//// GeometryCache.h// interface/src/renderer//// Created by Andrzej Kapolka on 6/21/13.// Copyright 2013 High Fidelity, Inc.//// Distributed under the Apache License, Version 2.0.// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// #ifndef hifi_GeometryCache_h#define hifi_GeometryCache_h #include "model-networking/ModelCache.h" #include <array> #include <QMap>#include <QRunnable> #include <DependencyManager.h> #include <shared/Shapes.h> #include <gpu/Batch.h>#include <gpu/Stream.h> #include <render/ShapePipeline.h> #include <model/Material.h>#include <model/Asset.h> class SimpleProgramKey; typedef QPair<glm::vec2, float> Vec2FloatPair;typedef QPair<Vec2FloatPair, Vec2FloatPair> Vec2FloatPairPair;typedef QPair<glm::vec2, glm::vec2> Vec2Pair;typedef QPair<Vec2Pair, Vec2Pair> Vec2PairPair;typedef QPair<glm::vec3, glm::vec3> Vec3Pair;typedef QPair<glm::vec4, glm::vec4> Vec4Pair;typedef QPair<Vec3Pair, Vec2Pair> Vec3PairVec2Pair;typedef QPair<Vec3Pair, glm::vec4> Vec3PairVec4;typedef QPair<Vec3Pair, Vec4Pair> Vec3PairVec4Pair;typedef QPair<Vec4Pair, glm::vec4> Vec4PairVec4;typedef QPair<Vec4Pair, Vec4Pair> Vec4PairVec4Pair; inline uint qHash(const Vec2FloatPairPair& v, uint seed) { // multiply by prime numbers greater than the possible size return qHash(v.first.first.x + 5009 * v.first.first.y + 5011 * v.first.second + 5021 * v.second.first.x + 5023 * v.second.first.y + 5039 * v.second.second);} inline uint qHash(const Vec2Pair& v, uint seed) { // multiply by prime numbers greater than the possible size return qHash(v.first.x + 5009 * v.first.y + 5011 * v.second.x + 5021 * v.second.y, seed);} inline uint qHash(const glm::vec4& v, uint seed) { // multiply by prime numbers greater than the possible size return qHash(v.x + 5009 * v.y + 5011 * v.z + 5021 * v.w, seed);} inline uint qHash(const Vec2PairPair& v, uint seed) { // multiply by prime numbers greater than the possible size return qHash(v.first.first.x + 5009 * v.first.first.y + 5011 * v.first.second.x + 5021 * v.first.second.y + 5023 * v.second.first.x + 5039 * v.second.first.y + 5051 * v.second.second.x + 5059 * v.second.second.y, seed);} inline uint qHash(const Vec3Pair& v, uint seed) { // multiply by prime numbers greater than the possible size return qHash(v.first.x + 5009 * v.first.y + 5011 * v.first.z + 5021 * v.second.x + 5023 * v.second.y + 5039 * v.second.z, seed);} inline uint qHash(const Vec4Pair& v, uint seed) { // multiply by prime numbers greater than the possible size return qHash(v.first.x + 5009 * v.first.y + 5011 * v.first.z + 5021 * v.first.w + 5023 * v.second.x + 5039 * v.second.y + 5051 * v.second.z + 5059 * v.second.w , seed);} inline uint qHash(const Vec3PairVec2Pair& v, uint seed) { // multiply by prime numbers greater than the possible size return qHash(v.first.first.x + 5009 * v.first.first.y + 5011 * v.first.first.z + 5021 * v.first.second.x + 5023 * v.first.second.y + 5039 * v.first.second.z + 5051 * v.second.first.x + 5059 * v.second.first.y + 5077 * v.second.second.x + 5081 * v.second.second.y, seed);} inline uint qHash(const Vec3PairVec4& v, uint seed) { // multiply by prime numbers greater than the possible size return qHash(v.first.first.x + 5009 * v.first.first.y + 5011 * v.first.first.z + 5021 * v.first.second.x + 5023 * v.first.second.y + 5039 * v.first.second.z + 5051 * v.second.x + 5059 * v.second.y + 5077 * v.second.z + 5081 * v.second.w, seed);} inline uint qHash(const Vec3PairVec4Pair& v, uint seed) { // multiply by prime numbers greater than the possible size return qHash(v.first.first.x + 5009 * v.first.first.y + 5011 * v.first.first.z + 5023 * v.first.second.x + 5039 * v.first.second.y + 5051 * v.first.second.z + 5077 * v.second.first.x + 5081 * v.second.first.y + 5087 * v.second.first.z + 5099 * v.second.first.w + 5101 * v.second.second.x + 5107 * v.second.second.y + 5113 * v.second.second.z + 5119 * v.second.second.w, seed);} inline uint qHash(const Vec4PairVec4& v, uint seed) { // multiply by prime numbers greater than the possible size return qHash(v.first.first.x + 5009 * v.first.first.y + 5011 * v.first.first.z + 5021 * v.first.first.w + 5023 * v.first.second.x + 5039 * v.first.second.y + 5051 * v.first.second.z + 5059 * v.first.second.w + 5077 * v.second.x + 5081 * v.second.y + 5087 * v.second.z + 5099 * v.second.w, seed);} inline uint qHash(const Vec4PairVec4Pair& v, uint seed) { // multiply by prime numbers greater than the possible size return qHash(v.first.first.x + 5009 * v.first.first.y + 5011 * v.first.first.z + 5021 * v.first.first.w + 5023 * v.first.second.x + 5039 * v.first.second.y + 5051 * v.first.second.z + 5059 * v.first.second.w + 5077 * v.second.first.x + 5081 * v.second.first.y + 5087 * v.second.first.z + 5099 * v.second.first.w + 5101 * v.second.second.x + 5107 * v.second.second.y + 5113 * v.second.second.z + 5119 * v.second.second.w, seed);} /// Stores cached geometry.class GeometryCache : public Dependency { SINGLETON_DEPENDENCY public: enum Shape { Line, Triangle, Quad, Circle, Cube, Sphere, Tetrahedron, Octahedron, Dodecahedron, Icosahedron, Torus, Cone, Cylinder, NUM_SHAPES, }; int allocateID() { return _nextID++; } static const int UNKNOWN_ID; // Bind the pipeline and get the state to render static geometry void bindSimpleProgram(gpu::Batch& batch, bool textured = false, bool culled = true, bool unlit = false, bool depthBias = false); // Get the pipeline to render static geometry gpu::PipelinePointer getSimplePipeline(bool textured = false, bool culled = true, bool unlit = false, bool depthBias = false); render::ShapePipelinePointer getShapePipeline() { return GeometryCache::_simplePipeline; } // Static (instanced) geometry void renderShapeInstances(gpu::Batch& batch, Shape shape, size_t count, gpu::BufferPointer& colorBuffer); void renderWireShapeInstances(gpu::Batch& batch, Shape shape, size_t count, gpu::BufferPointer& colorBuffer); void renderSolidShapeInstance(gpu::Batch& batch, Shape shape, const glm::vec4& color = glm::vec4(1), const render::ShapePipelinePointer& pipeline = _simplePipeline); void renderSolidShapeInstance(gpu::Batch& batch, Shape shape, const glm::vec3& color, const render::ShapePipelinePointer& pipeline = _simplePipeline) { renderSolidShapeInstance(batch, shape, glm::vec4(color, 1.0f), pipeline); } void renderSolidSphereInstance(gpu::Batch& batch, const glm::vec4& color, const render::ShapePipelinePointer& pipeline = _simplePipeline); void renderSolidSphereInstance(gpu::Batch& batch, const glm::vec3& color, const render::ShapePipelinePointer& pipeline = _simplePipeline) { renderSolidSphereInstance(batch, glm::vec4(color, 1.0f), pipeline); } void renderWireSphereInstance(gpu::Batch& batch, const glm::vec4& color, const render::ShapePipelinePointer& pipeline = _simplePipeline); void renderWireSphereInstance(gpu::Batch& batch, const glm::vec3& color, const render::ShapePipelinePointer& pipeline = _simplePipeline) { renderWireSphereInstance(batch, glm::vec4(color, 1.0f), pipeline); } void renderSolidCubeInstance(gpu::Batch& batch, const glm::vec4& color, const render::ShapePipelinePointer& pipeline = _simplePipeline); void renderSolidCubeInstance(gpu::Batch& batch, const glm::vec3& color, const render::ShapePipelinePointer& pipeline = _simplePipeline) { renderSolidCubeInstance(batch, glm::vec4(color, 1.0f), pipeline); } void renderWireCubeInstance(gpu::Batch& batch, const glm::vec4& color, const render::ShapePipelinePointer& pipeline = _simplePipeline); void renderWireCubeInstance(gpu::Batch& batch, const glm::vec3& color, const render::ShapePipelinePointer& pipeline = _simplePipeline) { renderWireCubeInstance(batch, glm::vec4(color, 1.0f), pipeline); } // Dynamic geometry void renderShape(gpu::Batch& batch, Shape shape); void renderWireShape(gpu::Batch& batch, Shape shape); size_t getShapeTriangleCount(Shape shape); void renderCube(gpu::Batch& batch); void renderWireCube(gpu::Batch& batch); size_t getCubeTriangleCount(); void renderSphere(gpu::Batch& batch); void renderWireSphere(gpu::Batch& batch); size_t getSphereTriangleCount(); void renderGrid(gpu::Batch& batch, const glm::vec2& minCorner, const glm::vec2& maxCorner, int majorRows, int majorCols, float