mirror of
https://github.com/overte-org/overte.git
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390 lines
12 KiB
C++
390 lines
12 KiB
C++
//
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include <iostream>
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#include <memory>
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#include <mutex>
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#include <unordered_map>
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#include <QWindow>
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#include <QtGlobal>
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#include <QFile>
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#include <QImage>
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#include <QLoggingCategory>
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#include <gpu/Context.h>
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#include <gpu/GLBackend.h>
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#include <QOpenGLBuffer>
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#include <QOpenGLContext>
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#include <QOpenGLDebugLogger>
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#include <QOpenGLShaderProgram>
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#include <QOpenGLTexture>
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#include <QOpenGLVertexArrayObject>
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#include <QResizeEvent>
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#include <QTime>
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#include <QTimer>
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#include <QWindow>
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#include <QElapsedTimer>
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#include <QDir>
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#include <QGuiApplication>
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#include <PathUtils.h>
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#include "gpu/Batch.h"
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#include "gpu/Context.h"
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#include "../model/Skybox_vert.h"
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#include "../model/Skybox_frag.h"
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#include "simple_vert.h"
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#include "simple_frag.h"
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#include "simple_textured_frag.h"
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#include "simple_textured_emisive_frag.h"
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#include "deferred_light_vert.h"
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#include "deferred_light_limited_vert.h"
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#include "directional_light_frag.h"
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#include "directional_light_shadow_map_frag.h"
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#include "directional_light_cascaded_shadow_map_frag.h"
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#include "directional_ambient_light_frag.h"
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#include "directional_ambient_light_shadow_map_frag.h"
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#include "directional_ambient_light_cascaded_shadow_map_frag.h"
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#include "directional_skybox_light_frag.h"
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#include "directional_skybox_light_shadow_map_frag.h"
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#include "directional_skybox_light_cascaded_shadow_map_frag.h"
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#include "point_light_frag.h"
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#include "spot_light_frag.h"
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#include "standardTransformPNTC_vert.h"
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#include "standardDrawTexture_frag.h"
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#include "model_vert.h"
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#include "model_shadow_vert.h"
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#include "model_normal_map_vert.h"
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#include "model_lightmap_vert.h"
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#include "model_lightmap_normal_map_vert.h"
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#include "skin_model_vert.h"
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#include "skin_model_shadow_vert.h"
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#include "skin_model_normal_map_vert.h"
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#include "model_frag.h"
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#include "model_shadow_frag.h"
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#include "model_normal_map_frag.h"
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#include "model_normal_specular_map_frag.h"
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#include "model_specular_map_frag.h"
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#include "model_lightmap_frag.h"
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#include "model_lightmap_normal_map_frag.h"
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#include "model_lightmap_normal_specular_map_frag.h"
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#include "model_lightmap_specular_map_frag.h"
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#include "model_translucent_frag.h"
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#include "untextured_particle_frag.h"
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#include "untextured_particle_vert.h"
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#include "textured_particle_frag.h"
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#include "textured_particle_vert.h"
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#include "ambient_occlusion_vert.h"
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#include "ambient_occlusion_frag.h"
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#include "gaussian_blur_vertical_vert.h"
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#include "gaussian_blur_horizontal_vert.h"
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#include "gaussian_blur_frag.h"
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#include "occlusion_blend_frag.h"
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#include "hit_effect_vert.h"
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#include "hit_effect_frag.h"
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#include "overlay3D_vert.h"
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#include "overlay3D_frag.h"
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#include "SkyFromSpace_vert.h"
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#include "SkyFromSpace_frag.h"
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#include "SkyFromAtmosphere_vert.h"
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#include "SkyFromAtmosphere_frag.h"
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#include "Skybox_vert.h"
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#include "Skybox_frag.h"
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#include "stars_vert.h"
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#include "stars_frag.h"
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#include "starsGrid_frag.h"
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#include "DrawTransformUnitQuad_vert.h"
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#include "DrawTexcoordRectTransformUnitQuad_vert.h"
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#include "DrawViewportQuadTransformTexcoord_vert.h"
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#include "DrawTexture_frag.h"
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#include "DrawTextureOpaque_frag.h"
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#include "DrawColoredTexture_frag.h"
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#include "sdf_text3D_vert.h"
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#include "sdf_text3D_frag.h"
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class RateCounter {
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std::vector<float> times;
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QElapsedTimer timer;
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public:
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RateCounter() {
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timer.start();
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}
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void reset() {
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times.clear();
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}
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unsigned int count() const {
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return times.size() - 1;
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}
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float elapsed() const {
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if (times.size() < 1) {
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return 0.0f;
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}
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float elapsed = *times.rbegin() - *times.begin();
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return elapsed;
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}
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void increment() {
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times.push_back(timer.elapsed() / 1000.0f);
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}
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float rate() const {
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if (elapsed() == 0.0f) {
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return NAN;
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}
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return (float) count() / elapsed();
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}
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};
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const QString& getQmlDir() {
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static QString dir;
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if (dir.isEmpty()) {
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QDir path(__FILE__);
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path.cdUp();
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dir = path.cleanPath(path.absoluteFilePath("../../../interface/resources/qml/")) + "/";
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qDebug() << "Qml Path: " << dir;
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}
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return dir;
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}
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// Create a simple OpenGL window that renders text in various ways
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class QTestWindow : public QWindow {
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Q_OBJECT
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QOpenGLContext* _context{ nullptr };
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QSize _size;
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//TextRenderer* _textRenderer[4];
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RateCounter fps;
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protected:
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void renderText();
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private:
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void resizeWindow(const QSize& size) {
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_size = size;
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}
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public:
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QTestWindow() {
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setSurfaceType(QSurface::OpenGLSurface);
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QSurfaceFormat format;
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// Qt Quick may need a depth and stencil buffer. Always make sure these are available.
