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

2415 lines
105 KiB
C++

//
// GeometryCache.cpp
// 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
//
// include this before QOpenGLBuffer, which includes an earlier version of OpenGL
#include <gpu/GPUConfig.h>
#include <cmath>
#include <QNetworkReply>
#include <QRunnable>
#include <QThreadPool>
#include <gpu/Batch.h>
#include <gpu/GLBackend.h>
#include <FSTReader.h>
#include <NumericalConstants.h>
#include "TextureCache.h"
#include "RenderUtilsLogging.h"
#include "GeometryCache.h"
#include "standardTransformPNTC_vert.h"
#include "standardDrawTexture_frag.h"
//#define WANT_DEBUG
const int GeometryCache::UNKNOWN_ID = -1;
GeometryCache::GeometryCache() :
_nextID(0)
{
const qint64 GEOMETRY_DEFAULT_UNUSED_MAX_SIZE = DEFAULT_UNUSED_MAX_SIZE;
setUnusedResourceCacheSize(GEOMETRY_DEFAULT_UNUSED_MAX_SIZE);
}
GeometryCache::~GeometryCache() {
#ifdef WANT_DEBUG
qCDebug(renderutils) << "GeometryCache::~GeometryCache()... ";
qCDebug(renderutils) << " _registeredLine3DVBOs.size():" << _registeredLine3DVBOs.size();
qCDebug(renderutils) << " _line3DVBOs.size():" << _line3DVBOs.size();
qCDebug(renderutils) << " BatchItemDetails... population:" << GeometryCache::BatchItemDetails::population;
#endif //def WANT_DEBUG
}
const int NUM_VERTICES_PER_TRIANGLE = 3;
const int NUM_TRIANGLES_PER_QUAD = 2;
const int NUM_VERTICES_PER_TRIANGULATED_QUAD = NUM_VERTICES_PER_TRIANGLE * NUM_TRIANGLES_PER_QUAD;
const int NUM_COORDS_PER_VERTEX = 3;
const int NUM_BYTES_PER_VERTEX = NUM_COORDS_PER_VERTEX * sizeof(GLfloat);
const int NUM_BYTES_PER_INDEX = sizeof(GLushort);
void GeometryCache::renderSphere(float radius, int slices, int stacks, const glm::vec4& color, bool solid, int id) {
gpu::Batch batch;
renderSphere(batch, radius, slices, stacks, color, solid, id);
gpu::GLBackend::renderBatch(batch);
}
void GeometryCache::renderSphere(gpu::Batch& batch, float radius, int slices, int stacks, const glm::vec4& color, bool solid, int id) {
bool registered = (id != UNKNOWN_ID);
Vec2Pair radiusKey(glm::vec2(radius, slices), glm::vec2(stacks, 0));
IntPair slicesStacksKey(slices, stacks);
Vec3Pair colorKey(glm::vec3(color.x, color.y, slices), glm::vec3(color.z, color.w, stacks));
int vertices = slices * (stacks - 1) + 2;
int indices = slices * (stacks - 1) * NUM_VERTICES_PER_TRIANGULATED_QUAD;
if ((registered && (!_registeredSphereVertices.contains(id) || _lastRegisteredSphereVertices[id] != radiusKey))
|| (!registered && !_sphereVertices.contains(radiusKey))) {
if (registered && _registeredSphereVertices.contains(id)) {
_registeredSphereVertices[id].reset();
#ifdef WANT_DEBUG
qCDebug(renderutils) << "renderSphere()... RELEASING REGISTERED VERTICES BUFFER";
#endif
}
gpu::BufferPointer verticesBuffer(new gpu::Buffer());
if (registered) {
_registeredSphereVertices[id] = verticesBuffer;
_lastRegisteredSphereVertices[id] = radiusKey;
} else {
_sphereVertices[radiusKey] = verticesBuffer;
}
GLfloat* vertexData = new GLfloat[vertices * NUM_COORDS_PER_VERTEX];
GLfloat* vertex = vertexData;
// south pole
*(vertex++) = 0.0f;
*(vertex++) = 0.0f;
*(vertex++) = -1.0f * radius;
//add stacks vertices climbing up Y axis
for (int i = 1; i < stacks; i++) {
float phi = PI * (float)i / (float)(stacks) - PI_OVER_TWO;
float z = sinf(phi) * radius;
float stackRadius = cosf(phi) * radius;
for (int j = 0; j < slices; j++) {
float theta = TWO_PI * (float)j / (float)slices;
*(vertex++) = sinf(theta) * stackRadius;
*(vertex++) = cosf(theta) * stackRadius;
*(vertex++) = z;
}
}
// north pole
*(vertex++) = 0.0f;
*(vertex++) = 0.0f;
*(vertex++) = 1.0f * radius;
verticesBuffer->append(sizeof(GLfloat) * vertices * NUM_COORDS_PER_VERTEX, (gpu::Byte*) vertexData);
delete[] vertexData;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "GeometryCache::renderSphere()... --- CREATING VERTICES BUFFER";
qCDebug(renderutils) << " radius:" << radius;
qCDebug(renderutils) << " slices:" << slices;
qCDebug(renderutils) << " stacks:" << stacks;
qCDebug(renderutils) << " _sphereVertices.size():" << _sphereVertices.size();
#endif
}
#ifdef WANT_DEBUG
else if (registered) {
qCDebug(renderutils) << "renderSphere()... REUSING PREVIOUSLY REGISTERED VERTICES BUFFER";
}
#endif
if ((registered && (!_registeredSphereIndices.contains(id) || _lastRegisteredSphereIndices[id] != slicesStacksKey))
|| (!registered && !_sphereIndices.contains(slicesStacksKey))) {
if (registered && _registeredSphereIndices.contains(id)) {
_registeredSphereIndices[id].reset();
#ifdef WANT_DEBUG
qCDebug(renderutils) << "renderSphere()... RELEASING REGISTERED INDICES BUFFER";
#endif
}
gpu::BufferPointer indicesBuffer(new gpu::Buffer());
if (registered) {
_registeredSphereIndices[id] = indicesBuffer;
_lastRegisteredSphereIndices[id] = slicesStacksKey;
} else {
_sphereIndices[slicesStacksKey] = indicesBuffer;
}
GLushort* indexData = new GLushort[indices];
GLushort* index = indexData;
int indexCount = 0;
// South cap
GLushort bottom = 0;
GLushort top = 1;
for (int i = 0; i < slices; i++) {
*(index++) = bottom;
*(index++) = top + i;
*(index++) = top + (i + 1) % slices;
indexCount += 3;
}
// (stacks - 2) ribbons
for (int i = 0; i < stacks - 2; i++) {
bottom = i * slices + 1;
top = bottom + slices;
for (int j = 0; j < slices; j++) {
int next = (j + 1) % slices;
*(index++) = top + next;
*(index++) = bottom + j;
*(index++) = top + j;
indexCount += 3;
*(index++) = bottom + next;
*(index++) = bottom + j;
*(index++) = top + next;
indexCount += 3;
}
}
// north cap
bottom = (stacks - 2) * slices + 1;
top = bottom + slices;
for (int i = 0; i < slices; i++) {
*(index++) = bottom + (i + 1) % slices;
*(index++) = bottom + i;
*(index++) = top;
indexCount += 3;
}
indicesBuffer->append(sizeof(GLushort) * indices, (gpu::Byte*) indexData);
delete[] indexData;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "GeometryCache::renderSphere()... --- CREATING INDICES BUFFER";
qCDebug(renderutils) << " radius:" << radius;
qCDebug(renderutils) << " slices:" << slices;
qCDebug(renderutils) << " stacks:" << stacks;
qCDebug(renderutils) << "indexCount:" << indexCount;
qCDebug(renderutils) << " indices:" << indices;
qCDebug(renderutils) << " _sphereIndices.size():" << _sphereIndices.size();
#endif
}
#ifdef WANT_DEBUG
else if (registered) {
qCDebug(renderutils) << "renderSphere()... REUSING PREVIOUSLY REGISTERED INDICES BUFFER";
}
#endif
if ((registered && (!_registeredSphereColors.contains(id) || _lastRegisteredSphereColors[id] != colorKey))
|| (!registered && !_sphereColors.contains(colorKey))) {
if (registered && _registeredSphereColors.contains(id)) {
_registeredSphereColors[id].reset();
#ifdef WANT_DEBUG
qCDebug(renderutils) << "renderSphere()... RELEASING REGISTERED COLORS BUFFER";
#endif
}
gpu::BufferPointer colorBuffer(new gpu::Buffer());
if (registered) {
_registeredSphereColors[id] = colorBuffer;
_lastRegisteredSphereColors[id] = colorKey;
} else {
_sphereColors[colorKey] = colorBuffer;
}
int compactColor = ((int(color.x * 255.0f) & 0xFF)) |
((int(color.y * 255.0f) & 0xFF) << 8) |
((int(color.z * 255.0f) & 0xFF) << 16) |
((int(color.w * 255.0f) & 0xFF) << 24);
int* colorData = new int[vertices];
int* colorDataAt = colorData;
for(int v = 0; v < vertices; v++) {
*(colorDataAt++) = compactColor;
}
colorBuffer->append(sizeof(int) * vertices, (gpu::Byte*) colorData);
delete[] colorData;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "GeometryCache::renderSphere()... --- CREATING COLORS BUFFER";
qCDebug(renderutils) << " vertices:" << vertices;
qCDebug(renderutils) << " color:" << color;
qCDebug(renderutils) << " slices:" << slices;
qCDebug(renderutils) << " stacks:" << stacks;
qCDebug(renderutils) << " _sphereColors.size():" << _sphereColors.size();
#endif
}
#ifdef WANT_DEBUG
else if (registered) {
qCDebug(renderutils) << "renderSphere()... REUSING PREVIOUSLY REGISTERED COLORS BUFFER";
}
#endif
gpu::BufferPointer verticesBuffer = registered ? _registeredSphereVertices[id] : _sphereVertices[radiusKey];
gpu::BufferPointer indicesBuffer = registered ? _registeredSphereIndices[id] : _sphereIndices[slicesStacksKey];
gpu::BufferPointer colorBuffer = registered ? _registeredSphereColors[id] : _sphereColors[colorKey];
const int VERTICES_SLOT = 0;
const int NORMALS_SLOT = 1;
const int COLOR_SLOT = 2;
gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format()); // 1 for everyone
streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
streamFormat->setAttribute(gpu::Stream::NORMAL, NORMALS_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ));
streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA));
gpu::BufferView verticesView(verticesBuffer, streamFormat->getAttributes().at(gpu::Stream::POSITION)._element);
gpu::BufferView normalsView(verticesBuffer, streamFormat->getAttributes().at(gpu::Stream::NORMAL)._element);
gpu::BufferView colorView(colorBuffer, streamFormat->getAttributes().at(gpu::Stream::COLOR)._element);
batch.setInputFormat(streamFormat);
batch.setInputBuffer(VERTICES_SLOT, verticesView);
batch.setInputBuffer(NORMALS_SLOT, normalsView);
batch.setInputBuffer(COLOR_SLOT, colorView);
batch.setIndexBuffer(gpu::UINT16, indicesBuffer, 0);
if (solid) {
batch.drawIndexed(gpu::TRIANGLES, indices);
} else {
batch.drawIndexed(gpu::LINES, indices);
}
}
void GeometryCache::renderCone(float base, float height, int slices, int stacks) {
VerticesIndices& vbo = _coneVBOs[IntPair(slices, stacks)];
int vertices = (stacks + 2) * slices;
int baseTriangles = slices - 2;
int indices = NUM_VERTICES_PER_TRIANGULATED_QUAD * slices * stacks + NUM_VERTICES_PER_TRIANGLE * baseTriangles;
if (vbo.first == 0) {
GLfloat* vertexData = new GLfloat[vertices * NUM_COORDS_PER_VERTEX * 2];
GLfloat* vertex = vertexData;
// cap
for (int i = 0; i < slices; i++) {
float theta = TWO_PI * i / slices;
//normals
*(vertex++) = 0.0f;
*(vertex++) = 0.0f;
*(vertex++) = -1.0f;
// vertices
*(vertex++) = cosf(theta);
*(vertex++) = sinf(theta);
*(vertex++) = 0.0f;
}
// body
for (int i = 0; i <= stacks; i++) {
float z = (float)i / stacks;
float radius = 1.0f - z;
for (int j = 0; j < slices; j++) {
