Merge branch 'master' of https://github.com/highfidelity/hifi into 20622

This commit is contained in:
Kevin M. Thomas 2015-07-27 12:15:40 -04:00
commit a82bf1d407
16 changed files with 154 additions and 141 deletions

View file

@ -3389,14 +3389,10 @@ void Application::renderRearViewMirror(RenderArgs* renderArgs, const QRect& regi
// set the bounds of rear mirror view
gpu::Vec4i viewport;
if (billboard) {
QSize size = DependencyManager::get<FramebufferCache>()->getFrameBufferSize();
viewport = gpu::Vec4i(0, 0, region.width(), region.height());
} else {
// if not rendering the billboard, the region is in device independent coordinates; must convert to device
QSize size = DependencyManager::get<FramebufferCache>()->getFrameBufferSize();
float ratio = (float)QApplication::desktop()->windowHandle()->devicePixelRatio() * getRenderResolutionScale();
int x = region.x() * ratio;
int y = region.y() * ratio;
int width = region.width() * ratio;
int height = region.height() * ratio;
viewport = gpu::Vec4i(0, 0, width, height);

View file

@ -252,8 +252,6 @@ Menu::Menu() {
avatar, SLOT(updateMotionBehavior()));
MenuWrapper* viewMenu = addMenu("View");
addActionToQMenuAndActionHash(viewMenu, MenuOption::ReloadContent, 0, qApp, SLOT(reloadResourceCaches()));
addCheckableActionToQMenuAndActionHash(viewMenu,
MenuOption::Fullscreen,
@ -489,6 +487,7 @@ Menu::Menu() {
#endif
MenuWrapper* networkMenu = developerMenu->addMenu("Network");
addActionToQMenuAndActionHash(networkMenu, MenuOption::ReloadContent, 0, qApp, SLOT(reloadResourceCaches()));
addCheckableActionToQMenuAndActionHash(networkMenu, MenuOption::DisableNackPackets, 0, false,
qApp->getEntityEditPacketSender(),
SLOT(toggleNackPackets()));

View file

@ -462,8 +462,8 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
const float LOOKING_AT_ME_ALPHA_START = 0.8f;
const float LOOKING_AT_ME_DURATION = 0.5f; // seconds
quint64 now = usecTimestampNow();
float alpha = LOOKING_AT_ME_ALPHA_START
* (1.0f - ((float)(usecTimestampNow() - getHead()->getLookingAtMeStarted()))
float alpha = LOOKING_AT_ME_ALPHA_START
* (1.0f - ((float)(now - getHead()->getLookingAtMeStarted()))
/ (LOOKING_AT_ME_DURATION * (float)USECS_PER_SECOND));
if (alpha > 0.0f) {
QSharedPointer<NetworkGeometry> geometry = getHead()->getFaceModel().getGeometry();

View file

@ -1290,7 +1290,6 @@ bool MyAvatar::shouldRenderHead(const RenderArgs* renderArgs) const {
void MyAvatar::updateOrientation(float deltaTime) {
// Smoothly rotate body with arrow keys
float driveLeft = _driveKeys[ROT_LEFT] - _driveKeys[ROT_RIGHT];
float targetSpeed = (_driveKeys[ROT_LEFT] - _driveKeys[ROT_RIGHT]) * YAW_SPEED;
if (targetSpeed != 0.0f) {
const float ROTATION_RAMP_TIMESCALE = 0.1f;

View file

@ -91,13 +91,12 @@ private:
int _leftBlinkIndex;
int _rightBlinkIndex;
int _leftEyeOpenIndex;
int _rightEyeOpenIndex;
int _leftEyeDownIndex;
int _rightEyeDownIndex;
int _leftEyeInIndex;
int _rightEyeInIndex;
int _leftEyeOpenIndex;
int _rightEyeOpenIndex;
int _browDownLeftIndex;
int _browDownRightIndex;

View file

@ -57,7 +57,7 @@ WebWindowClass::WebWindowClass(const QString& title, const QString& url, int wid
} else {
auto dialogWidget = new QDialog(Application::getInstance()->getWindow(), Qt::Window);
dialogWidget->setWindowTitle(title);
dialogWidget->setMinimumSize(width, height);
dialogWidget->resize(width, height);
connect(dialogWidget, &QDialog::finished, this, &WebWindowClass::hasClosed);
auto layout = new QVBoxLayout(dialogWidget);

