mirror of
https://github.com/lubosz/overte.git
synced 2025-04-23 20:54:25 +02:00
Merge branch 'master' of github.com:highfidelity/hifi into groups
This commit is contained in:
commit
5a96c8bf57
18 changed files with 381 additions and 167 deletions
|
@ -141,18 +141,88 @@ ScrollingWindow {
|
|||
}
|
||||
|
||||
function addToWorld() {
|
||||
var url = assetProxyModel.data(treeView.selection.currentIndex, 0x103);
|
||||
var defaultURL = assetProxyModel.data(treeView.selection.currentIndex, 0x103);
|
||||
|
||||
if (!url || !canAddToWorld(url)) {
|
||||
if (!defaultURL || !canAddToWorld(defaultURL)) {
|
||||
return;
|
||||
}
|
||||
|
||||
var name = assetProxyModel.data(treeView.selection.currentIndex);
|
||||
var SHAPE_TYPE_NONE = 0;
|
||||
var SHAPE_TYPE_SIMPLE_HULL = 1;
|
||||
var SHAPE_TYPE_SIMPLE_COMPOUND = 2;
|
||||
var SHAPE_TYPE_STATIC_MESH = 3;
|
||||
|
||||
console.log("Asset browser - adding asset " + url + " (" + name + ") to world.");
|
||||
var SHAPE_TYPES = [];
|
||||
SHAPE_TYPES[SHAPE_TYPE_NONE] = "No Collision";
|
||||
SHAPE_TYPES[SHAPE_TYPE_SIMPLE_HULL] = "Basic - Whole model";
|
||||
SHAPE_TYPES[SHAPE_TYPE_SIMPLE_COMPOUND] = "Good - Sub-meshes";
|
||||
SHAPE_TYPES[SHAPE_TYPE_STATIC_MESH] = "Exact - All polygons";
|
||||
|
||||
var addPosition = Vec3.sum(MyAvatar.position, Vec3.multiply(2, Quat.getFront(MyAvatar.orientation)));
|
||||
Entities.addModelEntity(name, url, addPosition);
|
||||
var SHAPE_TYPE_DEFAULT = SHAPE_TYPE_STATIC_MESH;
|
||||
var DYNAMIC_DEFAULT = false;
|
||||
var prompt = desktop.customInputDialog({
|
||||
textInput: {
|
||||
label: "Model URL",
|
||||
text: defaultURL
|
||||
},
|
||||
comboBox: {
|
||||
label: "Automatic Collisions",
|
||||
index: SHAPE_TYPE_DEFAULT,
|
||||
items: SHAPE_TYPES
|
||||
},
|
||||
checkBox: {
|
||||
label: "Dynamic",
|
||||
checked: DYNAMIC_DEFAULT,
|
||||
disableForItems: [
|
||||
SHAPE_TYPE_STATIC_MESH
|
||||
],
|
||||
checkStateOnDisable: false,
|
||||
warningOnDisable: "Models with automatic collisions set to 'Exact' cannot be dynamic"
|
||||
}
|
||||
});
|
||||
|
||||
prompt.selected.connect(function (jsonResult) {
|
||||
if (jsonResult) {
|
||||
var result = JSON.parse(jsonResult);
|
||||
var url = result.textInput;
|
||||
var shapeType;
|
||||
switch (result.comboBox) {
|
||||
case SHAPE_TYPE_SIMPLE_HULL:
|
||||
shapeType = "simple-hull";
|
||||
break;
|
||||
case SHAPE_TYPE_SIMPLE_COMPOUND:
|
||||
shapeType = "simple-compound";
|
||||
break;
|
||||
case SHAPE_TYPE_STATIC_MESH:
|
||||
shapeType = "static-mesh";
|
||||
break;
|
||||
default:
|
||||
shapeType = "none";
|
||||
}
|
||||
|
||||
var dynamic = result.checkBox !== null ? result.checkBox : DYNAMIC_DEFAULT;
|
||||
if (shapeType === "static-mesh" && dynamic) {
|
||||
// The prompt should prevent this case
|
||||
print("Error: model cannot be both static mesh and dynamic. This should never happen.");
|
||||
} else if (url) {
|
||||
var name = assetProxyModel.data(treeView.selection.currentIndex);
|
||||
var addPosition = Vec3.sum(MyAvatar.position, Vec3.multiply(2, Quat.getFront(MyAvatar.orientation)));
|
||||
var gravity;
|
||||
if (dynamic) {
|
||||
// Create a vector <0, -10, 0>. { x: 0, y: -10, z: 0 } won't work because Qt is dumb and this is a
|
||||
// different scripting engine from QTScript.
|
||||
gravity = Vec3.multiply(Vec3.fromPolar(Math.PI / 2, 0), 10);
|
||||
} else {
|
||||
gravity = Vec3.multiply(Vec3.fromPolar(Math.PI / 2, 0), 0);
|
||||
}
|
||||
|
||||
print("Asset browser - adding asset " + url + " (" + name + ") to world.");
|
||||
|
||||
// Entities.addEntity doesn't work from QML, so we use this.
