#endif // def WANT_DEBUG } const int FLOATS_PER_VERTEX = 3 + 3; // vertices + normals const int NUM_POS_COORDS = 3; const int VERTEX_NORMAL_OFFSET = NUM_POS_COORDS * sizeof(float); details.isCreated = true; details.vertices = points.size(); details.vertexSize = FLOATS_PER_VERTEX; auto verticesBuffer = std::make_shared<gpu::Buffer>(); auto colorBuffer = std::make_shared<gpu::Buffer>(); auto streamFormat = std::make_shared<gpu::Stream::Format>(); auto stream = std::make_shared<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::NORMAL, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), VERTEX_NORMAL_OFFSET); details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::NUINT8, 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); float* vertexData = new float[details.vertices * FLOATS_PER_VERTEX]; float* vertex = vertexData; int* colorData = new int[details.vertices]; int* colorDataAt = colorData; const glm::vec3 NORMAL(0.0f, 0.0f, 1.0f); foreach (const glm::vec3& point, points) { *(vertex++) = point.x; *(vertex++) = point.y; *(vertex++) = point.z; *(vertex++) = NORMAL.x; *(vertex++) = NORMAL.y; *(vertex++) = NORMAL.z; *(colorDataAt++) = compactColor; } details.verticesBuffer->append(sizeof(float) * 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 = 3 + 3 + 2; // vertices + normals + tex coords const int NUM_POS_COORDS = 3; const int NUM_NORMAL_COORDS = 3; const int VERTEX_NORMAL_OFFSET = NUM_POS_COORDS * sizeof(float); const int VERTEX_TEX_OFFSET = VERTEX_NORMAL_OFFSET + NUM_NORMAL_COORDS * sizeof(float); details.isCreated = true; details.vertices = points.size(); details.vertexSize = FLOATS_PER_VERTEX; auto verticesBuffer = std::make_shared<gpu::Buffer>(); auto colorBuffer = std::make_shared<gpu::Buffer>(); auto streamFormat = std::make_shared<gpu::Stream::Format>(); auto stream = std::make_shared<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::NORMAL, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), VERTEX_NORMAL_OFFSET); details.streamFormat->setAttribute(gpu::Stream::TEXCOORD, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV), VERTEX_TEX_OFFSET); details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::NUINT8, 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); float* vertexData = new float[details.vertices * FLOATS_PER_VERTEX]; float* vertex = vertexData; int* colorData = new int[details.vertices]; int* colorDataAt = colorData; const glm::vec3 NORMAL(0.0f, 0.0f, 1.0f); 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++) = NORMAL.x; *(vertex++) = NORMAL.y; *(vertex++) = NORMAL.z; *(vertex++) = texCoord.x; *(vertex++) = texCoord.y; *(colorDataAt++) = compactColor; } details.verticesBuffer->append(sizeof(float) * 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::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::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; auto verticesBuffer = std::make_shared<gpu::Buffer>(); auto colorBuffer = std::make_shared<gpu::Buffer>(); auto streamFormat = std::make_shared<gpu::Stream::Format>(); auto stream = std::make_shared<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::NUINT8, 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[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(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 + 3; // vertices + normals const int VERTICES = 4; // 1 quad = 4 vertices const int NUM_POS_COORDS = 2; const int VERTEX_NORMAL_OFFSET = NUM_POS_COORDS * sizeof(float); if (!details.isCreated) { details.isCreated = true; details.vertices = VERTICES; details.vertexSize = FLOATS_PER_VERTEX; auto verticesBuffer = std::make_shared<gpu::Buffer>(); auto colorBuffer = std::make_shared<gpu::Buffer>(); auto streamFormat = std::make_shared<gpu::Stream::Format>(); auto stream = std::make_shared<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::NORMAL, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), VERTEX_NORMAL_OFFSET); details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::NUINT8, 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); const glm::vec3 NORMAL(0.0f, 0.0f, 1.0f); float vertexBuffer[VERTICES * FLOATS_PER_VERTEX] = { minCorner.x, minCorner.y, NORMAL.x, NORMAL.y, NORMAL.z, maxCorner.x, minCorner.y, NORMAL.x, NORMAL.y, NORMAL.z, minCorner.x, maxCorner.y, NORMAL.x, NORMAL.y, NORMAL.z, maxCorner.x, maxCorner.y, NORMAL.x, NORMAL.y, NORMAL.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::TRIANGLE_STRIP, 4, 0);} 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(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 + 3 + 2; // vertices + normals + tex coords const int VERTICES = 4; // 1 quad = 4 vertices const int NUM_POS_COORDS = 2; const int NUM_NORMAL_COORDS = 3; const int VERTEX_NORMAL_OFFSET = NUM_POS_COORDS * sizeof(float); const int VERTEX_TEXCOORD_OFFSET = VERTEX_NORMAL_OFFSET + NUM_NORMAL_COORDS * sizeof(float); if (!details.isCreated) { details.isCreated = true; details.vertices = VERTICES; details.vertexSize = FLOATS_PER_VERTEX; auto verticesBuffer = std::make_shared<gpu::Buffer>(); auto colorBuffer = std::make_shared<gpu::Buffer>(); auto streamFormat = std::make_shared<gpu::Stream::Format>(); auto stream = std::make_shared<gpu::BufferStream>(); details.verticesBuffer = verticesBuffer; details.colorBuffer = colorBuffer; details.streamFormat = streamFormat; details.stream = stream; // zzmp: fix the normal across all renderQuad details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::XYZ), 0); details.streamFormat->setAttribute(gpu::Stream::NORMAL, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), VERTEX_NORMAL_OFFSET); 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::NUINT8, 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); const glm::vec3 NORMAL(0.0f, 0.0f, 1.0f); float vertexBuffer[VERTICES * FLOATS_PER_VERTEX] = { minCorner.x, minCorner.y, NORMAL.x, NORMAL.y, NORMAL.z, texCoordMinCorner.x, texCoordMinCorner.y, maxCorner.x, minCorner.y, NORMAL.x, NORMAL.y, NORMAL.z, texCoordMaxCorner.x, texCoordMinCorner.y, minCorner.x, maxCorner.y, NORMAL.x, NORMAL.y, NORMAL.z, texCoordMinCorner.x, texCoordMaxCorner.y, maxCorner.x, maxCorner.y, NORMAL.x, NORMAL.y, NORMAL.z, texCoordMaxCorner.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::TRIANGLE_STRIP, 4, 0);} 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 + 3; // vertices + normals const int VERTICES = 4; // 1 quad = 4 vertices const int NUM_POS_COORDS = 3; const int VERTEX_NORMAL_OFFSET = NUM_POS_COORDS * sizeof(float); if (!details.isCreated) { details.isCreated = true; details.vertices = VERTICES; details.vertexSize = FLOATS_PER_VERTEX; auto verticesBuffer = std::make_shared<gpu::Buffer>(); auto colorBuffer = std::make_shared<gpu::Buffer>(); auto streamFormat = std::make_shared<gpu::Stream::Format>(); auto stream = std::make_shared<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::NORMAL, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), VERTEX_NORMAL_OFFSET); details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::NUINT8, 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); const glm::vec3 NORMAL(0.0f, 0.0f, 1.0f); float vertexBuffer[VERTICES * FLOATS_PER_VERTEX] = { minCorner.x, minCorner.y, minCorner.z, NORMAL.x, NORMAL.y, NORMAL.z, maxCorner.x, minCorner.y, minCorner.z, NORMAL.x, NORMAL.y, NORMAL.z, minCorner.x, maxCorner.y, maxCorner.z, NORMAL.x, NORMAL.y, NORMAL.z, maxCorner.x, maxCorner.y, maxCorner.z, NORMAL.x, NORMAL.y, NORMAL.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::TRIANGLE_STRIP, 4, 0);}Lines 501–1000 of 1698. 