majorEdge, int minorRows, int minorCols, float minorEdge, const glm::vec4& color, bool isLayered, int id = UNKNOWN_ID); void renderGrid(gpu::Batch& batch, const glm::vec2& minCorner, const glm::vec2& maxCorner, int rows, int cols, float edge, const glm::vec4& color, bool isLayered, int id = UNKNOWN_ID) { renderGrid(batch, minCorner, maxCorner, rows, cols, edge, 0, 0, 0.0f, color, isLayered, id); } void renderBevelCornersRect(gpu::Batch& batch, int x, int y, int width, int height, int bevelDistance, const glm::vec4& color, int id = UNKNOWN_ID); void renderUnitQuad(gpu::Batch& batch, const glm::vec4& color = glm::vec4(1), int id = UNKNOWN_ID); void renderQuad(gpu::Batch& batch, int x, int y, int width, int height, const glm::vec4& color, int id = UNKNOWN_ID) { renderQuad(batch, glm::vec2(x,y), glm::vec2(x + width, y + height), color, id); } // TODO: I think there's a bug in this version of the renderQuad() that's not correctly rebuilding the vbos // if the color changes by the corners are the same, as evidenced by the audio meter which should turn white // when it's clipping void renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, const glm::vec2& maxCorner, const glm::vec4& color, int id = UNKNOWN_ID); void 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 = UNKNOWN_ID); void renderQuad(gpu::Batch& batch, const glm::vec3& minCorner, const glm::vec3& maxCorner, const glm::vec4& color, int id = UNKNOWN_ID); void 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 = UNKNOWN_ID); void renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2, const glm::vec3& color, int id = UNKNOWN_ID) { renderLine(batch, p1, p2, color, color, id); } void renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2, const glm::vec3& color1, const glm::vec3& color2, int id = UNKNOWN_ID) { renderLine(batch, p1, p2, glm::vec4(color1, 1.0f), glm::vec4(color2, 1.0f), id); } void renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2, const glm::vec4& color, int id = UNKNOWN_ID) { renderLine(batch, p1, p2, color, color, id); } void renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2, const glm::vec4& color1, const glm::vec4& color2, int id = UNKNOWN_ID); void renderDashedLine(gpu::Batch& batch, const glm::vec3& start, const glm::vec3& end, const glm::vec4& color, int id = UNKNOWN_ID) { renderDashedLine(batch, start, end, color, 0.05f, 0.025f, id); } void renderDashedLine(gpu::Batch& batch, const glm::vec3& start, const glm::vec3& end, const glm::vec4& color, const float dash_length, const float gap_length, int id = UNKNOWN_ID); void renderLine(gpu::Batch& batch, const glm::vec2& p1, const glm::vec2& p2, const glm::vec3& color, int id = UNKNOWN_ID) { renderLine(batch, p1, p2, glm::vec4(color, 1.0f), id); } void renderLine(gpu::Batch& batch, const glm::vec2& p1, const glm::vec2& p2, const glm::vec4& color, int id = UNKNOWN_ID) { renderLine(batch, p1, p2, color, color, id); } void renderLine(gpu::Batch& batch, const glm::vec2& p1, const glm::vec2& p2, const glm::vec3& color1, const glm::vec3& color2, int id = UNKNOWN_ID) { renderLine(batch, p1, p2, glm::vec4(color1, 1.0f), glm::vec4(color2, 1.0f), id); } void renderLine(gpu::Batch& batch, const glm::vec2& p1, const glm::vec2& p2, const glm::vec4& color1, const glm::vec4& color2, int id = UNKNOWN_ID); void updateVertices(int id, const QVector<glm::vec2>& points, const glm::vec4& color); void updateVertices(int id, const QVector<glm::vec3>& points, const glm::vec4& color); void updateVertices(int id, const QVector<glm::vec3>& points, const QVector<glm::vec2>& texCoords, const glm::vec4& color); void renderVertices(gpu::Batch& batch, gpu::Primitive primitiveType, int id); /// Set a batch to the simple pipeline, returning the previous pipeline void useSimpleDrawPipeline(gpu::Batch& batch, bool noBlend = false); struct ShapeData { size_t _indexOffset{ 0 }; size_t _indexCount{ 0 }; size_t _wireIndexOffset{ 0 }; size_t _wireIndexCount{ 0 }; gpu::BufferView _positionView; gpu::BufferView _normalView; gpu::BufferPointer _indices; void setupVertices(gpu::BufferPointer& vertexBuffer, const