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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 <graphics/Material.h>#include <graphics/Asset.h> #include "FadeObjectParams.shared.slh" 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);} struct FadeBuffers {    void append(const FadeObjectParams& fadeParams);     void clear();     void bind(gpu::Batch& batch) const;     gpu::BufferPointer _fade1Buffer { std::make_shared<gpu::Buffer>(gpu::Buffer::VertexBuffer) };    gpu::BufferPointer _fade2Buffer { std::make_shared<gpu::Buffer>(gpu::Buffer::VertexBuffer) };    gpu::BufferPointer _fade3Buffer { std::make_shared<gpu::Buffer>(gpu::Buffer::VertexBuffer) };    gpu::BufferPointer _fade4Buffer { std::make_shared<gpu::Buffer>(gpu::Buffer::VertexBuffer) };    gpu::BufferPointer _fade5Buffer { std::make_shared<gpu::Buffer>(gpu::Buffer::VertexBuffer) };    gpu::BufferPointer _fade6Buffer { std::make_shared<gpu::Buffer>(gpu::Buffer::VertexBuffer) };    gpu::BufferPointer _fade7Buffer { std::make_shared<gpu::Buffer>(gpu::Buffer::VertexBuffer) };}; /// Stores cached geometry.class GeometryCache : public Dependency {    SINGLETON_DEPENDENCY public:    enum Shape {        Line,        Triangle,        Quad,        Hexagon,        Octagon,        Circle,        Cube,        Sphere,        Tetrahedron,        Octahedron,        Dodecahedron,        Icosahedron,        Torus,        Cone,         Cylinder,         NUM_SHAPES,    };     /// @param entityShapeEnum:  The EntityShape enumeration for the shape    ///           whose GeometryCache::Shape is desired.    /// @return GeometryCache::NUM_SHAPES in the event of an error; otherwise,    ///         the GeometryCache::Shape enum which aligns with the     ///         specified entityShapeEnum    static GeometryCache::Shape getShapeForEntityShape(int entityShapeEnum);    static QString stringFromShape(GeometryCache::Shape geoShape);     static void computeSimpleHullPointListForShape(int entityShape, const glm::vec3 &entityExtents, QVector<glm::vec3> &outPointList);     int allocateID() { return _nextID++; }    void releaseID(int id);    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 transparent = false, bool unlit = false, bool depthBias = false,        bool isAntiAliased = true, bool forward = false, graphics::MaterialKey::CullFaceMode cullFaceMode = graphics::MaterialKey::CullFaceMode::CULL_BACK);    // Get the pipeline to render static geometry    static gpu::PipelinePointer getSimplePipeline(bool textured = false, bool transparent = false, bool unlit = false, bool depthBias = false,        bool fading = false, bool isAntiAliased = true, bool forward = false, graphics::MaterialKey::CullFaceMode cullFaceMode = graphics::MaterialKey::CullFaceMode::CULL_BACK);     static void initializeShapePipelines();    render::ShapePipelinePointer getShapePipelinePointer(bool transparent, bool unlit, bool forward, bool fading = false,        graphics::MaterialKey::CullFaceMode cullFaceMode = graphics::MaterialKey::CULL_BACK) { return _shapePipelines[std::make_tuple(transparent, unlit, forward, fading, cullFaceMode)]; }     // 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 renderShapeFadeInstances(gpu::Batch& batch, Shape shape, size_t count, gpu::BufferPointer& colorBuffer, const FadeBuffers& fadeBuffers);    void renderWireShapeFadeInstances(gpu::Batch& batch, Shape shape, size_t count, gpu::BufferPointer& colorBuffer, const FadeBuffers& fadeBuffers);     void renderShapeInstance(RenderArgs* args, gpu::Batch& batch, Shape shape, bool wire, const glm::vec4& color,                                  const render::ShapePipelinePointer& pipeline);     void renderSolidSphereInstance(RenderArgs* args, gpu::Batch& batch, const glm::vec4& color,                                   const render::ShapePipelinePointer& pipeline);    void renderSolidSphereInstance(RenderArgs* args, gpu::Batch& batch, const glm::vec3& color,                                   const render::ShapePipelinePointer& pipeline) {        renderSolidSphereInstance(args, batch, glm::vec4(color, 