float theta = TWO_PI * j / slices;
//normals
*(vertex++) = cosf(theta) / SQUARE_ROOT_OF_2;
*(vertex++) = sinf(theta) / SQUARE_ROOT_OF_2;
*(vertex++) = 1.0f / SQUARE_ROOT_OF_2;
// vertices
*(vertex++) = radius * cosf(theta);
*(vertex++) = radius * sinf(theta);
*(vertex++) = z;
}
}
glGenBuffers(1, &vbo.first);
glBindBuffer(GL_ARRAY_BUFFER, vbo.first);
glBufferData(GL_ARRAY_BUFFER, 2 * vertices * NUM_BYTES_PER_VERTEX, vertexData, GL_STATIC_DRAW);
delete[] vertexData;
GLushort* indexData = new GLushort[indices];
GLushort* index = indexData;
for (int i = 0; i < baseTriangles; i++) {
*(index++) = 0;
*(index++) = i + 2;
*(index++) = i + 1;
}
for (int i = 1; i <= stacks; 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;
}
}
glGenBuffers(1, &vbo.second);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo.second);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices * NUM_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);
int stride = NUM_VERTICES_PER_TRIANGULATED_QUAD * sizeof(float);
glNormalPointer(GL_FLOAT, stride, 0);
glVertexPointer(NUM_COORDS_PER_VERTEX, GL_FLOAT, stride, (const void *)(NUM_COORDS_PER_VERTEX * sizeof(float)));
glPushMatrix();
glScalef(base, base, height);
glDrawRangeElementsEXT(GL_TRIANGLES, 0, vertices - 1, indices, GL_UNSIGNED_SHORT, 0);
glPopMatrix();
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, const glm::vec4& color) {
gpu::Batch batch;
renderGrid(batch, xDivisions, yDivisions, color);
gpu::GLBackend::renderBatch(batch);
}
void GeometryCache::renderGrid(gpu::Batch& batch, int xDivisions, int yDivisions, const glm::vec4& color) {
IntPair key(xDivisions, yDivisions);
Vec3Pair colorKey(glm::vec3(color.x, color.y, yDivisions), glm::vec3(color.z, color.y, xDivisions));
int vertices = (xDivisions + 1 + yDivisions + 1) * 2;
if (!_gridBuffers.contains(key)) {
gpu::BufferPointer verticesBuffer(new gpu::Buffer());
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;
}
verticesBuffer->append(sizeof(GLfloat) * vertices * 2, (gpu::Byte*) vertexData);
delete[] vertexData;
_gridBuffers[key] = verticesBuffer;
}
if (!_gridColors.contains(colorKey)) {
gpu::BufferPointer colorBuffer(new gpu::Buffer());
_gridColors[colorKey] = colorBuffer;
int compactColor = ((int(color.x * 255.0f) & 0xFF)) |
((int(color.y * 255.0f) & 0xFF) << 8) |
((int(color.z * 255.0f) & 0xFF) << 16) |
((int(color.w * 255.0f) & 0xFF) << 24);
int* colorData = new int[vertices];
int* colorDataAt = colorData;
for(int v = 0; v < vertices; v++) {
*(colorDataAt++) = compactColor;
}
colorBuffer->append(sizeof(int) * vertices, (gpu::Byte*) colorData);
delete[] colorData;
}
gpu::BufferPointer verticesBuffer = _gridBuffers[key];
gpu::BufferPointer colorBuffer = _gridColors[colorKey];
const int VERTICES_SLOT = 0;
const int COLOR_SLOT = 1;
gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format()); // 1 for everyone
streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::XYZ), 0);
streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA));
gpu::BufferView verticesView(verticesBuffer, 0, verticesBuffer->getSize(), streamFormat->getAttributes().at(gpu::Stream::POSITION)._element);
gpu::BufferView colorView(colorBuffer, streamFormat->getAttributes().at(gpu::Stream::COLOR)._element);
batch.setInputFormat(streamFormat);
batch.setInputBuffer(VERTICES_SLOT, verticesView);
batch.setInputBuffer(COLOR_SLOT, colorView);
batch.draw(gpu::LINES, vertices, 0);
}
void GeometryCache::renderGrid(int x, int y, int width, int height, int rows, int cols, const glm::vec4& color, int id) {
gpu::Batch batch;
renderGrid(batch, x, y, width, height, rows, cols, color, id);
gpu::GLBackend::renderBatch(batch);
}
// TODO: properly handle the x,y,w,h changing for an ID
// TODO: why do we seem to create extra BatchItemDetails when we resize the window?? what's that??
void GeometryCache::renderGrid(gpu::Batch& batch, int x, int y, int width, int height, int rows, int cols, const glm::vec4& color, int id) {
#ifdef WANT_DEBUG
qCDebug(renderutils) << "GeometryCache::renderGrid(x["<<x<<"], "
"y["<<y<<"],"
"w["<<width<<"],"
"h["<<height<<"],"
"rows["<<rows<<"],"
"cols["<<cols<<"],"
" id:"<<id<<")...";
#endif
bool registered = (id != UNKNOWN_ID);
Vec3Pair key(glm::vec3(x, y, width), glm::vec3(height, rows, cols));
Vec3Pair colorKey(glm::vec3(color.x, color.y, rows), glm::vec3(color.z, color.y, cols));
int vertices = (cols + 1 + rows + 1) * 2;
if ((registered && !_registeredAlternateGridBuffers.contains(id)) || (!registered && !_alternateGridBuffers.contains(key))) {
gpu::BufferPointer verticesBuffer(new gpu::Buffer());
GLfloat* vertexData = new GLfloat[vertices * 2];
GLfloat* vertex = vertexData;
int dx = width / cols;
int dy = height / rows;
int tx = x;
int ty = y;
// Draw horizontal grid lines
for (int i = rows + 1; --i >= 0; ) {
*(vertex++) = x;
*(vertex++) = ty;
*(vertex++) = x + width;
*(vertex++) = ty;
ty += dy;
}
// Draw vertical grid lines
for (int i = cols + 1; --i >= 0; ) {
//glVertex2i(tx, y);
//glVertex2i(tx, y + height);
*(vertex++) = tx;
*(vertex++) = y;
*(vertex++) = tx;
*(vertex++) = y + height;
tx += dx;
}
verticesBuffer->append(sizeof(GLfloat) * vertices * 2, (gpu::Byte*) vertexData);
delete[] vertexData;
if (registered) {
_registeredAlternateGridBuffers[id] = verticesBuffer;
} else {
_alternateGridBuffers[key] = verticesBuffer;
}
}
if (!_gridColors.contains(colorKey)) {
gpu::BufferPointer colorBuffer(new gpu::Buffer());
_gridColors[colorKey] = colorBuffer;
int compactColor = ((int(color.x * 255.0f) & 0xFF)) |
((int(color.y * 255.0f) & 0xFF) << 8) |
((int(color.z * 255.0f) & 0xFF) << 16) |
((int(color.w * 255.0f) & 0xFF) << 24);
int* colorData = new int[vertices];
int* colorDataAt = colorData;
for(int v = 0; v < vertices; v++) {
*(colorDataAt++) = compactColor;
}
colorBuffer->append(sizeof(int) * vertices, (gpu::Byte*) colorData);
delete[] colorData;
}
gpu::BufferPointer verticesBuffer = registered ? _registeredAlternateGridBuffers[id] : _alternateGridBuffers[key];
gpu::BufferPointer colorBuffer = _gridColors[colorKey];
const int VERTICES_SLOT = 0;
const int COLOR_SLOT = 1;
gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format()); // 1 for everyone
streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::XYZ), 0);
streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA));
gpu::BufferView verticesView(verticesBuffer, 0, verticesBuffer->getSize(), streamFormat->getAttributes().at(gpu::Stream::POSITION)._element);
gpu::BufferView colorView(colorBuffer, streamFormat->getAttributes().at(gpu::Stream::COLOR)._element);
batch.setInputFormat(streamFormat);
batch.setInputBuffer(VERTICES_SLOT, verticesView);
batch.setInputBuffer(COLOR_SLOT, colorView);
batch.draw(gpu::LINES, vertices, 0);
}
void GeometryCache::updateVertices(int id, const QVector<glm::vec2>& points, const glm::vec4& color) {
BatchItemDetails& details = _registeredVertices[id];
if (details.isCreated) {
details.clear();
#ifdef WANT_DEBUG
qCDebug(renderutils) << "updateVertices()... RELEASING REGISTERED";
#endif // def WANT_DEBUG
}
const int FLOATS_PER_VERTEX = 2;
details.isCreated = true;
details.vertices = points.size();
details.vertexSize = FLOATS_PER_VERTEX;
gpu::BufferPointer verticesBuffer(new gpu::Buffer());
gpu::BufferPointer colorBuffer(new gpu::Buffer());
gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format());
gpu::BufferStreamPointer stream(new gpu::BufferStream());
details.verticesBuffer = verticesBuffer;
details.colorBuffer = colorBuffer;
details.streamFormat = streamFormat;
details.stream = stream;
details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::XYZ), 0);
details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA));
details.stream->addBuffer(details.verticesBuffer, 0, details.streamFormat->getChannels().at(0)._stride);
details.stream->addBuffer(details.colorBuffer, 0, details.streamFormat->getChannels().at(1)._stride);
details.vertices = points.size();
details.vertexSize = FLOATS_PER_VERTEX;
int compactColor = ((int(color.x * 255.0f) & 0xFF)) |
((int(color.y * 255.0f) & 0xFF) << 8) |
((int(color.z * 255.0f) & 0xFF) << 16) |
((int(color.w * 255.0f) & 0xFF) << 24);
GLfloat* vertexData = new GLfloat[details.vertices * FLOATS_PER_VERTEX];
GLfloat* vertex = vertexData;
int* colorData = new int[details.vertices];
int* colorDataAt = colorData;
foreach (const glm::vec2& point, points) {
*(vertex++) = point.x;
*(vertex++) = point.y;
*(colorDataAt++) = compactColor;
}
details.verticesBuffer->append(sizeof(GLfloat) * FLOATS_PER_VERTEX * details.vertices, (gpu::Byte*) vertexData);
details.colorBuffer->append(sizeof(int) * details.vertices, (gpu::Byte*) colorData);
delete[] vertexData;
delete[] colorData;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "new registered linestrip buffer made -- _registeredVertices.size():" << _registeredVertices.size();
#endif
}
void GeometryCache::updateVertices(int id, const QVector<glm::vec3>& points, const glm::vec4& color) {
BatchItemDetails& details = _registeredVertices[id];
if (details.isCreated) {
details.clear();
#ifdef WANT_DEBUG
qCDebug(renderutils) << "updateVertices()... RELEASING REGISTERED";
#endif // def WANT_DEBUG
}
const int FLOATS_PER_VERTEX = 3;
details.isCreated = true;
details.vertices = points.size();
details.vertexSize = FLOATS_PER_VERTEX;
gpu::BufferPointer verticesBuffer(new gpu::Buffer());
gpu::BufferPointer colorBuffer(new gpu::Buffer());
gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format());
gpu::BufferStreamPointer stream(new gpu::BufferStream());
details.verticesBuffer = verticesBuffer;
details.colorBuffer = colorBuffer;
details.streamFormat = streamFormat;
details.stream = stream;
details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA));
details.stream->addBuffer(details.verticesBuffer, 0, details.streamFormat->getChannels().at(0)._stride);
details.stream->addBuffer(details.colorBuffer, 0, details.streamFormat->getChannels().at(1)._stride);
details.vertices = points.size();
details.vertexSize = FLOATS_PER_VERTEX;
int compactColor = ((int(color.x * 255.0f) & 0xFF)) |
((int(color.y * 255.0f) & 0xFF) << 8) |
