INtroducing th eGraphics Engine to group al the graphics related (render and gpu) elements

This commit is contained in:
Sam Gateau 2018-07-03 12:50:52 +02:00
parent acab1c7203
commit 0f3cb0fb84
15 changed files with 686 additions and 320 deletions

View file

@ -83,7 +83,7 @@
#include <FramebufferCache.h>
#include <gpu/Batch.h>
#include <gpu/Context.h>
#include <gpu/gl/GLBackend.h>
//#include <gpu/gl/GLBackend.h>
#include <InfoView.h>
#include <input-plugins/InputPlugin.h>
#include <controllers/UserInputMapper.h>
@ -116,8 +116,8 @@
#include <plugins/SteamClientPlugin.h>
#include <plugins/InputConfiguration.h>
#include <RecordingScriptingInterface.h>
#include <UpdateSceneTask.h>
#include <RenderViewTask.h>
//#include <UpdateSceneTask.h>
//#include <RenderViewTask.h>
#include <SecondaryCamera.h>
#include <ResourceCache.h>
#include <ResourceRequest.h>
@ -247,71 +247,7 @@ extern "C" {
#include "AndroidHelper.h"
#endif
enum ApplicationEvent {
// Execute a lambda function
Lambda = QEvent::User + 1,
// Trigger the next render
Render,
// Trigger the next idle
Idle,
};
class RenderEventHandler : public QObject {
using Parent = QObject;
Q_OBJECT
public:
RenderEventHandler(QOpenGLContext* context) {
_renderContext = new OffscreenGLCanvas();
_renderContext->setObjectName("RenderContext");
_renderContext->create(context);
if (!_renderContext->makeCurrent()) {
qFatal("Unable to make rendering context current");
}
_renderContext->doneCurrent();
// Deleting the object with automatically shutdown the thread
connect(qApp, &QCoreApplication::aboutToQuit, this, &QObject::deleteLater);
// Transfer to a new thread
moveToNewNamedThread(this, "RenderThread", [this](QThread* renderThread) {
hifi::qt::addBlockingForbiddenThread("Render", renderThread);
_renderContext->moveToThreadWithContext(renderThread);
qApp->_lastTimeRendered.start();
}, std::bind(&RenderEventHandler::initialize, this), QThread::HighestPriority);
}
private:
void initialize() {
setObjectName("Render");
PROFILE_SET_THREAD_NAME("Render");
setCrashAnnotation("render_thread_id", std::to_string((size_t)QThread::currentThreadId()));
if (!_renderContext->makeCurrent()) {
qFatal("Unable to make rendering context current on render thread");
}
}
void render() {
if (qApp->shouldPaint()) {
qApp->paintGL();
}
}
bool event(QEvent* event) override {
switch ((int)event->type()) {
case ApplicationEvent::Render:
render();
qApp->_pendingRenderEvent.store(false);
return true;
default:
break;
}
return Parent::event(event);
}
OffscreenGLCanvas* _renderContext { nullptr };
};
#include "graphics/RenderEventHandler.h"
Q_LOGGING_CATEGORY(trace_app_input_mouse, "trace.app.input.mouse")
@ -2254,7 +2190,8 @@ Application::Application(int& argc, char** argv, QElapsedTimer& startupTimer, bo
DependencyManager::get<TabletScriptingInterface>()->preloadSounds();
_pendingIdleEvent = false;
_pendingRenderEvent = false;
// _pendingRenderEvent = false;
_graphicsEngine.startup();
qCDebug(interfaceapp) << "Metaverse session ID is" << uuidStringWithoutCurlyBraces(accountManager->getSessionID());
@ -2469,8 +2406,8 @@ void Application::cleanupBeforeQuit() {
// The cleanup process enqueues the transactions but does not process them. Calling this here will force the actual
// removal of the items.
// See https://highfidelity.fogbugz.com/f/cases/5328
_main3DScene->enqueueFrame(); // flush all the transactions
_main3DScene->processTransactionQueue(); // process and apply deletions
// _main3DScene->enqueueFrame(); // flush all the transactions
// _main3DScene->processTransactionQueue(); // process and apply deletions
// first stop all timers directly or by invokeMethod
// depending on what thread they run in
@ -2485,7 +2422,7 @@ void Application::cleanupBeforeQuit() {
}
_window->saveGeometry();
_gpuContext->shutdown();
// _gpuContext->shutdown();
// Destroy third party processes after scripts have finished using them.
#ifdef HAVE_DDE
@ -2539,9 +2476,10 @@ Application::~Application() {
assert(_shapeManager.getNumShapes() == 0);
// shutdown render engine
_main3DScene = nullptr;
_renderEngine = nullptr;
//_main3DScene = nullptr;
//_renderEngine = nullptr;
_graphicsEngine.shutdown();
_gameWorkload.shutdown();
DependencyManager::destroy<Preferences>();
@ -2655,7 +2593,7 @@ void Application::initializeGL() {
}
}
// Build an offscreen GL context for the main thread.
/* // Build an offscreen GL context for the main thread.
_offscreenContext = new OffscreenGLCanvas();
_offscreenContext->setObjectName("MainThreadContext");
_offscreenContext->create(_glWidget->qglContext());
@ -2664,34 +2602,36 @@ void Application::initializeGL() {
}
_offscreenContext->doneCurrent();
_offscreenContext->setThreadContext();
*/
_glWidget->makeCurrent();
glClearColor(0.2f, 0.2f, 0.2f, 1);
glClear(GL_COLOR_BUFFER_BIT);
_glWidget->swapBuffers();
// Move the GL widget context to the render event handler thread
_renderEventHandler = new RenderEventHandler(_glWidget->qglContext());
if (!_offscreenContext->makeCurrent()) {
qFatal("Unable to make offscreen context current");
}
// _renderEventHandler = new RenderEventHandler(_glWidget->qglContext());
// if (!_offscreenContext->makeCurrent()) {
// qFatal("Unable to make offscreen context current");
// }
// Create the GPU backend
// Requires the window context, because that's what's used in the actual rendering
// and the GPU backend will make things like the VAO which cannot be shared across
// contexts
_glWidget->makeCurrent();
gpu::Context::init<gpu::gl::GLBackend>();
qApp->setProperty(hifi::properties::gl::MAKE_PROGRAM_CALLBACK,
QVariant::fromValue((void*)(&gpu::gl::GLBackend::makeProgram)));
_glWidget->makeCurrent();
_gpuContext = std::make_shared<gpu::Context>();
//// Requires the window context, because that's what's used in the actual rendering
//// and the GPU backend will make things like the VAO which cannot be shared across
//// contexts
//_glWidget->makeCurrent();
//gpu::Context::init<gpu::gl::GLBackend>();
//qApp->setProperty(hifi::properties::gl::MAKE_PROGRAM_CALLBACK,
// QVariant::fromValue((void*)(&gpu::gl::GLBackend::makeProgram)));
//_glWidget->makeCurrent();
//_gpuContext = std::make_shared<gpu::Context>();
DependencyManager::get<TextureCache>()->setGPUContext(_gpuContext);
//DependencyManager::get<TextureCache>()->setGPUContext(_gpuContext);
// Restore the default main thread context
_offscreenContext->makeCurrent();
//// Restore the default main thread context
//_offscreenContext->makeCurrent();
_graphicsEngine.initializeGPU(_glWidget);
}
static const QString SPLASH_SKYBOX{ "{\"ProceduralEntity\":{ \"version\":2, \"shaderUrl\":\"qrc:///shaders/splashSkybox.frag\" } }" };
@ -2705,7 +2645,7 @@ void Application::initializeDisplayPlugins() {
// Once time initialization code
DisplayPluginPointer targetDisplayPlugin;
foreach(auto displayPlugin, displayPlugins) {
displayPlugin->setContext(_gpuContext);
displayPlugin->setContext(_graphicsEngine.getGPUContext());
if (displayPlugin->getName() == lastActiveDisplayPluginName) {
targetDisplayPlugin = displayPlugin;
}
@ -2719,14 +2659,14 @@ void Application::initializeDisplayPlugins() {
setDisplayPlugin(defaultDisplayPlugin);
// Now set the desired plugin if it's not the same as the default plugin
if (targetDisplayPlugin != defaultDisplayPlugin) {
if (targetDisplayPlugin && (targetDisplayPlugin != defaultDisplayPlugin)) {
setDisplayPlugin(targetDisplayPlugin);
}
// Submit a default frame to render until the engine starts up
updateRenderArgs(0.0f);
_offscreenContext->makeCurrent();
_graphicsEngine._offscreenContext->makeCurrent();
#define ENABLE_SPLASH_FRAME 0
#if ENABLE_SPLASH_FRAME
@ -2769,11 +2709,12 @@ void Application::initializeDisplayPlugins() {
}