1.0f), pipeline);    }     void renderWireCubeInstance(RenderArgs* args, gpu::Batch& batch, const glm::vec4& color,                                const render::ShapePipelinePointer& pipeline);    void renderWireCubeInstance(RenderArgs* args, gpu::Batch& batch, const glm::vec3& color,                                const render::ShapePipelinePointer& pipeline) {        renderWireCubeInstance(args, batch, glm::vec4(color, 1.0f), pipeline);    }     void renderShapeFadeInstance(RenderArgs* args, gpu::Batch& batch, Shape shape, bool wire, const glm::vec4& color,                                 const FadeObjectParams& fadeParams, const render::ShapePipelinePointer& pipeline);     // Dynamic geometry    void renderShape(gpu::Batch& batch, Shape shape, gpu::BufferPointer& colorBuffer);    void renderWireShape(gpu::Batch& batch, Shape shape, gpu::BufferPointer& colorBuffer);    void renderShapeFade(gpu::Batch& batch, Shape shape, gpu::BufferPointer& colorBuffer, const FadeBuffers& fadeBuffers);    void renderWireShapeFade(gpu::Batch& batch, Shape shape, gpu::BufferPointer& colorBuffer, const FadeBuffers& fadeBuffers);    size_t getShapeTriangleCount(Shape shape);     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 forward, int id);     void renderBevelCornersRect(gpu::Batch& batch, int x, int y, int width, int height, int bevelDistance, const glm::vec4& color, int id);     void renderUnitQuad(gpu::Batch& batch, const glm::vec4& color, int id);     void renderQuad(gpu::Batch& batch, int x, int y, int width, int height, const glm::vec4& color, int id)            { renderQuad(batch, glm::vec2(x,y), glm::vec2(x + width, y + height), color, id); }     void renderQuad(gpu::Batch& batch, const glm::vec2& minCorner, const glm::vec2& maxCorner, const glm::vec4& color, int id);    void renderQuadFade(gpu::Batch& batch, const glm::vec2& minCorner, const glm::vec2& maxCorner, const glm::vec4& color, const FadeBuffers& fadeBuffers, int 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);    void renderQuadFade(gpu::Batch& batch, const glm::vec2& minCorner, const glm::vec2& maxCorner,                        const glm::vec2& texCoordMinCorner, const glm::vec2& texCoordMaxCorner,                        const glm::vec4& color, const FadeBuffers& fadeBuffers, int id);     void renderQuad(gpu::Batch& batch, const glm::vec3& minCorner, const glm::vec3& maxCorner, const glm::vec4& color, int 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);      void renderLine(gpu::Batch& batch, const glm::vec3& p1, const glm::vec3& p2, const glm::vec3& color, int 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)                    { 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)                    { 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);     void renderDashedLine(gpu::Batch& batch, const glm::vec3& start, const glm::vec3& end, const glm::vec4& color, int 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);     void updateVertices(int id, const QVector<glm::vec2>& points, const glm::vec4& color);    void updateVertices(int id, const QVector<glm::vec2>& points, const QVector<glm::vec4>& colors);    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::vec4>& colors);    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);     void renderTorus(gpu::Batch& batch, float innerRadius, gpu::BufferPointer& colorBuffer, int id);    void renderTorusFade(gpu::Batch& batch, float innerRadius, gpu::BufferPointer& colorBuffer, const FadeBuffers& fadeBuffers, int id);     /// Set a batch to the simple pipeline, returning the previous pipeline    void useSimpleDrawPipeline(gpu::Batch& batch, bool noBlend = false);     struct ShapeVertex {        ShapeVertex(const vec3& pos, const vec3& normal, const vec2& uv, const vec3& tangent) : pos(pos), normal(normal), uv(uv), tangent(tangent) {}         vec3 pos;        vec3 normal;        vec2 uv;        vec3 tangent;    };     struct ShapeData {        gpu::BufferView _positionView;        gpu::BufferView _normalView;        gpu::BufferView _texCoordView;        gpu::BufferView _tangentView;        gpu::BufferView _indicesView;        gpu::BufferView _wireIndicesView;         void setupVertices(gpu::BufferPointer& vertexBuffer, const std::vector<ShapeVertex>& 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>;     /// returns ShapeData associated with the specified shape,    /// otherwise nullptr in the event of an error.    