((int(color.z * 255.0f) & 0xFF) << 16) |
((int(color.w * 255.0f) & 0xFF) << 24);
GLfloat* vertexData = new GLfloat[details.vertices * FLOATS_PER_VERTEX];
GLfloat* vertex = vertexData;
int* colorData = new int[details.vertices];
int* colorDataAt = colorData;
foreach (const glm::vec3& point, points) {
*(vertex++) = point.x;
*(vertex++) = point.y;
*(vertex++) = point.z;
*(colorDataAt++) = compactColor;
}
details.verticesBuffer->append(sizeof(GLfloat) * FLOATS_PER_VERTEX * details.vertices, (gpu::Byte*) vertexData);
details.colorBuffer->append(sizeof(int) * details.vertices, (gpu::Byte*) colorData);
delete[] vertexData;
delete[] colorData;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "new registered linestrip buffer made -- _registeredVertices.size():" << _registeredVertices.size();
#endif
}
void GeometryCache::updateVertices(int id, const QVector<glm::vec3>& points, const QVector<glm::vec2>& texCoords, const glm::vec4& color) {
BatchItemDetails& details = _registeredVertices[id];
if (details.isCreated) {
details.clear();
#ifdef WANT_DEBUG
qCDebug(renderutils) << "updateVertices()... RELEASING REGISTERED";
#endif // def WANT_DEBUG
}
const int FLOATS_PER_VERTEX = 5;
details.isCreated = true;
details.vertices = points.size();
details.vertexSize = FLOATS_PER_VERTEX;
gpu::BufferPointer verticesBuffer(new gpu::Buffer());
gpu::BufferPointer colorBuffer(new gpu::Buffer());
gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format());
gpu::BufferStreamPointer stream(new gpu::BufferStream());
details.verticesBuffer = verticesBuffer;
details.colorBuffer = colorBuffer;
details.streamFormat = streamFormat;
details.stream = stream;
details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
details.streamFormat->setAttribute(gpu::Stream::TEXCOORD, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV), 3 * sizeof(float));
details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA));
details.stream->addBuffer(details.verticesBuffer, 0, details.streamFormat->getChannels().at(0)._stride);
details.stream->addBuffer(details.colorBuffer, 0, details.streamFormat->getChannels().at(1)._stride);
assert(points.size() == texCoords.size());
details.vertices = points.size();
details.vertexSize = FLOATS_PER_VERTEX;
int compactColor = ((int(color.x * 255.0f) & 0xFF)) |
((int(color.y * 255.0f) & 0xFF) << 8) |
((int(color.z * 255.0f) & 0xFF) << 16) |
((int(color.w * 255.0f) & 0xFF) << 24);
GLfloat* vertexData = new GLfloat[details.vertices * FLOATS_PER_VERTEX];
GLfloat* vertex = vertexData;
int* colorData = new int[details.vertices];
int* colorDataAt = colorData;
for (int i = 0; i < points.size(); i++) {
glm::vec3 point = points[i];
glm::vec2 texCoord = texCoords[i];
*(vertex++) = point.x;
*(vertex++) = point.y;
*(vertex++) = point.z;
*(vertex++) = texCoord.x;
*(vertex++) = texCoord.y;
*(colorDataAt++) = compactColor;
}
details.verticesBuffer->append(sizeof(GLfloat) * FLOATS_PER_VERTEX * details.vertices, (gpu::Byte*) vertexData);
details.colorBuffer->append(sizeof(int) * details.vertices, (gpu::Byte*) colorData);
delete[] vertexData;
delete[] colorData;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "new registered linestrip buffer made -- _registeredVertices.size():" << _registeredVertices.size();
#endif
}
void GeometryCache::renderVertices(gpu::Primitive primitiveType, int id) {
gpu::Batch batch;
renderVertices(batch, primitiveType, id);
gpu::GLBackend::renderBatch(batch);
}
void GeometryCache::renderVertices(gpu::Batch& batch, gpu::Primitive primitiveType, int id) {
BatchItemDetails& details = _registeredVertices[id];
if (details.isCreated) {
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(primitiveType, details.vertices, 0);
}
}
void GeometryCache::renderSolidCube(float size, const glm::vec4& color) {
gpu::Batch batch;
renderSolidCube(batch, size, color);
gpu::GLBackend::renderBatch(batch);
}
void GeometryCache::renderSolidCube(gpu::Batch& batch, float size, const glm::vec4& color) {
Vec2Pair colorKey(glm::vec2(color.x, color.y), glm::vec2(color.z, color.y));
const int FLOATS_PER_VERTEX = 3;
const int VERTICES_PER_FACE = 4;
const int NUMBER_OF_FACES = 6;
const int TRIANGLES_PER_FACE = 2;
const int VERTICES_PER_TRIANGLE = 3;
const int vertices = NUMBER_OF_FACES * VERTICES_PER_FACE;
const int indices = NUMBER_OF_FACES * TRIANGLES_PER_FACE * VERTICES_PER_TRIANGLE;
const int vertexPoints = vertices * FLOATS_PER_VERTEX;
const int VERTEX_STRIDE = sizeof(GLfloat) * FLOATS_PER_VERTEX * 2; // vertices and normals
const int NORMALS_OFFSET = sizeof(GLfloat) * FLOATS_PER_VERTEX;
if (!_solidCubeVertices.contains(size)) {
gpu::BufferPointer verticesBuffer(new gpu::Buffer());
_solidCubeVertices[size] = verticesBuffer;
GLfloat* vertexData = new GLfloat[vertexPoints * 2]; // vertices and normals
GLfloat* vertex = vertexData;
float halfSize = size / 2.0f;
static GLfloat cannonicalVertices[vertexPoints] =
{ 1, 1, 1, -1, 1, 1, -1,-1, 1, 1,-1, 1, // v0,v1,v2,v3 (front)
1, 1, 1, 1,-1, 1, 1,-1,-1, 1, 1,-1, // v0,v3,v4,v5 (right)
1, 1, 1, 1, 1,-1, -1, 1,-1, -1, 1, 1, // v0,v5,v6,v1 (top)
-1, 1, 1, -1, 1,-1, -1,-1,-1, -1,-1, 1, // v1,v6,v7,v2 (left)
-1,-1,-1, 1,-1,-1, 1,-1, 1, -1,-1, 1, // v7,v4,v3,v2 (bottom)
1,-1,-1, -1,-1,-1, -1, 1,-1, 1, 1,-1 }; // v4,v7,v6,v5 (back)
// normal array
static GLfloat cannonicalNormals[vertexPoints] =
{ 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, // v0,v1,v2,v3 (front)
1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, // v0,v3,v4,v5 (right)
0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, // v0,v5,v6,v1 (top)
-1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, // v1,v6,v7,v2 (left)
0,-1, 0, 0,-1, 0, 0,-1, 0, 0,-1, 0, // v7,v4,v3,v2 (bottom)
0, 0,-1, 0, 0,-1, 0, 0,-1, 0, 0,-1 }; // v4,v7,v6,v5 (back)
GLfloat* cannonicalVertex = &cannonicalVertices[0];
GLfloat* cannonicalNormal = &cannonicalNormals[0];
for (int i = 0; i < vertices; i++) {
// vertices
*(vertex++) = halfSize * *cannonicalVertex++;
*(vertex++) = halfSize * *cannonicalVertex++;
*(vertex++) = halfSize * *cannonicalVertex++;
//normals
*(vertex++) = *cannonicalNormal++;
*(vertex++) = *cannonicalNormal++;
*(vertex++) = *cannonicalNormal++;
}
verticesBuffer->append(sizeof(GLfloat) * vertexPoints * 2, (gpu::Byte*) vertexData);
}
if (!_solidCubeIndexBuffer) {
static GLubyte cannonicalIndices[indices] =
{ 0, 1, 2, 2, 3, 0, // front
4, 5, 6, 6, 7, 4, // right
8, 9,10, 10,11, 8, // top
12,13,14, 14,15,12, // left
16,17,18, 18,19,16, // bottom
20,21,22, 22,23,20 }; // back
gpu::BufferPointer indexBuffer(new gpu::Buffer());
_solidCubeIndexBuffer = indexBuffer;
_solidCubeIndexBuffer->append(sizeof(cannonicalIndices), (gpu::Byte*) cannonicalIndices);
}
if (!_solidCubeColors.contains(colorKey)) {
gpu::BufferPointer colorBuffer(new gpu::Buffer());
_solidCubeColors[colorKey] = colorBuffer;
const int NUM_COLOR_SCALARS_PER_CUBE = 24;
int compactColor = ((int(color.x * 255.0f) & 0xFF)) |
((int(color.y * 255.0f) & 0xFF) << 8) |
((int(color.z * 255.0f) & 0xFF) << 16) |
((int(color.w * 255.0f) & 0xFF) << 24);
int colors[NUM_COLOR_SCALARS_PER_CUBE] = { compactColor, compactColor, compactColor, compactColor,
compactColor, compactColor, compactColor, compactColor,
compactColor, compactColor, compactColor, compactColor,
compactColor, compactColor, compactColor, compactColor,
compactColor, compactColor, compactColor, compactColor,
compactColor, compactColor, compactColor, compactColor };
colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
}
gpu::BufferPointer verticesBuffer = _solidCubeVertices[size];
gpu::BufferPointer colorBuffer = _solidCubeColors[colorKey];
const int VERTICES_SLOT = 0;
const int NORMALS_SLOT = 1;
const int COLOR_SLOT = 2;
gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format()); // 1 for everyone
streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
streamFormat->setAttribute(gpu::Stream::NORMAL, NORMALS_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ));
streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA));
gpu::BufferView verticesView(verticesBuffer, 0, verticesBuffer->getSize(), VERTEX_STRIDE, streamFormat->getAttributes().at(gpu::Stream::POSITION)._element);
gpu::BufferView normalsView(verticesBuffer, NORMALS_OFFSET, verticesBuffer->getSize(), VERTEX_STRIDE, streamFormat->getAttributes().at(gpu::Stream::NORMAL)._element);
gpu::BufferView colorView(colorBuffer, streamFormat->getAttributes().at(gpu::Stream::COLOR)._element);
batch.setInputFormat(streamFormat);
batch.setInputBuffer(VERTICES_SLOT, verticesView);
batch.setInputBuffer(NORMALS_SLOT, normalsView);
batch.setInputBuffer(COLOR_SLOT, colorView);
batch.setIndexBuffer(gpu::UINT8, _solidCubeIndexBuffer, 0);
batch.drawIndexed(gpu::TRIANGLES, indices);
}
void GeometryCache::renderWireCube(float size, const glm::vec4& color) {
gpu::Batch batch;
renderWireCube(batch, size, color);
gpu::GLBackend::renderBatch(batch);
}
void GeometryCache::renderWireCube(gpu::Batch& batch, float size, const glm::vec4& color) {
Vec2Pair colorKey(glm::vec2(color.x, color.y),glm::vec2(color.z, color.y));
const int FLOATS_PER_VERTEX = 3;
const int VERTICES_PER_EDGE = 2;
const int TOP_EDGES = 4;
const int BOTTOM_EDGES = 4;
const int SIDE_EDGES = 4;
const int vertices = 8;
const int indices = (TOP_EDGES + BOTTOM_EDGES + SIDE_EDGES) * VERTICES_PER_EDGE;
if (!_cubeVerticies.contains(size)) {
gpu::BufferPointer verticesBuffer(new gpu::Buffer());
_cubeVerticies[size] = verticesBuffer;
int vertexPoints = vertices * FLOATS_PER_VERTEX;
GLfloat* vertexData = new GLfloat[vertexPoints]; // only vertices, no normals because we're a wire cube
GLfloat* vertex = vertexData;
float halfSize = size / 2.0f;
static GLfloat cannonicalVertices[] =
{ 1, 1, 1, 1, 1,-1, -1, 1,-1, -1, 1, 1, // v0, v1, v2, v3 (top)
1,-1, 1, 1,-1,-1, -1,-1,-1, -1,-1, 1 // v4, v5, v6, v7 (bottom)
};
for (int i = 0; i < vertexPoints; i++) {
vertex[i] = cannonicalVertices[i] * halfSize;
}
verticesBuffer->append(sizeof(GLfloat) * vertexPoints, (gpu::Byte*) vertexData); // I'm skeptical that this is right
}
if (!_wireCubeIndexBuffer) {