void Application::initializeRenderEngine() {
_offscreenContext->makeCurrent();
// _offscreenContext->makeCurrent();
// FIXME: on low end systems os the shaders take up to 1 minute to compile, so we pause the deadlock watchdog thread.
DeadlockWatchdogThread::withPause([&] {
// Set up the render engine
_graphicsEngine.initializeRender(DISABLE_DEFERRED);
/* // Set up the render engine
render::CullFunctor cullFunctor = LODManager::shouldRender;
_renderEngine->addJob<UpdateSceneTask>("UpdateScene");
#ifndef Q_OS_ANDROID
@ -2785,7 +2726,7 @@ void Application::initializeRenderEngine() {
// Now that OpenGL is initialized, we are sure we have a valid context and can create the various pipeline shaders with success.
DependencyManager::get<GeometryCache>()->initializeShapePipelines();
});
*/ });
}
extern void setupPreferences();
@ -2999,7 +2940,7 @@ void Application::onDesktopRootContextCreated(QQmlContext* surfaceContext) {
surfaceContext->setContextProperty("LODManager", DependencyManager::get<LODManager>().data());
surfaceContext->setContextProperty("HMD", DependencyManager::get<HMDScriptingInterface>().data());
surfaceContext->setContextProperty("Scene", DependencyManager::get<SceneScriptingInterface>().data());
surfaceContext->setContextProperty("Render", _renderEngine->getConfiguration().get());
surfaceContext->setContextProperty("Render", _graphicsEngine.getRenderEngine()->getConfiguration().get());
surfaceContext->setContextProperty("Workload", _gameWorkload._engine->getConfiguration().get());
surfaceContext->setContextProperty("Reticle", getApplicationCompositor().getReticleInterface());
surfaceContext->setContextProperty("Snapshot", DependencyManager::get<Snapshot>().data());
@ -3454,8 +3395,8 @@ void Application::onPresent(quint32 frameCount) {
postEvent(this, new QEvent((QEvent::Type)ApplicationEvent::Idle), Qt::HighEventPriority);
}
expected = false;
if (_renderEventHandler && !isAboutToQuit() && _pendingRenderEvent.compare_exchange_strong(expected, true)) {
postEvent(_renderEventHandler, new QEvent((QEvent::Type)ApplicationEvent::Render));
if (_graphicsEngine.checkPendingRenderEvent() && !isAboutToQuit()) {
postEvent(_graphicsEngine._renderEventHandler, new QEvent((QEvent::Type)ApplicationEvent::Render));
}
}
@ -4229,7 +4170,8 @@ bool Application::shouldPaint() const {
#endif
// Throttle if requested
if (displayPlugin->isThrottled() && (_lastTimeRendered.elapsed() < THROTTLED_SIM_FRAME_PERIOD_MS)) {
//if (displayPlugin->isThrottled() && (_graphicsEngine._renderEventHandler->_lastTimeRendered.elapsed() < THROTTLED_SIM_FRAME_PERIOD_MS)) {
if (displayPlugin->isThrottled() && _graphicsEngine.shouldPaint()) {
return false;
}
@ -4481,7 +4423,7 @@ void Application::idle() {
if (offscreenUi->size() != fromGlm(uiSize)) {
qCDebug(interfaceapp) << "Device pixel ratio changed, triggering resize to " << uiSize;
offscreenUi->resize(fromGlm(uiSize));
_offscreenContext->makeCurrent();
_graphicsEngine._offscreenContext->makeCurrent();
}
}
@ -4493,8 +4435,8 @@ void Application::idle() {
PROFILE_COUNTER_IF_CHANGED(app, "pendingDownloads", int, ResourceCache::getPendingRequestCount());
PROFILE_COUNTER_IF_CHANGED(app, "currentProcessing", int, DependencyManager::get<StatTracker>()->getStat("Processing").toInt());
PROFILE_COUNTER_IF_CHANGED(app, "pendingProcessing", int, DependencyManager::get<StatTracker>()->getStat("PendingProcessing").toInt());
auto renderConfig = _renderEngine->getConfiguration();
PROFILE_COUNTER_IF_CHANGED(render, "gpuTime", float, (float)_gpuContext->getFrameTimerGPUAverage());
auto renderConfig = _graphicsEngine.getRenderEngine()->getConfiguration();
PROFILE_COUNTER_IF_CHANGED(render, "gpuTime", float, (float)_graphicsEngine.getGPUContext()->getFrameTimerGPUAverage());
auto opaqueRangeTimer = renderConfig->getConfig("OpaqueRangeTimer");
auto linearDepth = renderConfig->getConfig("LinearDepth");
auto surfaceGeometry = renderConfig->getConfig("SurfaceGeometry");
@ -4536,7 +4478,7 @@ void Application::idle() {
bool showWarnings = getLogger()->extraDebugging();
PerformanceWarning warn(showWarnings, "idle()");
if (!_offscreenContext->makeCurrent()) {
if (!_graphicsEngine._offscreenContext->makeCurrent()) {
qFatal("Unable to make main thread context current");
}
@ -4866,12 +4808,12 @@ QVector<EntityItemID> Application::pasteEntities(float x, float y, float z) {
}
void Application::init() {
_offscreenContext->makeCurrent();
_graphicsEngine._offscreenContext->makeCurrent();
// Make sure Login state is up to date
DependencyManager::get<DialogsManager>()->toggleLoginDialog();
if (!DISABLE_DEFERRED) {
DependencyManager::get<DeferredLightingEffect>()->init();
}
// if (!DISABLE_DEFERRED) {
// DependencyManager::get<DeferredLightingEffect>()->init();
// }
DependencyManager::get<AvatarManager>()->init();
_timerStart.start();
@ -4940,7 +4882,7 @@ void Application::init() {
}
}, Qt::QueuedConnection);
_gameWorkload.startup(getEntities()->getWorkloadSpace(), _main3DScene, _entitySimulation);
_gameWorkload.startup(getEntities()->getWorkloadSpace(), _graphicsEngine.getRenderScene(), _entitySimulation);
_entitySimulation->setWorkloadSpace(getEntities()->getWorkloadSpace());
}
@ -4974,7 +4916,7 @@ void Application::updateLOD(float deltaTime) const {
// adjust it unless we were asked to disable this feature, or if we're currently in throttleRendering mode
if (!isThrottleRendering()) {
float presentTime = getActiveDisplayPlugin()->getAveragePresentTime();
float engineRunTime = (float)(_renderEngine->getConfiguration().get()->getCPURunTime());
float engineRunTime = (float)(_graphicsEngine.getRenderEngine()->getConfiguration().get()->getCPURunTime());
float gpuTime = getGPUContext()->getFrameTimerGPUAverage();
auto lodManager = DependencyManager::get<LODManager>();
lodManager->setRenderTimes(presentTime, engineRunTime, gpuTime);
@ -5364,7 +5306,7 @@ void Application::updateSecondaryCameraViewFrustum() {
// camera should be.
// Code based on SecondaryCameraJob
auto renderConfig = _renderEngine->getConfiguration();
auto renderConfig = _graphicsEngine.getRenderEngine()->getConfiguration();
assert(renderConfig);
auto camera = dynamic_cast<SecondaryCameraJobConfig*>(renderConfig->getConfig("SecondaryCamera"));
@ -5935,7 +5877,7 @@ void Application::updateRenderArgs(float deltaTime) {
_viewFrustum.setProjection(adjustedProjection);
_viewFrustum.calculate();
}
appRenderArgs._renderArgs = RenderArgs(_gpuContext, lodManager->getOctreeSizeScale(),
appRenderArgs._renderArgs = RenderArgs(_graphicsEngine.getGPUContext(), lodManager->getOctreeSizeScale(),
lodManager->getBoundaryLevelAdjust(), RenderArgs::DEFAULT_RENDER_MODE,
RenderArgs::MONO, RenderArgs::RENDER_DEBUG_NONE);
appRenderArgs._renderArgs._scene = getMain3DScene();
@ -6597,7 +6539,7 @@ void Application::registerScriptEngineWithApplicationServices(ScriptEnginePointe
scriptEngine->registerFunction("HMD", "getHUDLookAtPosition3D", HMDScriptingInterface::getHUDLookAtPosition3D, 0);
scriptEngine->registerGlobalObject("Scene", DependencyManager::get<SceneScriptingInterface>().data());
scriptEngine->registerGlobalObject("Render", _renderEngine->getConfiguration().get());
scriptEngine->registerGlobalObject("Render", _graphicsEngine.getRenderEngine()->getConfiguration().get());
scriptEngine->registerGlobalObject("Workload", _gameWorkload._engine->getConfiguration().get());
GraphicsScriptingInterface::registerMetaTypes(scriptEngine.data());
@ -8241,7 +8183,7 @@ QOpenGLContext* Application::getPrimaryContext() {
}
bool Application::makeRenderingContextCurrent() {
return _offscreenContext->makeCurrent();
return _graphicsEngine._offscreenContext->makeCurrent();
}
bool Application::isForeground() const {