geometry::VertexVector& vertices); void setupIndices(gpu::BufferPointer& indexBuffer, const geometry::IndexVector& indices, const geometry::IndexVector& wireIndices); void setupBatch(gpu::Batch& batch) const; void draw(gpu::Batch& batch) const; void drawWire(gpu::Batch& batch) const; void drawInstances(gpu::Batch& batch, size_t count) const; void drawWireInstances(gpu::Batch& batch, size_t count) const; }; using VShape = std::array<ShapeData, NUM_SHAPES>; VShape _shapes; private: GeometryCache(); virtual ~GeometryCache(); void buildShapes(); typedef QPair<int, int> IntPair; typedef QPair<unsigned int, unsigned int> VerticesIndices; gpu::PipelinePointer _standardDrawPipeline; gpu::PipelinePointer _standardDrawPipelineNoBlend; gpu::BufferPointer _shapeVertices{ std::make_shared<gpu::Buffer>() }; gpu::BufferPointer _shapeIndices{ std::make_shared<gpu::Buffer>() }; class GridSchema { public: // data is arranged as majorRow, majorCol, minorRow, minorCol glm::vec4 period; glm::vec4 offset; glm::vec4 edge; }; using GridBuffer = gpu::BufferView; void useGridPipeline(gpu::Batch& batch, GridBuffer gridBuffer, bool isLayered); gpu::PipelinePointer _gridPipeline; gpu::PipelinePointer _gridPipelineLayered; int _gridSlot; class BatchItemDetails { public: static int population; gpu::BufferPointer verticesBuffer; gpu::BufferPointer colorBuffer; gpu::Stream::FormatPointer streamFormat; gpu::BufferStreamPointer stream; int vertices; int vertexSize; bool isCreated; BatchItemDetails(); BatchItemDetails(const GeometryCache::BatchItemDetails& other); ~BatchItemDetails(); void clear(); }; QHash<IntPair, VerticesIndices> _coneVBOs; int _nextID{ 0 }; QHash<int, Vec3PairVec4Pair> _lastRegisteredQuad3DTexture; QHash<Vec3PairVec4Pair, BatchItemDetails> _quad3DTextures; QHash<int, BatchItemDetails> _registeredQuad3DTextures; QHash<int, Vec4PairVec4> _lastRegisteredQuad2DTexture; QHash<Vec4PairVec4, BatchItemDetails> _quad2DTextures; QHash<int, BatchItemDetails> _registeredQuad2DTextures; QHash<int, Vec3PairVec4> _lastRegisteredQuad3D; QHash<Vec3PairVec4, BatchItemDetails> _quad3D; QHash<int, BatchItemDetails> _registeredQuad3D; QHash<int, Vec4Pair> _lastRegisteredQuad2D; QHash<Vec4Pair, BatchItemDetails> _quad2D; QHash<int, BatchItemDetails> _registeredQuad2D; QHash<int, Vec3Pair> _lastRegisteredBevelRects; QHash<Vec3Pair, BatchItemDetails> _bevelRects; QHash<int, BatchItemDetails> _registeredBevelRects; QHash<int, Vec3Pair> _lastRegisteredLine3D; QHash<Vec3Pair, BatchItemDetails> _line3DVBOs; QHash<int, BatchItemDetails> _registeredLine3DVBOs; QHash<int, Vec2Pair> _lastRegisteredLine2D; QHash<Vec2Pair, BatchItemDetails> _line2DVBOs; QHash<int, BatchItemDetails> _registeredLine2DVBOs; QHash<int, BatchItemDetails> _registeredVertices; QHash<int, Vec3PairVec2Pair> _lastRegisteredDashedLines; QHash<Vec3PairVec2Pair, BatchItemDetails> _dashedLines; QHash<int, BatchItemDetails> _registeredDashedLines; QHash<int, Vec2FloatPairPair> _lastRegisteredGridBuffer; QHash<Vec2FloatPairPair, GridBuffer> _gridBuffers; QHash<int, GridBuffer> _registeredGridBuffers; QHash<QUrl, QWeakPointer<NetworkGeometry> > _networkGeometry; gpu::ShaderPointer _simpleShader; gpu::ShaderPointer _unlitShader; static render::ShapePipelinePointer _simplePipeline; QHash<SimpleProgramKey, gpu::PipelinePointer> _simplePrograms;}; #endif // hifi_GeometryCache_h
//
// GeometryCache.h
// interface/src/renderer
//
// Created by Andrzej Kapolka on 6/21/13.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_GeometryCache_h
#define hifi_GeometryCache_h
#include "model-networking/ModelCache.h"
#include <array>
#include <QMap>
#include <QRunnable>
#include <DependencyManager.h>
#include <shared/Shapes.h>
#include <gpu/Batch.h>
#include <gpu/Stream.h>
#include <render/ShapePipeline.h>
#include <model/Material.h>
#include <model/Asset.h>
class SimpleProgramKey;
typedef QPair<glm::vec2, float> Vec2FloatPair;
typedef QPair<Vec2FloatPair, Vec2FloatPair> Vec2FloatPairPair;
typedef QPair<glm::vec2, glm::vec2> Vec2Pair;
typedef QPair<Vec2Pair, Vec2Pair> Vec2PairPair;
