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294 lines
12 KiB
C++
294 lines
12 KiB
C++
//
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// ApplicationOverlay.cpp
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// interface/src/ui/overlays
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//
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// Created by Benjamin Arnold on 5/27/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include <glm/gtc/type_ptr.hpp>
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#include <avatar/AvatarManager.h>
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#include <DeferredLightingEffect.h>
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#include <GLMHelpers.h>
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#include <gpu/GLBackend.h>
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#include <gpu/GLBackendShared.h>
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#include <FramebufferCache.h>
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#include <GLMHelpers.h>
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#include <OffscreenUi.h>
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#include <CursorManager.h>
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#include <PerfStat.h>
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#include "AudioClient.h"
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#include "audio/AudioScope.h"
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#include "Application.h"
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#include "ApplicationOverlay.h"
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#include "Util.h"
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#include "ui/Stats.h"
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#include "ui/AvatarInputs.h"
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const vec4 CONNECTION_STATUS_BORDER_COLOR{ 1.0f, 0.0f, 0.0f, 0.8f };
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const float CONNECTION_STATUS_BORDER_LINE_WIDTH = 4.0f;
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static const float ORTHO_NEAR_CLIP = -1000.0f;
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static const float ORTHO_FAR_CLIP = 1000.0f;
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ApplicationOverlay::ApplicationOverlay()
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{
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auto geometryCache = DependencyManager::get<GeometryCache>();
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_domainStatusBorder = geometryCache->allocateID();
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_magnifierBorder = geometryCache->allocateID();
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// Once we move UI rendering and screen rendering to different
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// threads, we need to use a sync object to deteremine when
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// the current UI texture is no longer being read from, and only
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// then release it back to the UI for re-use
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auto offscreenUi = DependencyManager::get<OffscreenUi>();
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connect(offscreenUi.data(), &OffscreenUi::textureUpdated, this, [&](GLuint textureId) {
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auto offscreenUi = DependencyManager::get<OffscreenUi>();
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offscreenUi->lockTexture(textureId);
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std::swap(_uiTexture, textureId);
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if (textureId) {
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offscreenUi->releaseTexture(textureId);
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}
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});
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}
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ApplicationOverlay::~ApplicationOverlay() {
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}
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// Renders the overlays either to a texture or to the screen
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void ApplicationOverlay::renderOverlay(RenderArgs* renderArgs) {
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PROFILE_RANGE(__FUNCTION__);
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CHECK_GL_ERROR();
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "ApplicationOverlay::displayOverlay()");
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// TODO move to Application::idle()?
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Stats::getInstance()->updateStats();
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AvatarInputs::getInstance()->update();
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buildFramebufferObject();
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if (!_overlayFramebuffer) {
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return; // we can't do anything without our frame buffer.
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}
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// Execute the batch into our framebuffer
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gpu::Batch batch;
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renderArgs->_batch = &batch;
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int width = _overlayFramebuffer->getWidth();
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int height = _overlayFramebuffer->getHeight();
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batch.setViewportTransform(glm::ivec4(0, 0, width, height));
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batch.setFramebuffer(_overlayFramebuffer);
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glm::vec4 color { 0.0f, 0.0f, 0.0f, 0.0f };
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float depth = 1.0f;
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int stencil = 0;
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batch.clearFramebuffer(gpu::Framebuffer::BUFFER_COLOR0 | gpu::Framebuffer::BUFFER_DEPTH, color, depth, stencil);
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// Now render the overlay components together into a single texture
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renderDomainConnectionStatusBorder(renderArgs); // renders the connected domain line
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renderAudioScope(renderArgs); // audio scope in the very back
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renderRearView(renderArgs); // renders the mirror view selfie
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renderQmlUi(renderArgs); // renders a unit quad with the QML UI texture, and the text overlays from scripts
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renderOverlays(renderArgs); // renders Scripts Overlay and AudioScope
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renderStatsAndLogs(renderArgs); // currently renders nothing
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renderArgs->_context->syncCache();
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renderArgs->_context->render(batch);
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renderArgs->_batch = nullptr; // so future users of renderArgs don't try to use our batch
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CHECK_GL_ERROR();