View file

@ -73,6 +73,7 @@
#include "UndoStackScriptingInterface.h"
#include "workload/GameWorkload.h"
#include "graphics/GraphicsEngine.h"
#include <procedural/ProceduralSkybox.h>
#include <graphics/Skybox.h>
@ -157,6 +158,7 @@ public:
void updateSecondaryCameraViewFrustum();
void updateCamera(RenderArgs& renderArgs, float deltaTime);
bool shouldPaint() const;
void paintGL();
void resizeGL();
@ -271,10 +273,16 @@ public:
void setMaxOctreePacketsPerSecond(int maxOctreePPS);
int getMaxOctreePacketsPerSecond() const;
render::ScenePointer getMain3DScene() override { return _main3DScene; }
/* render::ScenePointer getMain3DScene() override { return _main3DScene; }
const render::ScenePointer& getMain3DScene() const { return _main3DScene; }
render::EnginePointer getRenderEngine() override { return _renderEngine; }
gpu::ContextPointer getGPUContext() const { return _gpuContext; }
*/
render::ScenePointer getMain3DScene() override { return _graphicsEngine.getRenderScene(); }
const render::ScenePointer& getMain3DScene() const { return _graphicsEngine.getRenderScene(); }
render::EnginePointer getRenderEngine() override { return _graphicsEngine.getRenderEngine(); }
gpu::ContextPointer getGPUContext() const { return _graphicsEngine.getGPUContext(); }
const GameWorkload& getGameWorkload() const { return _gameWorkload; }
@ -490,7 +498,6 @@ private:
bool handleFileOpenEvent(QFileOpenEvent* event);
void cleanupBeforeQuit();
bool shouldPaint() const;
void idle();
void update(float deltaTime);
@ -510,7 +517,7 @@ private:
void initializeAcceptedFiles();
void runRenderFrame(RenderArgs* renderArgs/*, Camera& whichCamera, bool selfAvatarOnly = false*/);
// void runRenderFrame(RenderArgs* renderArgs/*, Camera& whichCamera, bool selfAvatarOnly = false*/);
bool importJSONFromURL(const QString& urlString);
bool importSVOFromURL(const QString& urlString);
@ -551,7 +558,7 @@ private:
bool _previousSessionCrashed;
OffscreenGLCanvas* _offscreenContext { nullptr };
// OffscreenGLCanvas* _offscreenContext { nullptr };
DisplayPluginPointer _displayPlugin;
QMetaObject::Connection _displayPluginPresentConnection;
mutable std::mutex _displayPluginLock;
@ -573,7 +580,7 @@ private:
QTimer _minimizedWindowTimer;
QElapsedTimer _timerStart;
QElapsedTimer _lastTimeUpdated;
QElapsedTimer _lastTimeRendered;
// QElapsedTimer _lastTimeRendered;
ShapeManager _shapeManager;
PhysicalEntitySimulationPointer _entitySimulation;
@ -657,12 +664,14 @@ private:
quint64 _lastFaceTrackerUpdate;
render::ScenePointer _main3DScene{ new render::Scene(glm::vec3(-0.5f * (float)TREE_SCALE), (float)TREE_SCALE) };
render::EnginePointer _renderEngine{ new render::RenderEngine() };
gpu::ContextPointer _gpuContext; // initialized during window creation
// render::ScenePointer _main3DScene{ new render::Scene(glm::vec3(-0.5f * (float)TREE_SCALE), (float)TREE_SCALE) };
// render::EnginePointer _renderEngine{ new render::RenderEngine() };
// gpu::ContextPointer _gpuContext; // initialized during window creation
GameWorkload _gameWorkload;
GraphicsEngine _graphicsEngine;
mutable QMutex _renderArgsMutex{ QMutex::Recursive };
struct AppRenderArgs {
render::Args _renderArgs;
@ -720,8 +729,6 @@ private:
bool _keyboardDeviceHasFocus { true };
QString _returnFromFullScreenMirrorTo;
ConnectionMonitor _connectionMonitor;
QTimer _addAssetToWorldResizeTimer;
@ -754,12 +761,12 @@ private:
QUrl _avatarOverrideUrl;
bool _saveAvatarOverrideUrl { false };
QObject* _renderEventHandler{ nullptr };
// QObject* _renderEventHandler{ nullptr };
friend class RenderEventHandler;
// friend class RenderEventHandler;
std::atomic<bool> _pendingIdleEvent { true };
std::atomic<bool> _pendingRenderEvent { true };
// std::atomic<bool> _pendingRenderEvent { true };
bool quitWhenFinished { false };
};