typedef QPair<glm::vec3, glm::vec3> Vec3Pair;
typedef QPair<glm::vec4, glm::vec4> Vec4Pair;
typedef QPair<Vec3Pair, Vec2Pair> Vec3PairVec2Pair;
typedef QPair<Vec3Pair, glm::vec4> Vec3PairVec4;
typedef QPair<Vec3Pair, Vec4Pair> Vec3PairVec4Pair;
typedef QPair<Vec4Pair, glm::vec4> Vec4PairVec4;
typedef QPair<Vec4Pair, Vec4Pair> Vec4PairVec4Pair;
inline uint qHash(const Vec2FloatPairPair& v, uint seed) {
// multiply by prime numbers greater than the possible size
return qHash(v.first.first.x + 5009 * v.first.first.y + 5011 * v.first.second +
5021 * v.second.first.x + 5023 * v.second.first.y + 5039 * v.second.second);
}
inline uint qHash(const Vec2Pair& v, uint seed) {
// multiply by prime numbers greater than the possible size
return qHash(v.first.x + 5009 * v.first.y + 5011 * v.second.x + 5021 * v.second.y, seed);
}
inline uint qHash(const glm::vec4& v, uint seed) {
// multiply by prime numbers greater than the possible size
return qHash(v.x + 5009 * v.y + 5011 * v.z + 5021 * v.w, seed);
}
inline uint qHash(const Vec2PairPair& v, uint seed) {
// multiply by prime numbers greater than the possible size
return qHash(v.first.first.x + 5009 * v.first.first.y
+ 5011 * v.first.second.x + 5021 * v.first.second.y
+ 5023 * v.second.first.x + 5039 * v.second.first.y
+ 5051 * v.second.second.x + 5059 * v.second.second.y, seed);
}
inline uint qHash(const Vec3Pair& v, uint seed) {
// multiply by prime numbers greater than the possible size
return qHash(v.first.x + 5009 * v.first.y + 5011 * v.first.z
+ 5021 * v.second.x + 5023 * v.second.y + 5039 * v.second.z, seed);
}
inline uint qHash(const Vec4Pair& v, uint seed) {
// multiply by prime numbers greater than the possible size
return qHash(v.first.x + 5009 * v.first.y + 5011 * v.first.z + 5021 * v.first.w
+ 5023 * v.second.x + 5039 * v.second.y + 5051 * v.second.z + 5059 * v.second.w , seed);
}
inline uint qHash(const Vec3PairVec2Pair& v, uint seed) {
// multiply by prime numbers greater than the possible size
return qHash(v.first.first.x + 5009 * v.first.first.y + 5011 * v.first.first.z +
5021 * v.first.second.x + 5023 * v.first.second.y + 5039 * v.first.second.z +
5051 * v.second.first.x + 5059 * v.second.first.y +
5077 * v.second.second.x + 5081 * v.second.second.y, seed);
}
inline uint qHash(const Vec3PairVec4& v, uint seed) {
// multiply by prime numbers greater than the possible size
return qHash(v.first.first.x + 5009 * v.first.first.y + 5011 * v.first.first.z +
5021 * v.first.second.x + 5023 * v.first.second.y + 5039 * v.first.second.z +
5051 * v.second.x + 5059 * v.second.y + 5077 * v.second.z + 5081 * v.second.w, seed);
}
inline uint qHash(const Vec3PairVec4Pair& v, uint seed) {
// multiply by prime numbers greater than the possible size
return qHash(v.first.first.x + 5009 * v.first.first.y + 5011 * v.first.first.z
+ 5023 * v.first.second.x + 5039 * v.first.second.y + 5051 * v.first.second.z
+ 5077 * v.second.first.x + 5081 * v.second.first.y + 5087 * v.second.first.z + 5099 * v.second.first.w
+ 5101 * v.second.second.x + 5107 * v.second.second.y + 5113 * v.second.second.z + 5119 * v.second.second.w,
seed);
}
inline uint qHash(const Vec4PairVec4& v, uint seed) {
// multiply by prime numbers greater than the possible size
return qHash(v.first.first.x + 5009 * v.first.first.y + 5011 * v.first.first.z + 5021 * v.first.first.w
+ 5023 * v.first.second.x + 5039 * v.first.second.y + 5051 * v.first.second.z + 5059 * v.first.second.w
+ 5077 * v.second.x + 5081 * v.second.y + 5087 * v.second.z + 5099 * v.second.w,
seed);
}
inline uint qHash(const Vec4PairVec4Pair& v, uint seed) {
// multiply by prime numbers greater than the possible size
return qHash(v.first.first.x + 5009 * v.first.first.y + 5011 * v.first.first.z + 5021 * v.first.first.w
+ 5023 * v.first.second.x + 5039 * v.first.second.y + 5051 * v.first.second.z + 5059 * v.first.second.w
+ 5077 * v.second.first.x + 5081 * v.second.first.y + 5087 * v.second.first.z + 5099 * v.second.first.w
+ 5101 * v.second.second.x + 5107 * v.second.second.y + 5113 * v.second.second.z + 5119 * v.second.second.w,
seed);
}
/// Stores cached geometry.
