Fixing scale resolution issues

This commit is contained in:
Bradley Austin Davis 2015-05-07 12:01:56 -07:00
parent 12c26f9c3c
commit c31d36be59
13 changed files with 99 additions and 71 deletions

View file

@ -807,8 +807,7 @@ void Application::initializeUi() {
if (devicePixelRatio != oldDevicePixelRatio) {
oldDevicePixelRatio = devicePixelRatio;
qDebug() << "Device pixel ratio changed, triggering GL resize";
resizeGL(_glWidget->width(),
_glWidget->height());
resizeGL();
}
});
}
@ -825,15 +824,7 @@ void Application::paintGL() {
PerformanceWarning::setSuppressShortTimings(Menu::getInstance()->isOptionChecked(MenuOption::SuppressShortTimings));
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
PerformanceWarning warn(showWarnings, "Application::paintGL()");
// Set the desired FBO texture size. If it hasn't changed, this does nothing.
// Otherwise, it must rebuild the FBOs
if (OculusManager::isConnected()) {
DependencyManager::get<TextureCache>()->setFrameBufferSize(OculusManager::getRenderTargetSize());
} else {
QSize fbSize = _glWidget->getDeviceSize() * getRenderResolutionScale();
DependencyManager::get<TextureCache>()->setFrameBufferSize(fbSize);
}
resizeGL();
glEnable(GL_LINE_SMOOTH);
@ -910,7 +901,14 @@ void Application::paintGL() {
renderRearViewMirror(_mirrorViewRect);
}
DependencyManager::get<GlowEffect>()->render();
auto finalFbo = DependencyManager::get<GlowEffect>()->render();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(finalFbo));
glBlitFramebuffer(0, 0, _renderResolution.x, _renderResolution.y,
0, 0, _glWidget->getDeviceSize().width(), _glWidget->getDeviceSize().height(),
GL_COLOR_BUFFER_BIT, GL_NEAREST);
{
PerformanceTimer perfTimer("renderOverlay");
@ -955,33 +953,47 @@ void Application::showEditEntitiesHelp() {
InfoView::show(INFO_EDIT_ENTITIES_PATH);
}
void Application::resetCamerasOnResizeGL(Camera& camera, int width, int height) {
void Application::resetCamerasOnResizeGL(Camera& camera, const glm::uvec2& size) {
if (OculusManager::isConnected()) {
OculusManager::configureCamera(camera, width, height);
OculusManager::configureCamera(camera, size.x, size.y);
} else if (TV3DManager::isConnected()) {
TV3DManager::configureCamera(camera, width, height);
TV3DManager::configureCamera(camera, size.x, size.y);
} else {
camera.setAspectRatio((float)width / height);
camera.setAspectRatio((float)size.x / size.y);
camera.setFieldOfView(_fieldOfView.get());
}
}
void Application::resizeGL(int width, int height) {
DependencyManager::get<TextureCache>()->setFrameBufferSize(QSize(width, height));
resetCamerasOnResizeGL(_myCamera, width, height);
void Application::resizeGL() {
// Set the desired FBO texture size. If it hasn't changed, this does nothing.
// Otherwise, it must rebuild the FBOs
QSize renderSize;
if (OculusManager::isConnected()) {
renderSize = OculusManager::getRenderTargetSize();
} else {
renderSize = _glWidget->getDeviceSize() * getRenderResolutionScale();
}
if (_renderResolution == toGlm(renderSize)) {
return;
}
glViewport(0, 0, width, height); // shouldn't this account for the menu???
_renderResolution = toGlm(renderSize);
DependencyManager::get<TextureCache>()->setFrameBufferSize(renderSize);
resetCamerasOnResizeGL(_myCamera, _renderResolution);
glViewport(0, 0, _renderResolution.x, _renderResolution.y); // shouldn't this account for the menu???
updateProjectionMatrix();
glLoadIdentity();
auto offscreenUi = DependencyManager::get<OffscreenUi>();
offscreenUi->resize(_glWidget->size());
_glWidget->makeCurrent();
// update Stats width
// let's set horizontal offset to give stats some margin to mirror
int horizontalOffset = MIRROR_VIEW_WIDTH + MIRROR_VIEW_LEFT_PADDING * 2;
Stats::getInstance()->resetWidth(width, horizontalOffset);
Stats::getInstance()->resetWidth(_renderResolution.x, horizontalOffset);
}
void Application::updateProjectionMatrix() {
@ -1819,7 +1831,7 @@ void Application::setFullscreen(bool fullscreen) {
}
void Application::setEnable3DTVMode(bool enable3DTVMode) {
resizeGL(_glWidget->getDeviceWidth(), _glWidget->getDeviceHeight());
resizeGL();
}
void Application::setEnableVRMode(bool enableVRMode) {
@ -1844,7 +1856,7 @@ void Application::setEnableVRMode(bool enableVRMode) {
_myCamera.setHmdRotation(glm::quat());
}
resizeGL(_glWidget->getDeviceWidth(), _glWidget->getDeviceHeight());
resizeGL();
updateCursorVisibility();
}
@ -3200,12 +3212,12 @@ void Application::displaySide(Camera& theCamera, bool selfAvatarOnly, RenderArgs
_stars.render(theCamera.getFieldOfView(), theCamera.getAspectRatio(), theCamera.getNearClip(), alpha);
}
// draw the sky dome
if (!selfAvatarOnly && Menu::getInstance()->isOptionChecked(MenuOption::Atmosphere)) {
PerformanceTimer perfTimer("atmosphere");
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"Application::displaySide() ... atmosphere...");
_environment.renderAtmospheres(theCamera);
// draw the sky dome
if (!selfAvatarOnly && Menu::getInstance()->isOptionChecked(MenuOption::Atmosphere)) {
PerformanceTimer perfTimer("atmosphere");
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
"Application::displaySide() ... atmosphere...");
_environment.renderAtmospheres(theCamera);
}
}
@ -4605,7 +4617,3 @@ PickRay Application::computePickRay() const {
bool Application::hasFocus() const {
return _glWidget->hasFocus();
}
void Application::resizeGL() {
this->resizeGL(_glWidget->getDeviceWidth(), _glWidget->getDeviceHeight());
}

