overte/tests/gpu-test/src/main.cpp
2016-05-22 19:48:59 -07:00

172 lines
4.2 KiB
C++

//
// main.cpp
// tests/gpu-test/src
//
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <unordered_map>
#include <memory>
#include <cstdio>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <QtCore/QTime>
#include <QtCore/QTimer>
#include <QtCore/QDir>
#include <QtCore/QElapsedTimer>
#include <QtCore/QFile>
#include <QtCore/QLoggingCategory>
#include <QtGui/QResizeEvent>
#include <QtGui/QWindow>
#include <QtGui/QGuiApplication>
#include <QtGui/QImage>
#include <gpu/Context.h>
#include <gpu/Batch.h>
#include <gpu/Stream.h>
#include <gpu/gl/GLBackend.h>
#include <gl/QOpenGLContextWrapper.h>
#include <gl/QOpenGLDebugLoggerWrapper.h>
#include <gl/GLHelpers.h>
#include <GLMHelpers.h>
#include <PathUtils.h>
#include <NumericalConstants.h>
#include <GeometryCache.h>
#include <DeferredLightingEffect.h>
#include <FramebufferCache.h>
#include <TextureCache.h>
#include <PerfStat.h>
#include <PathUtils.h>
#include <RenderArgs.h>
#include <ViewFrustum.h>
#include <gpu/Pipeline.h>
#include <gpu/Context.h>
#include <render/Engine.h>
#include <render/Scene.h>
#include <render/CullTask.h>
#include <render/SortTask.h>
#include <render/DrawTask.h>
#include <render/DrawStatus.h>
#include <render/DrawSceneOctree.h>
#include <render/CullTask.h>
#include "TestWindow.h"
#include "TestInstancedShapes.h"
#include "TestShapes.h"
using namespace render;
using TestBuilder = std::function<GpuTestBase*()>;
using TestBuilders = std::list<TestBuilder>;
#define INTERACTIVE
class MyTestWindow : public TestWindow {
using Parent = TestWindow;
TestBuilders _testBuilders;
GpuTestBase* _currentTest { nullptr };
size_t _currentTestId { 0 };
size_t _currentMaxTests { 0 };
glm::mat4 _camera;
QTime _time;
void initGl() override {
Parent::initGl();
#ifdef INTERACTIVE
_time.start();
#endif
updateCamera();
_testBuilders = TestBuilders({
//[this] { return new TestFbx(_shapePlumber); },
[] { return new TestShapes(); },
});
}
void updateCamera() {
float t = 0;
#ifdef INTERACTIVE
t = _time.elapsed() * 1e-3f;
#endif
glm::vec3 unitscale { 1.0f };
glm::vec3 up { 0.0f, 1.0f, 0.0f };
float distance = 3.0f;
glm::vec3 camera_position { distance * sinf(t), 0.5f, distance * cosf(t) };
static const vec3 camera_focus(0);
static const vec3 camera_up(0, 1, 0);
_camera = glm::inverse(glm::lookAt(camera_position, camera_focus, up));
ViewFrustum frustum;
frustum.setPosition(camera_position);
frustum.setOrientation(glm::quat_cast(_camera));
frustum.setProjection(_projectionMatrix);
_renderArgs->setViewFrustum(frustum);
}
void renderFrame() override {
updateCamera();
while ((!_currentTest || (_currentTestId >= _currentMaxTests)) && !_testBuilders.empty()) {
if (_currentTest) {
delete _currentTest;
_currentTest = nullptr;
}
_currentTest = _testBuilders.front()();
_testBuilders.pop_front();
if (_currentTest) {
_currentMaxTests = _currentTest->getTestCount();
_currentTestId = 0;
}
}
if (!_currentTest && _testBuilders.empty()) {
qApp->quit();
return;
}
// Tests might need to wait for resources to download
if (!_currentTest->isReady()) {
return;
}
gpu::doInBatch(_renderArgs->_context, [&](gpu::Batch& batch) {
batch.setViewTransform(_camera);
_renderArgs->_batch = &batch;
_currentTest->renderTest(_currentTestId, _renderArgs);
_renderArgs->_batch = nullptr;
});
#ifdef INTERACTIVE
#else
// TODO Capture the current rendered framebuffer and save
// Increment the test ID
++_currentTestId;
#endif
}
};
int main(int argc, char** argv) {
QGuiApplication app(argc, argv);
MyTestWindow window;
app.exec();
return 0;
}