static GLubyte cannonicalIndices[indices] = {
0, 1, 1, 2, 2, 3, 3, 0, // (top)
4, 5, 5, 6, 6, 7, 7, 4, // (bottom)
0, 4, 1, 5, 2, 6, 3, 7, // (side edges)
};
gpu::BufferPointer indexBuffer(new gpu::Buffer());
_wireCubeIndexBuffer = indexBuffer;
_wireCubeIndexBuffer->append(sizeof(cannonicalIndices), (gpu::Byte*) cannonicalIndices);
}
if (!_cubeColors.contains(colorKey)) {
gpu::BufferPointer colorBuffer(new gpu::Buffer());
_cubeColors[colorKey] = colorBuffer;
const int NUM_COLOR_SCALARS_PER_CUBE = 8;
int compactColor = ((int(color.x * 255.0f) & 0xFF)) |
((int(color.y * 255.0f) & 0xFF) << 8) |
((int(color.z * 255.0f) & 0xFF) << 16) |
((int(color.w * 255.0f) & 0xFF) << 24);
int colors[NUM_COLOR_SCALARS_PER_CUBE] = { compactColor, compactColor, compactColor, compactColor,
compactColor, compactColor, compactColor, compactColor };
colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
}
gpu::BufferPointer verticesBuffer = _cubeVerticies[size];
gpu::BufferPointer colorBuffer = _cubeColors[colorKey];
const int VERTICES_SLOT = 0;
const int COLOR_SLOT = 1;
gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format()); // 1 for everyone
streamFormat->setAttribute(gpu::Stream::POSITION, VERTICES_SLOT, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
streamFormat->setAttribute(gpu::Stream::COLOR, COLOR_SLOT, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA));
gpu::BufferView verticesView(verticesBuffer, streamFormat->getAttributes().at(gpu::Stream::POSITION)._element);
gpu::BufferView colorView(colorBuffer, streamFormat->getAttributes().at(gpu::Stream::COLOR)._element);
batch.setInputFormat(streamFormat);
batch.setInputBuffer(VERTICES_SLOT, verticesView);
batch.setInputBuffer(COLOR_SLOT, colorView);
batch.setIndexBuffer(gpu::UINT8, _wireCubeIndexBuffer, 0);
batch.drawIndexed(gpu::LINES, indices);
}
void GeometryCache::renderBevelCornersRect(int x, int y, int width, int height, int bevelDistance, const glm::vec4& color, int id) {
gpu::Batch batch;
renderBevelCornersRect(batch, x, y, width, height, bevelDistance, color, id);
gpu::GLBackend::renderBatch(batch);
}
void GeometryCache::renderBevelCornersRect(gpu::Batch& batch, int x, int y, int width, int height, int bevelDistance, const glm::vec4& color, int id) {
bool registered = (id != UNKNOWN_ID);
Vec3Pair key(glm::vec3(x, y, 0.0f), glm::vec3(width, height, bevelDistance));
BatchItemDetails& details = registered ? _registeredBevelRects[id] : _bevelRects[key];
// if this is a registered quad, and we have buffers, then check to see if the geometry changed and rebuild if needed
if (registered && details.isCreated) {
Vec3Pair& lastKey = _lastRegisteredBevelRects[id];
if (lastKey != key) {
details.clear();
_lastRegisteredBevelRects[id] = key;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "renderBevelCornersRect()... RELEASING REGISTERED";
#endif // def WANT_DEBUG
}
#ifdef WANT_DEBUG
else {
qCDebug(renderutils) << "renderBevelCornersRect()... REUSING PREVIOUSLY REGISTERED";
}
#endif // def WANT_DEBUG
}
if (!details.isCreated) {
static const int FLOATS_PER_VERTEX = 2; // vertices
static const int NUM_VERTICES = 8;
static const int NUM_FLOATS = NUM_VERTICES * FLOATS_PER_VERTEX;
details.isCreated = true;
details.vertices = NUM_VERTICES;
details.vertexSize = FLOATS_PER_VERTEX;
gpu::BufferPointer verticesBuffer(new gpu::Buffer());
gpu::BufferPointer colorBuffer(new gpu::Buffer());
gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format());
gpu::BufferStreamPointer stream(new gpu::BufferStream());
details.verticesBuffer = verticesBuffer;
details.colorBuffer = colorBuffer;
details.streamFormat = streamFormat;
details.stream = stream;
details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::XYZ));
details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA));
details.stream->addBuffer(details.verticesBuffer, 0, details.streamFormat->getChannels().at(0)._stride);
details.stream->addBuffer(details.colorBuffer, 0, details.streamFormat->getChannels().at(1)._stride);
GLfloat vertexBuffer[NUM_FLOATS]; // only vertices, no normals because we're a 2D quad
int vertexPoint = 0;
// Triangle strip points
// 3 ------ 5 //
// / \ //
// 1 7 //
// | | //
// 2 8 //
// \ / //
// 4 ------ 6 //
// 1
vertexBuffer[vertexPoint++] = x;
vertexBuffer[vertexPoint++] = y + height - bevelDistance;
// 2
vertexBuffer[vertexPoint++] = x;
vertexBuffer[vertexPoint++] = y + bevelDistance;
// 3
vertexBuffer[vertexPoint++] = x + bevelDistance;
vertexBuffer[vertexPoint++] = y + height;
// 4
vertexBuffer[vertexPoint++] = x + bevelDistance;
vertexBuffer[vertexPoint++] = y;
// 5
vertexBuffer[vertexPoint++] = x + width - bevelDistance;
vertexBuffer[vertexPoint++] = y + height;
// 6
vertexBuffer[vertexPoint++] = x + width - bevelDistance;
vertexBuffer[vertexPoint++] = y;
// 7
vertexBuffer[vertexPoint++] = x + width;
vertexBuffer[vertexPoint++] = y + height - bevelDistance;
// 8
vertexBuffer[vertexPoint++] = x + width;
vertexBuffer[vertexPoint++] = y + bevelDistance;
int compactColor = ((int(color.x * 255.0f) & 0xFF)) |
((int(color.y * 255.0f) & 0xFF) << 8) |
((int(color.z * 255.0f) & 0xFF) << 16) |
((int(color.w * 255.0f) & 0xFF) << 24);
int colors[NUM_VERTICES] = { compactColor, compactColor, compactColor, compactColor,
compactColor, compactColor, compactColor, compactColor };
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
}
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::TRIANGLE_STRIP, details.vertices, 0);
}
void GeometryCache::renderQuad(const glm::vec2& minCorner, const glm::vec2& maxCorner, const glm::vec4& color, int id) {
gpu::Batch batch;
renderQuad(batch, minCorner, maxCorner, color, id);
gpu::GLBackend::renderBatch(batch);
}
void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, const glm::vec2& maxCorner, const glm::vec4& color, int id) {
bool registered = (id != UNKNOWN_ID);
Vec4Pair key(glm::vec4(minCorner.x, minCorner.y, maxCorner.x, maxCorner.y), color);
BatchItemDetails& details = registered ? _registeredQuad2D[id] : _quad2D[key];
// if this is a registered quad, and we have buffers, then check to see if the geometry changed and rebuild if needed
if (registered && details.isCreated) {
Vec4Pair & lastKey = _lastRegisteredQuad2D[id];
if (lastKey != key) {
details.clear();
_lastRegisteredQuad2D[id] = key;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "renderQuad() 2D ... RELEASING REGISTERED";
#endif // def WANT_DEBUG
}
#ifdef WANT_DEBUG
else {
qCDebug(renderutils) << "renderQuad() 2D ... REUSING PREVIOUSLY REGISTERED";
}
#endif // def WANT_DEBUG
}
const int FLOATS_PER_VERTEX = 2; // vertices
const int vertices = 4;
if (!details.isCreated) {
details.isCreated = true;
details.vertices = vertices;
details.vertexSize = FLOATS_PER_VERTEX;
gpu::BufferPointer verticesBuffer(new gpu::Buffer());
gpu::BufferPointer colorBuffer(new gpu::Buffer());
gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format());
gpu::BufferStreamPointer stream(new gpu::BufferStream());
details.verticesBuffer = verticesBuffer;
details.colorBuffer = colorBuffer;
details.streamFormat = streamFormat;
details.stream = stream;
details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::XYZ), 0);
details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA));
details.stream->addBuffer(details.verticesBuffer, 0, details.streamFormat->getChannels().at(0)._stride);
details.stream->addBuffer(details.colorBuffer, 0, details.streamFormat->getChannels().at(1)._stride);
float vertexBuffer[vertices * FLOATS_PER_VERTEX] = {
minCorner.x, minCorner.y,
maxCorner.x, minCorner.y,
maxCorner.x, maxCorner.y,
minCorner.x, maxCorner.y };
const int NUM_COLOR_SCALARS_PER_QUAD = 4;
int compactColor = ((int(color.x * 255.0f) & 0xFF)) |
((int(color.y * 255.0f) & 0xFF) << 8) |
((int(color.z * 255.0f) & 0xFF) << 16) |
((int(color.w * 255.0f) & 0xFF) << 24);
int colors[NUM_COLOR_SCALARS_PER_QUAD] = { compactColor, compactColor, compactColor, compactColor };
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
}
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::QUADS, 4, 0);
}
void GeometryCache::renderUnitCube(gpu::Batch& batch) {
static const glm::vec4 color(1);
renderSolidCube(batch, 1, color);
}
void GeometryCache::renderUnitQuad(const glm::vec4& color, int id) {
gpu::Batch batch;
renderUnitQuad(batch, color, id);
gpu::GLBackend::renderBatch(batch);
}
void GeometryCache::renderUnitQuad(gpu::Batch& batch, const glm::vec4& color, int id) {
static const glm::vec2 topLeft(-1, 1);
static const glm::vec2 bottomRight(1, -1);
static const glm::vec2 texCoordTopLeft(0.0f, 1.0f);
static const glm::vec2 texCoordBottomRight(1.0f, 0.0f);
renderQuad(batch, topLeft, bottomRight, texCoordTopLeft, texCoordBottomRight, color, id);
}
void GeometryCache::renderQuad(const glm::vec2& minCorner, const glm::vec2& maxCorner,
const glm::vec2& texCoordMinCorner, const glm::vec2& texCoordMaxCorner,
const glm::vec4& color, int id) {
gpu::Batch batch;
renderQuad(batch, minCorner, maxCorner, texCoordMinCorner, texCoordMaxCorner, color, id);
gpu::GLBackend::renderBatch(batch);
}
void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, const glm::vec2& maxCorner,
const glm::vec2& texCoordMinCorner, const glm::vec2& texCoordMaxCorner,
const glm::vec4& color, int id) {
bool registered = (id != UNKNOWN_ID);
Vec4PairVec4 key(Vec4Pair(glm::vec4(minCorner.x, minCorner.y, maxCorner.x, maxCorner.y),
glm::vec4(texCoordMinCorner.x, texCoordMinCorner.y, texCoordMaxCorner.x, texCoordMaxCorner.y)),
color);
BatchItemDetails& details = registered ? _registeredQuad2DTextures[id] : _quad2DTextures[key];
// if this is a registered quad, and we have buffers, then check to see if the geometry changed and rebuild if needed
if (registered && details.isCreated) {
Vec4PairVec4& lastKey = _lastRegisteredQuad2DTexture[id];
if (lastKey != key) {
details.clear();
_lastRegisteredQuad2DTexture[id] = key;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "renderQuad() 2D+texture ... RELEASING REGISTERED";
#endif // def WANT_DEBUG
}
#ifdef WANT_DEBUG
else {
qCDebug(renderutils) << "renderQuad() 2D+texture ... REUSING PREVIOUSLY REGISTERED";