View file

@ -161,7 +161,7 @@ public:
void initializeGL();
void initializeUi();
void paintGL();
void resizeGL(int width, int height);
void resizeGL();
void resizeEvent(QResizeEvent * size);
@ -192,7 +192,6 @@ public:
bool hasFocus() const;
PickRay computePickRay() const;
PickRay computeViewPickRay(float xRatio, float yRatio) const;
void resizeGL();
bool isThrottleRendering() const;
@ -460,7 +459,7 @@ private slots:
void setCursorVisible(bool visible);
private:
void resetCamerasOnResizeGL(Camera& camera, int width, int height);
void resetCamerasOnResizeGL(Camera& camera, const glm::uvec2& size);
void updateProjectionMatrix();
void updateProjectionMatrix(Camera& camera, bool updateViewFrustum = true);
@ -657,6 +656,7 @@ private:
QHash<QString, AcceptURLMethod> _acceptedExtensions;
QList<QString> _domainConnectionRefusals;
glm::uvec2 _renderResolution;
};
#endif // hifi_Application_h

View file

@ -64,7 +64,7 @@ void GLCanvas::paintGL() {
}
void GLCanvas::resizeGL(int width, int height) {
Application::getInstance()->resizeGL(width, height);
Application::getInstance()->resizeGL();
}
void GLCanvas::activeChanged(Qt::ApplicationState state) {

View file

@ -181,7 +181,7 @@ namespace MenuOption {
const QString EditEntitiesHelp = "Edit Entities Help...";
const QString Enable3DTVMode = "Enable 3DTV Mode";
const QString EnableCharacterController = "Enable avatar collisions";
const QString EnableGlowEffect = "Enable Glow Effect (Warning: Poor Oculus Performance)";
const QString EnableGlowEffect = "Enable Glow Effect";
const QString EnableVRMode = "Enable VR Mode";
const QString ExpandMyAvatarSimulateTiming = "Expand /myAvatar/simulation";
const QString ExpandMyAvatarTiming = "Expand /myAvatar";

View file

@ -627,7 +627,7 @@ void OculusManager::display(QGLWidget * glCanvas, const glm::quat &bodyOrientati
if (Menu::getInstance()->isOptionChecked(MenuOption::EnableGlowEffect)) {
//Full texture viewport for glow effect
glViewport(0, 0, _renderTargetSize.w, _renderTargetSize.h);
finalFbo = DependencyManager::get<GlowEffect>()->render(true);
finalFbo = DependencyManager::get<GlowEffect>()->render();
} else {
finalFbo = DependencyManager::get<TextureCache>()->getPrimaryFramebuffer();
glBindFramebuffer(GL_FRAMEBUFFER, 0);