View file

@ -32,7 +32,8 @@ void Application::paintGL() {
// Some plugins process message events, allowing paintGL to be called reentrantly.
_renderFrameCount++;
_lastTimeRendered.start();
// SG: Moved into the RenderEventHandler
//_lastTimeRendered.start();
auto lastPaintBegin = usecTimestampNow();
PROFILE_RANGE_EX(render, __FUNCTION__, 0xff0000ff, (uint64_t)_renderFrameCount);
@ -88,10 +89,10 @@ void Application::paintGL() {
{
PROFILE_RANGE(render, "/gpuContextReset");
_gpuContext->beginFrame(_appRenderArgs._view, HMDSensorPose);
_graphicsEngine.getGPUContext()->beginFrame(_appRenderArgs._view, HMDSensorPose);
// Reset the gpu::Context Stages
// Back to the default framebuffer;
gpu::doInBatch("Application_render::gpuContextReset", _gpuContext, [&](gpu::Batch& batch) {
gpu::doInBatch("Application_render::gpuContextReset", _graphicsEngine.getGPUContext(), [&](gpu::Batch& batch) {
batch.resetStages();
});
}
@ -132,10 +133,10 @@ void Application::paintGL() {
renderArgs._hudOperator = displayPlugin->getHUDOperator();
renderArgs._hudTexture = _applicationOverlay.getOverlayTexture();
renderArgs._blitFramebuffer = finalFramebuffer;
runRenderFrame(&renderArgs);
_graphicsEngine.render_runRenderFrame(&renderArgs);
}
auto frame = _gpuContext->endFrame();
auto frame = _graphicsEngine.getGPUContext()->endFrame();
frame->frameIndex = _renderFrameCount;
frame->framebuffer = finalFramebuffer;
frame->framebufferRecycler = [](const gpu::FramebufferPointer& framebuffer) {
@ -163,68 +164,68 @@ void Application::paintGL() {
// WorldBox Render Data & rendering functions
class WorldBoxRenderData {
public:
typedef render::Payload<WorldBoxRenderData> Payload;
typedef Payload::DataPointer Pointer;
int _val = 0;
static render::ItemID _item; // unique WorldBoxRenderData
};
render::ItemID WorldBoxRenderData::_item{ render::Item::INVALID_ITEM_ID };
namespace render {
template <> const ItemKey payloadGetKey(const WorldBoxRenderData::Pointer& stuff) { return ItemKey::Builder::opaqueShape().withTagBits(ItemKey::TAG_BITS_0 | ItemKey::TAG_BITS_1); }
template <> const Item::Bound payloadGetBound(const WorldBoxRenderData::Pointer& stuff) { return Item::Bound(); }
template <> void payloadRender(const WorldBoxRenderData::Pointer& stuff, RenderArgs* args) {
if (Menu::getInstance()->isOptionChecked(MenuOption::WorldAxes)) {
PerformanceTimer perfTimer("worldBox");
auto& batch = *args->_batch;
DependencyManager::get<GeometryCache>()->bindSimpleProgram(batch);
renderWorldBox(args, batch);
}
}
}
void Application::runRenderFrame(RenderArgs* renderArgs) {
PROFILE_RANGE(render, __FUNCTION__);
PerformanceTimer perfTimer("display");
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "Application::runRenderFrame()");
// The pending changes collecting the changes here
render::Transaction transaction;
if (DependencyManager::get<SceneScriptingInterface>()->shouldRenderEntities()) {
// render models...
PerformanceTimer perfTimer("entities");
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"Application::runRenderFrame() ... entities...");
RenderArgs::DebugFlags renderDebugFlags = RenderArgs::RENDER_DEBUG_NONE;
renderArgs->_debugFlags = renderDebugFlags;
}
// Make sure the WorldBox is in the scene
// For the record, this one RenderItem is the first one we created and added to the scene.
// We could move that code elsewhere but you know...
if (!render::Item::isValidID(WorldBoxRenderData::_item)) {
auto worldBoxRenderData = std::make_shared<WorldBoxRenderData>();
auto worldBoxRenderPayload = std::make_shared<WorldBoxRenderData::Payload>(worldBoxRenderData);
WorldBoxRenderData::_item = _main3DScene->allocateID();
transaction.resetItem(WorldBoxRenderData::_item, worldBoxRenderPayload);
_main3DScene->enqueueTransaction(transaction);
}
{
PerformanceTimer perfTimer("EngineRun");
_renderEngine->getRenderContext()->args = renderArgs;
_renderEngine->run();
}
}
//
//class WorldBoxRenderData {
//public:
// typedef render::Payload<WorldBoxRenderData> Payload;
// typedef Payload::DataPointer Pointer;
//
// int _val = 0;
// static render::ItemID _item; // unique WorldBoxRenderData
//};
//
//render::ItemID WorldBoxRenderData::_item{ render::Item::INVALID_ITEM_ID };
//
//namespace render {
// template <> const ItemKey payloadGetKey(const WorldBoxRenderData::Pointer& stuff) { return ItemKey::Builder::opaqueShape().withTagBits(ItemKey::TAG_BITS_0 | ItemKey::TAG_BITS_1); }
// template <> const Item::Bound payloadGetBound(const WorldBoxRenderData::Pointer& stuff) { return Item::Bound(); }
// template <> void payloadRender(const WorldBoxRenderData::Pointer& stuff, RenderArgs* args) {
// if (Menu::getInstance()->isOptionChecked(MenuOption::WorldAxes)) {
// PerformanceTimer perfTimer("worldBox");
//
// auto& batch = *args->_batch;
// DependencyManager::get<GeometryCache>()->bindSimpleProgram(batch);
// renderWorldBox(args, batch);
// }
// }
//}
//
//void Application::runRenderFrame(RenderArgs* renderArgs) {
// PROFILE_RANGE(render, __FUNCTION__);
// PerformanceTimer perfTimer("display");
// PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "Application::runRenderFrame()");
//
// // The pending changes collecting the changes here
// render::Transaction transaction;
//
// if (DependencyManager::get<SceneScriptingInterface>()->shouldRenderEntities()) {
// // render models...
// PerformanceTimer perfTimer("entities");
// PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
// "Application::runRenderFrame() ... entities...");
//
// RenderArgs::DebugFlags renderDebugFlags = RenderArgs::RENDER_DEBUG_NONE;
//
// renderArgs->_debugFlags = renderDebugFlags;
// }
//
// // Make sure the WorldBox is in the scene
// // For the record, this one RenderItem is the first one we created and added to the scene.
// // We could move that code elsewhere but you know...
// if (!render::Item::isValidID(WorldBoxRenderData::_item)) {
// auto worldBoxRenderData = std::make_shared<WorldBoxRenderData>();
// auto worldBoxRenderPayload = std::make_shared<WorldBoxRenderData::Payload>(worldBoxRenderData);
//
// WorldBoxRenderData::_item = _main3DScene->allocateID();
//
// transaction.resetItem(WorldBoxRenderData::_item, worldBoxRenderPayload);
// _main3DScene->enqueueTransaction(transaction);
// }
//
// {
// PerformanceTimer perfTimer("EngineRun");
// _renderEngine->getRenderContext()->args = renderArgs;
// _renderEngine->run();
// }
//}