}
#endif // def WANT_DEBUG
}
const int FLOATS_PER_VERTEX = 2 * 2; // text coords & vertices
const int vertices = 4;
const int NUM_POS_COORDS = 2;
const int VERTEX_TEXCOORD_OFFSET = NUM_POS_COORDS * sizeof(float);
if (!details.isCreated) {
details.isCreated = true;
details.vertices = vertices;
details.vertexSize = FLOATS_PER_VERTEX;
gpu::BufferPointer verticesBuffer(new gpu::Buffer());
gpu::BufferPointer colorBuffer(new gpu::Buffer());
gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format());
gpu::BufferStreamPointer stream(new gpu::BufferStream());
details.verticesBuffer = verticesBuffer;
details.colorBuffer = colorBuffer;
details.streamFormat = streamFormat;
details.stream = stream;
details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::XYZ), 0);
details.streamFormat->setAttribute(gpu::Stream::TEXCOORD, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV), VERTEX_TEXCOORD_OFFSET);
details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA));
details.stream->addBuffer(details.verticesBuffer, 0, details.streamFormat->getChannels().at(0)._stride);
details.stream->addBuffer(details.colorBuffer, 0, details.streamFormat->getChannels().at(1)._stride);
float vertexBuffer[vertices * FLOATS_PER_VERTEX] = {
minCorner.x, minCorner.y, texCoordMinCorner.x, texCoordMinCorner.y,
maxCorner.x, minCorner.y, texCoordMaxCorner.x, texCoordMinCorner.y,
maxCorner.x, maxCorner.y, texCoordMaxCorner.x, texCoordMaxCorner.y,
minCorner.x, maxCorner.y, texCoordMinCorner.x, texCoordMaxCorner.y };
const int NUM_COLOR_SCALARS_PER_QUAD = 4;
int compactColor = ((int(color.x * 255.0f) & 0xFF)) |
((int(color.y * 255.0f) & 0xFF) << 8) |
((int(color.z * 255.0f) & 0xFF) << 16) |
((int(color.w * 255.0f) & 0xFF) << 24);
int colors[NUM_COLOR_SCALARS_PER_QUAD] = { compactColor, compactColor, compactColor, compactColor };
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
}
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::QUADS, 4, 0);
}
void GeometryCache::renderQuad(const glm::vec3& minCorner, const glm::vec3& maxCorner, const glm::vec4& color, int id) {
gpu::Batch batch;
renderQuad(batch, minCorner, maxCorner, color, id);
gpu::GLBackend::renderBatch(batch);
}
void GeometryCache::renderQuad(gpu::Batch& batch, const glm::vec3& minCorner, const glm::vec3& maxCorner, const glm::vec4& color, int id) {
bool registered = (id != UNKNOWN_ID);
Vec3PairVec4 key(Vec3Pair(minCorner, maxCorner), color);
BatchItemDetails& details = registered ? _registeredQuad3D[id] : _quad3D[key];
// if this is a registered quad, and we have buffers, then check to see if the geometry changed and rebuild if needed
if (registered && details.isCreated) {
Vec3PairVec4& lastKey = _lastRegisteredQuad3D[id];
if (lastKey != key) {
details.clear();
_lastRegisteredQuad3D[id] = key;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "renderQuad() 3D ... RELEASING REGISTERED";
#endif // def WANT_DEBUG
}
#ifdef WANT_DEBUG
else {
qCDebug(renderutils) << "renderQuad() 3D ... REUSING PREVIOUSLY REGISTERED";
}
#endif // def WANT_DEBUG
}
const int FLOATS_PER_VERTEX = 3; // vertices
const int vertices = 4;
if (!details.isCreated) {
details.isCreated = true;
details.vertices = vertices;
details.vertexSize = FLOATS_PER_VERTEX;
gpu::BufferPointer verticesBuffer(new gpu::Buffer());
gpu::BufferPointer colorBuffer(new gpu::Buffer());
gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format());
gpu::BufferStreamPointer stream(new gpu::BufferStream());
details.verticesBuffer = verticesBuffer;
details.colorBuffer = colorBuffer;
details.streamFormat = streamFormat;
details.stream = stream;
details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA));
details.stream->addBuffer(details.verticesBuffer, 0, details.streamFormat->getChannels().at(0)._stride);
details.stream->addBuffer(details.colorBuffer, 0, details.streamFormat->getChannels().at(1)._stride);
float vertexBuffer[vertices * FLOATS_PER_VERTEX] = {
minCorner.x, minCorner.y, minCorner.z,
maxCorner.x, minCorner.y, minCorner.z,
maxCorner.x, maxCorner.y, maxCorner.z,
minCorner.x, maxCorner.y, maxCorner.z };
const int NUM_COLOR_SCALARS_PER_QUAD = 4;
int compactColor = ((int(color.x * 255.0f) & 0xFF)) |
((int(color.y * 255.0f) & 0xFF) << 8) |
((int(color.z * 255.0f) & 0xFF) << 16) |
((int(color.w * 255.0f) & 0xFF) << 24);
int colors[NUM_COLOR_SCALARS_PER_QUAD] = { compactColor, compactColor, compactColor, compactColor };
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
}
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::QUADS, 4, 0);
}
void GeometryCache::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,
const glm::vec4& color, int id) {
gpu::Batch batch;
renderQuad(batch, topLeft, bottomLeft, bottomRight, topRight, texCoordTopLeft, texCoordBottomLeft,
texCoordBottomRight, texCoordTopRight, color, id);
gpu::GLBackend::renderBatch(batch);
}
void GeometryCache::renderQuad(gpu::Batch& batch, 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,
const glm::vec4& color, int id) {
#ifdef WANT_DEBUG
qCDebug(renderutils) << "renderQuad() vec3 + texture VBO...";
qCDebug(renderutils) << " topLeft:" << topLeft;
qCDebug(renderutils) << " bottomLeft:" << bottomLeft;
qCDebug(renderutils) << " bottomRight:" << bottomRight;
qCDebug(renderutils) << " topRight:" << topRight;
qCDebug(renderutils) << " texCoordTopLeft:" << texCoordTopLeft;
qCDebug(renderutils) << " texCoordBottomRight:" << texCoordBottomRight;
qCDebug(renderutils) << " color:" << color;
#endif //def WANT_DEBUG
bool registered = (id != UNKNOWN_ID);
Vec3PairVec4Pair key(Vec3Pair(topLeft, bottomRight),
Vec4Pair(glm::vec4(texCoordTopLeft.x,texCoordTopLeft.y,texCoordBottomRight.x,texCoordBottomRight.y),
color));
BatchItemDetails& details = registered ? _registeredQuad3DTextures[id] : _quad3DTextures[key];
// if this is a registered quad, and we have buffers, then check to see if the geometry changed and rebuild if needed
if (registered && details.isCreated) {
Vec3PairVec4Pair& lastKey = _lastRegisteredQuad3DTexture[id];
if (lastKey != key) {
details.clear();
_lastRegisteredQuad3DTexture[id] = key;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "renderQuad() 3D+texture ... RELEASING REGISTERED";
#endif // def WANT_DEBUG
}
#ifdef WANT_DEBUG
else {
qCDebug(renderutils) << "renderQuad() 3D+texture ... REUSING PREVIOUSLY REGISTERED";
}
#endif // def WANT_DEBUG
}
const int FLOATS_PER_VERTEX = 3 + 2; // 3d vertices + text coords
const int vertices = 4;
const int NUM_POS_COORDS = 3;
const int VERTEX_TEXCOORD_OFFSET = NUM_POS_COORDS * sizeof(float);
if (!details.isCreated) {
details.isCreated = true;
details.vertices = vertices;
details.vertexSize = FLOATS_PER_VERTEX; // NOTE: this isn't used for BatchItemDetails maybe we can get rid of it
gpu::BufferPointer verticesBuffer(new gpu::Buffer());
gpu::BufferPointer colorBuffer(new gpu::Buffer());
gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format());
gpu::BufferStreamPointer stream(new gpu::BufferStream());
details.verticesBuffer = verticesBuffer;
details.colorBuffer = colorBuffer;
details.streamFormat = streamFormat;
details.stream = stream;
details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
details.streamFormat->setAttribute(gpu::Stream::TEXCOORD, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV), VERTEX_TEXCOORD_OFFSET);
details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA));
details.stream->addBuffer(details.verticesBuffer, 0, details.streamFormat->getChannels().at(0)._stride);
details.stream->addBuffer(details.colorBuffer, 0, details.streamFormat->getChannels().at(1)._stride);
float vertexBuffer[vertices * FLOATS_PER_VERTEX] = {
topLeft.x, topLeft.y, topLeft.z, texCoordTopLeft.x, texCoordTopLeft.y,
bottomLeft.x, bottomLeft.y, bottomLeft.z, texCoordBottomLeft.x, texCoordBottomLeft.y,
bottomRight.x, bottomRight.y, bottomRight.z, texCoordBottomRight.x, texCoordBottomRight.y,
topRight.x, topRight.y, topRight.z, texCoordTopRight.x, texCoordTopRight.y,
};
const int NUM_COLOR_SCALARS_PER_QUAD = 4;
int compactColor = ((int(color.x * 255.0f) & 0xFF)) |
((int(color.y * 255.0f) & 0xFF) << 8) |
((int(color.z * 255.0f) & 0xFF) << 16) |
((int(color.w * 255.0f) & 0xFF) << 24);
int colors[NUM_COLOR_SCALARS_PER_QUAD] = { compactColor, compactColor, compactColor, compactColor };
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
}
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::QUADS, 4, 0);
}
void GeometryCache::renderDashedLine(const glm::vec3& start, const glm::vec3& end, const glm::vec4& color, int id) {
gpu::Batch batch;
renderDashedLine(batch, start, end, color, id);
gpu::GLBackend::renderBatch(batch);
}
void GeometryCache::renderDashedLine(gpu::Batch& batch, const glm::vec3& start, const glm::vec3& end, const glm::vec4& color, int id) {
bool registered = (id != UNKNOWN_ID);
Vec3PairVec2Pair key(Vec3Pair(start, end), Vec2Pair(glm::vec2(color.x, color.y), glm::vec2(color.z, color.w)));
BatchItemDetails& details = registered ? _registeredDashedLines[id] : _dashedLines[key];
// if this is a registered , and we have buffers, then check to see if the geometry changed and rebuild if needed
if (registered && details.isCreated) {
if (_lastRegisteredDashedLines[id] != key) {
details.clear();
_lastRegisteredDashedLines[id] = key;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "renderDashedLine()... RELEASING REGISTERED";
#endif // def WANT_DEBUG
}
}
if (!details.isCreated) {
int compactColor = ((int(color.x * 255.0f) & 0xFF)) |
((int(color.y * 255.0f) & 0xFF) << 8) |
((int(color.z * 255.0f) & 0xFF) << 16) |
((int(color.w * 255.0f) & 0xFF) << 24);
// draw each line segment with appropriate gaps
const float DASH_LENGTH = 0.05f;
const float GAP_LENGTH = 0.025f;
const float SEGMENT_LENGTH = DASH_LENGTH + GAP_LENGTH;
float length = glm::distance(start, end);
float segmentCount = length / SEGMENT_LENGTH;
int segmentCountFloor = (int)glm::floor(segmentCount);
glm::vec3 segmentVector = (end - start) / segmentCount;
glm::vec3 dashVector = segmentVector / SEGMENT_LENGTH * DASH_LENGTH;
glm::vec3 gapVector = segmentVector / SEGMENT_LENGTH * GAP_LENGTH;