View file

@ -495,7 +495,7 @@ void ApplicationCompositor::renderControllerPointers(gpu::Batch& batch) {
glm::vec3 direction = glm::inverse(myAvatar->getOrientation()) * palmData->getFingerDirection();
// Get the angles, scaled between (-0.5,0.5)
float xAngle = (atan2(direction.z, direction.x) + PI_OVER_TWO);
float xAngle = (atan2f(direction.z, direction.x) + PI_OVER_TWO);
float yAngle = 0.5f - ((atan2f(direction.z, direction.y) + (float)PI_OVER_TWO));
// Get the pixel range over which the xAngle and yAngle are scaled

View file

@ -125,8 +125,10 @@ void AudioStatsDialog::renderStats() {
audioInputBufferLatency = (double)_stats->getAudioInputMsecsReadStats().getWindowAverage();
inputRingBufferLatency = (double)_stats->getInputRungBufferMsecsAvailableStats().getWindowAverage();
networkRoundtripLatency = (double) audioMixerNodePointer->getPingMs();
mixerRingBufferLatency = (double)_stats->getMixerAvatarStreamStats()._framesAvailableAverage * AudioConstants::NETWORK_FRAME_MSECS;
outputRingBufferLatency = (double)downstreamAudioStreamStats._framesAvailableAverage * AudioConstants::NETWORK_FRAME_MSECS;
mixerRingBufferLatency = (double)_stats->getMixerAvatarStreamStats()._framesAvailableAverage *
(double)AudioConstants::NETWORK_FRAME_MSECS;
outputRingBufferLatency = (double)downstreamAudioStreamStats._framesAvailableAverage *
(double)AudioConstants::NETWORK_FRAME_MSECS;
audioOutputBufferLatency = (double)_stats->getAudioOutputMsecsUnplayedStats().getWindowAverage();
}

View file

@ -36,7 +36,6 @@ void Cube3DOverlay::render(RenderArgs* args) {
// TODO: handle registration point??
glm::vec3 position = getPosition();
glm::vec3 center = getCenter();
glm::vec3 dimensions = getDimensions();
glm::quat rotation = getRotation();

View file

@ -106,36 +106,6 @@ void Batch::drawIndexedInstanced(uint32 nbInstances, Primitive primitiveType, ui
_params.push_back(nbInstances);
}
void Batch::clearFramebuffer(Framebuffer::Masks targets, const Vec4& color, float depth, int stencil, bool enableScissor) {
ADD_COMMAND(clearFramebuffer);
_params.push_back(enableScissor);
_params.push_back(stencil);
_params.push_back(depth);
_params.push_back(color.w);
_params.push_back(color.z);
_params.push_back(color.y);
_params.push_back(color.x);
_params.push_back(targets);
}
void Batch::clearColorFramebuffer(Framebuffer::Masks targets, const Vec4& color, bool enableScissor) {
clearFramebuffer(targets & Framebuffer::BUFFER_COLORS, color, 1.0f, 0, enableScissor);
}
void Batch::clearDepthFramebuffer(float depth, bool enableScissor) {
clearFramebuffer(Framebuffer::BUFFER_DEPTH, Vec4(0.0f), depth, 0, enableScissor);
}
void Batch::clearStencilFramebuffer(int stencil, bool enableScissor) {
clearFramebuffer(Framebuffer::BUFFER_STENCIL, Vec4(0.0f), 1.0f, stencil, enableScissor);
}
void Batch::clearDepthStencilFramebuffer(float depth, int stencil, bool enableScissor) {
clearFramebuffer(Framebuffer::BUFFER_DEPTHSTENCIL, Vec4(0.0f), depth, stencil, enableScissor);
}
void Batch::setInputFormat(const Stream::FormatPointer& format) {
ADD_COMMAND(setInputFormat);
@ -255,6 +225,35 @@ void Batch::setFramebuffer(const FramebufferPointer& framebuffer) {
}
void Batch::clearFramebuffer(Framebuffer::Masks targets, const Vec4& color, float depth, int stencil, bool enableScissor) {
ADD_COMMAND(clearFramebuffer);
_params.push_back(enableScissor);
_params.push_back(stencil);
_params.push_back(depth);
_params.push_back(color.w);
_params.push_back(color.z);
_params.push_back(color.y);
_params.push_back(color.x);
_params.push_back(targets);
}
void Batch::clearColorFramebuffer(Framebuffer::Masks targets, const Vec4& color, bool enableScissor) {
clearFramebuffer(targets & Framebuffer::BUFFER_COLORS, color, 1.0f, 0, enableScissor);
}
void Batch::clearDepthFramebuffer(float depth, bool enableScissor) {
clearFramebuffer(Framebuffer::BUFFER_DEPTH, Vec4(0.0f), depth, 0, enableScissor);
}
void Batch::clearStencilFramebuffer(int stencil, bool enableScissor) {
clearFramebuffer(Framebuffer::BUFFER_STENCIL, Vec4(0.0f), 1.0f, stencil, enableScissor);
}
void Batch::clearDepthStencilFramebuffer(float depth, int stencil, bool enableScissor) {
clearFramebuffer(Framebuffer::BUFFER_DEPTHSTENCIL, Vec4(0.0f), depth, stencil, enableScissor);
}
void Batch::blit(const FramebufferPointer& src, const Vec4i& srcViewport,
const FramebufferPointer& dst, const Vec4i& dstViewport) {
ADD_COMMAND(blit);