|
||||
Entities.addModelEntity(name, url, shapeType, dynamic, addPosition, gravity);
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
function copyURLToClipboard(index) {
|
||||
|
|
|
@ -1689,6 +1689,17 @@ void Application::paintGL() {
|
|||
renderArgs._context->syncCache();
|
||||
}
|
||||
|
||||
auto framebufferCache = DependencyManager::get<FramebufferCache>();
|
||||
// Final framebuffer that will be handled to the display-plugin
|
||||
auto finalFramebuffer = framebufferCache->getFramebuffer();
|
||||
|
||||
_gpuContext->beginFrame(finalFramebuffer, getHMDSensorPose());
|
||||
// Reset the gpu::Context Stages
|
||||
// Back to the default framebuffer;
|
||||
gpu::doInBatch(_gpuContext, [&](gpu::Batch& batch) {
|
||||
batch.resetStages();
|
||||
});
|
||||
|
||||
auto inputs = AvatarInputs::getInstance();
|
||||
if (inputs->mirrorVisible()) {
|
||||
PerformanceTimer perfTimer("Mirror");
|
||||
|
@ -1711,10 +1722,6 @@ void Application::paintGL() {
|
|||
QSize size = getDeviceSize();
|
||||
renderArgs._viewport = glm::ivec4(0, 0, size.width(), size.height());
|
||||
_applicationOverlay.renderOverlay(&renderArgs);
|
||||
auto overlayTexture = _applicationOverlay.acquireOverlay();
|
||||
if (overlayTexture) {
|
||||
displayPlugin->submitOverlayTexture(overlayTexture);
|
||||
}
|
||||
}
|
||||
|
||||
glm::vec3 boomOffset;
|
||||
|
@ -1816,12 +1823,8 @@ void Application::paintGL() {
|
|||
getApplicationCompositor().setFrameInfo(_frameCount, _myCamera.getTransform());
|
||||
|
||||
// Primary rendering pass
|
||||
auto framebufferCache = DependencyManager::get<FramebufferCache>();
|
||||
const QSize size = framebufferCache->getFrameBufferSize();
|
||||
|
||||
// Final framebuffer that will be handled to the display-plugin
|
||||
auto finalFramebuffer = framebufferCache->getFramebuffer();
|
||||
|
||||
{
|
||||
PROFILE_RANGE(__FUNCTION__ "/mainRender");
|
||||
PerformanceTimer perfTimer("mainRender");
|
||||
|
@ -1880,6 +1883,13 @@ void Application::paintGL() {
|
|||
renderArgs._context->enableStereo(false);
|
||||
}
|
||||
|
||||
_gpuContext->endFrame();
|
||||
|
||||
gpu::TexturePointer overlayTexture = _applicationOverlay.acquireOverlay();
|
||||
if (overlayTexture) {
|
||||
displayPlugin->submitOverlayTexture(overlayTexture);
|
||||
}
|
||||
|
||||
// deliver final composited scene to the display plugin
|
||||
{
|
||||
PROFILE_RANGE(__FUNCTION__ "/pluginOutput");
|
||||
|
@ -1900,11 +1910,6 @@ void Application::paintGL() {
|
|||
|
||||
{
|
||||
Stats::getInstance()->setRenderDetails(renderArgs._details);
|
||||
// Reset the gpu::Context Stages
|
||||
// Back to the default framebuffer;
|
||||
gpu::doInBatch(renderArgs._context, [&](gpu::Batch& batch) {
|
||||
batch.resetStages();
|
||||
});
|
||||
}
|
||||
|
||||
uint64_t lastPaintDuration = usecTimestampNow() - lastPaintBegin;
|
||||
|
@ -4678,6 +4683,11 @@ void Application::packetSent(quint64 length) {
|
|||
}
|
||||
|
||||
void Application::registerScriptEngineWithApplicationServices(ScriptEngine* scriptEngine) {
|
||||
|
||||
scriptEngine->setEmitScriptUpdatesFunction([this]() {
|
||||
return isPhysicsEnabled();
|
||||
});
|
||||
|
||||
// setup the packet senders and jurisdiction listeners of the script engine's scripting interfaces so
|
||||
// we can use the same ones from the application.
|
||||
auto entityScriptingInterface = DependencyManager::get<EntityScriptingInterface>();
|
||||
|
|
|
@ -215,6 +215,7 @@ public:
|
|||
qint64 getCurrentSessionRuntime() const { return _sessionRunTimer.elapsed(); }
|
||||
|
||||
bool isAboutToQuit() const { return _aboutToQuit; }
|
||||
bool isPhysicsEnabled() const { return _physicsEnabled; }
|
||||
|
||||
// the isHMDMode is true whenever we use the interface from an HMD and not a standard flat display
|
||||
// rendering of several elements depend on that
|
||||
|
|
|
@ -198,12 +198,16 @@ QUuid EntityScriptingInterface::addEntity(const EntityItemProperties& properties
|
|||
}
|
||||
}
|
||||
|
||||
QUuid EntityScriptingInterface::addModelEntity(const QString& name, const QString& modelUrl, const glm::vec3& position) {
|
||||
QUuid EntityScriptingInterface::addModelEntity(const QString& name, const QString& modelUrl, const QString& shapeType,
|
||||
bool dynamic, const glm::vec3& position, const glm::vec3& gravity) {
|
||||
EntityItemProperties properties;
|
||||
properties.setType(EntityTypes::Model);
|
||||
properties.setName(name);
|
||||
properties.setModelURL(modelUrl);
|
||||
properties.setShapeTypeFromString(shapeType);
|
||||
properties.setDynamic(dynamic);
|
||||
properties.setPosition(position);
|
||||
properties.setGravity(gravity);