View file

@ -36,114 +36,6 @@
using namespace std;
void renderWorldBox(RenderArgs* args, gpu::Batch& batch) {
auto geometryCache = DependencyManager::get<GeometryCache>();
// Show center of world
static const glm::vec3 RED(1.0f, 0.0f, 0.0f);
static const glm::vec3 GREEN(0.0f, 1.0f, 0.0f);
static const glm::vec3 BLUE(0.0f, 0.0f, 1.0f);
static const glm::vec3 GREY(0.5f, 0.5f, 0.5f);
static const glm::vec4 GREY4(0.5f, 0.5f, 0.5f, 1.0f);
static const glm::vec4 DASHED_RED(1.0f, 0.0f, 0.0f, 1.0f);
static const glm::vec4 DASHED_GREEN(0.0f, 1.0f, 0.0f, 1.0f);
static const glm::vec4 DASHED_BLUE(0.0f, 0.0f, 1.0f, 1.0f);
static const float DASH_LENGTH = 1.0f;
static const float GAP_LENGTH = 1.0f;
auto transform = Transform{};
static std::array<int, 18> geometryIds;
static std::once_flag initGeometryIds;
std::call_once(initGeometryIds, [&] {
for (size_t i = 0; i < geometryIds.size(); ++i) {
geometryIds[i] = geometryCache->allocateID();
}
});
batch.setModelTransform(transform);
geometryCache->renderLine(batch, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(HALF_TREE_SCALE, 0.0f, 0.0f), RED, geometryIds[0]);
geometryCache->renderDashedLine(batch, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(-HALF_TREE_SCALE, 0.0f, 0.0f), DASHED_RED,
DASH_LENGTH, GAP_LENGTH, geometryIds[1]);
geometryCache->renderLine(batch, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, HALF_TREE_SCALE, 0.0f), GREEN, geometryIds[2]);
geometryCache->renderDashedLine(batch, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, -HALF_TREE_SCALE, 0.0f), DASHED_GREEN,
DASH_LENGTH, GAP_LENGTH, geometryIds[3]);
geometryCache->renderLine(batch, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, HALF_TREE_SCALE), BLUE, geometryIds[4]);
geometryCache->renderDashedLine(batch, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, -HALF_TREE_SCALE), DASHED_BLUE,
DASH_LENGTH, GAP_LENGTH, geometryIds[5]);
// X center boundaries
geometryCache->renderLine(batch, glm::vec3(-HALF_TREE_SCALE, -HALF_TREE_SCALE, 0.0f),
glm::vec3(HALF_TREE_SCALE, -HALF_TREE_SCALE, 0.0f), GREY,
geometryIds[6]);
geometryCache->renderLine(batch, glm::vec3(-HALF_TREE_SCALE, -HALF_TREE_SCALE, 0.0f),
glm::vec3(-HALF_TREE_SCALE, HALF_TREE_SCALE, 0.0f), GREY,
geometryIds[7]);
geometryCache->renderLine(batch, glm::vec3(-HALF_TREE_SCALE, HALF_TREE_SCALE, 0.0f),
glm::vec3(HALF_TREE_SCALE, HALF_TREE_SCALE, 0.0f), GREY,
geometryIds[8]);
geometryCache->renderLine(batch, glm::vec3(HALF_TREE_SCALE, -HALF_TREE_SCALE, 0.0f),
glm::vec3(HALF_TREE_SCALE, HALF_TREE_SCALE, 0.0f), GREY,
geometryIds[9]);
// Z center boundaries
geometryCache->renderLine(batch, glm::vec3(0.0f, -HALF_TREE_SCALE, -HALF_TREE_SCALE),
glm::vec3(0.0f, -HALF_TREE_SCALE, HALF_TREE_SCALE), GREY,
geometryIds[10]);
geometryCache->renderLine(batch, glm::vec3(0.0f, -HALF_TREE_SCALE, -HALF_TREE_SCALE),
glm::vec3(0.0f, HALF_TREE_SCALE, -HALF_TREE_SCALE), GREY,
geometryIds[11]);
geometryCache->renderLine(batch, glm::vec3(0.0f, HALF_TREE_SCALE, -HALF_TREE_SCALE),
glm::vec3(0.0f, HALF_TREE_SCALE, HALF_TREE_SCALE), GREY,
geometryIds[12]);
geometryCache->renderLine(batch, glm::vec3(0.0f, -HALF_TREE_SCALE, HALF_TREE_SCALE),
glm::vec3(0.0f, HALF_TREE_SCALE, HALF_TREE_SCALE), GREY,
geometryIds[13]);
// Center boundaries
geometryCache->renderLine(batch, glm::vec3(-HALF_TREE_SCALE, 0.0f, -HALF_TREE_SCALE),
glm::vec3(-HALF_TREE_SCALE, 0.0f, HALF_TREE_SCALE), GREY,
geometryIds[14]);
geometryCache->renderLine(batch, glm::vec3(-HALF_TREE_SCALE, 0.0f, -HALF_TREE_SCALE),
glm::vec3(HALF_TREE_SCALE, 0.0f, -HALF_TREE_SCALE), GREY,
geometryIds[15]);
geometryCache->renderLine(batch, glm::vec3(HALF_TREE_SCALE, 0.0f, -HALF_TREE_SCALE),
glm::vec3(HALF_TREE_SCALE, 0.0f, HALF_TREE_SCALE), GREY,
geometryIds[16]);
geometryCache->renderLine(batch, glm::vec3(-HALF_TREE_SCALE, 0.0f, HALF_TREE_SCALE),
glm::vec3(HALF_TREE_SCALE, 0.0f, HALF_TREE_SCALE), GREY,
geometryIds[17]);
geometryCache->renderWireCubeInstance(args, batch, GREY4);
// Draw meter markers along the 3 axis to help with measuring things
const float MARKER_DISTANCE = 1.0f;
const float MARKER_RADIUS = 0.05f;
transform = Transform().setScale(MARKER_RADIUS);
batch.setModelTransform(transform);
geometryCache->renderSolidSphereInstance(args, batch, RED);
transform = Transform().setTranslation(glm::vec3(MARKER_DISTANCE, 0.0f, 0.0f)).setScale(MARKER_RADIUS);
batch.setModelTransform(transform);
geometryCache->renderSolidSphereInstance(args, batch, RED);
transform = Transform().setTranslation(glm::vec3(0.0f, MARKER_DISTANCE, 0.0f)).setScale(MARKER_RADIUS);
batch.setModelTransform(transform);
geometryCache->renderSolidSphereInstance(args, batch, GREEN);
transform = Transform().setTranslation(glm::vec3(0.0f, 0.0f, MARKER_DISTANCE)).setScale(MARKER_RADIUS);
batch.setModelTransform(transform);
geometryCache->renderSolidSphereInstance(args, batch, BLUE);
transform = Transform().setTranslation(glm::vec3(MARKER_DISTANCE, 0.0f, MARKER_DISTANCE)).setScale(MARKER_RADIUS);
batch.setModelTransform(transform);
geometryCache->renderSolidSphereInstance(args, batch, GREY);
}
// Do some basic timing tests and report the results
void runTimingTests() {
// How long does it take to make a call to get the time?

