overte-JulianGro/interface/src/ui/ApplicationOverlay.cpp
2017-11-22 18:15:42 -07:00

206 lines
8.2 KiB
C++

//
// ApplicationOverlay.cpp
// interface/src/ui/overlays
//
// Created by Benjamin Arnold on 5/27/14.
// Copyright 2014 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 <glm/gtc/type_ptr.hpp>
#include <avatar/AvatarManager.h>
#include <GLMHelpers.h>
#include <GLMHelpers.h>
#include <OffscreenUi.h>
#include <CursorManager.h>
#include <PerfStat.h>
#include <gl/Config.h>
#include "AudioClient.h"
#include "audio/AudioScope.h"
#include "Application.h"
#include "ApplicationOverlay.h"
#include "Util.h"
#include "ui/Stats.h"
#include "ui/AvatarInputs.h"
#include "OffscreenUi.h"
#include "InterfaceLogging.h"
#include <QQmlContext>
const vec4 CONNECTION_STATUS_BORDER_COLOR{ 1.0f, 0.0f, 0.0f, 0.8f };
static const float ORTHO_NEAR_CLIP = -1000.0f;
static const float ORTHO_FAR_CLIP = 1000.0f;
ApplicationOverlay::ApplicationOverlay()
{
auto geometryCache = DependencyManager::get<GeometryCache>();
_domainStatusBorder = geometryCache->allocateID();
_magnifierBorder = geometryCache->allocateID();
_qmlGeometryId = geometryCache->allocateID();
}
ApplicationOverlay::~ApplicationOverlay() {
auto geometryCache = DependencyManager::get<GeometryCache>();
if (geometryCache) {
geometryCache->releaseID(_domainStatusBorder);
geometryCache->releaseID(_magnifierBorder);
geometryCache->releaseID(_qmlGeometryId);
}
}
// 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()");
buildFramebufferObject();
if (!_overlayFramebuffer) {
return; // we can't do anything without our frame buffer.
}
// Execute the batch into our framebuffer
doInBatch(renderArgs->_context, [&](gpu::Batch& batch) {
PROFILE_RANGE_BATCH(batch, "ApplicationOverlayRender");
renderArgs->_batch = &batch;
batch.enableStereo(false);
int width = _overlayFramebuffer->getWidth();
int height = _overlayFramebuffer->getHeight();
batch.setViewportTransform(glm::ivec4(0, 0, width, height));
batch.setFramebuffer(_overlayFramebuffer);
glm::vec4 color { 0.0f, 0.0f, 0.0f, 0.0f };
float depth = 1.0f;
int stencil = 0;
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_COLOR0 | gpu::Framebuffer::BUFFER_DEPTH, color, depth, stencil);
// Now render the overlay components together into a single texture
renderDomainConnectionStatusBorder(renderArgs); // renders the connected domain line
renderOverlays(renderArgs); // renders Scripts Overlay and AudioScope
renderQmlUi(renderArgs); // renders a unit quad with the QML UI texture, and the text overlays from scripts
});
renderArgs->_batch = nullptr; // so future users of renderArgs don't try to use our batch
}
void ApplicationOverlay::renderQmlUi(RenderArgs* renderArgs) {
PROFILE_RANGE(app, __FUNCTION__);
if (!_uiTexture) {
_uiTexture = gpu::Texture::createExternal(OffscreenQmlSurface::getDiscardLambda());
_uiTexture->setSource(__FUNCTION__);
}
// Once we move UI rendering and screen rendering to different
// threads, we need to use a sync object to deteremine when
// the current UI texture is no longer being read from, and only
// then release it back to the UI for re-use
auto offscreenUi = DependencyManager::get<OffscreenUi>();
OffscreenQmlSurface::TextureAndFence newTextureAndFence;
bool newTextureAvailable = offscreenUi->fetchTexture(newTextureAndFence);
if (newTextureAvailable) {
_uiTexture->setExternalTexture(newTextureAndFence.first, newTextureAndFence.second);
}
auto geometryCache = DependencyManager::get<GeometryCache>();
gpu::Batch& batch = *renderArgs->_batch;
geometryCache->useSimpleDrawPipeline(batch);
batch.setProjectionTransform(mat4());
batch.setModelTransform(Transform());
batch.resetViewTransform();
batch.setResourceTexture(0, _uiTexture);
geometryCache->renderUnitQuad(batch, glm::vec4(1), _qmlGeometryId);
}
void ApplicationOverlay::renderOverlays(RenderArgs* renderArgs) {
PROFILE_RANGE(app, __FUNCTION__);
gpu::Batch& batch = *renderArgs->_batch;
auto geometryCache = DependencyManager::get<GeometryCache>();
geometryCache->useSimpleDrawPipeline(batch);
auto textureCache = DependencyManager::get<TextureCache>();
batch.setResourceTexture(0, textureCache->getWhiteTexture());
int width = renderArgs->_viewport.z;
int height = renderArgs->_viewport.w;
mat4 legacyProjection = glm::ortho<float>(0, width, height, 0, ORTHO_NEAR_CLIP, ORTHO_FAR_CLIP);
batch.setProjectionTransform(legacyProjection);
batch.setModelTransform(Transform());
batch.resetViewTransform();
// Render all of the Script based "HUD" aka 2D overlays.