|
||||
return addEntity(properties);
|
||||
}
|
||||
|
||||
|
|
|
@ -86,7 +86,8 @@ public slots:
|
|||
Q_INVOKABLE QUuid addEntity(const EntityItemProperties& properties, bool clientOnly = false);
|
||||
|
||||
/// temporary method until addEntity can be used from QJSEngine
|
||||
Q_INVOKABLE QUuid addModelEntity(const QString& name, const QString& modelUrl, const glm::vec3& position);
|
||||
Q_INVOKABLE QUuid addModelEntity(const QString& name, const QString& modelUrl, const QString& shapeType, bool dynamic,
|
||||
const glm::vec3& position, const glm::vec3& gravity);
|
||||
|
||||
/// gets the current model properties for a specific model
|
||||
/// this function will not find return results in script engine contexts which don't have access to models
|
||||
|
|
|
@ -158,69 +158,76 @@ void GLBackend::do_setStateDepthBias(Vec2 bias) {
|
|||
}
|
||||
|
||||
void GLBackend::do_setStateDepthTest(State::DepthTest test) {
|
||||
if (_pipeline._stateCache.depthTest != test) {
|
||||
const auto& current = _pipeline._stateCache.depthTest;
|
||||
if (current != test) {
|
||||
if (test.isEnabled()) {
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthMask(test.getWriteMask());
|
||||
glDepthFunc(COMPARISON_TO_GL[test.getFunction()]);
|
||||
} else {
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
}
|
||||
if (test.getWriteMask() != current.getWriteMask()) {
|
||||
glDepthMask(test.getWriteMask());
|
||||
}
|
||||
if (test.getFunction() != current.getFunction()) {
|
||||
glDepthFunc(COMPARISON_TO_GL[test.getFunction()]);
|
||||
}
|
||||
if (CHECK_GL_ERROR()) {
|
||||
qDebug() << "DepthTest" << (test.isEnabled() ? "Enabled" : "Disabled")
|
||||
<< "Mask=" << (test.getWriteMask() ? "Write" : "no Write")
|
||||
<< "Func=" << test.getFunction()
|
||||
<< "Raw=" << test.getRaw();
|
||||
}
|
||||
|
||||
_pipeline._stateCache.depthTest = test;
|
||||
}
|
||||
}
|
||||
|
||||
void GLBackend::do_setStateStencil(State::StencilActivation activation, State::StencilTest frontTest, State::StencilTest backTest) {
|
||||
|
||||
if ((_pipeline._stateCache.stencilActivation != activation)
|
||||
|| (_pipeline._stateCache.stencilTestFront != frontTest)
|
||||
|| (_pipeline._stateCache.stencilTestBack != backTest)) {
|
||||
void GLBackend::do_setStateStencil(State::StencilActivation activation, State::StencilTest testFront, State::StencilTest testBack) {
|
||||
const auto& currentActivation = _pipeline._stateCache.stencilActivation;
|
||||
const auto& currentTestFront = _pipeline._stateCache.stencilTestFront;
|
||||
const auto& currentTestBack = _pipeline._stateCache.stencilTestBack;
|
||||
if ((currentActivation != activation)
|
||||
|| (currentTestFront != testFront)
|
||||
|| (currentTestBack != testBack)) {
|
||||
|
||||
if (activation.isEnabled()) {
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
|
||||
if (activation.getWriteMaskFront() != activation.getWriteMaskBack()) {
|
||||
glStencilMaskSeparate(GL_FRONT, activation.getWriteMaskFront());
|
||||
glStencilMaskSeparate(GL_BACK, activation.getWriteMaskBack());
|
||||
} else {
|
||||
glStencilMask(activation.getWriteMaskFront());
|
||||
}
|
||||
|
||||
static GLenum STENCIL_OPS[] = {
|
||||
GL_KEEP,
|
||||
GL_ZERO,
|
||||
GL_REPLACE,
|
||||
GL_INCR_WRAP,
|
||||
GL_DECR_WRAP,
|
||||
GL_INVERT,
|
||||
GL_INCR,
|
||||
GL_DECR };
|
||||
|
||||
if (frontTest != backTest) {
|
||||
glStencilOpSeparate(GL_FRONT, STENCIL_OPS[frontTest.getFailOp()], STENCIL_OPS[frontTest.getPassOp()], STENCIL_OPS[frontTest.getDepthFailOp()]);
|
||||
glStencilFuncSeparate(GL_FRONT, COMPARISON_TO_GL[frontTest.getFunction()], frontTest.getReference(), frontTest.getReadMask());
|
||||
|
||||
glStencilOpSeparate(GL_BACK, STENCIL_OPS[backTest.getFailOp()], STENCIL_OPS[backTest.getPassOp()], STENCIL_OPS[backTest.getDepthFailOp()]);
|
||||
glStencilFuncSeparate(GL_BACK, COMPARISON_TO_GL[backTest.getFunction()], backTest.getReference(), backTest.getReadMask());
|
||||
} else {
|
||||
glStencilOp(STENCIL_OPS[frontTest.getFailOp()], STENCIL_OPS[frontTest.getPassOp()], STENCIL_OPS[frontTest.getDepthFailOp()]);
|
||||
glStencilFunc(COMPARISON_TO_GL[frontTest.getFunction()], frontTest.getReference(), frontTest.getReadMask());
|
||||
}
|
||||
} else {
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
}
|
||||
|
||||
if (activation.getWriteMaskFront() != activation.getWriteMaskBack()) {
|
||||
glStencilMaskSeparate(GL_FRONT, activation.getWriteMaskFront());
|
||||
glStencilMaskSeparate(GL_BACK, activation.getWriteMaskBack());
|
||||
} else {
|
||||
glStencilMask(activation.getWriteMaskFront());
|
||||
}
|
||||
|
||||