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@ -15,14 +15,9 @@
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <gpu/Batch.h>
#include <render/Forward.h>
class ShapeEntityItem;
class ShapeInfo;
void renderWorldBox(RenderArgs* args, gpu::Batch& batch);
void runTimingTests();
void runUnitTests();

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//
// GraphicsEngine.cpp
//
// Created by Sam Gateau on 29/6/2018.
// Copyright 2018 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
//
#include "GraphicsEngine.h"
#include <shared/GlobalAppProperties.h>
#include "WorldBox.h"
#include "LODManager.h"
#include <GeometryCache.h>
#include <TextureCache.h>
#include <UpdateSceneTask.h>
#include <RenderViewTask.h>
#include <SecondaryCamera.h>
#include "RenderEventHandler.h"
#include <gpu/Batch.h>
#include <gpu/Context.h>
#include <gpu/gl/GLBackend.h>
GraphicsEngine::GraphicsEngine() {
}
GraphicsEngine::~GraphicsEngine() {
}
void GraphicsEngine::initializeGPU(GLWidget* glwidget) {
// Build an offscreen GL context for the main thread.
_offscreenContext = new OffscreenGLCanvas();
_offscreenContext->setObjectName("MainThreadContext");
_offscreenContext->create(glwidget->qglContext());
if (!_offscreenContext->makeCurrent()) {
qFatal("Unable to make offscreen context current");
}
_offscreenContext->doneCurrent();
_offscreenContext->setThreadContext();
_renderEventHandler = new RenderEventHandler(glwidget->qglContext());
if (!_offscreenContext->makeCurrent()) {
qFatal("Unable to make offscreen context current");
}
// Requires the window context, because that's what's used in the actual rendering
// and the GPU backend will make things like the VAO which cannot be shared across
// contexts
glwidget->makeCurrent();
gpu::Context::init<gpu::gl::GLBackend>();
qApp->setProperty(hifi::properties::gl::MAKE_PROGRAM_CALLBACK,
QVariant::fromValue((void*)(&gpu::gl::GLBackend::makeProgram)));
glwidget->makeCurrent();
_gpuContext = std::make_shared<gpu::Context>();
DependencyManager::get<TextureCache>()->setGPUContext(_gpuContext);
// Restore the default main thread context
_offscreenContext->makeCurrent();
}
void GraphicsEngine::initializeRender(bool disableDeferred) {
// Set up the render engine
render::CullFunctor cullFunctor = LODManager::shouldRender;
_renderEngine->addJob<UpdateSceneTask>("UpdateScene");
#ifndef Q_OS_ANDROID
_renderEngine->addJob<SecondaryCameraRenderTask>("SecondaryCameraJob", cullFunctor, !disableDeferred);
#endif
_renderEngine->addJob<RenderViewTask>("RenderMainView", cullFunctor, !disableDeferred, render::ItemKey::TAG_BITS_0, render::ItemKey::TAG_BITS_0);
_renderEngine->load();
_renderEngine->registerScene(_renderScene);
// Now that OpenGL is initialized, we are sure we have a valid context and can create the various pipeline shaders with success.
DependencyManager::get<GeometryCache>()->initializeShapePipelines();
}
void GraphicsEngine::startup() {
static_cast<RenderEventHandler*>(_renderEventHandler)->resumeThread();
}
void GraphicsEngine::shutdown() {
// The cleanup process enqueues the transactions but does not process them. Calling this here will force the actual
// removal of the items.
// See https://highfidelity.fogbugz.com/f/cases/5328
_renderScene->enqueueFrame(); // flush all the transactions
_renderScene->processTransactionQueue(); // process and apply deletions
_gpuContext->shutdown();
// shutdown render engine
_renderScene = nullptr;
_renderEngine = nullptr;
}
void GraphicsEngine::render_runRenderFrame(RenderArgs* renderArgs) {
PROFILE_RANGE(render, __FUNCTION__);
PerformanceTimer perfTimer("render");
// PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "Application::runRenderFrame()");
// The pending changes collecting the changes here
render::Transaction transaction;
// this is not in use at all anymore
//if (DependencyManager::get<SceneScriptingInterface>()->shouldRenderEntities()) {
// render models...
// PerformanceTimer perfTimer("entities");
// PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
// "Application::runRenderFrame() ... entities...");
//RenderArgs::DebugFlags renderDebugFlags = RenderArgs::RENDER_DEBUG_NONE;
//renderArgs->_debugFlags = renderDebugFlags;
//}
// Make sure the WorldBox is in the scene
// For the record, this one RenderItem is the first one we created and added to the scene.
// We could move that code elsewhere but you know...
if (!render::Item::isValidID(WorldBoxRenderData::_item)) {
auto worldBoxRenderData = std::make_shared<WorldBoxRenderData>();
auto worldBoxRenderPayload = std::make_shared<WorldBoxRenderData::Payload>(worldBoxRenderData);
WorldBoxRenderData::_item = _renderScene->allocateID();
transaction.resetItem(WorldBoxRenderData::_item, worldBoxRenderPayload);
_renderScene->enqueueTransaction(transaction);
}
{
// PerformanceTimer perfTimer("EngineRun");
_renderEngine->getRenderContext()->args = renderArgs;
_renderEngine->run();
}
}
static const unsigned int THROTTLED_SIM_FRAMERATE = 15;
static const int THROTTLED_SIM_FRAME_PERIOD_MS = MSECS_PER_SECOND / THROTTLED_SIM_FRAMERATE;
bool GraphicsEngine::shouldPaint() const {
// Throttle if requested
if ((static_cast<RenderEventHandler*>(_renderEventHandler)->_lastTimeRendered.elapsed() < THROTTLED_SIM_FRAME_PERIOD_MS)) {
return false;
}
return true;
}
bool GraphicsEngine::checkPendingRenderEvent() {
bool expected = false;
return (_renderEventHandler && static_cast<RenderEventHandler*>(_renderEventHandler)->_pendingRenderEvent.compare_exchange_strong(expected, true));
}

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//
// GraphicsEngine.h
//
// Created by Sam Gateau on 29/6/2018.
// Copyright 2018 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_GraphicsEngine_h
#define hifi_GraphicsEngine_h
#include <gl/OffscreenGLCanvas.h>
#include <gl/GLWidget.h>
#include <render/Engine.h>
#include <OctreeConstants.h>
class GraphicsEngine {
public:
GraphicsEngine();
~GraphicsEngine();
void initializeGPU(GLWidget*);
void initializeRender(bool disableDeferred);
void startup();
void shutdown();
render::ScenePointer getRenderScene() const { return _renderScene; }
render::EnginePointer getRenderEngine() const { return _renderEngine; }
gpu::ContextPointer getGPUContext() const { return _gpuContext; }
// Same as the one in application
bool shouldPaint() const;
bool checkPendingRenderEvent();
private:
// THread specific calls
void render_runRenderFrame(RenderArgs* renderArgs);
protected:
render::ScenePointer _renderScene{ new render::Scene(glm::vec3(-0.5f * (float)TREE_SCALE), (float)TREE_SCALE) };
render::EnginePointer _renderEngine{ new render::RenderEngine() };
gpu::ContextPointer _gpuContext; // initialized during window creation
QObject* _renderEventHandler{ nullptr };
friend class RenderEventHandler;
OffscreenGLCanvas* _offscreenContext{ nullptr };
friend class Application;
};
#endif // hifi_GraphicsEngine_h