const int FLOATS_PER_VERTEX = 3;
details.vertices = (segmentCountFloor + 1) * 2;
details.vertexSize = FLOATS_PER_VERTEX;
details.isCreated = true;
gpu::BufferPointer verticesBuffer(new gpu::Buffer());
gpu::BufferPointer colorBuffer(new gpu::Buffer());
gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format());
gpu::BufferStreamPointer stream(new gpu::BufferStream());
details.verticesBuffer = verticesBuffer;
details.colorBuffer = colorBuffer;
details.streamFormat = streamFormat;
details.stream = stream;
details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA));
details.stream->addBuffer(details.verticesBuffer, 0, details.streamFormat->getChannels().at(0)._stride);
details.stream->addBuffer(details.colorBuffer, 0, details.streamFormat->getChannels().at(1)._stride);
int* colorData = new int[details.vertices];
int* colorDataAt = colorData;
GLfloat* vertexData = new GLfloat[details.vertices * FLOATS_PER_VERTEX];
GLfloat* vertex = vertexData;
glm::vec3 point = start;
*(vertex++) = point.x;
*(vertex++) = point.y;
*(vertex++) = point.z;
*(colorDataAt++) = compactColor;
for (int i = 0; i < segmentCountFloor; i++) {
point += dashVector;
*(vertex++) = point.x;
*(vertex++) = point.y;
*(vertex++) = point.z;
*(colorDataAt++) = compactColor;
point += gapVector;
*(vertex++) = point.x;
*(vertex++) = point.y;
*(vertex++) = point.z;
*(colorDataAt++) = compactColor;
}
*(vertex++) = end.x;
*(vertex++) = end.y;
*(vertex++) = end.z;
*(colorDataAt++) = compactColor;
details.verticesBuffer->append(sizeof(GLfloat) * FLOATS_PER_VERTEX * details.vertices, (gpu::Byte*) vertexData);
details.colorBuffer->append(sizeof(int) * details.vertices, (gpu::Byte*) colorData);
delete[] vertexData;
delete[] colorData;
#ifdef WANT_DEBUG
if (registered) {
qCDebug(renderutils) << "new registered dashed line buffer made -- _registeredVertices:" << _registeredDashedLines.size();
} else {
qCDebug(renderutils) << "new dashed lines buffer made -- _dashedLines:" << _dashedLines.size();
}
#endif
}
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::LINES, details.vertices, 0);
}
int GeometryCache::BatchItemDetails::population = 0;
GeometryCache::BatchItemDetails::BatchItemDetails() :
verticesBuffer(NULL),
colorBuffer(NULL),
streamFormat(NULL),
stream(NULL),
vertices(0),
vertexSize(0),
isCreated(false)
{
population++;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "BatchItemDetails()... population:" << population << "**********************************";
#endif
}
GeometryCache::BatchItemDetails::BatchItemDetails(const GeometryCache::BatchItemDetails& other) :
verticesBuffer(other.verticesBuffer),
colorBuffer(other.colorBuffer),
streamFormat(other.streamFormat),
stream(other.stream),
vertices(other.vertices),
vertexSize(other.vertexSize),
isCreated(other.isCreated)
{
population++;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "BatchItemDetails()... population:" << population << "**********************************";
#endif
}
GeometryCache::BatchItemDetails::~BatchItemDetails() {
population--;
clear();
#ifdef WANT_DEBUG
qCDebug(renderutils) << "~BatchItemDetails()... population:" << population << "**********************************";
#endif
}
void GeometryCache::BatchItemDetails::clear() {
isCreated = false;
verticesBuffer.reset();
colorBuffer.reset();
streamFormat.reset();
stream.reset();
}
void GeometryCache::renderLine(const glm::vec3& p1, const glm::vec3& p2,
const glm::vec4& color1, const glm::vec4& color2, int id) {
gpu::Batch batch;
renderLine(batch, p1, p2, color1, color2, id);
gpu::GLBackend::renderBatch(batch);
}
void GeometryCache::renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2,
const glm::vec4& color1, const glm::vec4& color2, int id) {
bool registered = (id != UNKNOWN_ID);
Vec3Pair key(p1, p2);
BatchItemDetails& details = registered ? _registeredLine3DVBOs[id] : _line3DVBOs[key];
int compactColor1 = ((int(color1.x * 255.0f) & 0xFF)) |
((int(color1.y * 255.0f) & 0xFF) << 8) |
((int(color1.z * 255.0f) & 0xFF) << 16) |
((int(color1.w * 255.0f) & 0xFF) << 24);
int compactColor2 = ((int(color2.x * 255.0f) & 0xFF)) |
((int(color2.y * 255.0f) & 0xFF) << 8) |
((int(color2.z * 255.0f) & 0xFF) << 16) |
((int(color2.w * 255.0f) & 0xFF) << 24);
// if this is a registered quad, and we have buffers, then check to see if the geometry changed and rebuild if needed
if (registered && details.isCreated) {
Vec3Pair& lastKey = _lastRegisteredLine3D[id];
if (lastKey != key) {
details.clear();
_lastRegisteredLine3D[id] = key;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "renderLine() 3D ... RELEASING REGISTERED line";
#endif // def WANT_DEBUG
}
#ifdef WANT_DEBUG
else {
qCDebug(renderutils) << "renderLine() 3D ... REUSING PREVIOUSLY REGISTERED line";
}
#endif // def WANT_DEBUG
}
const int FLOATS_PER_VERTEX = 3;
const int vertices = 2;
if (!details.isCreated) {
details.isCreated = true;
details.vertices = vertices;
details.vertexSize = FLOATS_PER_VERTEX;
gpu::BufferPointer verticesBuffer(new gpu::Buffer());
gpu::BufferPointer colorBuffer(new gpu::Buffer());
gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format());
gpu::BufferStreamPointer stream(new gpu::BufferStream());
details.verticesBuffer = verticesBuffer;
details.colorBuffer = colorBuffer;
details.streamFormat = streamFormat;
details.stream = stream;
details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA));
details.stream->addBuffer(details.verticesBuffer, 0, details.streamFormat->getChannels().at(0)._stride);
details.stream->addBuffer(details.colorBuffer, 0, details.streamFormat->getChannels().at(1)._stride);
float vertexBuffer[vertices * FLOATS_PER_VERTEX] = { p1.x, p1.y, p1.z, p2.x, p2.y, p2.z };
const int NUM_COLOR_SCALARS = 2;
int colors[NUM_COLOR_SCALARS] = { compactColor1, compactColor2 };
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
#ifdef WANT_DEBUG
if (id == UNKNOWN_ID) {
qCDebug(renderutils) << "new renderLine() 3D VBO made -- _line3DVBOs.size():" << _line3DVBOs.size();
} else {
qCDebug(renderutils) << "new registered renderLine() 3D VBO made -- _registeredLine3DVBOs.size():" << _registeredLine3DVBOs.size();
}
#endif
}
// this is what it takes to render a quad
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::LINES, 2, 0);
}
void GeometryCache::renderLine(const glm::vec2& p1, const glm::vec2& p2, const glm::vec4& color1, const glm::vec4& color2, int id) {
gpu::Batch batch;
renderLine(batch, p1, p2, color1, color2, id);
gpu::GLBackend::renderBatch(batch);
}
void GeometryCache::renderLine(gpu::Batch& batch, const glm::vec2& p1, const glm::vec2& p2,
const glm::vec4& color1, const glm::vec4& color2, int id) {
bool registered = (id != UNKNOWN_ID);
Vec2Pair key(p1, p2);
BatchItemDetails& details = registered ? _registeredLine2DVBOs[id] : _line2DVBOs[key];
int compactColor1 = ((int(color1.x * 255.0f) & 0xFF)) |
((int(color1.y * 255.0f) & 0xFF) << 8) |
((int(color1.z * 255.0f) & 0xFF) << 16) |
((int(color1.w * 255.0f) & 0xFF) << 24);
int compactColor2 = ((int(color2.x * 255.0f) & 0xFF)) |
((int(color2.y * 255.0f) & 0xFF) << 8) |
((int(color2.z * 255.0f) & 0xFF) << 16) |
((int(color2.w * 255.0f) & 0xFF) << 24);
// if this is a registered quad, and we have buffers, then check to see if the geometry changed and rebuild if needed
if (registered && details.isCreated) {
Vec2Pair& lastKey = _lastRegisteredLine2D[id];
if (lastKey != key) {
details.clear();
_lastRegisteredLine2D[id] = key;
#ifdef WANT_DEBUG
qCDebug(renderutils) << "renderLine() 2D ... RELEASING REGISTERED line";
#endif // def WANT_DEBUG
}
#ifdef WANT_DEBUG
else {
qCDebug(renderutils) << "renderLine() 2D ... REUSING PREVIOUSLY REGISTERED line";
}
#endif // def WANT_DEBUG
}
const int FLOATS_PER_VERTEX = 2;
const int vertices = 2;
if (!details.isCreated) {
details.isCreated = true;
details.vertices = vertices;
details.vertexSize = FLOATS_PER_VERTEX;
gpu::BufferPointer verticesBuffer(new gpu::Buffer());
gpu::BufferPointer colorBuffer(new gpu::Buffer());
gpu::Stream::FormatPointer streamFormat(new gpu::Stream::Format());
gpu::BufferStreamPointer stream(new gpu::BufferStream());
details.verticesBuffer = verticesBuffer;
details.colorBuffer = colorBuffer;
details.streamFormat = streamFormat;
details.stream = stream;
details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::UINT8, gpu::RGBA));
details.stream->addBuffer(details.verticesBuffer, 0, details.streamFormat->getChannels().at(0)._stride);
details.stream->addBuffer(details.colorBuffer, 0, details.streamFormat->getChannels().at(1)._stride);
float vertexBuffer[vertices * FLOATS_PER_VERTEX] = { p1.x, p1.y, p2.x, p2.y };
const int NUM_COLOR_SCALARS = 2;
int colors[NUM_COLOR_SCALARS] = { compactColor1, compactColor2 };
details.verticesBuffer->append(sizeof(vertexBuffer), (gpu::Byte*) vertexBuffer);
details.colorBuffer->append(sizeof(colors), (gpu::Byte*) colors);
#ifdef WANT_DEBUG
if (id == UNKNOWN_ID) {
qCDebug(renderutils) << "new renderLine() 2D VBO made -- _line3DVBOs.size():" << _line2DVBOs.size();
} else {
qCDebug(renderutils) << "new registered renderLine() 2D VBO made -- _registeredLine2DVBOs.size():" << _registeredLine2DVBOs.size();
}
#endif
}
// this is what it takes to render a quad
batch.setInputFormat(details.streamFormat);
batch.setInputStream(0, *details.stream);
batch.draw(gpu::LINES, 2, 0);
}
QSharedPointer<NetworkGeometry> GeometryCache::getGeometry(const QUrl& url, const QUrl& fallback, bool delayLoad) {
return getResource(url, fallback, delayLoad, NULL).staticCast<NetworkGeometry>();
}
QSharedPointer<Resource> GeometryCache::createResource(const QUrl& url, const QSharedPointer<Resource>& fallback,
bool delayLoad, const void* extra) {
QSharedPointer<NetworkGeometry> geometry(new NetworkGeometry(url, fallback.staticCast<NetworkGeometry>(), delayLoad),
&Resource::allReferencesCleared);
geometry->setLODParent(geometry);
return geometry.staticCast<Resource>();
}
void GeometryCache::useSimpleDrawPipeline(gpu::Batch& batch) {
if (!_standardDrawPipeline) {
auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(standardTransformPNTC_vert)));
auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(standardDrawTexture_frag)));
auto program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));
gpu::Shader::makeProgram((*program));
auto state = gpu::StatePointer(new gpu::State());
// enable decal blend
state->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA);
_standardDrawPipeline.reset(gpu::Pipeline::create(program, state));
}
batch.setPipeline(_standardDrawPipeline);
}
const float NetworkGeometry::NO_HYSTERESIS = -1.0f;
NetworkGeometry::NetworkGeometry(const QUrl& url, const QSharedPointer<NetworkGeometry>& fallback, bool delayLoad,
const QVariantHash& mapping, const QUrl& textureBase) :
Resource(url, delayLoad),
_mapping(mapping),
_textureBase(textureBase.isValid() ? textureBase : url),
_fallback(fallback)
{
if (url.isEmpty()) {
// make the minimal amount of dummy geometry to satisfy Model
FBXJoint joint = { false, QVector<int>(), -1, 0.0f, 0.0f, glm::vec3(), glm::mat4(), glm::quat(), glm::quat(),
glm::quat(), glm::mat4(), glm::mat4(), glm::vec3(), glm::vec3(), glm::quat(), glm::quat(),
glm::mat4(), QString(""), glm::vec3(), glm::quat(), SHAPE_TYPE_NONE, false};
_geometry.joints.append(joint);
_geometry.leftEyeJointIndex = -1;
_geometry.rightEyeJointIndex = -1;
_geometry.neckJointIndex = -1;
_geometry.rootJointIndex = -1;
_geometry.leanJointIndex = -1;
_geometry.headJointIndex = -1;
_geometry.leftHandJointIndex = -1;
_geometry.rightHandJointIndex = -1;
}
connect(this, &Resource::loaded, this, &NetworkGeometry::replaceTexturesWithPendingChanges);
}
bool NetworkGeometry::isLoadedWithTextures() const {
if (!isLoaded()) {
return false;
}
if (!_isLoadedWithTextures) {
foreach (const NetworkMesh& mesh, _meshes) {
foreach (const NetworkMeshPart& part, mesh.parts) {
if ((part.diffuseTexture && !part.diffuseTexture->isLoaded()) ||
(part.normalTexture && !part.normalTexture->isLoaded()) ||
(part.specularTexture && !part.specularTexture->isLoaded()) ||
(part.emissiveTexture && !part.emissiveTexture->isLoaded())) {
return false;
}
}
}
_isLoadedWithTextures = true;
}
return true;
}
QSharedPointer<NetworkGeometry> NetworkGeometry::getLODOrFallback(float distance, float& hysteresis, bool delayLoad) const {
if (_lodParent.data() != this) {
return _lodParent.data()->getLODOrFallback(distance, hysteresis, delayLoad);
}
if (_failedToLoad && _fallback) {
return _fallback;
}
QSharedPointer<NetworkGeometry> lod = _lodParent;
float lodDistance = 0.0f;
QMap<float, QSharedPointer<NetworkGeometry> >::const_iterator it = _lods.upperBound(distance);
if (it != _lods.constBegin()) {
it = it - 1;
lod = it.value();
lodDistance = it.key();
}
if (hysteresis != NO_HYSTERESIS && hysteresis != lodDistance) {
// if we previously selected a different distance, make sure we've moved far enough to justify switching
const float HYSTERESIS_PROPORTION = 0.1f;
if (glm::abs(distance - qMax(hysteresis, lodDistance)) / fabsf(hysteresis - lodDistance) < HYSTERESIS_PROPORTION) {
lod = _lodParent;
lodDistance = 0.0f;
it = _lods.upperBound(hysteresis);
if (it != _lods.constBegin()) {
it = it - 1;
lod = it.value();
lodDistance = it.key();
}
}
}
if (lod->isLoaded()) {
hysteresis = lodDistance;
return lod;
}
// if the ideal LOD isn't loaded, we need to make sure it's started to load, and possibly return the closest loaded one
if (!delayLoad) {
lod->ensureLoading();
}
float closestDistance = FLT_MAX;
if (isLoaded()) {
lod = _lodParent;
closestDistance = distance;
}
for (it = _lods.constBegin(); it != _lods.constEnd(); it++) {
float distanceToLOD = glm::abs(distance - it.key());
if (it.value()->isLoaded() && distanceToLOD < closestDistance) {
lod = it.value();
closestDistance = distanceToLOD;
}
}
hysteresis = NO_HYSTERESIS;
return lod;
}
uint qHash(const QWeakPointer<Animation>& animation, uint seed = 0) {
return qHash(animation.data(), seed);
}
QVector<int> NetworkGeometry::getJointMappings(const AnimationPointer& animation) {
QVector<int> mappings = _jointMappings.value(animation);
if (mappings.isEmpty() && isLoaded() && animation && animation->isLoaded()) {
const FBXGeometry& animationGeometry = animation->getGeometry();
for (int i = 0; i < animationGeometry.joints.size(); i++) {
mappings.append(_geometry.jointIndices.value(animationGeometry.joints.at(i).name) - 1);
}
_jointMappings.insert(animation, mappings);
}
return mappings;
}
void NetworkGeometry::setLoadPriority(const QPointer<QObject>& owner, float priority) {
Resource::setLoadPriority(owner, priority);
for (int i = 0; i < _meshes.size(); i++) {
NetworkMesh& mesh = _meshes[i];
for (int j = 0; j < mesh.parts.size(); j++) {
NetworkMeshPart& part = mesh.parts[j];
if (part.diffuseTexture) {
part.diffuseTexture->setLoadPriority(owner, priority);
}
if (part.normalTexture) {
part.normalTexture->setLoadPriority(owner, priority);
}
if (part.specularTexture) {
part.specularTexture->setLoadPriority(owner, priority);
}
if (part.emissiveTexture) {
part.emissiveTexture->setLoadPriority(owner, priority);
}
}
}
}
void NetworkGeometry::setLoadPriorities(const QHash<QPointer<QObject>, float>& priorities) {
Resource::setLoadPriorities(priorities);
for (int i = 0; i < _meshes.size(); i++) {
NetworkMesh& mesh = _meshes[i];
for (int j = 0; j < mesh.parts.size(); j++) {
NetworkMeshPart& part = mesh.parts[j];
if (part.diffuseTexture) {
part.diffuseTexture->setLoadPriorities(priorities);
}
if (part.normalTexture) {
part.normalTexture->setLoadPriorities(priorities);
}
if (part.specularTexture) {
part.specularTexture->setLoadPriorities(priorities);
}
if (part.emissiveTexture) {
part.emissiveTexture->setLoadPriorities(priorities);
}
}
}
}
void NetworkGeometry::clearLoadPriority(const QPointer<QObject>& owner) {
Resource::clearLoadPriority(owner);
for (int i = 0; i < _meshes.size(); i++) {
NetworkMesh& mesh = _meshes[i];
for (int j = 0; j < mesh.parts.size(); j++) {
NetworkMeshPart& part = mesh.parts[j];
if (part.diffuseTexture) {
part.diffuseTexture->clearLoadPriority(owner);
}
if (part.normalTexture) {
part.normalTexture->clearLoadPriority(owner);
}
if (part.specularTexture) {
part.specularTexture->clearLoadPriority(owner);
}
if (part.emissiveTexture) {
part.emissiveTexture->clearLoadPriority(owner);
}
}
}
}
void NetworkGeometry::setTextureWithNameToURL(const QString& name, const QUrl& url) {
if (_meshes.size() > 0) {
auto textureCache = DependencyManager::get<TextureCache>();
for (int i = 0; i < _meshes.size(); i++) {
NetworkMesh& mesh = _meshes[i];
for (int j = 0; j < mesh.parts.size(); j++) {
NetworkMeshPart& part = mesh.parts[j];
QSharedPointer<NetworkTexture> matchingTexture = QSharedPointer<NetworkTexture>();
if (part.diffuseTextureName == name) {
part.diffuseTexture =
textureCache->getTexture(url, DEFAULT_TEXTURE,
_geometry.meshes[i].isEye, QByteArray());
part.diffuseTexture->setLoadPriorities(_loadPriorities);
} else if (part.normalTextureName == name) {
part.normalTexture = textureCache->getTexture(url, DEFAULT_TEXTURE,
false, QByteArray());
part.normalTexture->setLoadPriorities(_loadPriorities);
} else if (part.specularTextureName == name) {
part.specularTexture = textureCache->getTexture(url, DEFAULT_TEXTURE,
false, QByteArray());
part.specularTexture->setLoadPriorities(_loadPriorities);
} else if (part.emissiveTextureName == name) {
part.emissiveTexture = textureCache->getTexture(url, DEFAULT_TEXTURE,
false, QByteArray());
part.emissiveTexture->setLoadPriorities(_loadPriorities);
}
}
}
} else {
qCDebug(renderutils) << "Adding a name url pair to pending" << name << url;
// we don't have meshes downloaded yet, so hold this texture as pending
_pendingTextureChanges.insert(name, url);
}
_isLoadedWithTextures = false;
}
QStringList NetworkGeometry::getTextureNames() const {
QStringList result;
for (int i = 0; i < _meshes.size(); i++) {
const NetworkMesh& mesh = _meshes[i];
for (int j = 0; j < mesh.parts.size(); j++) {
const NetworkMeshPart& part = mesh.parts[j];
if (!part.diffuseTextureName.isEmpty()) {
QString textureURL = part.diffuseTexture->getURL().toString();
result << part.diffuseTextureName + ":" + textureURL;
}
if (!part.normalTextureName.isEmpty()) {
QString textureURL = part.normalTexture->getURL().toString();
result << part.normalTextureName + ":" + textureURL;
}
if (!part.specularTextureName.isEmpty()) {
QString textureURL = part.specularTexture->getURL().toString();
result << part.specularTextureName + ":" + textureURL;
}
if (!part.emissiveTextureName.isEmpty()) {
QString textureURL = part.emissiveTexture->getURL().toString();
result << part.emissiveTextureName + ":" + textureURL;
}
}
}
return result;
}
void NetworkGeometry::replaceTexturesWithPendingChanges() {
QHash<QString, QUrl>::Iterator it = _pendingTextureChanges.begin();
while (it != _pendingTextureChanges.end()) {
setTextureWithNameToURL(it.key(), it.value());
it = _pendingTextureChanges.erase(it);
}
}
/// Reads geometry in a worker thread.
class GeometryReader : public QRunnable {
public:
GeometryReader(const QWeakPointer<Resource>& geometry, const QUrl& url,
QNetworkReply* reply, const QVariantHash& mapping);
virtual void run();
private:
QWeakPointer<Resource> _geometry;
QUrl _url;
QNetworkReply* _reply;
QVariantHash _mapping;
};
GeometryReader::GeometryReader(const QWeakPointer<Resource>& geometry, const QUrl& url,
QNetworkReply* reply, const QVariantHash& mapping) :
_geometry(geometry),
_url(url),
_reply(reply),
_mapping(mapping) {
}
void GeometryReader::run() {
QSharedPointer<Resource> geometry = _geometry.toStrongRef();
if (geometry.isNull()) {
_reply->deleteLater();
return;
}
try {
if (!_reply) {
throw QString("Reply is NULL ?!");
}
QString urlname = _url.path().toLower();
bool urlValid = true;
urlValid &= !urlname.isEmpty();
urlValid &= !_url.path().isEmpty();
urlValid &= _url.path().toLower().endsWith(".fbx")
|| _url.path().toLower().endsWith(".obj")
|| _url.path().toLower().endsWith(".svo");
if (urlValid) {
// Let's read the binaries from the network
FBXGeometry fbxgeo;
if (_url.path().toLower().endsWith(".fbx")) {
bool grabLightmaps = true;
float lightmapLevel = 1.0f;
// HACK: For monday 12/01/2014 we need to kill lighmaps loading in starchamber...