// note: we call them HUD, as opposed to 2D, only because there are some cases of 3D HUD overlays, like the
// cameral controls for the edit.js
qApp->getOverlays().renderHUD(renderArgs);
}
void ApplicationOverlay::renderDomainConnectionStatusBorder(RenderArgs* renderArgs) {
auto geometryCache = DependencyManager::get<GeometryCache>();
static std::once_flag once;
std::call_once(once, [&] {
QVector<vec2> points;
static const float B = 0.99f;
points.push_back(vec2(-B));
points.push_back(vec2(B, -B));
points.push_back(vec2(B));
points.push_back(vec2(-B, B));
points.push_back(vec2(-B));
geometryCache->updateVertices(_domainStatusBorder, points, CONNECTION_STATUS_BORDER_COLOR);
});
auto nodeList = DependencyManager::get<NodeList>();
if (nodeList && !nodeList->getDomainHandler().isConnected()) {
gpu::Batch& batch = *renderArgs->_batch;
auto geometryCache = DependencyManager::get<GeometryCache>();
geometryCache->useSimpleDrawPipeline(batch);
batch.setProjectionTransform(mat4());
batch.setModelTransform(Transform());
batch.resetViewTransform();
batch.setResourceTexture(0, DependencyManager::get<TextureCache>()->getWhiteTexture());
// FIXME: THe line width of CONNECTION_STATUS_BORDER_LINE_WIDTH is not supported anymore, we ll need a workaround
// TODO animate the disconnect border for some excitement while not connected?
//double usecs = usecTimestampNow();
//double secs = usecs / 1000000.0;
//float scaleAmount = 1.0f + (0.01f * sin(secs * 5.0f));
//batch.setModelTransform(glm::scale(mat4(), vec3(scaleAmount)));
geometryCache->renderVertices(batch, gpu::LINE_STRIP, _domainStatusBorder);
}
}
static const auto COLOR_FORMAT = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA);
static const auto DEFAULT_SAMPLER = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR);
static const auto DEPTH_FORMAT = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::DEPTH);
void ApplicationOverlay::buildFramebufferObject() {
PROFILE_RANGE(app, __FUNCTION__);
auto uiSize = qApp->getUiSize();
if (!_overlayFramebuffer || uiSize != _overlayFramebuffer->getSize()) {
_overlayFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create("ApplicationOverlay"));
}
auto width = uiSize.x;
auto height = uiSize.y;
if (!_overlayFramebuffer->getDepthStencilBuffer()) {
auto overlayDepthTexture = gpu::Texture::createRenderBuffer(DEPTH_FORMAT, width, height, gpu::Texture::SINGLE_MIP, DEFAULT_SAMPLER);
_overlayFramebuffer->setDepthStencilBuffer(overlayDepthTexture, DEPTH_FORMAT);
}
if (!_overlayFramebuffer->getRenderBuffer(0)) {
const gpu::Sampler OVERLAY_SAMPLER(gpu::Sampler::FILTER_MIN_MAG_LINEAR, gpu::Sampler::WRAP_CLAMP);
auto colorBuffer = gpu::Texture::createRenderBuffer(COLOR_FORMAT, width, height, gpu::Texture::SINGLE_MIP, OVERLAY_SAMPLER);
_overlayFramebuffer->setRenderBuffer(0, colorBuffer);
}
}
gpu::TexturePointer ApplicationOverlay::getOverlayTexture() {
if (!_overlayFramebuffer) {
return gpu::TexturePointer();
}
return _overlayFramebuffer->getRenderBuffer(0);
}