View file

@ -54,15 +54,6 @@ public:
void drawInstanced(uint32 nbInstances, Primitive primitiveType, uint32 nbVertices, uint32 startVertex = 0, uint32 startInstance = 0);
void drawIndexedInstanced(uint32 nbInstances, Primitive primitiveType, uint32 nbIndices, uint32 startIndex = 0, uint32 startInstance = 0);
// Clear framebuffer layers
// Targets can be any of the render buffers contained in the Framebuffer
// Optionally the scissor test can be enabled locally for this command and to restrict the clearing command to the pixels contained in the scissor rectangle
void clearFramebuffer(Framebuffer::Masks targets, const Vec4& color, float depth, int stencil, bool enableScissor = false);
void clearColorFramebuffer(Framebuffer::Masks targets, const Vec4& color, bool enableScissor = false); // not a command, just a shortcut for clearFramebuffer, mask out targets to make sure it touches only color targets
void clearDepthFramebuffer(float depth, bool enableScissor = false); // not a command, just a shortcut for clearFramebuffer, it touches only depth target
void clearStencilFramebuffer(int stencil, bool enableScissor = false); // not a command, just a shortcut for clearFramebuffer, it touches only stencil target
void clearDepthStencilFramebuffer(float depth, int stencil, bool enableScissor = false); // not a command, just a shortcut for clearFramebuffer, it touches depth and stencil target
// Input Stage
// InputFormat
// InputBuffers
@ -105,8 +96,17 @@ public:
// Framebuffer Stage
void setFramebuffer(const FramebufferPointer& framebuffer);
void blit(const FramebufferPointer& src, const Vec4i& srcViewport,
const FramebufferPointer& dst, const Vec4i& dstViewport);
// Clear framebuffer layers
// Targets can be any of the render buffers contained in the currnetly bound Framebuffer
// Optionally the scissor test can be enabled locally for this command and to restrict the clearing command to the pixels contained in the scissor rectangle
void clearFramebuffer(Framebuffer::Masks targets, const Vec4& color, float depth, int stencil, bool enableScissor = false);
void clearColorFramebuffer(Framebuffer::Masks targets, const Vec4& color, bool enableScissor = false); // not a command, just a shortcut for clearFramebuffer, mask out targets to make sure it touches only color targets
void clearDepthFramebuffer(float depth, bool enableScissor = false); // not a command, just a shortcut for clearFramebuffer, it touches only depth target
void clearStencilFramebuffer(int stencil, bool enableScissor = false); // not a command, just a shortcut for clearFramebuffer, it touches only stencil target
void clearDepthStencilFramebuffer(float depth, int stencil, bool enableScissor = false); // not a command, just a shortcut for clearFramebuffer, it touches depth and stencil target
void blit(const FramebufferPointer& src, const Vec4i& srcViewport, const FramebufferPointer& dst, const Vec4i& dstViewport);
// Query Section
void beginQuery(const QueryPointer& query);
@ -162,8 +162,6 @@ public:
COMMAND_drawInstanced,
COMMAND_drawIndexedInstanced,
COMMAND_clearFramebuffer,
COMMAND_setInputFormat,
COMMAND_setInputBuffer,
COMMAND_setIndexBuffer,
@ -181,6 +179,7 @@ public:
COMMAND_setResourceTexture,
COMMAND_setFramebuffer,
COMMAND_clearFramebuffer,
COMMAND_blit,
COMMAND_beginQuery,