static GLenum STENCIL_OPS[State::NUM_STENCIL_OPS] = {
|
||||
GL_KEEP,
|
||||
GL_ZERO,
|
||||
GL_REPLACE,
|
||||
GL_INCR_WRAP,
|
||||
GL_DECR_WRAP,
|
||||
GL_INVERT,
|
||||
GL_INCR,
|
||||
GL_DECR };
|
||||
|
||||
if (testFront != testBack) {
|
||||
glStencilOpSeparate(GL_FRONT, STENCIL_OPS[testFront.getFailOp()], STENCIL_OPS[testFront.getPassOp()], STENCIL_OPS[testFront.getDepthFailOp()]);
|
||||
glStencilFuncSeparate(GL_FRONT, COMPARISON_TO_GL[testFront.getFunction()], testFront.getReference(), testFront.getReadMask());
|
||||
|
||||
glStencilOpSeparate(GL_BACK, STENCIL_OPS[testBack.getFailOp()], STENCIL_OPS[testBack.getPassOp()], STENCIL_OPS[testBack.getDepthFailOp()]);
|
||||
glStencilFuncSeparate(GL_BACK, COMPARISON_TO_GL[testBack.getFunction()], testBack.getReference(), testBack.getReadMask());
|
||||
} else {
|
||||
glStencilOp(STENCIL_OPS[testFront.getFailOp()], STENCIL_OPS[testFront.getPassOp()], STENCIL_OPS[testFront.getDepthFailOp()]);
|
||||
glStencilFunc(COMPARISON_TO_GL[testFront.getFunction()], testFront.getReference(), testFront.getReadMask());
|
||||
}
|
||||
|
||||
(void)CHECK_GL_ERROR();
|
||||
|
||||
_pipeline._stateCache.stencilActivation = activation;
|
||||
_pipeline._stateCache.stencilTestFront = frontTest;
|
||||
_pipeline._stateCache.stencilTestBack = backTest;
|
||||
_pipeline._stateCache.stencilTestFront = testFront;
|
||||
_pipeline._stateCache.stencilTestBack = testBack;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -46,6 +46,33 @@ Batch::Batch() {
|
|||
_drawCallInfos.reserve(_drawCallInfosMax);
|
||||
}
|
||||
|
||||
Batch::Batch(const Batch& batch_) {
|
||||
Batch& batch = *const_cast<Batch*>(&batch_);
|
||||
_commands.swap(batch._commands);
|
||||
_commandOffsets.swap(batch._commandOffsets);
|
||||
_params.swap(batch._params);
|
||||
_data.swap(batch._data);
|
||||
_invalidModel = batch._invalidModel;
|
||||
_currentModel = batch._currentModel;
|
||||
_objects.swap(batch._objects);
|
||||
_currentNamedCall = batch._currentNamedCall;
|
||||
|
||||
_buffers._items.swap(batch._buffers._items);
|
||||
_textures._items.swap(batch._textures._items);
|
||||
_streamFormats._items.swap(batch._streamFormats._items);
|
||||
_transforms._items.swap(batch._transforms._items);
|
||||
_pipelines._items.swap(batch._pipelines._items);
|
||||
_framebuffers._items.swap(batch._framebuffers._items);
|
||||
_drawCallInfos.swap(batch._drawCallInfos);
|
||||
_queries._items.swap(batch._queries._items);
|
||||
_lambdas._items.swap(batch._lambdas._items);
|
||||
_profileRanges._items.swap(batch._profileRanges._items);
|
||||
_names._items.swap(batch._names._items);
|
||||
_namedData.swap(batch._namedData);
|
||||
_enableStereo = batch._enableStereo;
|
||||
_enableSkybox = batch._enableSkybox;
|
||||
}
|
||||
|
||||
Batch::~Batch() {
|
||||
_commandsMax = std::max(_commands.size(), _commandsMax);
|
||||
_commandOffsetsMax = std::max(_commandOffsets.size(), _commandOffsetsMax);
|
||||
|
|
|
@ -9,7 +9,7 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
#include "Context.h"
|
||||
|
||||
#include "Frame.h"
|
||||
using namespace gpu;
|
||||
|
||||
Context::CreateBackend Context::_createBackendCallback = nullptr;
|
||||
|
@ -20,6 +20,13 @@ Context::Context() {
|
|||
if (_createBackendCallback) {
|
||||
_backend.reset(_createBackendCallback());
|
||||
}
|
||||
|
||||
_frameHandler = [this](Frame& frame){
|
||||
for (size_t i = 0; i < frame.batches.size(); ++i) {
|
||||
_backend->_stereo = frame.stereoStates[i];
|
||||
_backend->render(frame.batches[i]);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
Context::Context(const Context& context) {
|
||||
|
@ -28,6 +35,43 @@ Context::Context(const Context& context) {
|
|||
Context::~Context() {
|
||||
}
|
||||
|
||||
void Context::setFrameHandler(FrameHandler handler) {
|
||||
_frameHandler = handler;
|
||||
}
|
||||
|
||||
#define DEFERRED_RENDERING
|
||||
|
||||
void Context::beginFrame(const FramebufferPointer& outputFramebuffer, const glm::mat4& renderPose) {
|
||||
_currentFrame = Frame();
|
||||
_currentFrame.framebuffer = outputFramebuffer;
|
||||
_currentFrame.pose = renderPose;
|
||||
_frameActive = true;
|
||||
}
|
||||
|
||||
void Context::append(Batch& batch) {
|
||||
if (!_frameActive) {
|
||||
qWarning() << "Batch executed outside of frame boundaries";
|
||||
}
|
||||
#ifdef DEFERRED_RENDERING
|
||||
_currentFrame.batches.emplace_back(batch);
|
||||
_currentFrame.stereoStates.emplace_back(_stereo);
|
||||
#else
|
||||
_backend->_stereo = _stereo;
|
||||
_backend->render(batch);
|
||||
#endif
|
||||
}
|
||||
|
||||
void Context::endFrame() {
|
||||