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}
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void ApplicationOverlay::renderQmlUi(RenderArgs* renderArgs) {
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PROFILE_RANGE(__FUNCTION__);
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if (_uiTexture) {
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gpu::Batch& batch = *renderArgs->_batch;
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auto geometryCache = DependencyManager::get<GeometryCache>();
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geometryCache->useSimpleDrawPipeline(batch);
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batch.setProjectionTransform(mat4());
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batch.setModelTransform(Transform());
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batch.setViewTransform(Transform());
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batch._glActiveBindTexture(GL_TEXTURE0, GL_TEXTURE_2D, _uiTexture);
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geometryCache->renderUnitQuad(batch, glm::vec4(1));
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}
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}
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void ApplicationOverlay::renderAudioScope(RenderArgs* renderArgs) {
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PROFILE_RANGE(__FUNCTION__);
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gpu::Batch& batch = *renderArgs->_batch;
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auto geometryCache = DependencyManager::get<GeometryCache>();
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geometryCache->useSimpleDrawPipeline(batch);
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auto textureCache = DependencyManager::get<TextureCache>();
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batch.setResourceTexture(0, textureCache->getWhiteTexture());
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int width = renderArgs->_viewport.z;
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int height = renderArgs->_viewport.w;
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mat4 legacyProjection = glm::ortho<float>(0, width, height, 0, ORTHO_NEAR_CLIP, ORTHO_FAR_CLIP);
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batch.setProjectionTransform(legacyProjection);
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batch.setModelTransform(Transform());
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batch.setViewTransform(Transform());
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// Render the audio scope
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DependencyManager::get<AudioScope>()->render(renderArgs, width, height);
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}
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void ApplicationOverlay::renderOverlays(RenderArgs* renderArgs) {
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PROFILE_RANGE(__FUNCTION__);
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gpu::Batch& batch = *renderArgs->_batch;
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auto geometryCache = DependencyManager::get<GeometryCache>();
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geometryCache->useSimpleDrawPipeline(batch);
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auto textureCache = DependencyManager::get<TextureCache>();
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batch.setResourceTexture(0, textureCache->getWhiteTexture());
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int width = renderArgs->_viewport.z;
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int height = renderArgs->_viewport.w;
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mat4 legacyProjection = glm::ortho<float>(0, width, height, 0, ORTHO_NEAR_CLIP, ORTHO_FAR_CLIP);
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batch.setProjectionTransform(legacyProjection);
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batch.setModelTransform(Transform());
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batch.setViewTransform(Transform());
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// Render all of the Script based "HUD" aka 2D overlays.
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// note: we call them HUD, as opposed to 2D, only because there are some cases of 3D HUD overlays, like the
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// cameral controls for the edit.js
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qApp->getOverlays().renderHUD(renderArgs);
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}
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void ApplicationOverlay::renderRearViewToFbo(RenderArgs* renderArgs) {
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}
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void ApplicationOverlay::renderRearView(RenderArgs* renderArgs) {
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if (Menu::getInstance()->isOptionChecked(MenuOption::Mirror)) {
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gpu::Batch& batch = *renderArgs->_batch;
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auto geometryCache = DependencyManager::get<GeometryCache>();
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auto framebuffer = DependencyManager::get<FramebufferCache>();
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auto selfieTexture = framebuffer->getSelfieFramebuffer()->getRenderBuffer(0);
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int width = renderArgs->_viewport.z;
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int height = renderArgs->_viewport.w;
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mat4 legacyProjection = glm::ortho<float>(0, width, height, 0, ORTHO_NEAR_CLIP, ORTHO_FAR_CLIP);
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batch.setProjectionTransform(legacyProjection);
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batch.setModelTransform(Transform());
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batch.setViewTransform(Transform());
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float screenRatio = ((float)qApp->getDevicePixelRatio());
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float renderRatio = ((float)screenRatio * qApp->getRenderResolutionScale());
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auto viewport = qApp->getMirrorViewRect();
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glm::vec2 bottomLeft(viewport.left(), viewport.top() + viewport.height());
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glm::vec2 topRight(viewport.left() + viewport.width(), viewport.top());
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bottomLeft *= screenRatio;
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topRight *= screenRatio;
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glm::vec2 texCoordMinCorner(0.0f, 0.0f);
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glm::vec2 texCoordMaxCorner(viewport.width() * renderRatio / float(selfieTexture->getWidth()), viewport.height() * renderRatio / float(selfieTexture->getHeight()));
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geometryCache->useSimpleDrawPipeline(batch, true);
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batch.setResourceTexture(0, selfieTexture);
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geometryCache->renderQuad(batch, bottomLeft, topRight, texCoordMinCorner, texCoordMaxCorner, glm::vec4(1.0f, 1.0f, 1.0f, 1.0f));