View file

@ -21,7 +21,6 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
(&::gpu::GLBackend::do_drawIndexed),
(&::gpu::GLBackend::do_drawInstanced),
(&::gpu::GLBackend::do_drawIndexedInstanced),
(&::gpu::GLBackend::do_clearFramebuffer),
(&::gpu::GLBackend::do_setInputFormat),
(&::gpu::GLBackend::do_setInputBuffer),
@ -40,6 +39,7 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
(&::gpu::GLBackend::do_setResourceTexture),
(&::gpu::GLBackend::do_setFramebuffer),
(&::gpu::GLBackend::do_clearFramebuffer),
(&::gpu::GLBackend::do_blit),
(&::gpu::GLBackend::do_beginQuery),
@ -246,71 +246,6 @@ void GLBackend::do_drawIndexedInstanced(Batch& batch, uint32 paramOffset) {
(void) CHECK_GL_ERROR();
}
void GLBackend::do_clearFramebuffer(Batch& batch, uint32 paramOffset) {
uint32 masks = batch._params[paramOffset + 7]._uint;
Vec4 color;
color.x = batch._params[paramOffset + 6]._float;
color.y = batch._params[paramOffset + 5]._float;
color.z = batch._params[paramOffset + 4]._float;
color.w = batch._params[paramOffset + 3]._float;
float depth = batch._params[paramOffset + 2]._float;
int stencil = batch._params[paramOffset + 1]._int;
int useScissor = batch._params[paramOffset + 0]._int;
GLuint glmask = 0;
if (masks & Framebuffer::BUFFER_STENCIL) {
glClearStencil(stencil);
glmask |= GL_STENCIL_BUFFER_BIT;
}
if (masks & Framebuffer::BUFFER_DEPTH) {
glClearDepth(depth);
glmask |= GL_DEPTH_BUFFER_BIT;
}
std::vector<GLenum> drawBuffers;
if (masks & Framebuffer::BUFFER_COLORS) {
for (unsigned int i = 0; i < Framebuffer::MAX_NUM_RENDER_BUFFERS; i++) {
if (masks & (1 << i)) {
drawBuffers.push_back(GL_COLOR_ATTACHMENT0 + i);
}
}
if (!drawBuffers.empty()) {
glDrawBuffers(drawBuffers.size(), drawBuffers.data());
glClearColor(color.x, color.y, color.z, color.w);
glmask |= GL_COLOR_BUFFER_BIT;
}
// Force the color mask cache to WRITE_ALL if not the case
do_setStateColorWriteMask(State::ColorMask::WRITE_ALL);
}
// Apply scissor if needed and if not already on
bool doEnableScissor = (useScissor && (!_pipeline._stateCache.scissorEnable));
if (doEnableScissor) {
glEnable(GL_SCISSOR_TEST);
}
glClear(glmask);
// Restore scissor if needed
if (doEnableScissor) {
glDisable(GL_SCISSOR_TEST);
}
// Restore the color draw buffers only if a frmaebuffer is bound
if (_output._framebuffer && !drawBuffers.empty()) {
auto glFramebuffer = syncGPUObject(*_output._framebuffer);
if (glFramebuffer) {
glDrawBuffers(glFramebuffer->_colorBuffers.size(), glFramebuffer->_colorBuffers.data());
}
}
(void) CHECK_GL_ERROR();
}
// TODO: As long as we have gl calls explicitely issued from interface
// code, we need to be able to record and batch these calls. THe long
// term strategy is to get rid of any GL calls in favor of the HIFI GPU API