if (_url.path().toLower().endsWith("loungev4_11-18.fbx")) {
grabLightmaps = false;
} else if (_url.path().toLower().endsWith("apt8_reboot.fbx")) {
lightmapLevel = 4.0f;
} else if (_url.path().toLower().endsWith("palaceoforinthilian4.fbx")) {
lightmapLevel = 3.5f;
}
fbxgeo = readFBX(_reply, _mapping, grabLightmaps, lightmapLevel);
} else if (_url.path().toLower().endsWith(".obj")) {
fbxgeo = OBJReader().readOBJ(_reply, _mapping, &_url);
}
QMetaObject::invokeMethod(geometry.data(), "setGeometry", Q_ARG(const FBXGeometry&, fbxgeo));
} else {
throw QString("url is invalid");
}
} catch (const QString& error) {
qCDebug(renderutils) << "Error reading " << _url << ": " << error;
QMetaObject::invokeMethod(geometry.data(), "finishedLoading", Q_ARG(bool, false));
}
_reply->deleteLater();
}
void NetworkGeometry::init() {
_mapping = QVariantHash();
_geometry = FBXGeometry();
_meshes.clear();
_lods.clear();
_pendingTextureChanges.clear();
_request.setUrl(_url);
Resource::init();
}
void NetworkGeometry::downloadFinished(QNetworkReply* reply) {
QUrl url = reply->url();
if (url.path().toLower().endsWith(".fst")) {
// it's a mapping file; parse it and get the mesh filename
_mapping = FSTReader::readMapping(reply->readAll());
reply->deleteLater();
QString filename = _mapping.value("filename").toString();
if (filename.isNull()) {
qCDebug(renderutils) << "Mapping file " << url << " has no filename.";
finishedLoading(false);
} else {
QString texdir = _mapping.value("texdir").toString();
if (!texdir.isNull()) {
if (!texdir.endsWith('/')) {
texdir += '/';
}
_textureBase = url.resolved(texdir);
}
QVariantHash lods = _mapping.value("lod").toHash();
for (QVariantHash::const_iterator it = lods.begin(); it != lods.end(); it++) {
QSharedPointer<NetworkGeometry> geometry(new NetworkGeometry(url.resolved(it.key()),
QSharedPointer<NetworkGeometry>(), true, _mapping, _textureBase));
geometry->setSelf(geometry.staticCast<Resource>());
geometry->setLODParent(_lodParent);
_lods.insert(it.value().toFloat(), geometry);
}
_request.setUrl(url.resolved(filename));
// make the request immediately only if we have no LODs to switch between
_startedLoading = false;
if (_lods.isEmpty()) {
attemptRequest();
}
}
return;
}
// send the reader off to the thread pool
QThreadPool::globalInstance()->start(new GeometryReader(_self, url, reply, _mapping));
}
void NetworkGeometry::reinsert() {
Resource::reinsert();
_lodParent = qWeakPointerCast<NetworkGeometry, Resource>(_self);
foreach (const QSharedPointer<NetworkGeometry>& lod, _lods) {
lod->setLODParent(_lodParent);
}
}
void NetworkGeometry::setGeometry(const FBXGeometry& geometry) {
_geometry = geometry;
auto textureCache = DependencyManager::get<TextureCache>();
foreach (const FBXMesh& mesh, _geometry.meshes) {
NetworkMesh networkMesh;
int totalIndices = 0;
bool checkForTexcoordLightmap = false;
foreach (const FBXMeshPart& part, mesh.parts) {
NetworkMeshPart networkPart;
if (!part.diffuseTexture.filename.isEmpty()) {
networkPart.diffuseTexture = textureCache->getTexture(
_textureBase.resolved(QUrl(part.diffuseTexture.filename)), DEFAULT_TEXTURE,
mesh.isEye, part.diffuseTexture.content);
networkPart.diffuseTextureName = part.diffuseTexture.name;
networkPart.diffuseTexture->setLoadPriorities(_loadPriorities);
}
if (!part.normalTexture.filename.isEmpty()) {
networkPart.normalTexture = textureCache->getTexture(
_textureBase.resolved(QUrl(part.normalTexture.filename)), NORMAL_TEXTURE,
false, part.normalTexture.content);
networkPart.normalTextureName = part.normalTexture.name;
networkPart.normalTexture->setLoadPriorities(_loadPriorities);
}
if (!part.specularTexture.filename.isEmpty()) {
networkPart.specularTexture = textureCache->getTexture(
_textureBase.resolved(QUrl(part.specularTexture.filename)), SPECULAR_TEXTURE,
false, part.specularTexture.content);
networkPart.specularTextureName = part.specularTexture.name;
networkPart.specularTexture->setLoadPriorities(_loadPriorities);
}
if (!part.emissiveTexture.filename.isEmpty()) {
networkPart.emissiveTexture = textureCache->getTexture(
_textureBase.resolved(QUrl(part.emissiveTexture.filename)), EMISSIVE_TEXTURE,
false, part.emissiveTexture.content);
networkPart.emissiveTextureName = part.emissiveTexture.name;
networkPart.emissiveTexture->setLoadPriorities(_loadPriorities);
checkForTexcoordLightmap = true;
}
networkMesh.parts.append(networkPart);
totalIndices += (part.quadIndices.size() + part.triangleIndices.size());
}
{
networkMesh._indexBuffer = gpu::BufferPointer(new gpu::Buffer());
networkMesh._indexBuffer->resize(totalIndices * sizeof(int));
int offset = 0;
foreach(const FBXMeshPart& part, mesh.parts) {
networkMesh._indexBuffer->setSubData(offset, part.quadIndices.size() * sizeof(int),
(gpu::Byte*) part.quadIndices.constData());
offset += part.quadIndices.size() * sizeof(int);
networkMesh._indexBuffer->setSubData(offset, part.triangleIndices.size() * sizeof(int),
(gpu::Byte*) part.triangleIndices.constData());
offset += part.triangleIndices.size() * sizeof(int);
}
}
{
networkMesh._vertexBuffer = gpu::BufferPointer(new gpu::Buffer());
// if we don't need to do any blending, the positions/normals can be static
if (mesh.blendshapes.isEmpty()) {
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 texCoords1Offset = texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2);
int clusterIndicesOffset = texCoords1Offset + mesh.texCoords1.size() * sizeof(glm::vec2);
int clusterWeightsOffset = clusterIndicesOffset + mesh.clusterIndices.size() * sizeof(glm::vec4);
networkMesh._vertexBuffer->resize(clusterWeightsOffset + mesh.clusterWeights.size() * sizeof(glm::vec4));
networkMesh._vertexBuffer->setSubData(0, mesh.vertices.size() * sizeof(glm::vec3), (gpu::Byte*) mesh.vertices.constData());
networkMesh._vertexBuffer->setSubData(normalsOffset, mesh.normals.size() * sizeof(glm::vec3), (gpu::Byte*) mesh.normals.constData());
networkMesh._vertexBuffer->setSubData(tangentsOffset,
mesh.tangents.size() * sizeof(glm::vec3), (gpu::Byte*) mesh.tangents.constData());
networkMesh._vertexBuffer->setSubData(colorsOffset, mesh.colors.size() * sizeof(glm::vec3), (gpu::Byte*) mesh.colors.constData());
networkMesh._vertexBuffer->setSubData(texCoordsOffset,
mesh.texCoords.size() * sizeof(glm::vec2), (gpu::Byte*) mesh.texCoords.constData());
networkMesh._vertexBuffer->setSubData(texCoords1Offset,
mesh.texCoords1.size() * sizeof(glm::vec2), (gpu::Byte*) mesh.texCoords1.constData());
networkMesh._vertexBuffer->setSubData(clusterIndicesOffset,
mesh.clusterIndices.size() * sizeof(glm::vec4), (gpu::Byte*) mesh.clusterIndices.constData());
networkMesh._vertexBuffer->setSubData(clusterWeightsOffset,
mesh.clusterWeights.size() * sizeof(glm::vec4), (gpu::Byte*) mesh.clusterWeights.constData());
// otherwise, at least the cluster indices/weights can be static
networkMesh._vertexStream = gpu::BufferStreamPointer(new gpu::BufferStream());
networkMesh._vertexStream->addBuffer(networkMesh._vertexBuffer, 0, sizeof(glm::vec3));
if (mesh.normals.size()) networkMesh._vertexStream->addBuffer(networkMesh._vertexBuffer, normalsOffset, sizeof(glm::vec3));
if (mesh.tangents.size()) networkMesh._vertexStream->addBuffer(networkMesh._vertexBuffer, tangentsOffset, sizeof(glm::vec3));
if (mesh.colors.size()) networkMesh._vertexStream->addBuffer(networkMesh._vertexBuffer, colorsOffset, sizeof(glm::vec3));
if (mesh.texCoords.size()) networkMesh._vertexStream->addBuffer(networkMesh._vertexBuffer, texCoordsOffset, sizeof(glm::vec2));
if (mesh.texCoords1.size()) networkMesh._vertexStream->addBuffer(networkMesh._vertexBuffer, texCoords1Offset, sizeof(glm::vec2));
if (mesh.clusterIndices.size()) networkMesh._vertexStream->addBuffer(networkMesh._vertexBuffer, clusterIndicesOffset, sizeof(glm::vec4));
if (mesh.clusterWeights.size()) networkMesh._vertexStream->addBuffer(networkMesh._vertexBuffer, clusterWeightsOffset, sizeof(glm::vec4));
int channelNum = 0;
networkMesh._vertexFormat = gpu::Stream::FormatPointer(new gpu::Stream::Format());
networkMesh._vertexFormat->setAttribute(gpu::Stream::POSITION, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
if (mesh.normals.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::NORMAL, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ));
if (mesh.tangents.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::TANGENT, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ));
if (mesh.colors.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::COLOR, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::RGB));
if (mesh.texCoords.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::TEXCOORD, channelNum++, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV));
if (mesh.texCoords1.size()) {
networkMesh._vertexFormat->setAttribute(gpu::Stream::TEXCOORD1, channelNum++, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV));
} else if (checkForTexcoordLightmap && mesh.texCoords.size()) {
// need lightmap texcoord UV but doesn't have uv#1 so just reuse the same channel
networkMesh._vertexFormat->setAttribute(gpu::Stream::TEXCOORD1, channelNum - 1, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV));
}
if (mesh.clusterIndices.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::SKIN_CLUSTER_INDEX, channelNum++, gpu::Element(gpu::VEC4, gpu::NFLOAT, gpu::XYZW));
if (mesh.clusterWeights.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::SKIN_CLUSTER_WEIGHT, channelNum++, gpu::Element(gpu::VEC4, gpu::NFLOAT, gpu::XYZW));
}
else {
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);
networkMesh._vertexBuffer->resize(clusterWeightsOffset + mesh.clusterWeights.size() * sizeof(glm::vec4));
networkMesh._vertexBuffer->setSubData(0, mesh.tangents.size() * sizeof(glm::vec3), (gpu::Byte*) mesh.tangents.constData());
networkMesh._vertexBuffer->setSubData(colorsOffset, mesh.colors.size() * sizeof(glm::vec3), (gpu::Byte*) mesh.colors.constData());
networkMesh._vertexBuffer->setSubData(texCoordsOffset,
mesh.texCoords.size() * sizeof(glm::vec2), (gpu::Byte*) mesh.texCoords.constData());
networkMesh._vertexBuffer->setSubData(clusterIndicesOffset,
mesh.clusterIndices.size() * sizeof(glm::vec4), (gpu::Byte*) mesh.clusterIndices.constData());
networkMesh._vertexBuffer->setSubData(clusterWeightsOffset,
mesh.clusterWeights.size() * sizeof(glm::vec4), (gpu::Byte*) mesh.clusterWeights.constData());
networkMesh._vertexStream = gpu::BufferStreamPointer(new gpu::BufferStream());
if (mesh.tangents.size()) networkMesh._vertexStream->addBuffer(networkMesh._vertexBuffer, 0, sizeof(glm::vec3));
if (mesh.colors.size()) networkMesh._vertexStream->addBuffer(networkMesh._vertexBuffer, colorsOffset, sizeof(glm::vec3));
if (mesh.texCoords.size()) networkMesh._vertexStream->addBuffer(networkMesh._vertexBuffer, texCoordsOffset, sizeof(glm::vec2));
if (mesh.clusterIndices.size()) networkMesh._vertexStream->addBuffer(networkMesh._vertexBuffer, clusterIndicesOffset, sizeof(glm::vec4));
if (mesh.clusterWeights.size()) networkMesh._vertexStream->addBuffer(networkMesh._vertexBuffer, clusterWeightsOffset, sizeof(glm::vec4));
int channelNum = 0;
networkMesh._vertexFormat = gpu::Stream::FormatPointer(new gpu::Stream::Format());
networkMesh._vertexFormat->setAttribute(gpu::Stream::POSITION, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ));
if (mesh.normals.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::NORMAL, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ));
if (mesh.tangents.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::TANGENT, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ));
if (mesh.colors.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::COLOR, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::RGB));
if (mesh.texCoords.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::TEXCOORD, channelNum++, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV));
if (mesh.clusterIndices.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::SKIN_CLUSTER_INDEX, channelNum++, gpu::Element(gpu::VEC4, gpu::NFLOAT, gpu::XYZW));
if (mesh.clusterWeights.size()) networkMesh._vertexFormat->setAttribute(gpu::Stream::SKIN_CLUSTER_WEIGHT, channelNum++, gpu::Element(gpu::VEC4, gpu::NFLOAT, gpu::XYZW));
}
}
_meshes.append(networkMesh);
}
finishedLoading(true);
}
bool NetworkMeshPart::isTranslucent() const {
return diffuseTexture && diffuseTexture->isTranslucent();
}
int NetworkMesh::getTranslucentPartCount(const FBXMesh& fbxMesh) const {
int count = 0;
for (int i = 0; i < parts.size(); i++) {
if (parts.at(i).isTranslucent() || fbxMesh.parts.at(i).opacity != 1.0f) {
count++;
}
}
return count;
}