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//
// RenderEventHandler.cpp
//
// Created by Bradley Austin Davis on 29/6/2018.
// Copyright 2018 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
//
#include "RenderEventHandler.h"
#include "Application.h"
#include <shared/GlobalAppProperties.h>
#include <shared/QtHelpers.h>
#include "CrashHandler.h"
RenderEventHandler::RenderEventHandler(QOpenGLContext* context) {
_renderContext = new OffscreenGLCanvas();
_renderContext->setObjectName("RenderContext");
_renderContext->create(context);
if (!_renderContext->makeCurrent()) {
qFatal("Unable to make rendering context current");
}
_renderContext->doneCurrent();
// Deleting the object with automatically shutdown the thread
connect(qApp, &QCoreApplication::aboutToQuit, this, &QObject::deleteLater);
// Transfer to a new thread
moveToNewNamedThread(this, "RenderThread", [this](QThread* renderThread) {
hifi::qt::addBlockingForbiddenThread("Render", renderThread);
_renderContext->moveToThreadWithContext(renderThread);
_lastTimeRendered.start();
}, std::bind(&RenderEventHandler::initialize, this), QThread::HighestPriority);
}
void RenderEventHandler::initialize() {
setObjectName("Render");
PROFILE_SET_THREAD_NAME("Render");
setCrashAnnotation("render_thread_id", std::to_string((size_t)QThread::currentThreadId()));
if (!_renderContext->makeCurrent()) {
qFatal("Unable to make rendering context current on render thread");
}
}
void RenderEventHandler::resumeThread() {
_pendingRenderEvent = false;
}
void RenderEventHandler::render() {
if (qApp->shouldPaint()) {
_lastTimeRendered.start();
qApp->paintGL();
}
}
bool RenderEventHandler::event(QEvent* event) {
switch ((int)event->type()) {
case ApplicationEvent::Render:
render();
_pendingRenderEvent.store(false);
return true;
default:
break;
}
return Parent::event(event);
}

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//
// RenderEventHandler.h
//
// Created by Bradley Austin Davis on 29/6/2018.
// Copyright 2018 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_RenderEventHandler_h
#define hifi_RenderEventHandler_h
#include "gl/OffscreenGLCanvas.h"
#include <QEvent.h>
#include <QElapsedTimer.h>
enum ApplicationEvent {
// Execute a lambda function
Lambda = QEvent::User + 1,
// Trigger the next render
Render,
// Trigger the next idle
Idle,
};
class RenderEventHandler : public QObject {
using Parent = QObject;
Q_OBJECT
public:
RenderEventHandler(QOpenGLContext* context);
QElapsedTimer _lastTimeRendered;
std::atomic<bool> _pendingRenderEvent{ true };
void resumeThread();
private:
void initialize();
void render();
bool event(QEvent* event) override;
OffscreenGLCanvas* _renderContext{ nullptr };
};
#endif // #include hifi_RenderEventHandler_h