View file

@ -241,8 +241,6 @@ protected:
void do_drawInstanced(Batch& batch, uint32 paramOffset);
void do_drawIndexedInstanced(Batch& batch, uint32 paramOffset);
void do_clearFramebuffer(Batch& batch, uint32 paramOffset);
// Input Stage
void do_setInputFormat(Batch& batch, uint32 paramOffset);
void do_setInputBuffer(Batch& batch, uint32 paramOffset);
@ -385,6 +383,7 @@ protected:
// Output stage
void do_setFramebuffer(Batch& batch, uint32 paramOffset);
void do_clearFramebuffer(Batch& batch, uint32 paramOffset);
void do_blit(Batch& batch, uint32 paramOffset);
// Synchronize the state cache of this Backend with the actual real state of the GL Context

View file

@ -180,7 +180,6 @@ void GLBackend::syncOutputStateCache() {
void GLBackend::do_setFramebuffer(Batch& batch, uint32 paramOffset) {
auto framebuffer = batch._framebuffers.get(batch._params[paramOffset]._uint);
if (_output._framebuffer != framebuffer) {
auto newFBO = getFramebufferID(framebuffer);
if (_output._drawFBO != newFBO) {
@ -191,6 +190,72 @@ void GLBackend::do_setFramebuffer(Batch& batch, uint32 paramOffset) {
}
}
void GLBackend::do_clearFramebuffer(Batch& batch, uint32 paramOffset) {
uint32 masks = batch._params[paramOffset + 7]._uint;
Vec4 color;
color.x = batch._params[paramOffset + 6]._float;
color.y = batch._params[paramOffset + 5]._float;
color.z = batch._params[paramOffset + 4]._float;
color.w = batch._params[paramOffset + 3]._float;
float depth = batch._params[paramOffset + 2]._float;
int stencil = batch._params[paramOffset + 1]._int;
int useScissor = batch._params[paramOffset + 0]._int;
GLuint glmask = 0;
if (masks & Framebuffer::BUFFER_STENCIL) {
glClearStencil(stencil);
glmask |= GL_STENCIL_BUFFER_BIT;
}
if (masks & Framebuffer::BUFFER_DEPTH) {
glClearDepth(depth);
glmask |= GL_DEPTH_BUFFER_BIT;
}
std::vector<GLenum> drawBuffers;
if (masks & Framebuffer::BUFFER_COLORS) {
for (unsigned int i = 0; i < Framebuffer::MAX_NUM_RENDER_BUFFERS; i++) {
if (masks & (1 << i)) {
drawBuffers.push_back(GL_COLOR_ATTACHMENT0 + i);
}
}
if (!drawBuffers.empty()) {
glDrawBuffers(drawBuffers.size(), drawBuffers.data());
glClearColor(color.x, color.y, color.z, color.w);
glmask |= GL_COLOR_BUFFER_BIT;
}
// Force the color mask cache to WRITE_ALL if not the case
do_setStateColorWriteMask(State::ColorMask::WRITE_ALL);
}
// Apply scissor if needed and if not already on
bool doEnableScissor = (useScissor && (!_pipeline._stateCache.scissorEnable));
if (doEnableScissor) {
glEnable(GL_SCISSOR_TEST);
}
// Clear!
glClear(glmask);
// Restore scissor if needed
if (doEnableScissor) {
glDisable(GL_SCISSOR_TEST);
}
// Restore the color draw buffers only if a frmaebuffer is bound
if (_output._framebuffer && !drawBuffers.empty()) {
auto glFramebuffer = syncGPUObject(*_output._framebuffer);
if (glFramebuffer) {
glDrawBuffers(glFramebuffer->_colorBuffers.size(), glFramebuffer->_colorBuffers.data());
}
}
(void) CHECK_GL_ERROR();
}
void GLBackend::do_blit(Batch& batch, uint32 paramOffset) {
auto srcframebuffer = batch._framebuffers.get(batch._params[paramOffset]._uint);
Vec4i srcvp;
@ -203,19 +268,31 @@ void GLBackend::do_blit(Batch& batch, uint32 paramOffset) {
for (size_t i = 0; i < 4; ++i) {
dstvp[i] = batch._params[paramOffset + 6 + i]._int;
}
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, getFramebufferID(dstframebuffer));
// Assign dest framebuffer if not bound already
auto newDrawFBO = getFramebufferID(dstframebuffer);
if (_output._drawFBO != newDrawFBO) {
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, newDrawFBO);
}
// always bind the read fbo
glBindFramebuffer(GL_READ_FRAMEBUFFER, getFramebufferID(srcframebuffer));
// Blit!
glBlitFramebuffer(srcvp.x, srcvp.y, srcvp.z, srcvp.w,
dstvp.x, dstvp.y, dstvp.z, dstvp.w,
GL_COLOR_BUFFER_BIT, GL_LINEAR);
(void) CHECK_GL_ERROR();
if (_output._framebuffer) {
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, getFramebufferID(_output._framebuffer));
// Always clean the read fbo to 0
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
// Restore draw fbo if changed
if (_output._drawFBO != newDrawFBO) {
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _output._drawFBO);
}
}
(void) CHECK_GL_ERROR();
}
void GLBackend::downloadFramebuffer(const FramebufferPointer& srcFramebuffer, const Vec4i& region, QImage& destImage) {
auto readFBO = gpu::GLBackend::getFramebufferID(srcFramebuffer);

