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////  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