#ifdef DEFERRED_RENDERING
|
||||
if (_frameHandler) {
|
||||
_frameHandler(_currentFrame);
|
||||
}
|
||||
#endif
|
||||
_currentFrame = Frame();
|
||||
_frameActive = false;
|
||||
}
|
||||
|
||||
|
||||
bool Context::makeProgram(Shader& shader, const Shader::BindingSet& bindings) {
|
||||
if (shader.isProgram() && _makeProgramCallback) {
|
||||
return _makeProgramCallback(shader, bindings);
|
||||
|
@ -35,36 +79,38 @@ bool Context::makeProgram(Shader& shader, const Shader::BindingSet& bindings) {
|
|||
return false;
|
||||
}
|
||||
|
||||
void Context::render(Batch& batch) {
|
||||
PROFILE_RANGE(__FUNCTION__);
|
||||
_backend->render(batch);
|
||||
}
|
||||
|
||||
void Context::enableStereo(bool enable) {
|
||||
_backend->enableStereo(enable);
|
||||
_stereo._enable = enable;
|
||||
}
|
||||
|
||||
bool Context::isStereo() {
|
||||
return _backend->isStereo();
|
||||
return _stereo._enable;
|
||||
}
|
||||
|
||||
void Context::setStereoProjections(const mat4 eyeProjections[2]) {
|
||||
_backend->setStereoProjections(eyeProjections);
|
||||
for (int i = 0; i < 2; ++i) {
|
||||
_stereo._eyeProjections[i] = eyeProjections[i];
|
||||
}
|
||||
}
|
||||
|
||||
void Context::setStereoViews(const mat4 eyeViews[2]) {
|
||||
_backend->setStereoViews(eyeViews);
|
||||
void Context::setStereoViews(const mat4 views[2]) {
|
||||
for (int i = 0; i < 2; ++i) {
|
||||
_stereo._eyeViews[i] = views[i];
|
||||
}
|
||||
}
|
||||
|
||||
void Context::getStereoProjections(mat4* eyeProjections) const {
|
||||
_backend->getStereoProjections(eyeProjections);
|
||||
for (int i = 0; i < 2; ++i) {
|
||||
eyeProjections[i] = _stereo._eyeProjections[i];
|
||||
}
|
||||
}
|
||||
|
||||
void Context::getStereoViews(mat4* eyeViews) const {
|
||||
_backend->getStereoViews(eyeViews);
|
||||
for (int i = 0; i < 2; ++i) {
|
||||
eyeViews[i] = _stereo._eyeViews[i];
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Context::syncCache() {
|
||||
PROFILE_RANGE(__FUNCTION__);
|
||||
_backend->syncCache();
|
||||
|
@ -103,12 +149,12 @@ Backend::TransformCamera Backend::TransformCamera::getEyeCamera(int eye, const S
|
|||
if (!_stereo._skybox) {
|
||||
offsetTransform.postTranslate(-Vec3(_stereo._eyeViews[eye][3]));
|
||||
} else {
|
||||
// FIXME: If "skybox" the ipd is set to 0 for now, let s try to propose a better solution for this in the future
|
||||
// FIXME: If "skybox" the ipd is set to 0 for now, let s try to propose a better solution for this in the future
|
||||
}
|
||||
result._projection = _stereo._eyeProjections[eye];
|
||||
result.recomputeDerived(offsetTransform);
|
||||
|
||||
result._stereoInfo = Vec4(1.0f, (float) eye, 0.0f, 0.0f);
|
||||
result._stereoInfo = Vec4(1.0f, (float)eye, 0.0f, 0.0f);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
@ -125,7 +171,7 @@ std::atomic<uint32_t> Context::_textureGPUTransferCount{ 0 };
|
|||
void Context::incrementBufferGPUCount() {
|
||||
_bufferGPUCount++;
|
||||
}
|
||||
void Context::decrementBufferGPUCount() {
|
||||
void Context::decrementBufferGPUCount() {
|
||||
_bufferGPUCount--;
|
||||
}
|
||||
void Context::updateBufferGPUMemoryUsage(Size prevObjectSize, Size newObjectSize) {
|
||||
|
|
|
@ -16,12 +16,13 @@
|
|||
|
||||
#include <GLMHelpers.h>
|
||||
|
||||
#include "Forward.h"
|
||||
#include "Batch.h"
|
||||
|
||||
#include "Resource.h"
|
||||
#include "Texture.h"
|
||||
#include "Pipeline.h"
|
||||
#include "Framebuffer.h"
|
||||
#include "Frame.h"
|
||||
|
||||
class QImage;
|
||||
|
||||
|
@ -46,51 +47,11 @@ public:
|
|||
ContextStats(const ContextStats& stats) = default;
|
||||
};
|
||||
|
||||
struct StereoState {
|
||||
bool _enable{ false };
|
||||
bool _skybox{ false };
|
||||
// 0 for left eye, 1 for right eye
|
||||
uint8_t _pass{ 0 };
|
||||
mat4 _eyeViews[2];
|
||||
mat4 _eyeProjections[2];
|
||||
};
|
||||
|
||||
class Backend {
|
||||
public:
|
||||
virtual~ Backend() {};
|
||||
|
||||
virtual void render(Batch& batch) = 0;
|
||||
virtual void enableStereo(bool enable) {
|
||||
_stereo._enable = enable;
|
||||
}
|
||||
|
||||
virtual bool isStereo() {
|
||||
return _stereo._enable;
|
||||
}
|
||||
|
||||
void setStereoProjections(const mat4 eyeProjections[2]) {
|
||||
for (int i = 0; i < 2; ++i) {
|
||||
_stereo._eyeProjections[i] = eyeProjections[i];
|
||||
}
|
||||
}
|
||||
|
||||
void setStereoViews(const mat4 views[2]) {
|
||||
for (int i = 0; i < 2; ++i) {
|
||||
_stereo._eyeViews[i] = views[i];
|
||||
}
|
||||
}
|
||||
|
||||
void getStereoProjections(mat4* eyeProjections) const {
|
||||
for (int i = 0; i < 2; ++i) {
|
||||
eyeProjections[i] = _stereo._eyeProjections[i];
|
||||
}
|
||||
}