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batch.setResourceTexture(0, renderArgs->_whiteTexture);
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geometryCache->useSimpleDrawPipeline(batch, false);
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}
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}
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void ApplicationOverlay::renderStatsAndLogs(RenderArgs* renderArgs) {
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// Display stats and log text onscreen
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// Determine whether to compute timing details
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/*
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// Show on-screen msec timer
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if (Menu::getInstance()->isOptionChecked(MenuOption::FrameTimer)) {
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auto canvasSize = qApp->getCanvasSize();
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quint64 mSecsNow = floor(usecTimestampNow() / 1000.0 + 0.5);
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QString frameTimer = QString("%1\n").arg((int)(mSecsNow % 1000));
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int timerBottom =
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(Menu::getInstance()->isOptionChecked(MenuOption::Stats))
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? 80 : 20;
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drawText(canvasSize.x - 100, canvasSize.y - timerBottom,
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0.30f, 0.0f, 0, frameTimer.toUtf8().constData(), WHITE_TEXT);
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}
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*/
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}
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void ApplicationOverlay::renderDomainConnectionStatusBorder(RenderArgs* renderArgs) {
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auto geometryCache = DependencyManager::get<GeometryCache>();
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static std::once_flag once;
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std::call_once(once, [&] {
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QVector<vec2> points;
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static const float B = 0.99f;
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points.push_back(vec2(-B));
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points.push_back(vec2(B, -B));
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points.push_back(vec2(B));
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points.push_back(vec2(-B, B));
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points.push_back(vec2(-B));
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geometryCache->updateVertices(_domainStatusBorder, points, CONNECTION_STATUS_BORDER_COLOR);
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});
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auto nodeList = DependencyManager::get<NodeList>();
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if (nodeList && !nodeList->getDomainHandler().isConnected()) {
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gpu::Batch& batch = *renderArgs->_batch;
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auto geometryCache = DependencyManager::get<GeometryCache>();
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geometryCache->useSimpleDrawPipeline(batch);
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batch.setProjectionTransform(mat4());
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batch.setModelTransform(Transform());
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batch.setViewTransform(Transform());
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batch.setResourceTexture(0, DependencyManager::get<TextureCache>()->getWhiteTexture());
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// FIXME: THe line width of CONNECTION_STATUS_BORDER_LINE_WIDTH is not supported anymore, we ll need a workaround
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// TODO animate the disconnect border for some excitement while not connected?
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//double usecs = usecTimestampNow();
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//double secs = usecs / 1000000.0;
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//float scaleAmount = 1.0f + (0.01f * sin(secs * 5.0f));
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//batch.setModelTransform(glm::scale(mat4(), vec3(scaleAmount)));
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geometryCache->renderVertices(batch, gpu::LINE_STRIP, _domainStatusBorder);
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}
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}
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void ApplicationOverlay::buildFramebufferObject() {
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PROFILE_RANGE(__FUNCTION__);
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QSize desiredSize = qApp->getDeviceSize();
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int currentWidth = _overlayFramebuffer ? _overlayFramebuffer->getWidth() : 0;
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int currentHeight = _overlayFramebuffer ? _overlayFramebuffer->getHeight() : 0;
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QSize frameBufferCurrentSize(currentWidth, currentHeight);
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if (_overlayFramebuffer && desiredSize == frameBufferCurrentSize) {
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// Already built
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return;
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}
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if (_overlayFramebuffer) {
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_overlayFramebuffer.reset();
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_overlayDepthTexture.reset();
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_overlayColorTexture.reset();
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}
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_overlayFramebuffer = gpu::FramebufferPointer(gpu::Framebuffer::create());
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auto colorFormat = gpu::Element(gpu::VEC4, gpu::NUINT8, gpu::RGBA);
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auto width = desiredSize.width();
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auto height = desiredSize.height();
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auto defaultSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_LINEAR);
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_overlayColorTexture = gpu::TexturePointer(gpu::Texture::create2D(colorFormat, width, height, defaultSampler));
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_overlayFramebuffer->setRenderBuffer(0, _overlayColorTexture);
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auto depthFormat = gpu::Element(gpu::SCALAR, gpu::FLOAT, gpu::DEPTH);
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_overlayDepthTexture = gpu::TexturePointer(gpu::Texture::create2D(depthFormat, width, height, defaultSampler));
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_overlayFramebuffer->setDepthStencilBuffer(_overlayDepthTexture, depthFormat);
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}
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