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renderer.hpp
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renderer.hpp
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/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#ifndef RENDERER_H__
#define RENDERER_H__
// bindless UBO
#ifndef GL_UNIFORM_BUFFER_UNIFIED_NV
#define GL_UNIFORM_BUFFER_UNIFIED_NV 0x936E
#endif
#ifndef GL_UNIFORM_BUFFER_ADDRESS_NV
#define GL_UNIFORM_BUFFER_ADDRESS_NV 0x936F
#endif
#ifndef GL_UNIFORM_BUFFER_LENGTH_NV
#define GL_UNIFORM_BUFFER_LENGTH_NV 0x9370
#endif
#include "cadscene.hpp"
#include <NvFoundation.h>
#include <nvgl/programmanager_gl.hpp>
#include <nvgl/base_gl.hpp>
#include <nvh/profiler.hpp>
#include "cullingsystem.hpp"
#include "scansystem.hpp"
namespace csfviewer {
#define USE_NOFILTER 0 // some renderers support turning off redundancy filter
#define USE_WIRE_SHADERSWITCH 0 // If set we use two different shaders for tris and lines,
// otherwise we use an immediate mode vertexattrib as pseudo uniform toggle.
// Enable this to stress shader switching in app (becomes primary bottleneck)
enum Strategy {
STRATEGY_GROUPS,
STRATEGY_JOIN,
STRATEGY_INDIVIDUAL,
};
enum ShadeType {
SHADE_SOLID,
SHADE_SOLIDWIRE,
SHADE_SOLIDWIRE_SPLIT, // this mode is not "sane" it is only meant for performance testing of fbo toggles
NUM_SHADES,
};
const char* toString(enum ShadeType st);
struct Resources {
GLuint sceneUbo;
GLuint64 sceneAddr;
GLuint programUbo;
GLuint programUboTris;
GLuint programUboLine;
GLuint programIdx;
GLuint programIdxTris;
GLuint programIdxLine;
GLuint fbo;
GLuint fbo2;
size_t stateChangeID;
size_t fboTextureChangeID;
CullingSystem::View cullView;
// ugly hack
mutable GLuint programUsed;
mutable GLuint programUsedTris;
mutable GLuint programUsedLine;
void usingUboProgram(bool ubo=true) const
{
programUsed = ubo ? programUbo : programIdx;
programUsedTris = ubo ? programUboTris : programIdxTris;
programUsedLine = ubo ? programUboLine : programIdxLine;
}
Resources() {
stateChangeID = 0;
fboTextureChangeID = 0;
}
};
#if USE_WIRE_SHADERSWITCH
#define SetWireMode(state) glUseProgram((state) ? resources.programUsedLine : resources.programUsedTris )
#else
#define SetWireMode(state) glVertexAttribI1i(VERTEX_WIREMODE,(state))
#endif
class Renderer {
public:
struct DrawItem {
bool solid;
int materialIndex;
int geometryIndex;
int matrixIndex;
int objectIndex;
CadScene::DrawRange range;
};
static bool DrawItem_compare_groups(const DrawItem& a, const DrawItem& b)
{
int diff = 0;
diff = diff != 0 ? diff : (a.solid == b.solid ? 0 : ( a.solid ? -1 : 1 ));
diff = diff != 0 ? diff : (a.materialIndex - b.materialIndex);
diff = diff != 0 ? diff : (a.geometryIndex - b.geometryIndex);
diff = diff != 0 ? diff : (a.matrixIndex - b.matrixIndex);
return diff < 0;
}
class Type {
public:
Type() {
getRegistry().push_back(this);
}
public:
virtual bool loadPrograms( nvgl::ProgramManager &mgr ) { return true; }
virtual void updatedPrograms( nvgl::ProgramManager &mgr ) { }
virtual bool isAvailable() const = 0;
virtual const char* name() const = 0;
virtual Renderer* create() const = 0;
virtual unsigned int priority() const { return 0xFF; }
};
typedef std::vector<Type*> Registry;
static bool s_bindless_ubo;
static Registry& getRegistry()
{
static Registry s_registry;
return s_registry;
}
static CullingSystem s_cullsys;
static ScanSystem s_scansys;
public:
virtual void init(const CadScene* NV_RESTRICT scene, const Resources& resources) {}
virtual void deinit() {}
virtual void draw(ShadeType shadetype, const Resources& resources, nvh::Profiler& profiler, nvgl::ProgramManager &progManager ) {}
virtual ~Renderer() {}
void fillDrawItems( std::vector<DrawItem>& drawItems, size_t from, size_t to, bool solid, bool wire);
Strategy m_strategy;
const CadScene* NV_RESTRICT m_scene;
};
}
#endif