summaryrefslogtreecommitdiffstats
path: root/src/render/renderers/opengl/renderer/renderview.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/render/renderers/opengl/renderer/renderview.cpp')
-rw-r--r--src/render/renderers/opengl/renderer/renderview.cpp76
1 files changed, 75 insertions, 1 deletions
diff --git a/src/render/renderers/opengl/renderer/renderview.cpp b/src/render/renderers/opengl/renderer/renderview.cpp
index 2eabec4ea..042b60163 100644
--- a/src/render/renderers/opengl/renderer/renderview.cpp
+++ b/src/render/renderers/opengl/renderer/renderview.cpp
@@ -643,12 +643,15 @@ EntityRenderCommandData RenderView::buildDrawRenderCommands(const QVector<Entity
const HMaterial materialHandle = entity->componentHandle<Material>();
const QVector<RenderPassParameterData> renderPassData = m_parameters.value(materialComponentId);
+ HGeometry geometryHandle = m_manager->geometryManager()->lookupHandle(geometryRenderer->geometryId());
+ Geometry *geometry = m_manager->geometryManager()->data(geometryHandle);
+
// 1 RenderCommand per RenderPass pass on an Entity with a Mesh
for (const RenderPassParameterData &passData : renderPassData) {
// Add the RenderPass Parameters
RenderCommand command = {};
command.m_geometryRenderer = geometryRendererHandle;
- command.m_geometry = m_manager->geometryManager()->lookupHandle(geometryRenderer->geometryId());
+ command.m_geometry = geometryHandle;
command.m_material = materialHandle;
// For RenderPass based states we use the globally set RenderState
@@ -665,6 +668,73 @@ EntityRenderCommandData RenderView::buildDrawRenderCommands(const QVector<Entity
}
command.m_shader = m_manager->lookupHandle<Shader, ShaderManager, HShader>(pass->shaderProgram());
+ { // Scoped to show extent
+
+ // Update the draw command with what's going to be needed for the drawing
+ int primitiveCount = geometryRenderer->vertexCount();
+ int estimatedCount = 0;
+ Attribute *indexAttribute = nullptr;
+ Attribute *indirectAttribute = nullptr;
+
+ const QVector<Qt3DCore::QNodeId> attributeIds = geometry->attributes();
+ for (Qt3DCore::QNodeId attributeId : attributeIds) {
+ Attribute *attribute = m_manager->attributeManager()->lookupResource(attributeId);
+ switch (attribute->attributeType()) {
+ case QAttribute::IndexAttribute:
+ indexAttribute = attribute;
+ break;
+ case QAttribute::DrawIndirectAttribute:
+ indirectAttribute = attribute;
+ break;
+ case QAttribute::VertexAttribute: {
+ if (command.m_activeAttributes.contains(attribute->nameId()))
+ estimatedCount = std::max(int(attribute->count()), estimatedCount);
+ break;
+ }
+ default:
+ Q_UNREACHABLE();
+ break;
+ }
+ }
+
+ command.m_drawIndexed = (indexAttribute != nullptr);
+ command.m_drawIndirect = (indirectAttribute != nullptr);
+
+ // Update the draw command with all the information required for the drawing
+ if (command.m_drawIndexed) {
+ command.m_indexAttributeDataType = GraphicsContext::glDataTypeFromAttributeDataType(indexAttribute->vertexBaseType());
+ command.m_indexAttributeByteOffset = indexAttribute->byteOffset() + geometryRenderer->indexBufferByteOffset();
+ }
+
+ // Note: we only care about the primitiveCount when using direct draw calls
+ // For indirect draw calls it is assumed the buffer was properly set already
+ if (command.m_drawIndirect) {
+ command.m_indirectAttributeByteOffset = indirectAttribute->byteOffset();
+ command.m_indirectDrawBuffer = m_manager->bufferManager()->lookupHandle(indirectAttribute->bufferId());
+ } else {
+ // Use the count specified by the GeometryRender
+ // If not specify use the indexAttribute count if present
+ // Otherwise tries to use the count from the attribute with the highest count
+ if (primitiveCount == 0) {
+ if (indexAttribute)
+ primitiveCount = indexAttribute->count();
+ else
+ primitiveCount = estimatedCount;
+ }
+ }
+
+ command.m_primitiveCount = primitiveCount;
+ command.m_primitiveType = geometryRenderer->primitiveType();
+ command.m_primitiveRestartEnabled = geometryRenderer->primitiveRestartEnabled();
+ command.m_restartIndexValue = geometryRenderer->restartIndexValue();
+ command.m_firstInstance = geometryRenderer->firstInstance();
+ command.m_instanceCount = geometryRenderer->instanceCount();
+ command.m_firstVertex = geometryRenderer->firstVertex();
+ command.m_indexOffset = geometryRenderer->indexOffset();
+ command.m_verticesPerPatch = geometryRenderer->verticesPerPatch();
+ } // scope
+
+
commands.push_back(entity,
std::move(command),
std::move(passData));
@@ -986,6 +1056,10 @@ void RenderView::setShaderAndUniforms(RenderCommand *command,
// Set default attributes
command->m_activeAttributes = attributeNamesIds;
+ // At this point we know whether the command is a valid draw command or not
+ // We still need to process the uniforms as the command could be a compute command
+ command->m_isValid = !command->m_activeAttributes.empty();
+
// Parameters remaining could be
// -> uniform scalar / vector
// -> uniform struct / arrays