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#endif // def WANT_DEBUG } const int FLOATS_PER_VERTEX = 3 + 3; // vertices + normals const int NUM_POS_COORDS = 3; const int VERTEX_NORMAL_OFFSET = NUM_POS_COORDS * sizeof(float); details.isCreated = true; details.vertices = points.size(); details.vertexSize = FLOATS_PER_VERTEX; auto verticesBuffer = std::make_shared<gpu::Buffer>(); auto colorBuffer = std::make_shared<gpu::Buffer>(); auto streamFormat = std::make_shared<gpu::Stream::Format>(); auto stream = std::make_shared<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::NORMAL, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), VERTEX_NORMAL_OFFSET); details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::NUINT8, 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); float* vertexData = new float[details.vertices * FLOATS_PER_VERTEX]; float* vertex = vertexData; int* colorData = new int[details.vertices]; int* colorDataAt = colorData; const glm::vec3 NORMAL(0.0f, 0.0f, 1.0f); foreach (const glm::vec3& point, points) { *(vertex++) = point.x; *(vertex++) = point.y; *(vertex++) = point.z; *(vertex++) = NORMAL.x; *(vertex++) = NORMAL.y; *(vertex++) = NORMAL.z; *(colorDataAt++) = compactColor; } details.verticesBuffer->append(sizeof(float) * 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 = 3 + 3 + 2; // vertices + normals + tex coords const int NUM_POS_COORDS = 3; const int NUM_NORMAL_COORDS = 3; const int VERTEX_NORMAL_OFFSET = NUM_POS_COORDS * sizeof(float); const int VERTEX_TEX_OFFSET = VERTEX_NORMAL_OFFSET + NUM_NORMAL_COORDS * sizeof(float); details.isCreated = true; details.vertices = points.size(); details.vertexSize = FLOATS_PER_VERTEX; auto verticesBuffer = std::make_shared<gpu::Buffer>(); auto colorBuffer = std::make_shared<gpu::Buffer>(); auto streamFormat = std::make_shared<gpu::Stream::Format>(); auto stream = std::make_shared<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::NORMAL, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), VERTEX_NORMAL_OFFSET); details.streamFormat->setAttribute(gpu::Stream::TEXCOORD, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV), VERTEX_TEX_OFFSET); details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::NUINT8, 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); float* vertexData = new float[details.vertices * FLOATS_PER_VERTEX]; float* vertex = vertexData; int* colorData = new int[details.vertices]; int* colorDataAt = colorData; const glm::vec3 NORMAL(0.0f, 0.0f, 1.0f); 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++) = NORMAL.x; *(vertex++) = NORMAL.y; *(vertex++) = NORMAL.z; *(vertex++) = texCoord.x; *(vertex++) = texCoord.y; *(colorDataAt++) = compactColor; } details.verticesBuffer->append(sizeof(float) * 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::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::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; auto verticesBuffer = std::make_shared<gpu::Buffer>(); auto colorBuffer = std::make_shared<gpu::Buffer>(); auto streamFormat = std::make_shared<gpu::Stream::Format>(); auto stream = std::make_shared<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::NUINT8, 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[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(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 + 3; // vertices + normals const int VERTICES = 4; // 1 quad = 4 vertices const int NUM_POS_COORDS = 2; const int VERTEX_NORMAL_OFFSET = NUM_POS_COORDS * sizeof(float); if (!details.isCreated) { details.isCreated = true; details.vertices = VERTICES; details.vertexSize = FLOATS_PER_VERTEX; auto verticesBuffer = std::make_shared<gpu::Buffer>(); auto colorBuffer = std::make_shared<gpu::Buffer>(); auto streamFormat = std::make_shared<gpu::Stream::Format>(); auto stream = std::make_shared<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::NORMAL, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), VERTEX_NORMAL_OFFSET); details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::NUINT8, 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); const glm::vec3 NORMAL(0.0f, 0.0f, 1.0f); float vertexBuffer[VERTICES * FLOATS_PER_VERTEX] = { minCorner.x, minCorner.y, NORMAL.x, NORMAL.y, NORMAL.z, maxCorner.x, minCorner.y, NORMAL.x, NORMAL.y, NORMAL.z, minCorner.x, maxCorner.y, NORMAL.x, NORMAL.y, NORMAL.z, maxCorner.x, maxCorner.y, NORMAL.x, NORMAL.y, NORMAL.