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Working on display plugins
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6a5c7b8b42
commit
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9 changed files with 68 additions and 33 deletions
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@ -3069,7 +3069,11 @@ PickRay Application::computePickRay(float x, float y) const {
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if (isHMDMode()) {
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ApplicationOverlay::computeHmdPickRay(glm::vec2(x, y), result.origin, result.direction);
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} else {
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getViewFrustum()->computePickRay(x, y, result.origin, result.direction);
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if (activeRenderingThread) {
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getDisplayViewFrustum()->computePickRay(x, y, result.origin, result.direction);
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} else {
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getViewFrustum()->computePickRay(x, y, result.origin, result.direction);
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}
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}
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return result;
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}
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@ -3124,6 +3128,16 @@ ViewFrustum* Application::getDisplayViewFrustum() {
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return &_displayViewFrustum;
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}
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const ViewFrustum* Application::getDisplayViewFrustum() const {
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#ifdef DEBUG
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if (QThread::currentThread() != activeRenderingThread) {
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// FIXME, should this be an assert?
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qWarning() << "Calling Application::getDisplayViewFrustum() from outside the active rendering thread or outside rendering, did you mean Application::getViewFrustum()?";
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}
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#endif
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return &_displayViewFrustum;
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}
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void Application::displaySide(Camera& theCamera, bool selfAvatarOnly, RenderArgs::RenderSide renderSide) {
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activeRenderingThread = QThread::currentThread();
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PROFILE_RANGE(__FUNCTION__);
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@ -205,6 +205,7 @@ public:
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// which might be different from the viewFrustum, i.e. shadowmap
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// passes, mirror window passes, etc
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ViewFrustum* getDisplayViewFrustum();
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const ViewFrustum* getDisplayViewFrustum() const;
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ViewFrustum* getShadowViewFrustum() { return &_shadowViewFrustum; }
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const OctreePacketProcessor& getOctreePacketProcessor() const { return _octreeProcessor; }
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EntityTreeRenderer* getEntities() { return &_entities; }
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@ -45,6 +45,10 @@ private:
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static eyeFrustum _rightEye;
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static eyeFrustum* _activeEye;
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// The first function is the code executed for each eye
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// while the second is code to be executed between the two eyes.
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// The use case here is to modify the output viewport coordinates
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// for the new eye.
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template<typename F, typename FF>
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static void forEachEye(F f, FF ff = []{}) {
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f(_leftEye);
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@ -10,6 +10,7 @@
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//
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#include "GPULogging.h"
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#include "GLBackendShared.h"
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#include <glm/gtc/type_ptr.hpp>
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GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
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{
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@ -521,3 +522,29 @@ void GLBackend::do_glColor4f(Batch& batch, uint32 paramOffset) {
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(void) CHECK_GL_ERROR();
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}
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void GLBackend::loadMatrix(GLenum target, const glm::mat4 & m) {
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glMatrixMode(target);
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glLoadMatrixf(glm::value_ptr(m));
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}
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void GLBackend::fetchMatrix(GLenum target, glm::mat4 & m) {
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switch (target) {
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case GL_MODELVIEW_MATRIX:
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case GL_PROJECTION_MATRIX:
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break;
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// Lazy cheating
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case GL_MODELVIEW:
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target = GL_MODELVIEW_MATRIX;
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break;
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case GL_PROJECTION:
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target = GL_PROJECTION_MATRIX;
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break;
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default:
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Q_ASSERT_X(false, "GLBackend::fetchMatrix", "Bad matrix target");
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}
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glGetFloatv(target, glm::value_ptr(m));
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}
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@ -79,6 +79,9 @@ public:
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static GLShader* syncGPUObject(const Shader& shader);
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static GLuint getShaderID(const ShaderPointer& shader);
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static void loadMatrix(GLenum target, const glm::mat4 & m);
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static void fetchMatrix(GLenum target, glm::mat4 & m);
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class GLState : public GPUObject {
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public:
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class Command {
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@ -12,6 +12,8 @@
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#ifndef hifi_RenderUtil_h
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#define hifi_RenderUtil_h
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#include <MatrixStack.h>
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/// Renders a quad from (-1, -1, 0) to (1, 1, 0) with texture coordinates from (sMin, tMin) to (sMax, tMax).
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void renderFullscreenQuad(float sMin = 0.0f, float sMax = 1.0f, float tMin = 0.0f, float tMax = 1.0f);
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@ -548,18 +548,23 @@ float TextRenderer::draw(float x, float y, const QString & str,
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float scale = (_pointSize / DEFAULT_POINT_SIZE) * 0.25f;
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glm::vec2 result;
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MatrixStack::withGlMatrices([&] {
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MatrixStack::withPushAll([&] {
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MatrixStack & mv = MatrixStack::modelview();
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// scale the modelview into font units
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// FIXME migrate the constant scale factor into the geometry of the
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// fonts so we don't have to flip the Y axis here and don't have to
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// scale at all.
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mv.translate(glm::vec2(x, y)).scale(glm::vec3(scale, -scale, scale));
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// The font does all the OpenGL work
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if (_font) {
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result = _font->drawString(x, y, str, actualColor, _effectType, bounds / scale);
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}
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});
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MatrixStack & pr = MatrixStack::projection();
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gpu::GLBackend::fetchMatrix(GL_MODELVIEW_MATRIX, mv.top());
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gpu::GLBackend::fetchMatrix(GL_PROJECTION_MATRIX, pr.top());
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// scale the modelview into font units
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// FIXME migrate the constant scale factor into the geometry of the
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// fonts so we don't have to flip the Y axis here and don't have to
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// scale at all.
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mv.translate(glm::vec2(x, y)).scale(glm::vec3(scale, -scale, scale));
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// The font does all the OpenGL work
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if (_font) {
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result = _font->drawString(x, y, str, actualColor, _effectType, bounds / scale);
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}
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});
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return result.x;
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}
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@ -26,10 +26,6 @@
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#include <glm/gtc/matrix_transform.hpp>
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#include <stack>
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#include <gpu/GPUConfig.h>
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class MatrixStack : public std::stack<glm::mat4> {
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public:
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@ -183,22 +179,5 @@ public:
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stack2.withPush(f);
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});
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}
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template <typename Function>
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static void withGlMatrices(Function f) {
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// Push the current stack, and then copy the values out of OpenGL
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withPushAll([&] {
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// Fetch the current matrices out of GL stack
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// FIXME, eliminate the usage of deprecated GL
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MatrixStack & mv = MatrixStack::modelview();
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MatrixStack & pr = MatrixStack::projection();
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glm::mat4 & mvm = mv.top();
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glGetFloatv(GL_MODELVIEW_MATRIX, &(mvm[0][0]));
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glm::mat4 & prm = pr.top();
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glGetFloatv(GL_PROJECTION_MATRIX, &(prm[0][0]));
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f();
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});
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}
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};
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