|
||||
|
||||
void getStereoViews(mat4* eyeViews) const {
|
||||
for (int i = 0; i < 2; ++i) {
|
||||
eyeViews[i] = _stereo._eyeViews[i];
|
||||
}
|
||||
}
|
||||
|
||||
virtual void syncCache() = 0;
|
||||
virtual void downloadFramebuffer(const FramebufferPointer& srcFramebuffer, const Vec4i& region, QImage& destImage) = 0;
|
||||
|
@ -137,8 +98,25 @@ public:
|
|||
static void decrementTextureGPUTransferCount();
|
||||
|
||||
protected:
|
||||
StereoState _stereo;
|
||||
virtual bool isStereo() {
|
||||
return _stereo._enable;
|
||||
}
|
||||
|
||||
void getStereoProjections(mat4* eyeProjections) const {
|
||||
for (int i = 0; i < 2; ++i) {
|
||||
eyeProjections[i] = _stereo._eyeProjections[i];
|
||||
}
|
||||
}
|
||||
|
||||
void getStereoViews(mat4* eyeViews) const {
|
||||
for (int i = 0; i < 2; ++i) {
|
||||
eyeViews[i] = _stereo._eyeViews[i];
|
||||
}
|
||||
}
|
||||
|
||||
friend class Context;
|
||||
ContextStats _stats;
|
||||
StereoState _stereo;
|
||||
};
|
||||
|
||||
class Context {
|
||||
|
@ -161,7 +139,10 @@ public:
|
|||
Context();
|
||||
~Context();
|
||||
|
||||
void render(Batch& batch);
|
||||
void setFrameHandler(FrameHandler handler);
|
||||
void beginFrame(const FramebufferPointer& outputFramebuffer, const glm::mat4& renderPose = glm::mat4());
|
||||
void append(Batch& batch);
|
||||
void endFrame();
|
||||
|
||||
void enableStereo(bool enable = true);
|
||||
bool isStereo();
|
||||
|
@ -191,6 +172,10 @@ protected:
|
|||
Context(const Context& context);
|
||||
|
||||
std::unique_ptr<Backend> _backend;
|
||||
bool _frameActive { false };
|
||||
Frame _currentFrame;
|
||||
FrameHandler _frameHandler;
|
||||
StereoState _stereo;
|
||||
|
||||
// This function can only be called by "static Shader::makeProgram()"
|
||||
// makeProgramShader(...) make a program shader ready to be used in a Batch.
|
||||
|
@ -234,7 +219,7 @@ template<typename F>
|
|||
void doInBatch(std::shared_ptr<gpu::Context> context, F f) {
|
||||
gpu::Batch batch;
|
||||
f(batch);
|
||||
context->render(batch);
|
||||
context->append(batch);
|
||||
}
|
||||
|
||||
};
|
||||
|
|
|
@ -12,6 +12,7 @@
|
|||
#include <stdint.h>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
#include <functional>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
|
@ -21,6 +22,9 @@ namespace gpu {
|
|||
class Context;
|
||||
using ContextPointer = std::shared_ptr<Context>;
|
||||
class GPUObject;
|
||||
class Frame;
|
||||
using FramePointer = std::shared_ptr<Frame>;
|
||||
using FrameHandler = std::function<void(Frame& frame)>;
|
||||
|
||||
using Stamp = int;
|
||||
using uint32 = uint32_t;
|
||||
|
@ -82,6 +86,15 @@ namespace gpu {
|
|||
class TextureView;
|
||||
using TextureViews = std::vector<TextureView>;
|
||||
|
||||
struct StereoState {
|
||||
bool _enable{ false };
|
||||
bool _skybox{ false };
|
||||
// 0 for left eye, 1 for right eye
|
||||
uint8 _pass{ 0 };
|
||||
Mat4 _eyeViews[2];
|
||||
Mat4 _eyeProjections[2];
|
||||
};
|
||||
|
||||
namespace gl {
|
||||
class GLBuffer;
|
||||
}
|
||||
|
|
29
libraries/gpu/src/gpu/Frame.h
Normal file
29
libraries/gpu/src/gpu/Frame.h
Normal file
|
@ -0,0 +1,29 @@
|
|||
//
|
||||
// Created by Bradley Austin Davis on 2016/07/26
|
||||
// Copyright 2013-2016 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
|
||||
//
|
||||
#ifndef hifi_gpu_Frame_h
|
||||
#define hifi_gpu_Frame_h
|
||||
|
||||
#include "Forward.h"
|
||||
|
||||
namespace gpu {
|
||||
|
||||
class Frame {
|
||||
public:
|
||||
/// The sensor pose used for rendering the frame, only applicable for HMDs
|
||||
glm::mat4 pose;
|
||||
/// The collection of batches which make up the frame
|
||||
std::vector<Batch> batches;
|
||||
std::vector<StereoState> stereoStates;
|
||||
/// The destination framebuffer in which the results will be placed
|
||||
FramebufferPointer framebuffer;
|
||||
};
|
||||
|
||||
};
|
||||
|
||||
|
||||
#endif
|
|
@ -11,34 +11,25 @@
|
|||
|
||||
#include "FramebufferCache.h"
|
||||
|
||||
#include <mutex>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <gpu/Format.h>
|
||||
#include <gpu/Framebuffer.h>
|
||||
|
||||
#include <QMap>
|
||||
#include <QQueue>
|
||||
#include <gpu/Batch.h>
|
||||
#include "RenderUtilsLogging.h"
|
||||
|
||||
static QQueue<gpu::FramebufferPointer> _cachedFramebuffers;
|
||||
|
||||
FramebufferCache::FramebufferCache() {
|
||||
}
|
||||
|
||||
FramebufferCache::~FramebufferCache() {
|
||||
_cachedFramebuffers.clear();
|
||||
}
|
||||
|
||||
void FramebufferCache::setFrameBufferSize(QSize frameBufferSize) {
|
||||
//If the size changed, we need to delete our FBOs
|
||||
if (_frameBufferSize != frameBufferSize) {