class GeometryCache : public Dependency {
SINGLETON_DEPENDENCY
public:
enum Shape {
Line,
Triangle,
Quad,
Circle,
Cube,
Sphere,
Tetrahedron,
Octahedron,
Dodecahedron,
Icosahedron,
Torus,
Cone,
Cylinder,
NUM_SHAPES,
};
int allocateID() { return _nextID++; }
static const int UNKNOWN_ID;
// Bind the pipeline and get the state to render static geometry
void bindSimpleProgram(gpu::Batch& batch, bool textured = false, bool culled = true,
bool unlit = false, bool depthBias = false);
// Get the pipeline to render static geometry
gpu::PipelinePointer getSimplePipeline(bool textured = false, bool culled = true,
bool unlit = false, bool depthBias = false);
render::ShapePipelinePointer getShapePipeline() { return GeometryCache::_simplePipeline; }
// Static (instanced) geometry
void renderShapeInstances(gpu::Batch& batch, Shape shape, size_t count, gpu::BufferPointer& colorBuffer);
void renderWireShapeInstances(gpu::Batch& batch, Shape shape, size_t count, gpu::BufferPointer& colorBuffer);
void renderSolidShapeInstance(gpu::Batch& batch, Shape shape, const glm::vec4& color = glm::vec4(1),
const render::ShapePipelinePointer& pipeline = _simplePipeline);
void renderSolidShapeInstance(gpu::Batch& batch, Shape shape, const glm::vec3& color,
const render::ShapePipelinePointer& pipeline = _simplePipeline) {
renderSolidShapeInstance(batch, shape, glm::vec4(color, 1.0f), pipeline);
}
void renderSolidSphereInstance(gpu::Batch& batch, const glm::vec4& color,
const render::ShapePipelinePointer& pipeline = _simplePipeline);
void renderSolidSphereInstance(gpu::Batch& batch, const glm::vec3& color,
const render::ShapePipelinePointer& pipeline = _simplePipeline) {
renderSolidSphereInstance(batch, glm::vec4(color, 1.0f), pipeline);
}
void renderWireSphereInstance(gpu::Batch& batch, const glm::vec4& color,
const render::ShapePipelinePointer& pipeline = _simplePipeline);
void renderWireSphereInstance(gpu::Batch& batch, const glm::vec3& color,
const render::ShapePipelinePointer& pipeline = _simplePipeline) {
renderWireSphereInstance(batch, glm::vec4(color, 1.0f), pipeline);
}
void renderSolidCubeInstance(gpu::Batch& batch, const glm::vec4& color,
const render::ShapePipelinePointer& pipeline = _simplePipeline);
void renderSolidCubeInstance(gpu::Batch& batch, const glm::vec3& color,
const render::ShapePipelinePointer& pipeline = _simplePipeline) {
renderSolidCubeInstance(batch, glm::vec4(color, 1.0f), pipeline);
}
void renderWireCubeInstance(gpu::Batch& batch, const glm::vec4& color,
const render::ShapePipelinePointer& pipeline = _simplePipeline);
void renderWireCubeInstance(gpu::Batch& batch, const glm::vec3& color,
const render::ShapePipelinePointer& pipeline = _simplePipeline) {
renderWireCubeInstance(batch, glm::vec4(color, 1.0f), pipeline);
}
// Dynamic geometry
void renderShape(gpu::Batch& batch, Shape shape);
void renderWireShape(gpu::Batch& batch, Shape shape);
size_t getShapeTriangleCount(Shape shape);
void renderCube(gpu::Batch& batch);
void renderWireCube(gpu::Batch& batch);
size_t getCubeTriangleCount();
void renderSphere(gpu::Batch& batch);
void renderWireSphere(gpu::Batch& batch);
size_t getSphereTriangleCount();
void renderGrid(gpu::Batch& batch, const glm::vec2& minCorner, const glm::vec2& maxCorner,
int majorRows, int majorCols, float majorEdge,
int minorRows, int minorCols, float minorEdge,
const glm::vec4& color, bool isLayered, int id = UNKNOWN_ID);
void renderGrid(gpu::Batch& batch, const glm::vec2& minCorner, const glm::vec2& maxCorner,
int rows, int cols, float edge, const glm::vec4& color, bool isLayered, int id = UNKNOWN_ID) {
