First stp to add a rendering job to debug and display the workload space

This commit is contained in:
Sam Gateau 2018-02-19 23:44:23 -08:00
parent d1b1ae0ea3
commit cd14fb65f0
6 changed files with 110 additions and 11 deletions

View file

@ -2333,7 +2333,7 @@ void Application::initializeGL() {
DependencyManager::get<GeometryCache>()->initializeShapePipelines();
});
_gameWorkload.startup();
_gameWorkload.startup(_main3DScene);
_offscreenContext = new OffscreenGLCanvas();
_offscreenContext->setObjectName("MainThreadContext");

View file

@ -9,6 +9,12 @@
//
#include "GameWorkload.h"
GameWorkloadContext::GameWorkloadContext(const render::ScenePointer& scene) : WorkloadContext(), _scene(scene) {
}
GameWorkloadContext::~GameWorkloadContext() {
}
GameWorkload::GameWorkload() {
}
@ -17,8 +23,8 @@ GameWorkload::~GameWorkload() {
shutdown();
}
void GameWorkload::startup() {
_engine.reset(new workload::Engine());
void GameWorkload::startup(const render::ScenePointer& scene) {
_engine.reset(new workload::Engine(std::make_shared<GameWorkloadContext>(scene)));
_engine->addJob<GameSpaceToRender>("SpaceToRender");
}
@ -28,5 +34,79 @@ void GameWorkload::shutdown() {
}
void GameSpaceToRender::run(const workload::WorkloadContextPointer& renderContext, Outputs& outputs) {
class GameWorkloadRenderItem {
public:
using Payload = render::Payload<GameWorkloadRenderItem>;
using Pointer = Payload::DataPointer;
GameWorkloadRenderItem() {}
~GameWorkloadRenderItem() {}
void render(RenderArgs* args) {}
render::Item::Bound& editBound() { _needUpdate = true; return _bound; }
const render::Item::Bound& getBound() { return _bound; }
void setVisible(bool visible) { _isVisible = visible; }
bool isVisible() const { return _isVisible; }
protected:
render::Item::Bound _bound;
bool _needUpdate{ true };
bool _isVisible{ true };
};
namespace render {
template <> const ItemKey payloadGetKey(const GameWorkloadRenderItem::Pointer& payload);
template <> const Item::Bound payloadGetBound(const GameWorkloadRenderItem::Pointer& payload);
template <> void payloadRender(const GameWorkloadRenderItem::Pointer& payload, RenderArgs* args);
}
namespace render {
template <> const ItemKey payloadGetKey(const GameWorkloadRenderItem::Pointer& payload) {
auto builder = ItemKey::Builder().withTypeShape();
return builder.build();
}
template <> const Item::Bound payloadGetBound(const GameWorkloadRenderItem::Pointer& payload) {
if (payload) {
return payload->getBound();
}
return Item::Bound();
}
template <> void payloadRender(const GameWorkloadRenderItem::Pointer& payload, RenderArgs* args) {
if (payload) {
payload->render(args);
}
}
}
void GameSpaceToRender::run(const workload::WorkloadContextPointer& runContext, Outputs& outputs) {
auto gameWorkloadContext = std::dynamic_pointer_cast<GameWorkloadContext>(runContext);
if (!gameWorkloadContext) {
return;
}
auto scene = gameWorkloadContext->_scene;
// Valid space, let's display its content
render::Transaction transaction;
if (!render::Item::isValidID(_spaceRenderItemID)) {
_spaceRenderItemID = scene->allocateID();
auto renderItem = std::make_shared<GameWorkloadRenderItem>();
renderItem->editBound().expandedContains(glm::vec3(0.0), 32000.0);
transaction.resetItem(_spaceRenderItemID, std::make_shared<GameWorkloadRenderItem::Payload>(std::make_shared<GameWorkloadRenderItem>()));
}
scene->enqueueTransaction(transaction);
auto space = gameWorkloadContext->_space;
if (!space) {
return;
}
}

View file

@ -24,6 +24,15 @@ public:
void run(const workload::WorkloadContextPointer& renderContext, Outputs& outputs);
protected:
render::ItemID _spaceRenderItemID{ render::Item::INVALID_ITEM_ID };
};
class GameWorkloadContext : public workload::WorkloadContext {
public:
GameWorkloadContext(const render::ScenePointer& scene);
virtual ~GameWorkloadContext();
render::ScenePointer _scene;
};
class GameWorkload {
@ -31,11 +40,10 @@ public:
GameWorkload();
~GameWorkload();
void startup();
void startup(const render::ScenePointer& scene);
void shutdown();
workload::EnginePointer _engine{};
workload::EnginePointer _engine;
};
#endif

View file

@ -33,7 +33,7 @@ namespace workload {
if (_isEnabled) {
std::cout << _message.toStdString() << std::endl;
}
}
}
};
WorkloadContext::WorkloadContext() : task::JobContext(trace_workload()) {}
@ -50,8 +50,8 @@ namespace workload {
}
};
Engine::Engine() : Task("Engine", EngineModel::create()),
_context(std::make_shared<WorkloadContext>()) {
Engine::Engine(const WorkloadContextPointer& context) : Task("Engine", EngineModel::create()),
_context(context) {
}
} // namespace workload

View file

@ -20,6 +20,8 @@
#include <task/Task.h>
#include "Space.h"
namespace workload {
// How to make an Engine under the task::Task<C> paradigm...
@ -29,6 +31,8 @@ namespace workload {
public:
WorkloadContext();
virtual ~WorkloadContext() {}
SpacePointer _space;
};
using WorkloadContextPointer = std::shared_ptr<WorkloadContext>;
@ -56,12 +60,15 @@ namespace workload {
// (5) Engine derives from task::Task<C> and will run all the Job<C>'s
class Engine : public Task {
public:
Engine();
Engine(const WorkloadContextPointer& context = std::make_shared<WorkloadContext>());
~Engine() = default;
// (6) The Engine's Context is passed to its Jobs when they are run()
void run() { assert(_context); Task::run(_context); }
// Register the Space
void registerSpace(const SpacePointer& space) { _context->_space = space; }
protected:
// (6) Again, the Engine's Context is passed to its Jobs when they are run()
void run(const WorkloadContextPointer& context) override { assert(_context); Task::run(_context); }

View file

@ -15,9 +15,11 @@
#ifndef hifi_workload_Space_h
#define hifi_workload_Space_h
#include <memory>
#include <vector>
#include <glm/glm.hpp>
namespace workload {
class Space {
@ -77,6 +79,8 @@ private:
std::vector<int32_t> _freeIndices;
};
using SpacePointer = std::shared_ptr<Space>;
} // namespace workload
#endif // hifi_workload_Space_h