Merge pull request #15588 from sabrina-shanman/bug_myavatar_res-state

(BUGZ-262) Add debug tool for transitions
This commit is contained in:
Andrew Meadows 2019-05-20 14:31:05 -07:00 committed by GitHub
commit e8b0084fdb
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GPG key ID: 4AEE18F83AFDEB23
6 changed files with 94 additions and 55 deletions

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@ -522,6 +522,12 @@ Menu::Menu() {
addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::ComputeBlendshapes, 0, true,
DependencyManager::get<ModelBlender>().data(), SLOT(setComputeBlendshapes(bool)));
{
auto drawStatusConfig = qApp->getRenderEngine()->getConfiguration()->getConfig<render::DrawStatus>("RenderMainView.DrawStatus");
addCheckableActionToQMenuAndActionHash(renderOptionsMenu, MenuOption::HighlightTransitions, 0, false,
drawStatusConfig, SLOT(setShowFade(bool)));
}
// Developer > Assets >>>
// Menu item is not currently needed but code should be kept in case it proves useful again at some stage.
//#define WANT_ASSET_MIGRATION

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@ -228,6 +228,7 @@ namespace MenuOption {
const QString NotificationSoundsTablet = "play_notification_sounds_tablet";
const QString ForceCoarsePicking = "Force Coarse Picking";
const QString ComputeBlendshapes = "Compute Blendshapes";
const QString HighlightTransitions = "Highlight Transitions";
}
#endif // hifi_Menu_h

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@ -32,19 +32,6 @@
using namespace render;
using namespace render::entities;
// These or the icon "name" used by the render item status value, they correspond to the atlas texture used by the DrawItemStatus
// job in the current rendering pipeline defined as of now (11/2015) in render-utils/RenderDeferredTask.cpp.
enum class RenderItemStatusIcon {
ACTIVE_IN_BULLET = 0,
PACKET_SENT = 1,
PACKET_RECEIVED = 2,
SIMULATION_OWNER = 3,
HAS_ACTIONS = 4,
OTHER_SIMULATION_OWNER = 5,
ENTITY_HOST_TYPE = 6,
NONE = 255
};
void EntityRenderer::initEntityRenderers() {
REGISTER_ENTITY_TYPE_WITH_FACTORY(Model, RenderableModelEntityItem::factory)
REGISTER_ENTITY_TYPE_WITH_FACTORY(PolyVox, RenderablePolyVoxEntityItem::factory)
@ -67,7 +54,7 @@ void EntityRenderer::makeStatusGetters(const EntityItemPointer& entity, Item::St
return render::Item::Status::Value(1.0f - normalizedDelta, (normalizedDelta > 1.0f ?
render::Item::Status::Value::GREEN :
render::Item::Status::Value::RED),
(unsigned char)RenderItemStatusIcon::PACKET_RECEIVED);
(unsigned char)render::Item::Status::Icon::PACKET_RECEIVED);
});
statusGetters.push_back([entity] () -> render::Item::Status::Value {
@ -79,17 +66,17 @@ void EntityRenderer::makeStatusGetters(const EntityItemPointer& entity, Item::St
return render::Item::Status::Value(1.0f - normalizedDelta, (normalizedDelta > 1.0f ?
render::Item::Status::Value::MAGENTA :
render::Item::Status::Value::CYAN),
(unsigned char)RenderItemStatusIcon::PACKET_SENT);
(unsigned char)render::Item::Status::Icon::PACKET_SENT);
});
statusGetters.push_back([entity] () -> render::Item::Status::Value {
ObjectMotionState* motionState = static_cast<ObjectMotionState*>(entity->getPhysicsInfo());
if (motionState && motionState->isActive()) {
return render::Item::Status::Value(1.0f, render::Item::Status::Value::BLUE,
(unsigned char)RenderItemStatusIcon::ACTIVE_IN_BULLET);
(unsigned char)render::Item::Status::Icon::ACTIVE_IN_BULLET);
}
return render::Item::Status::Value(0.0f, render::Item::Status::Value::BLUE,
(unsigned char)RenderItemStatusIcon::ACTIVE_IN_BULLET);
(unsigned char)render::Item::Status::Icon::ACTIVE_IN_BULLET);
});
statusGetters.push_back([entity, myNodeID] () -> render::Item::Status::Value {
@ -98,39 +85,39 @@ void EntityRenderer::makeStatusGetters(const EntityItemPointer& entity, Item::St
if (weOwnSimulation) {
return render::Item::Status::Value(1.0f, render::Item::Status::Value::BLUE,
(unsigned char)RenderItemStatusIcon::SIMULATION_OWNER);
(unsigned char)render::Item::Status::Icon::SIMULATION_OWNER);
} else if (otherOwnSimulation) {
return render::Item::Status::Value(1.0f, render::Item::Status::Value::RED,
(unsigned char)RenderItemStatusIcon::OTHER_SIMULATION_OWNER);
(unsigned char)render::Item::Status::Icon::OTHER_SIMULATION_OWNER);
}
return render::Item::Status::Value(0.0f, render::Item::Status::Value::BLUE,
(unsigned char)RenderItemStatusIcon::SIMULATION_OWNER);
(unsigned char)render::Item::Status::Icon::SIMULATION_OWNER);
});
statusGetters.push_back([entity] () -> render::Item::Status::Value {
if (entity->hasActions()) {
return render::Item::Status::Value(1.0f, render::Item::Status::Value::GREEN,
(unsigned char)RenderItemStatusIcon::HAS_ACTIONS);
(unsigned char)render::Item::Status::Icon::HAS_ACTIONS);
}
return render::Item::Status::Value(0.0f, render::Item::Status::Value::GREEN,
(unsigned char)RenderItemStatusIcon::HAS_ACTIONS);
(unsigned char)render::Item::Status::Icon::HAS_ACTIONS);
});
statusGetters.push_back([entity, myNodeID] () -> render::Item::Status::Value {
if (entity->isAvatarEntity()) {
if (entity->getOwningAvatarID() == myNodeID) {
return render::Item::Status::Value(1.0f, render::Item::Status::Value::GREEN,
(unsigned char)RenderItemStatusIcon::ENTITY_HOST_TYPE);
(unsigned char)render::Item::Status::Icon::ENTITY_HOST_TYPE);
} else {
return render::Item::Status::Value(1.0f, render::Item::Status::Value::RED,
(unsigned char)RenderItemStatusIcon::ENTITY_HOST_TYPE);
(unsigned char)render::Item::Status::Icon::ENTITY_HOST_TYPE);
}
} else if (entity->isLocalEntity()) {
return render::Item::Status::Value(1.0f, render::Item::Status::Value::BLUE,
(unsigned char)RenderItemStatusIcon::ENTITY_HOST_TYPE);
(unsigned char)render::Item::Status::Icon::ENTITY_HOST_TYPE);
}
return render::Item::Status::Value(0.0f, render::Item::Status::Value::GREEN,
(unsigned char)RenderItemStatusIcon::ENTITY_HOST_TYPE);
(unsigned char)render::Item::Status::Icon::ENTITY_HOST_TYPE);
});
}