View file

@ -14,7 +14,7 @@
#include <glm/glm.hpp>
#include <GlowEffect.h>
#include "gpu/GLBackend.h"
#include "Application.h"
#include "TV3DManager.h"
@ -163,10 +163,18 @@ void TV3DManager::display(Camera& whichCamera) {
glPopMatrix();
glDisable(GL_SCISSOR_TEST);
auto finalFbo = DependencyManager::get<GlowEffect>()->render();
auto fboSize = finalFbo->getSize();
// Get the ACTUAL device size for the BLIT
deviceSize = qApp->getDeviceSize();
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBindFramebuffer(GL_READ_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(finalFbo));
glBlitFramebuffer(0, 0, fboSize.x, fboSize.y,
0, 0, deviceSize.width(), deviceSize.height(),
GL_COLOR_BUFFER_BIT, GL_NEAREST);
// reset the viewport to how we started
glViewport(0, 0, deviceSize.width(), deviceSize.height());
DependencyManager::get<GlowEffect>()->render();
}
void TV3DManager::overrideOffAxisFrustum(float& left, float& right, float& bottom, float& top, float& nearVal,

View file

@ -190,8 +190,8 @@ void ApplicationOverlay::renderOverlay() {
Overlays& overlays = qApp->getOverlays();
_textureFov = glm::radians(_hmdUIAngularSize);
glm::vec2 deviceSize = qApp->getCanvasSize();
_textureAspectRatio = (float)deviceSize.x / (float)deviceSize.y;
glm::vec2 size = qApp->getCanvasSize();
_textureAspectRatio = aspect(size);
//Handle fading and deactivation/activation of UI
@ -204,12 +204,13 @@ void ApplicationOverlay::renderOverlay() {
_overlays.buildFramebufferObject();
_overlays.bind();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, size.x, size.y);
glPushMatrix(); {
const float NEAR_CLIP = -10000;
const float FAR_CLIP = 10000;
glLoadIdentity();
glOrtho(0, deviceSize.x, deviceSize.y, 0, NEAR_CLIP, FAR_CLIP);
glOrtho(0, size.x, size.y, 0, NEAR_CLIP, FAR_CLIP);
glMatrixMode(GL_MODELVIEW);
@ -269,6 +270,7 @@ void ApplicationOverlay::displayOverlayTexture() {
if (_alpha < 1.0) {
glEnable(GL_BLEND);
}
glViewport(0, 0, qApp->getDeviceSize().width(), qApp->getDeviceSize().height());
static const glm::vec2 topLeft(-1, 1);
static const glm::vec2 bottomRight(1, -1);
@ -1129,8 +1131,9 @@ void ApplicationOverlay::TexturedHemisphere::cleanupVBO() {
}
void ApplicationOverlay::TexturedHemisphere::buildFramebufferObject() {
auto deviceSize = qApp->getDeviceSize();
if (_framebufferObject != NULL && deviceSize == _framebufferObject->size()) {
auto canvasSize = qApp->getCanvasSize();
QSize fboSize = QSize(canvasSize.x, canvasSize.y);
if (_framebufferObject != NULL && fboSize == _framebufferObject->size()) {
// Already build
return;
}
@ -1139,7 +1142,7 @@ void ApplicationOverlay::TexturedHemisphere::buildFramebufferObject() {
delete _framebufferObject;
}
_framebufferObject = new QOpenGLFramebufferObject(deviceSize, QOpenGLFramebufferObject::Depth);
_framebufferObject = new QOpenGLFramebufferObject(fboSize, QOpenGLFramebufferObject::Depth);
glBindTexture(GL_TEXTURE_2D, getTexture());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

View file

@ -95,4 +95,7 @@ void FboCache::setSize(const QSize& newSize) {
});
}
const QSize& FboCache::getSize() {
return _size;
}

View file

@ -37,6 +37,8 @@ public:
// internal locks and pointers but execute no OpenGL opreations.
void lockTexture(int texture);
void releaseTexture(int texture);
const QSize& getSize();
protected:
QMap<int, QSharedPointer<QOpenGLFramebufferObject>> _fboMap;