renderGrid(batch, minCorner, maxCorner, rows, cols, edge, 0, 0, 0.0f, color, isLayered, id);
}
void renderBevelCornersRect(gpu::Batch& batch, int x, int y, int width, int height, int bevelDistance, const glm::vec4& color, int id = UNKNOWN_ID);
void renderUnitQuad(gpu::Batch& batch, const glm::vec4& color = glm::vec4(1), int id = UNKNOWN_ID);
void renderQuad(gpu::Batch& batch, int x, int y, int width, int height, const glm::vec4& color, int id = UNKNOWN_ID)
{ renderQuad(batch, glm::vec2(x,y), glm::vec2(x + width, y + height), color, id); }
// TODO: I think there's a bug in this version of the renderQuad() that's not correctly rebuilding the vbos
// if the color changes by the corners are the same, as evidenced by the audio meter which should turn white
// when it's clipping
void renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, const glm::vec2& maxCorner, const glm::vec4& color, int id = UNKNOWN_ID);
void 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 = UNKNOWN_ID);
void renderQuad(gpu::Batch& batch, const glm::vec3& minCorner, const glm::vec3& maxCorner, const glm::vec4& color, int id = UNKNOWN_ID);
void 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 = UNKNOWN_ID);
void renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2, const glm::vec3& color, int id = UNKNOWN_ID)
{ renderLine(batch, p1, p2, color, color, id); }
void renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2,
const glm::vec3& color1, const glm::vec3& color2, int id = UNKNOWN_ID)
{ renderLine(batch, p1, p2, glm::vec4(color1, 1.0f), glm::vec4(color2, 1.0f), id); }
void renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2,
const glm::vec4& color, int id = UNKNOWN_ID)
{ renderLine(batch, p1, p2, color, color, id); }
void renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2,
const glm::vec4& color1, const glm::vec4& color2, int id = UNKNOWN_ID);
void renderDashedLine(gpu::Batch& batch, const glm::vec3& start, const glm::vec3& end, const glm::vec4& color,
int id = UNKNOWN_ID)
{ renderDashedLine(batch, start, end, color, 0.05f, 0.025f, id); }
void renderDashedLine(gpu::Batch& batch, const glm::vec3& start, const glm::vec3& end, const glm::vec4& color,
const float dash_length, const float gap_length, int id = UNKNOWN_ID);
void renderLine(gpu::Batch& batch, const glm::vec2& p1, const glm::vec2& p2, const glm::vec3& color, int id = UNKNOWN_ID)
{ renderLine(batch, p1, p2, glm::vec4(color, 1.0f), id); }
void renderLine(gpu::Batch& batch, const glm::vec2& p1, const glm::vec2& p2, const glm::vec4& color, int id = UNKNOWN_ID)
{ renderLine(batch, p1, p2, color, color, id); }
void renderLine(gpu::Batch& batch, const glm::vec2& p1, const glm::vec2& p2,
const glm::vec3& color1, const glm::vec3& color2, int id = UNKNOWN_ID)
{ renderLine(batch, p1, p2, glm::vec4(color1, 1.0f), glm::vec4(color2, 1.0f), id); }
void renderLine(gpu::Batch& batch, const glm::vec2& p1, const glm::vec2& p2,
const glm::vec4& color1, const glm::vec4& color2, int id = UNKNOWN_ID);
void updateVertices(int id, const QVector<glm::vec2>& points, const glm::vec4& color);
void updateVertices(int id, const QVector<glm::vec3>& points, const glm::vec4& color);
void updateVertices(int id, const QVector<glm::vec3>& points, const QVector<glm::vec2>& texCoords, const glm::vec4& color);
void renderVertices(gpu::Batch& batch, gpu::Primitive primitiveType, int id);
/// Set a batch to the simple pipeline, returning the previous pipeline
void useSimpleDrawPipeline(gpu::Batch& batch, bool noBlend = false);
struct ShapeData {
size_t _indexOffset{ 0 };