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@ -26,7 +26,7 @@
using namespace render;
void DrawStatusConfig::dirtyHelper() {
_isEnabled = showNetwork || showDisplay;
_isEnabled = showNetwork || showDisplay || showFade;
emit dirty();
}
@ -79,6 +79,7 @@ const gpu::TexturePointer DrawStatus::getStatusIconMap() const {
void DrawStatus::configure(const Config& config) {
_showDisplay = config.showDisplay;
_showNetwork = config.showNetwork;
_showFade = config.showFade;
}
void DrawStatus::run(const RenderContextPointer& renderContext, const Input& input) {
@ -96,40 +97,70 @@ void DrawStatus::run(const RenderContextPointer& renderContext, const Input& inp
int nbItems = 0;
render::ItemBounds itemBounds;
std::vector<std::pair<glm::ivec4, glm::ivec4>> itemStatus;
{
for (size_t i = 0; i < inItems.size(); ++i) {
const auto& item = inItems[i];
if (!item.bound.isInvalid()) {
if (!item.bound.isNull()) {
itemBounds.emplace_back(render::ItemBound(item.id, item.bound));
} else {
itemBounds.emplace_back(item.id, AABox(item.bound.getCorner(), 0.1f));
}
auto& itemScene = scene->getItem(item.id);
for (size_t i = 0; i < inItems.size(); ++i) {
const auto& item = inItems[i];
if (!item.bound.isInvalid()) {
if (!item.bound.isNull()) {
itemBounds.emplace_back(render::ItemBound(item.id, item.bound));
} else {
itemBounds.emplace_back(item.id, AABox(item.bound.getCorner(), 0.1f));
}
auto itemStatusPointer = itemScene.getStatus();
if (itemStatusPointer) {
itemStatus.push_back(std::pair<glm::ivec4, glm::ivec4>());
// Query the current status values, this is where the statusGetter lambda get called
auto&& currentStatusValues = itemStatusPointer->getCurrentValues();
int valueNum = 0;
for (int vec4Num = 0; vec4Num < NUM_STATUS_VEC4_PER_ITEM; vec4Num++) {
auto& value = (vec4Num ? itemStatus[nbItems].first : itemStatus[nbItems].second);
value = glm::ivec4(Item::Status::Value::INVALID.getPackedData());
for (int component = 0; component < VEC4_LENGTH; component++) {
valueNum = vec4Num * VEC4_LENGTH + component;
if (valueNum < (int)currentStatusValues.size()) {
value[component] = currentStatusValues[valueNum].getPackedData();
auto& itemScene = scene->getItem(item.id);
if (_showNetwork || _showFade) {
const static auto invalid = glm::ivec4(Item::Status::Value::INVALID.getPackedData());
itemStatus.emplace_back(invalid, invalid);
int vec4Num = 0;
int vec4Component = 0;
if (_showNetwork) {
auto itemStatusPointer = itemScene.getStatus();
if (itemStatusPointer) {
// Query the current status values, this is where the statusGetter lambda get called
auto&& currentStatusValues = itemStatusPointer->getCurrentValues();
for (const auto& statusValue : currentStatusValues) {
if (vec4Num == NUM_STATUS_VEC4_PER_ITEM) {
// Ran out of space
break;
}
auto& value = (vec4Num == 0 ? itemStatus[nbItems].first : itemStatus[nbItems].second);
value[vec4Component] = statusValue.getPackedData();
++vec4Component;
if (vec4Component == VEC4_LENGTH) {
vec4Component = 0;
++vec4Num;
}
}
}
} else {
auto invalid = glm::ivec4(Item::Status::Value::INVALID.getPackedData());
itemStatus.emplace_back(invalid, invalid);
}
nbItems++;
if (_showFade && vec4Num != NUM_STATUS_VEC4_PER_ITEM) {
auto& value = (vec4Num == 0 ? itemStatus[nbItems].first : itemStatus[nbItems].second);
Item::Status::Value status;
status.setColor(Item::Status::Value::CYAN);
status.setIcon((unsigned char)Item::Status::Icon::SIMULATION_OWNER);
if (itemScene.getTransitionId() != INVALID_INDEX) {
// We have a transition. Show this icon.
status.setScale(1.0f);
} else {
status.setScale(0.0f);
}
value[vec4Component] = status.getPackedData();
++vec4Component;
if (vec4Component == VEC4_LENGTH) {
vec4Component = 0;
++vec4Num;
}
}
}
nbItems++;
}
}
@ -169,7 +200,7 @@ void DrawStatus::run(const RenderContextPointer& renderContext, const Input& inp
batch.setPipeline(getDrawItemStatusPipeline());
if (_showNetwork) {
if (_showNetwork || _showFade) {
if (!_instanceBuffer) {
_instanceBuffer = std::make_shared<gpu::Buffer>();
}