|
||||
_frameBufferSize = frameBufferSize;
|
||||
_selfieFramebuffer.reset();
|
||||
_cachedFramebuffers.clear();
|
||||
_occlusionFramebuffer.reset();
|
||||
_occlusionTexture.reset();
|
||||
_occlusionBlurredFramebuffer.reset();
|
||||
_occlusionBlurredTexture.reset();
|
||||
{
|
||||
std::unique_lock<std::mutex> lock(_mutex);
|
||||
_cachedFramebuffers.clear();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -55,8 +46,6 @@ void FramebufferCache::createPrimaryFramebuffer() {
|
|||
|
||||
auto smoothSampler = gpu::Sampler(gpu::Sampler::FILTER_MIN_MAG_MIP_LINEAR);
|
||||
|
||||
|
||||
|
||||
resizeAmbientOcclusionBuffers();
|
||||
}
|
||||
|
||||
|
@ -87,7 +76,8 @@ void FramebufferCache::resizeAmbientOcclusionBuffers() {
|
|||
|
||||
|
||||
gpu::FramebufferPointer FramebufferCache::getFramebuffer() {
|
||||
if (_cachedFramebuffers.isEmpty()) {
|
||||
std::unique_lock<std::mutex> lock(_mutex);
|
||||
if (_cachedFramebuffers.empty()) {
|
||||
_cachedFramebuffers.push_back(gpu::FramebufferPointer(gpu::Framebuffer::create(gpu::Element::COLOR_SRGBA_32, _frameBufferSize.width(), _frameBufferSize.height())));
|
||||
}
|
||||
gpu::FramebufferPointer result = _cachedFramebuffers.front();
|
||||
|
@ -96,6 +86,7 @@ gpu::FramebufferPointer FramebufferCache::getFramebuffer() {
|
|||
}
|
||||
|
||||
void FramebufferCache::releaseFramebuffer(const gpu::FramebufferPointer& framebuffer) {
|
||||
std::unique_lock<std::mutex> lock(_mutex);
|
||||
if (QSize(framebuffer->getSize().x, framebuffer->getSize().y) == _frameBufferSize) {
|
||||
_cachedFramebuffers.push_back(framebuffer);
|
||||
}
|
||||
|
|
|
@ -11,13 +11,10 @@
|
|||
|
||||
#include <QSize>
|
||||
|
||||
#include <gpu/Framebuffer.h>
|
||||
#include <mutex>
|
||||
#include <gpu/Forward.h>
|
||||
#include <DependencyManager.h>
|
||||
|
||||
namespace gpu {
|
||||
class Batch;
|
||||
}
|
||||
|
||||
/// Stores cached textures, including render-to-texture targets.
|
||||
class FramebufferCache : public Dependency {
|
||||
SINGLETON_DEPENDENCY
|
||||
|
@ -47,9 +44,6 @@ public:
|
|||
void releaseFramebuffer(const gpu::FramebufferPointer& framebuffer);
|
||||
|
||||
private:
|
||||
FramebufferCache();
|
||||
virtual ~FramebufferCache();
|
||||
|
||||
void createPrimaryFramebuffer();
|
||||
|
||||
gpu::FramebufferPointer _shadowFramebuffer;
|
||||
|
@ -65,6 +59,9 @@ private:
|
|||
QSize _frameBufferSize{ 100, 100 };
|
||||
int _AOResolutionLevel = 1; // AO perform at half res
|
||||
|
||||
std::mutex _mutex;
|
||||
std::list<gpu::FramebufferPointer> _cachedFramebuffers;
|
||||
|
||||
// Resize/reallocate the buffers used for AO
|
||||
// the size of the AO buffers is scaled by the AOResolutionScale;
|
||||
void resizeAmbientOcclusionBuffers();
|
||||
|
|
|
@ -347,10 +347,10 @@ void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderCon
|
|||
// Needs to be distinct from the other batch because using the clear call
|
||||
// while stereo is enabled triggers a warning
|
||||
if (_opaquePass) {
|
||||
gpu::Batch batch;
|
||||
batch.enableStereo(false);
|
||||
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0, true);
|
||||
args->_context->render(batch);
|
||||
gpu::doInBatch(args->_context, [&](gpu::Batch& batch){
|
||||
batch.enableStereo(false);
|
||||
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0, true);
|
||||
});
|
||||
}
|
||||
|
||||
// Render the items
|
||||
|
|
|
@ -828,24 +828,44 @@ void ScriptEngine::run() {
|
|||
|
||||
_lastUpdate = usecTimestampNow();
|
||||
|
||||
std::chrono::microseconds totalUpdates;
|
||||
|
||||
// TODO: Integrate this with signals/slots instead of reimplementing throttling for ScriptEngine
|
||||
while (!_isFinished) {
|
||||
auto beforeSleep = clock::now();
|
||||
|
||||
// Throttle to SCRIPT_FPS
|
||||
// We'd like to try to keep the script at a solid SCRIPT_FPS update rate. And so we will
|
||||
// calculate a sleepUntil to be the time from our start time until the original target
|
||||
// sleepUntil for this frame.
|
||||
const std::chrono::microseconds FRAME_DURATION(USECS_PER_SECOND / SCRIPT_FPS + 1);
|
||||
clock::time_point sleepTime(startTime + thisFrame++ * FRAME_DURATION);
|
||||
std::this_thread::sleep_until(sleepTime);
|
||||
clock::time_point sleepUntil(startTime + thisFrame++ * FRAME_DURATION);
|
||||
|
||||
// However, if our sleepUntil is not at least our average update time into the future
|
||||
// it means our script is taking too long in it's updates, and we want to punish the
|
||||
// script a little bit. So we will force the sleepUntil to be at least our averageUpdate
|
||||
// time into the future.