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format.setDepthBufferSize(16);
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format.setStencilBufferSize(8);
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format.setVersion(4, 1);
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format.setProfile(QSurfaceFormat::OpenGLContextProfile::CoreProfile);
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format.setOption(QSurfaceFormat::DebugContext);
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setFormat(format);
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_context = new QOpenGLContext;
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_context->setFormat(format);
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_context->create();
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show();
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makeCurrent();
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gpu::Context::init<gpu::GLBackend>();
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{
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QOpenGLDebugLogger* logger = new QOpenGLDebugLogger(this);
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logger->initialize(); // initializes in the current context, i.e. ctx
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logger->enableMessages();
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connect(logger, &QOpenGLDebugLogger::messageLogged, this, [&](const QOpenGLDebugMessage & debugMessage) {
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qDebug() << debugMessage;
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});
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// logger->startLogging(QOpenGLDebugLogger::SynchronousLogging);
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}
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qDebug() << (const char*)glGetString(GL_VERSION);
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//_textRenderer[0] = TextRenderer::getInstance(SANS_FONT_FAMILY, 12, false);
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//_textRenderer[1] = TextRenderer::getInstance(SERIF_FONT_FAMILY, 12, false,
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// TextRenderer::SHADOW_EFFECT);
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//_textRenderer[2] = TextRenderer::getInstance(MONO_FONT_FAMILY, 48, -1,
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// false, TextRenderer::OUTLINE_EFFECT);
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//_textRenderer[3] = TextRenderer::getInstance(INCONSOLATA_FONT_FAMILY, 24);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glClearColor(0.2f, 0.2f, 0.2f, 1);
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glDisable(GL_DEPTH_TEST);
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makeCurrent();
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// setFramePosition(QPoint(-1000, 0));
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resize(QSize(800, 600));
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}
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virtual ~QTestWindow() {
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}
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void draw();
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void makeCurrent() {
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_context->makeCurrent(this);
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}
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protected:
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void resizeEvent(QResizeEvent* ev) override {
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resizeWindow(ev->size());
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}
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};
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void testShaderBuild(const char* vs_src, const char * fs_src) {
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auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(vs_src)));
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auto fs = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(fs_src)));
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auto pr = gpu::ShaderPointer(gpu::Shader::createProgram(vs, fs));
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gpu::Shader::makeProgram(*pr);
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}
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void QTestWindow::draw() {
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if (!isVisible()) {
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return;
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}
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makeCurrent();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glViewport(0, 0, _size.width() * devicePixelRatio(), _size.height() * devicePixelRatio());
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static std::once_flag once;
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std::call_once(once, [&]{
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testShaderBuild(sdf_text3D_vert, sdf_text3D_frag);
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testShaderBuild(DrawTransformUnitQuad_vert, DrawTexture_frag);
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testShaderBuild(DrawTexcoordRectTransformUnitQuad_vert, DrawTexture_frag);
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testShaderBuild(DrawViewportQuadTransformTexcoord_vert, DrawTexture_frag);
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testShaderBuild(DrawTransformUnitQuad_vert, DrawTextureOpaque_frag);
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testShaderBuild(DrawTransformUnitQuad_vert, DrawColoredTexture_frag);
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testShaderBuild(Skybox_vert, Skybox_frag);
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testShaderBuild(simple_vert, simple_frag);
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testShaderBuild(simple_vert, simple_textured_frag);
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testShaderBuild(simple_vert, simple_textured_emisive_frag);
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testShaderBuild(deferred_light_vert, directional_light_frag);
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testShaderBuild(deferred_light_vert, directional_light_shadow_map_frag);
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testShaderBuild(deferred_light_vert, directional_light_cascaded_shadow_map_frag);
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testShaderBuild(deferred_light_vert, directional_ambient_light_frag);
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testShaderBuild(deferred_light_vert, directional_ambient_light_shadow_map_frag);
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testShaderBuild(deferred_light_vert, directional_ambient_light_cascaded_shadow_map_frag);
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testShaderBuild(deferred_light_vert, directional_skybox_light_frag);