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@ -27,10 +27,12 @@ namespace render {
bool showDisplay{ false };
bool showNetwork{ false };
bool showFade{ false };
public slots:
void setShowDisplay(bool enabled) { showDisplay = enabled; dirtyHelper(); }
void setShowNetwork(bool enabled) { showNetwork = enabled; dirtyHelper(); }
void setShowFade(bool enabled) { showFade = enabled; dirtyHelper(); }
signals:
void dirty();
@ -57,6 +59,7 @@ namespace render {
protected:
bool _showDisplay; // initialized by Config
bool _showNetwork; // initialized by Config
bool _showFade; // initialized by Config
gpu::Stream::FormatPointer _drawItemFormat;
gpu::PipelinePointer _drawItemBoundsPipeline;

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@ -354,6 +354,17 @@ public:
// This is Used for monitoring and dynamically adjust the quality
class Status {
public:
enum class Icon {
ACTIVE_IN_BULLET = 0,
PACKET_SENT = 1,
PACKET_RECEIVED = 2,
SIMULATION_OWNER = 3,
HAS_ACTIONS = 4,
OTHER_SIMULATION_OWNER = 5,
ENTITY_HOST_TYPE = 6,
NONE = 255
};
// Status::Value class is the data used to represent the transient information of a status as a square icon
// The "icon" is a square displayed in the 3D scene over the render::Item AABB center.