID() { return _nextID++; }
static const int UNKNOWN_ID;
void renderHemisphere(int slices, int stacks);
void renderSphere(float radius, int slices, int stacks, bool solid = true);
void renderSquare(int xDivisions, int yDivisions);
void renderHalfCylinder(int slices, int stacks);
void renderCone(float base, float height, int slices, int stacks);
void renderGrid(int xDivisions, int yDivisions);
void renderGrid(int x, int y, int width, int height, int rows, int cols, int id = UNKNOWN_ID);
void renderSolidCube(float size);
void renderWireCube(float size);
void renderBevelCornersRect(int x, int y, int width, int height, int bevelDistance, int id = UNKNOWN_ID);
void renderQuad(int x, int y, int width, int height, int id = UNKNOWN_ID)
{ renderQuad(glm::vec2(x,y), glm::vec2(x + width, y + height), id); }
void renderQuad(const glm::vec2& minCorner, const glm::vec2& maxCorner, int id = UNKNOWN_ID);
void renderQuad(const glm::vec2& minCorner, const glm::vec2& maxCorner,
const glm::vec2& texCoordMinCorner, const glm::vec2& texCoordMaxCorner, int id = UNKNOWN_ID);
void renderQuad(const glm::vec3& minCorner, const glm::vec3& maxCorner, 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, int id = UNKNOWN_ID);
void renderLine(const glm::vec3& p1, const glm::vec3& p2, int id = UNKNOWN_ID);
void renderLine(const glm::vec2& p1, const glm::vec2& p2, int id = UNKNOWN_ID);
void updateLinestrip(int id, const QVector<glm::vec2>& points);
void updateLinestrip(int id, const QVector<glm::vec3>& points);
void renderLinestrip(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<NetworkGeometry> getGeometry(const QUrl& url, const QUrl& fallback = QUrl(), bool delayLoad = false);
protected:
virtual QSharedPointer<Resource> createResource(const QUrl& url,
const QSharedPointer<Resource>& fallback, bool delayLoad, const void* extra);
private:
GeometryCache();
virtual ~GeometryCache();
typedef QPair<int, int> IntPair;
typedef QPair<GLuint, GLuint> VerticesIndices;
QHash<IntPair, VerticesIndices> _hemisphereVBOs;
QHash<IntPair, VerticesIndices> _sphereVBOs;
QHash<IntPair, VerticesIndices> _squareVBOs;
QHash<IntPair, VerticesIndices> _halfCylinderVBOs;
QHash<IntPair, VerticesIndices> _coneVBOs;
QHash<float, VerticesIndices> _wireCubeVBOs;
QHash<float, VerticesIndices> _solidCubeVBOs;
QHash<Vec2Pair, VerticesIndices> _quad2DVBOs;
QHash<Vec2PairPair, VerticesIndices> _quad2DTextureVBOs;
QHash<Vec3Pair, VerticesIndices> _quad3DVBOs;
QHash<Vec3PairVec2Pair, VerticesIndices> _quad3DTextureVBOs;
QHash<int, VerticesIndices> _registeredQuadVBOs;
int _nextID;
QHash<int, Vec2Pair> _lastRegisteredQuad2D;
QHash<int, Vec2PairPair> _lastRegisteredQuad2DTexture;
QHash<int, Vec3Pair> _lastRegisteredQuad3D;
QHash<int, Vec3PairVec2Pair> _lastRegisteredQuad3DTexture;
QHash<int, Vec3Pair> _lastRegisteredRect;
QHash<Vec3Pair, VerticesIndices> _rectVBOs;
QHash<int, VerticesIndices> _registeredRectVBOs;
QHash<int, Vec3Pair> _lastRegisteredLine3D;
QHash<Vec3Pair, VerticesIndices> _line3DVBOs;
QHash<int, VerticesIndices> _registeredLine3DVBOs;
QHash<int, Vec2Pair> _lastRegisteredLine2D;
QHash<Vec2Pair, VerticesIndices> _line2DVBOs;
QHash<int, VerticesIndices> _registeredLine2DVBOs;
struct BufferDetails {
QOpenGLBuffer buffer;
int vertices;
int vertexSize;
};
QHash<int, BufferDetails> _registeredLinestrips;
QHash<IntPair, QOpenGLBuffer> _gridBuffers;
QHash<int, QOpenGLBuffer> _registeredAlternateGridBuffers;
QHash<Vec3Pair, QOpenGLBuffer> _alternateGridBuffers;
QHash<int, Vec3Pair> _lastRegisteredGrid;
QHash<QUrl, QWeakPointer<NetworkGeometry> > _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<NetworkGeometry>& 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<NetworkGeometry> getLODOrFallback(float distance, float& hysteresis, bool delayLoad = false) const;
const FBXGeometry& getFBXGeometry() const { return _geometry; }
const QVector<NetworkMesh>& getMeshes() const { return _meshes; }
QVector<int> getJointMappings(const AnimationPointer& animation);
virtual void setLoadPriority(const QPointer<QObject>& owner, float priority);
virtual void setLoadPriorities(const QHash<QPointer<QObject>, float>& priorities);
virtual void clearLoadPriority(const QPointer<QObject>& 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<NetworkGeometry>& lodParent) { _lodParent = lodParent; }
QVariantHash _mapping;
QUrl _textureBase;
QSharedPointer<NetworkGeometry> _fallback;
QMap<float, QSharedPointer<NetworkGeometry> > _lods;
FBXGeometry _geometry;
QVector<NetworkMesh> _meshes;
QWeakPointer<NetworkGeometry> _lodParent;
QHash<QWeakPointer<Animation>, QVector<int> > _jointMappings;
QHash<QString, QUrl> _pendingTextureChanges;
};
/// The state associated with a single mesh part.
class NetworkMeshPart {
public:
QString diffuseTextureName;
QSharedPointer<NetworkTexture> diffuseTexture;
QString normalTextureName;
QSharedPointer<NetworkTexture> normalTexture;
QString specularTextureName;
QSharedPointer<NetworkTexture> specularTexture;
QString emissiveTextureName;
QSharedPointer<NetworkTexture> 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<NetworkMeshPart> parts;
int getTranslucentPartCount(const FBXMesh& fbxMesh) const;
};
#endif // hifi_GeometryCache_h