|
||||
auto wouldSleep = (sleepUntil - clock::now());
|
||||
auto avgerageUpdate = totalUpdates / thisFrame;
|
||||
|
||||
if (wouldSleep < avgerageUpdate) {
|
||||
sleepUntil = beforeSleep + avgerageUpdate;
|
||||
}
|
||||
|
||||
std::this_thread::sleep_until(sleepUntil);
|
||||
|
||||
#ifdef SCRIPT_DELAY_DEBUG
|
||||
{
|
||||
auto now = clock::now();
|
||||
uint64_t seconds = std::chrono::duration_cast<std::chrono::seconds>(now - startTime).count();
|
||||
auto actuallySleptUntil = clock::now();
|
||||
uint64_t seconds = std::chrono::duration_cast<std::chrono::seconds>(actuallySleptUntil - startTime).count();
|
||||
if (seconds > 0) { // avoid division by zero and time travel
|
||||
uint64_t fps = thisFrame / seconds;
|
||||
// Overreporting artificially reduces the reported rate
|
||||
if (thisFrame % SCRIPT_FPS == 0) {
|
||||
qCDebug(scriptengine) <<
|
||||
"Frame:" << thisFrame <<
|
||||
"Slept (us):" << std::chrono::duration_cast<std::chrono::microseconds>(now - sleepTime).count() <<
|
||||
"Slept (us):" << std::chrono::duration_cast<std::chrono::microseconds>(actuallySleptUntil - beforeSleep).count() <<
|
||||
"Avg Updates (us):" << avgerageUpdate.count() <<
|
||||
"FPS:" << fps;
|
||||
}
|
||||
}
|
||||
|
@ -874,10 +894,14 @@ void ScriptEngine::run() {
|
|||
qint64 now = usecTimestampNow();
|
||||
|
||||
// we check for 'now' in the past in case people set their clock back
|
||||
if (_lastUpdate < now) {
|
||||
if (_emitScriptUpdates() && _lastUpdate < now) {
|
||||
float deltaTime = (float) (now - _lastUpdate) / (float) USECS_PER_SECOND;
|
||||
if (!_isFinished) {
|
||||
auto preUpdate = clock::now();
|
||||
emit update(deltaTime);
|
||||
auto postUpdate = clock::now();
|
||||
auto elapsed = (postUpdate - preUpdate);
|
||||
totalUpdates += std::chrono::duration_cast<std::chrono::microseconds>(elapsed);
|
||||
}
|
||||
}
|
||||
_lastUpdate = now;
|
||||
|
|
|
@ -168,6 +168,8 @@ public:
|
|||
// NOTE - this is used by the TypedArray implemetation. we need to review this for thread safety
|
||||
ArrayBufferClass* getArrayBufferClass() { return _arrayBufferClass; }
|
||||
|
||||
void setEmitScriptUpdatesFunction(std::function<bool()> func) { _emitScriptUpdates = func; }
|
||||
|
||||
public slots:
|
||||
void callAnimationStateHandler(QScriptValue callback, AnimVariantMap parameters, QStringList names, bool useNames, AnimVariantResultHandler resultHandler);
|
||||
void updateMemoryCost(const qint64&);
|
||||
|
@ -236,6 +238,9 @@ protected:
|
|||
QUrl currentSandboxURL {}; // The toplevel url string for the entity script that loaded the code being executed, else empty.
|
||||
void doWithEnvironment(const EntityItemID& entityID, const QUrl& sandboxURL, std::function<void()> operation);
|
||||
void callWithEnvironment(const EntityItemID& entityID, const QUrl& sandboxURL, QScriptValue function, QScriptValue thisObject, QScriptValueList args);
|
||||
|
||||
std::function<bool()> _emitScriptUpdates{ [](){ return true; } };
|
||||
|
||||
};
|
||||
|
||||
#endif // hifi_ScriptEngine_h
|
||||
|
|
|
@ -349,12 +349,8 @@ QVariant OffscreenUi::getCustomInfo(const Icon icon, const QString& title, const
|
|||
}
|
||||
|
||||
QVariant result = DependencyManager::get<OffscreenUi>()->customInputDialog(icon, title, config);
|
||||
if (result.isValid()) {
|
||||
// We get a JSON encoded result, so we unpack it into a QVariant wrapping a QVariantMap
|
||||
result = QVariant(QJsonDocument::fromJson(result.toString().toUtf8()).object().toVariantMap());
|
||||
if (ok) {
|
||||
*ok = true;
|
||||
}
|
||||
if (ok && result.isValid()) {
|
||||
*ok = true;
|
||||
}
|
||||
|
||||
return result;
|
||||
|
@ -386,7 +382,13 @@ QVariant OffscreenUi::customInputDialog(const Icon icon, const QString& title, c
|
|||
return result;
|
||||
}
|
||||
|
||||
return waitForInputDialogResult(createCustomInputDialog(icon, title, config));
|
||||
QVariant result = waitForInputDialogResult(createCustomInputDialog(icon, title, config));
|
||||
if (result.isValid()) {
|
||||
// We get a JSON encoded result, so we unpack it into a QVariant wrapping a QVariantMap
|
||||
result = QVariant(QJsonDocument::fromJson(result.toString().toUtf8()).object().toVariantMap());
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
void OffscreenUi::togglePinned() {
|
||||
|
|
|
@ -403,7 +403,12 @@ private:
|
|||
renderArgs._blitFramebuffer = finalFramebuffer;
|
||||
}
|
||||
|
||||
_gpuContext->beginFrame(renderArgs._blitFramebuffer);
|
||||
gpu::doInBatch(renderArgs._context, [&](gpu::Batch& batch) {
|
||||
batch.resetStages();
|
||||
});
|
||||
render(&renderArgs);
|
||||
_gpuContext->endFrame();
|
||||
GLuint glTex;
|
||||
{
|
||||
auto gpuTex = renderArgs._blitFramebuffer->getRenderBuffer(0);
|
||||
|
@ -428,9 +433,6 @@ private:
|
|||
_offscreenContext->makeCurrent();
|
||||
framebufferCache->releaseFramebuffer(renderArgs._blitFramebuffer);
|
||||
renderArgs._blitFramebuffer.reset();
|
||||
gpu::doInBatch(renderArgs._context, [&](gpu::Batch& batch) {
|
||||
batch.resetStages();
|
||||
});
|
||||
_fpsCounter.increment();
|
||||
static size_t _frameCount { 0 };
|
||||
++_frameCount;
|
||||
|
|
Loading…
Reference in a new issue