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testShaderBuild(deferred_light_vert, directional_skybox_light_shadow_map_frag);
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testShaderBuild(deferred_light_vert, directional_skybox_light_cascaded_shadow_map_frag);
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testShaderBuild(deferred_light_limited_vert, point_light_frag);
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testShaderBuild(deferred_light_limited_vert, spot_light_frag);
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testShaderBuild(standardTransformPNTC_vert, standardDrawTexture_frag);
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testShaderBuild(standardTransformPNTC_vert, DrawTextureOpaque_frag);
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testShaderBuild(standardTransformPNTC_vert, starsGrid_frag);
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testShaderBuild(stars_vert, stars_frag);
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testShaderBuild(model_vert, model_frag);
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testShaderBuild(model_normal_map_vert, model_normal_map_frag);
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testShaderBuild(model_vert, model_specular_map_frag);
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testShaderBuild(model_normal_map_vert, model_normal_specular_map_frag);
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testShaderBuild(model_vert, model_translucent_frag);
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testShaderBuild(model_normal_map_vert, model_translucent_frag);
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testShaderBuild(model_lightmap_vert, model_lightmap_frag);
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testShaderBuild(model_lightmap_normal_map_vert, model_lightmap_normal_map_frag);
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testShaderBuild(model_lightmap_vert, model_lightmap_specular_map_frag);
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testShaderBuild(model_lightmap_normal_map_vert, model_lightmap_normal_specular_map_frag);
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testShaderBuild(skin_model_vert, model_frag);
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testShaderBuild(skin_model_normal_map_vert, model_normal_map_frag);
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testShaderBuild(skin_model_vert, model_specular_map_frag);
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testShaderBuild(skin_model_normal_map_vert, model_normal_specular_map_frag);
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testShaderBuild(skin_model_vert, model_translucent_frag);
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testShaderBuild(skin_model_normal_map_vert, model_translucent_frag);
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testShaderBuild(model_shadow_vert, model_shadow_frag);
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testShaderBuild(untextured_particle_vert, untextured_particle_frag);
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testShaderBuild(textured_particle_vert, textured_particle_frag);
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testShaderBuild(gaussian_blur_vertical_vert, gaussian_blur_frag);
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testShaderBuild(gaussian_blur_horizontal_vert, gaussian_blur_frag);
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testShaderBuild(ambient_occlusion_vert, ambient_occlusion_frag);
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testShaderBuild(ambient_occlusion_vert, occlusion_blend_frag);
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testShaderBuild(hit_effect_vert, hit_effect_frag);
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testShaderBuild(overlay3D_vert, overlay3D_frag);
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testShaderBuild(SkyFromSpace_vert, SkyFromSpace_frag);
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testShaderBuild(SkyFromAtmosphere_vert, SkyFromAtmosphere_frag);
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testShaderBuild(Skybox_vert, Skybox_frag);
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});
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_context->swapBuffers(this);
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glFinish();
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fps.increment();
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if (fps.elapsed() >= 2.0f) {
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qDebug() << "FPS: " << fps.rate();
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fps.reset();
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}
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}
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void messageHandler(QtMsgType type, const QMessageLogContext& context, const QString& message) {
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if (!message.isEmpty()) {
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#ifdef Q_OS_WIN
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OutputDebugStringA(message.toLocal8Bit().constData());
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OutputDebugStringA("\n");
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#else
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std::cout << message.toLocal8Bit().constData() << std::endl;
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#endif
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}
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}
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const char * LOG_FILTER_RULES = R"V0G0N(
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hifi.gpu=true
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)V0G0N";
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int main(int argc, char** argv) {
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QGuiApplication app(argc, argv);
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qInstallMessageHandler(messageHandler);
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QLoggingCategory::setFilterRules(LOG_FILTER_RULES);
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QTestWindow window;
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QTimer timer;
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timer.setInterval(1);
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app.connect(&timer, &QTimer::timeout, &app, [&] {
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window.draw();
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});
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timer.start();
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app.exec();
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return 0;
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}
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#include "main.moc"
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