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::TRIANGLE_STRIP, 4, 0); } 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(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 + 3 + 2; // vertices + normals + tex coords const int VERTICES = 4; // 1 quad = 4 vertices const int NUM_POS_COORDS = 2; const int NUM_NORMAL_COORDS = 3; const int VERTEX_NORMAL_OFFSET = NUM_POS_COORDS * sizeof(float); const int VERTEX_TEXCOORD_OFFSET = VERTEX_NORMAL_OFFSET + NUM_NORMAL_COORDS * sizeof(float); if (!details.isCreated) { details.isCreated = true; details.vertices = VERTICES; details.vertexSize = FLOATS_PER_VERTEX; auto verticesBuffer = std::make_shared<gpu::Buffer>(); auto colorBuffer = std::make_shared<gpu::Buffer>(); auto streamFormat = std::make_shared<gpu::Stream::Format>(); auto stream = std::make_shared<gpu::BufferStream>(); details.verticesBuffer = verticesBuffer; details.colorBuffer = colorBuffer; details.streamFormat = streamFormat; details.stream = stream; // zzmp: fix the normal across all renderQuad details.streamFormat->setAttribute(gpu::Stream::POSITION, 0, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::XYZ), 0); details.streamFormat->setAttribute(gpu::Stream::NORMAL, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), VERTEX_NORMAL_OFFSET); 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::NUINT8, 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); const glm::vec3 NORMAL(0.0f, 0.0f, 1.0f); float vertexBuffer[VERTICES * FLOATS_PER_VERTEX] = { minCorner.x, minCorner.y, NORMAL.x, NORMAL.y, NORMAL.z, texCoordMinCorner.x, texCoordMinCorner.y, maxCorner.x, minCorner.y, NORMAL.x, NORMAL.y, NORMAL.z, texCoordMaxCorner.x, texCoordMinCorner.y, minCorner.x, maxCorner.y, NORMAL.x, NORMAL.y, NORMAL.z, texCoordMinCorner.x, texCoordMaxCorner.y, maxCorner.x, maxCorner.y, NORMAL.x, NORMAL.y, NORMAL.z, texCoordMaxCorner.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::TRIANGLE_STRIP, 4, 0); } 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 + 3; // vertices + normals const int VERTICES = 4; // 1 quad = 4 vertices const int NUM_POS_COORDS = 3; const int VERTEX_NORMAL_OFFSET = NUM_POS_COORDS * sizeof(float); if (!details.isCreated) { details.isCreated = true; details.vertices = VERTICES; details.vertexSize = FLOATS_PER_VERTEX; auto verticesBuffer = std::make_shared<gpu::Buffer>(); auto colorBuffer = std::make_shared<gpu::Buffer>(); auto streamFormat = std::make_shared<gpu::Stream::Format>(); auto stream = std::make_shared<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::NORMAL, 0, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), VERTEX_NORMAL_OFFSET); details.streamFormat->setAttribute(gpu::Stream::COLOR, 1, gpu::Element(gpu::VEC4, gpu::NUINT8, 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); const glm::vec3 NORMAL(0.0f, 0.0f, 1.0f); float vertexBuffer[VERTICES * FLOATS_PER_VERTEX] = { minCorner.x, minCorner.y, minCorner.z, NORMAL.x, NORMAL.y, NORMAL.z, maxCorner.x, minCorner.y, minCorner.z, NORMAL.x, NORMAL.y, NORMAL.z, minCorner.x, maxCorner.y, maxCorner.z, NORMAL.x, NORMAL.y, NORMAL.z, maxCorner.x, maxCorner.y, maxCorner.z, NORMAL.x, NORMAL.y, NORMAL.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::TRIANGLE_STRIP, 4, 0); }