const ShapeData * getShapeData(Shape shape) const;     graphics::MeshPointer meshFromShape(Shape geometryShape, glm::vec3 color);     static uint32_t toCompactColor(const glm::vec4& color); private:     GeometryCache();    virtual ~GeometryCache();    void buildShapes();     typedef QPair<int, int> IntPair;    typedef QPair<unsigned int, unsigned int> VerticesIndices;            VShape _shapes;     gpu::PipelinePointer _standardDrawPipeline;    gpu::PipelinePointer _standardDrawPipelineNoBlend;     gpu::BufferPointer _shapeVertices { std::make_shared<gpu::Buffer>(gpu::Buffer::VertexBuffer) };    gpu::BufferPointer _shapeIndices { std::make_shared<gpu::Buffer>(gpu::Buffer::IndexBuffer) };     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 transparent, bool forward);    static std::map<std::pair<bool, bool>, gpu::PipelinePointer> _gridPipelines;     class BatchItemDetails {    public:        static int population;        gpu::BufferPointer verticesBuffer;        gpu::BufferPointer normalBuffer;        gpu::BufferPointer colorBuffer;        gpu::BufferPointer uniformBuffer;        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{ 1 };     QHash<int, Vec3PairVec4Pair> _lastRegisteredQuad3DTexture;    QHash<int, BatchItemDetails> _registeredQuad3DTextures;     QHash<int, Vec4PairVec4> _lastRegisteredQuad2DTexture;    QHash<int, BatchItemDetails> _registeredQuad2DTextures;     QHash<int, Vec4PairVec4> _lastRegisteredQuad2DTextureFade;    QHash<int, BatchItemDetails> _registeredQuad2DTexturesFade;     QHash<int, Vec3PairVec4> _lastRegisteredQuad3D;    QHash<int, BatchItemDetails> _registeredQuad3D;     QHash<int, Vec4Pair> _lastRegisteredQuad2D;    QHash<int, BatchItemDetails> _registeredQuad2D;     QHash<int, Vec4Pair> _lastRegisteredQuad2DFade;    QHash<int, BatchItemDetails> _registeredQuad2DFade;     QHash<int, Vec3Pair> _lastRegisteredBevelRects;    QHash<int, BatchItemDetails> _registeredBevelRects;     QHash<int, Vec3Pair> _lastRegisteredLine3D;    QHash<int, BatchItemDetails> _registeredLine3DVBOs;     QHash<int, Vec2Pair> _lastRegisteredLine2D;    QHash<int, BatchItemDetails> _registeredLine2DVBOs;        QHash<int, BatchItemDetails> _registeredVertices;     QHash<int, Vec3PairVec2Pair> _lastRegisteredDashedLines;    QHash<int, BatchItemDetails> _registeredDashedLines;     QHash<int, Vec2FloatPairPair> _lastRegisteredGridBuffer;    QHash<int, GridBuffer> _registeredGridBuffers;     QHash<int, float> _lastRegisteredTorusBuffer;    QHash<int, BatchItemDetails> _registeredTorusBuffers;     QHash<int, float> _lastRegisteredTorusBufferFade;    QHash<int, BatchItemDetails> _registeredTorusBuffersFade;     // transparent, unlit, forward, fade    static std::map<std::tuple<bool, bool, bool, bool>, gpu::ShaderPointer> _shapeShaders;    // transparent, unlit, forward, fade    static std::map<std::tuple<bool, bool, bool, bool, graphics::MaterialKey::CullFaceMode>, render::ShapePipelinePointer> _shapePipelines;    static QHash<SimpleProgramKey, gpu::PipelinePointer> _simplePrograms;     static render::ShapePipelinePointer getShapePipeline(bool textured = false, bool transparent = false, bool unlit = false,        bool depthBias = false, bool forward = false, graphics::MaterialKey::CullFaceMode cullFaceMode = graphics::MaterialKey::CullFaceMode::CULL_BACK);    static render::ShapePipelinePointer getFadingShapePipeline(bool textured = false, bool transparent = false, bool unlit = false,        bool depthBias = false, bool forward = false, graphics::MaterialKey::CullFaceMode cullFaceMode = graphics::MaterialKey::CullFaceMode::CULL_BACK);}; #endif // hifi_GeometryCache_h