size_t _indexCount{ 0 };
size_t _wireIndexOffset{ 0 };
size_t _wireIndexCount{ 0 };
gpu::BufferView _positionView;
gpu::BufferView _normalView;
gpu::BufferPointer _indices;
void setupVertices(gpu::BufferPointer& vertexBuffer, const geometry::VertexVector& vertices);
void setupIndices(gpu::BufferPointer& indexBuffer, const geometry::IndexVector& indices, const geometry::IndexVector& wireIndices);
void setupBatch(gpu::Batch& batch) const;
void draw(gpu::Batch& batch) const;
void drawWire(gpu::Batch& batch) const;
void drawInstances(gpu::Batch& batch, size_t count) const;
void drawWireInstances(gpu::Batch& batch, size_t count) const;
};
using VShape = std::array<ShapeData, NUM_SHAPES>;
VShape _shapes;
private:
GeometryCache();
virtual ~GeometryCache();
void buildShapes();
typedef QPair<int, int> IntPair;
typedef QPair<unsigned int, unsigned int> VerticesIndices;
gpu::PipelinePointer _standardDrawPipeline;
gpu::PipelinePointer _standardDrawPipelineNoBlend;
gpu::BufferPointer _shapeVertices{ std::make_shared<gpu::Buffer>() };
gpu::BufferPointer _shapeIndices{ std::make_shared<gpu::Buffer>() };
class GridSchema {
public:
// data is arranged as majorRow, majorCol, minorRow, minorCol
glm::vec4 period;
glm::vec4 offset;
glm::vec4 edge;
};
using GridBuffer = gpu::BufferView;
void useGridPipeline(gpu::Batch& batch, GridBuffer gridBuffer, bool isLayered);
gpu::PipelinePointer _gridPipeline;
gpu::PipelinePointer _gridPipelineLayered;
int _gridSlot;
class BatchItemDetails {
public:
static int population;
gpu::BufferPointer verticesBuffer;
gpu::BufferPointer colorBuffer;
gpu::Stream::FormatPointer streamFormat;
gpu::BufferStreamPointer stream;
int vertices;
int vertexSize;
bool isCreated;
BatchItemDetails();
BatchItemDetails(const GeometryCache::BatchItemDetails& other);
~BatchItemDetails();
void clear();
};
QHash<IntPair, VerticesIndices> _coneVBOs;
int _nextID{ 0 };
QHash<int, Vec3PairVec4Pair> _lastRegisteredQuad3DTexture;
QHash<Vec3PairVec4Pair, BatchItemDetails> _quad3DTextures;
QHash<int, BatchItemDetails> _registeredQuad3DTextures;
QHash<int, Vec4PairVec4> _lastRegisteredQuad2DTexture;
QHash<Vec4PairVec4, BatchItemDetails> _quad2DTextures;
QHash<int, BatchItemDetails> _registeredQuad2DTextures;
QHash<int, Vec3PairVec4> _lastRegisteredQuad3D;
QHash<Vec3PairVec4, BatchItemDetails> _quad3D;
QHash<int, BatchItemDetails> _registeredQuad3D;
QHash<int, Vec4Pair> _lastRegisteredQuad2D;
QHash<Vec4Pair, BatchItemDetails> _quad2D;
QHash<int, BatchItemDetails> _registeredQuad2D;
QHash<int, Vec3Pair> _lastRegisteredBevelRects;
QHash<Vec3Pair, BatchItemDetails> _bevelRects;
QHash<int, BatchItemDetails> _registeredBevelRects;
QHash<int, Vec3Pair> _lastRegisteredLine3D;
QHash<Vec3Pair, BatchItemDetails> _line3DVBOs;
QHash<int, BatchItemDetails> _registeredLine3DVBOs;
QHash<int, Vec2Pair> _lastRegisteredLine2D;
QHash<Vec2Pair, BatchItemDetails> _line2DVBOs;
QHash<int, BatchItemDetails> _registeredLine2DVBOs;
QHash<int, BatchItemDetails> _registeredVertices;
QHash<int, Vec3PairVec2Pair> _lastRegisteredDashedLines;
QHash<Vec3PairVec2Pair, BatchItemDetails> _dashedLines;
QHash<int, BatchItemDetails> _registeredDashedLines;
QHash<int, Vec2FloatPairPair> _lastRegisteredGridBuffer;
QHash<Vec2FloatPairPair, GridBuffer> _gridBuffers;
QHash<int, GridBuffer> _registeredGridBuffers;
QHash<QUrl, QWeakPointer<NetworkGeometry> > _networkGeometry;
gpu::ShaderPointer _simpleShader;
gpu::ShaderPointer _unlitShader;
static render::ShapePipelinePointer _simplePipeline;
QHash<SimpleProgramKey, gpu::PipelinePointer> _simplePrograms;
};
#endif // hifi_GeometryCache_h