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//
// WorldBox.cpp
//
// Created by Sam Gateau on 01/07/2018.
// Copyright 2018 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
//
#include "WorldBox.h"
#include "OctreeConstants.h"
render::ItemID WorldBoxRenderData::_item{ render::Item::INVALID_ITEM_ID };
namespace render {
template <> const ItemKey payloadGetKey(const WorldBoxRenderData::Pointer& stuff) { return ItemKey::Builder::opaqueShape().withTagBits(ItemKey::TAG_BITS_0 | ItemKey::TAG_BITS_1); }
template <> const Item::Bound payloadGetBound(const WorldBoxRenderData::Pointer& stuff) { return Item::Bound(); }
template <> void payloadRender(const WorldBoxRenderData::Pointer& stuff, RenderArgs* args) {
if (Menu::getInstance()->isOptionChecked(MenuOption::WorldAxes)) {
PerformanceTimer perfTimer("worldBox");
auto& batch = *args->_batch;
DependencyManager::get<GeometryCache>()->bindSimpleProgram(batch);
WorldBoxRenderData::renderWorldBox(args, batch);
}
}
}
void WorldBoxRenderData::renderWorldBox(RenderArgs* args, gpu::Batch& batch) {
auto geometryCache = DependencyManager::get<GeometryCache>();
// Show center of world
static const glm::vec3 RED(1.0f, 0.0f, 0.0f);
static const glm::vec3 GREEN(0.0f, 1.0f, 0.0f);
static const glm::vec3 BLUE(0.0f, 0.0f, 1.0f);
static const glm::vec3 GREY(0.5f, 0.5f, 0.5f);
static const glm::vec4 GREY4(0.5f, 0.5f, 0.5f, 1.0f);
static const glm::vec4 DASHED_RED(1.0f, 0.0f, 0.0f, 1.0f);
static const glm::vec4 DASHED_GREEN(0.0f, 1.0f, 0.0f, 1.0f);
static const glm::vec4 DASHED_BLUE(0.0f, 0.0f, 1.0f, 1.0f);
static const float DASH_LENGTH = 1.0f;
static const float GAP_LENGTH = 1.0f;
auto transform = Transform{};
static std::array<int, 18> geometryIds;
static std::once_flag initGeometryIds;
std::call_once(initGeometryIds, [&] {
for (size_t i = 0; i < geometryIds.size(); ++i) {
geometryIds[i] = geometryCache->allocateID();
}
});
batch.setModelTransform(transform);
geometryCache->renderLine(batch, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(HALF_TREE_SCALE, 0.0f, 0.0f), RED, geometryIds[0]);
geometryCache->renderDashedLine(batch, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(-HALF_TREE_SCALE, 0.0f, 0.0f), DASHED_RED,
DASH_LENGTH, GAP_LENGTH, geometryIds[1]);
geometryCache->renderLine(batch, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, HALF_TREE_SCALE, 0.0f), GREEN, geometryIds[2]);
geometryCache->renderDashedLine(batch, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, -HALF_TREE_SCALE, 0.0f), DASHED_GREEN,
DASH_LENGTH, GAP_LENGTH, geometryIds[3]);
geometryCache->renderLine(batch, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, HALF_TREE_SCALE), BLUE, geometryIds[4]);
geometryCache->renderDashedLine(batch, glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, -HALF_TREE_SCALE), DASHED_BLUE,
DASH_LENGTH, GAP_LENGTH, geometryIds[5]);
// X center boundaries
geometryCache->renderLine(batch, glm::vec3(-HALF_TREE_SCALE, -HALF_TREE_SCALE, 0.0f),
glm::vec3(HALF_TREE_SCALE, -HALF_TREE_SCALE, 0.0f), GREY,
geometryIds[6]);
geometryCache->renderLine(batch, glm::vec3(-HALF_TREE_SCALE, -HALF_TREE_SCALE, 0.0f),
glm::vec3(-HALF_TREE_SCALE, HALF_TREE_SCALE, 0.0f), GREY,
geometryIds[7]);
geometryCache->renderLine(batch, glm::vec3(-HALF_TREE_SCALE, HALF_TREE_SCALE, 0.0f),
glm::vec3(HALF_TREE_SCALE, HALF_TREE_SCALE, 0.0f), GREY,
geometryIds[8]);
geometryCache->renderLine(batch, glm::vec3(HALF_TREE_SCALE, -HALF_TREE_SCALE, 0.0f),
glm::vec3(HALF_TREE_SCALE, HALF_TREE_SCALE, 0.0f), GREY,
geometryIds[9]);
// Z center boundaries
geometryCache->renderLine(batch, glm::vec3(0.0f, -HALF_TREE_SCALE, -HALF_TREE_SCALE),
glm::vec3(0.0f, -HALF_TREE_SCALE, HALF_TREE_SCALE), GREY,
geometryIds[10]);
geometryCache->renderLine(batch, glm::vec3(0.0f, -HALF_TREE_SCALE, -HALF_TREE_SCALE),
glm::vec3(0.0f, HALF_TREE_SCALE, -HALF_TREE_SCALE), GREY,
geometryIds[11]);
geometryCache->renderLine(batch, glm::vec3(0.0f, HALF_TREE_SCALE, -HALF_TREE_SCALE),
glm::vec3(0.0f, HALF_TREE_SCALE, HALF_TREE_SCALE), GREY,
geometryIds[12]);
geometryCache->renderLine(batch, glm::vec3(0.0f, -HALF_TREE_SCALE, HALF_TREE_SCALE),
glm::vec3(0.0f, HALF_TREE_SCALE, HALF_TREE_SCALE), GREY,
geometryIds[13]);
// Center boundaries
geometryCache->renderLine(batch, glm::vec3(-HALF_TREE_SCALE, 0.0f, -HALF_TREE_SCALE),
glm::vec3(-HALF_TREE_SCALE, 0.0f, HALF_TREE_SCALE), GREY,
geometryIds[14]);
geometryCache->renderLine(batch, glm::vec3(-HALF_TREE_SCALE, 0.0f, -HALF_TREE_SCALE),
glm::vec3(HALF_TREE_SCALE, 0.0f, -HALF_TREE_SCALE), GREY,
geometryIds[15]);
geometryCache->renderLine(batch, glm::vec3(HALF_TREE_SCALE, 0.0f, -HALF_TREE_SCALE),
glm::vec3(HALF_TREE_SCALE, 0.0f, HALF_TREE_SCALE), GREY,
geometryIds[16]);
geometryCache->renderLine(batch, glm::vec3(-HALF_TREE_SCALE, 0.0f, HALF_TREE_SCALE),
glm::vec3(HALF_TREE_SCALE, 0.0f, HALF_TREE_SCALE), GREY,
geometryIds[17]);
geometryCache->renderWireCubeInstance(args, batch, GREY4);
// Draw meter markers along the 3 axis to help with measuring things
const float MARKER_DISTANCE = 1.0f;
const float MARKER_RADIUS = 0.05f;
transform = Transform().setScale(MARKER_RADIUS);
batch.setModelTransform(transform);
geometryCache->renderSolidSphereInstance(args, batch, RED);
transform = Transform().setTranslation(glm::vec3(MARKER_DISTANCE, 0.0f, 0.0f)).setScale(MARKER_RADIUS);
batch.setModelTransform(transform);
geometryCache->renderSolidSphereInstance(args, batch, RED);
transform = Transform().setTranslation(glm::vec3(0.0f, MARKER_DISTANCE, 0.0f)).setScale(MARKER_RADIUS);
batch.setModelTransform(transform);
geometryCache->renderSolidSphereInstance(args, batch, GREEN);
transform = Transform().setTranslation(glm::vec3(0.0f, 0.0f, MARKER_DISTANCE)).setScale(MARKER_RADIUS);
batch.setModelTransform(transform);
geometryCache->renderSolidSphereInstance(args, batch, BLUE);
transform = Transform().setTranslation(glm::vec3(MARKER_DISTANCE, 0.0f, MARKER_DISTANCE)).setScale(MARKER_RADIUS);
batch.setModelTransform(transform);
geometryCache->renderSolidSphereInstance(args, batch, GREY);
}

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//
// WorldBox.h
//
// Created by Sam Gateau on 01/07/2018.
// Copyright 2018 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_WorldBox_h
#define hifi_WorldBox_h
#include <PerfStat.h>
#include <gpu/Batch.h>
#include <render/Forward.h>
#include <render/Item.h>
#include <GeometryCache.h>
#include "Menu.h"
class WorldBoxRenderData {
public:
typedef render::Payload<WorldBoxRenderData> Payload;
typedef Payload::DataPointer Pointer;
int _val = 0;
static render::ItemID _item; // unique WorldBoxRenderData
static void renderWorldBox(RenderArgs* args, gpu::Batch& batch);
};
namespace render {
template <> const ItemKey payloadGetKey(const WorldBoxRenderData::Pointer& stuff);
template <> const Item::Bound payloadGetBound(const WorldBoxRenderData::Pointer& stuff);
template <> void payloadRender(const WorldBoxRenderData::Pointer& stuff, RenderArgs* args);
}
#endif // hifi_WorldBox_h

View file

@ -55,7 +55,7 @@ ApplicationOverlay::~ApplicationOverlay() {
// Renders the overlays either to a texture or to the screen
void ApplicationOverlay::renderOverlay(RenderArgs* renderArgs) {
PROFILE_RANGE(render, __FUNCTION__);
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "ApplicationOverlay::displayOverlay()");
// PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "ApplicationOverlay::displayOverlay()");
buildFramebufferObject();

View file

@ -712,11 +712,16 @@ void RenderDeferredCleanup::run(const render::RenderContextPointer& renderContex
}
}
RenderDeferred::RenderDeferred(bool renderShadows):
_renderShadows(renderShadows)
{
DependencyManager::get<DeferredLightingEffect>()->init();
}
void RenderDeferred::configure(const Config& config) {
}
void RenderDeferred::run(const RenderContextPointer& renderContext, const Inputs& inputs) {
PROFILE_RANGE(render, "DeferredLighting");
auto deferredTransform = inputs.get0();
auto deferredFramebuffer = inputs.get1();

View file

@ -167,8 +167,7 @@ public:
using Config = RenderDeferredConfig;
using JobModel = render::Job::ModelI<RenderDeferred, Inputs, Config>;
RenderDeferred() {}
RenderDeferred(bool renderShadows) : _renderShadows(renderShadows) {}
RenderDeferred(bool renderShadows = false);
void configure(const Config& config);

View file

@ -424,10 +424,12 @@ LightStageSetup::LightStageSetup() {
}
void LightStageSetup::run(const render::RenderContextPointer& renderContext) {
auto stage = renderContext->_scene->getStage(LightStage::getName());
if (!stage) {
stage = std::make_shared<LightStage>();
renderContext->_scene->resetStage(LightStage::getName(), stage);
if (renderContext->_scene) {
auto stage = renderContext->_scene->getStage(LightStage::getName());
if (!stage) {
stage = std::make_shared<LightStage>();
renderContext->_scene->resetStage(LightStage::getName(), stage);
}
}
}