View file

@ -19,6 +19,7 @@
#include "FboCache.h"
#include <PerfStat.h>
#include <NumericalConstants.h>
class QMyQuickRenderControl : public QQuickRenderControl {
protected:
@ -44,7 +45,10 @@ Q_LOGGING_CATEGORY(offscreenFocus, "hifi.offscreen.focus")
// Time between receiving a request to render the offscreen UI actually triggering
// the render. Could possibly be increased depending on the framerate we expect to
// achieve.
static const int SMALL_INTERVAL = 5;
static const int MAX_QML_FRAMERATE = 10;
static const int MIN_RENDER_INTERVAL_US = USECS_PER_SECOND / MAX_QML_FRAMERATE;
static const int MIN_TIMER_MS = 5;
OffscreenQmlSurface::OffscreenQmlSurface() :
_renderControl(new QMyQuickRenderControl), _fboCache(new FboCache) {
@ -90,7 +94,6 @@ void OffscreenQmlSurface::create(QOpenGLContext* shareContext) {
// When Quick says there is a need to render, we will not render immediately. Instead,
// a timer with a small interval is used to get better performance.
_updateTimer.setSingleShot(true);
_updateTimer.setInterval(SMALL_INTERVAL);
connect(&_updateTimer, &QTimer::timeout, this, &OffscreenQmlSurface::updateQuick);
// Now hook up the signals. For simplicy we don't differentiate between
@ -170,13 +173,18 @@ QObject* OffscreenQmlSurface::load(const QUrl& qmlSource, std::function<void(QQm
void OffscreenQmlSurface::requestUpdate() {
_polish = true;
if (!_updateTimer.isActive()) {
_updateTimer.start();
}
requestRender();
}
void OffscreenQmlSurface::requestRender() {
if (!_updateTimer.isActive()) {
auto now = usecTimestampNow();
auto lastInterval = now - _lastRenderTime;
if (lastInterval > MIN_RENDER_INTERVAL_US) {
_updateTimer.setInterval(MIN_TIMER_MS);
} else {
_updateTimer.setInterval((MIN_RENDER_INTERVAL_US - lastInterval) / USECS_PER_MSEC);
}
_updateTimer.start();
}
}
@ -243,6 +251,7 @@ void OffscreenQmlSurface::updateQuick() {
if (_paused) {
return;
}
if (!makeCurrent()) {
return;
}
@ -270,11 +279,11 @@ void OffscreenQmlSurface::updateQuick() {
// Need a debug context with sync logging to figure out why.
// for now just clear the errors
glGetError();
// Q_ASSERT(!glGetError());
_quickWindow->resetOpenGLState();
QOpenGLFramebufferObject::bindDefault();
_lastRenderTime = usecTimestampNow();
// Force completion of all the operations before we emit the texture as being ready for use
glFinish();

View file

@ -86,6 +86,7 @@ private:
QQuickItem* _rootItem{ nullptr };
QTimer _updateTimer;
FboCache* _fboCache;
quint64 _lastRenderTime{ 0 };
bool _polish{ true };
bool _paused{ true };
MouseTranslator _mouseTranslator{ [](const QPointF& p) { return p; } };