View file

@ -129,7 +129,7 @@ static void maybeRelease(const gpu::FramebufferPointer& fbo) {
}
}
gpu::FramebufferPointer GlowEffect::render(bool toTexture) {
gpu::FramebufferPointer GlowEffect::render() {
PerformanceTimer perfTimer("glowEffect");
auto textureCache = DependencyManager::get<TextureCache>();
@ -151,26 +151,24 @@ gpu::FramebufferPointer GlowEffect::render(bool toTexture) {
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
gpu::FramebufferPointer destFBO = toTexture ?
textureCache->getSecondaryFramebuffer() : nullptr;
gpu::FramebufferPointer destFBO = textureCache->getSecondaryFramebuffer();
if (!_enabled || _isEmpty) {
// copy the primary to the screen
if (destFBO && QOpenGLFramebufferObject::hasOpenGLFramebufferBlit()) {
glBindFramebuffer(GL_READ_FRAMEBUFFER, primaryFBO);
if (QOpenGLFramebufferObject::hasOpenGLFramebufferBlit()) {
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(destFBO));
glBlitFramebuffer(0, 0, framebufferSize.width(), framebufferSize.height(), 0, 0, framebufferSize.width(), framebufferSize.height(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, primaryFBO);
glBlitFramebuffer(0, 0, framebufferSize.width(), framebufferSize.height(),
0, 0, framebufferSize.width(), framebufferSize.height(),
GL_COLOR_BUFFER_BIT, GL_NEAREST);
} else {
maybeBind(destFBO);
if (!destFBO) {
//destFBO->getSize();
glViewport(0, 0, framebufferSize.width(), framebufferSize.height());
}
glBindFramebuffer(GL_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(destFBO));
glViewport(0, 0, framebufferSize.width(), framebufferSize.height());
glEnable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
renderFullscreenQuad();
glDisable(GL_TEXTURE_2D);
glEnable(GL_LIGHTING);
maybeRelease(destFBO);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
} else {
// diffuse into the secondary/tertiary (alternating between frames)
@ -199,22 +197,18 @@ gpu::FramebufferPointer GlowEffect::render(bool toTexture) {
_diffuseProgram->release();
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
destFBO = oldDiffusedFBO;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// add diffused texture to the primary
glBindTexture(GL_TEXTURE_2D, gpu::GLBackend::getTextureID(newDiffusedFBO->getRenderBuffer(0)));
if (toTexture) {
destFBO = oldDiffusedFBO;
}
maybeBind(destFBO);
if (!destFBO) {
glViewport(0, 0, framebufferSize.width(), framebufferSize.height());
}
glBindFramebuffer(GL_FRAMEBUFFER, gpu::GLBackend::getFramebufferID(destFBO));
glViewport(0, 0, framebufferSize.width(), framebufferSize.height());
_addSeparateProgram->bind();
renderFullscreenQuad();
_addSeparateProgram->release();
maybeRelease(destFBO);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);

View file

@ -52,7 +52,7 @@ public:
/// Renders the glow effect. To be called after rendering the scene.
/// \param toTexture whether to render to a texture, rather than to the frame buffer
/// \return the framebuffer object to which we rendered, or NULL if to the frame buffer
gpu::FramebufferPointer render(bool toTexture = false);
gpu::FramebufferPointer render();
public slots:
void toggleGlowEffect(bool enabled);

View file

@ -117,6 +117,11 @@ QMatrix4x4 fromGlm(const glm::mat4 & m);
QRectF glmToRect(const glm::vec2 & pos, const glm::vec2 & size);
template <typename T>
float aspect(const T& t) {
return (float)t.x / (float)t.y;
}
#define YAW(euler) euler.y
#define PITCH(euler) euler.x
#define ROLL(euler) euler.z

View file

@ -117,8 +117,13 @@ void OffscreenUi::addImportPath(const QString& path) {
void OffscreenUi::resize(const QSize& newSize) {
makeCurrent();
// Clear out any fbos with the old size
qreal pixelRatio = _renderControl->_renderWindow ? _renderControl->_renderWindow->devicePixelRatio() : 1.0;
QSize newOffscreenSize = newSize * pixelRatio;
if (newOffscreenSize == _fboCache.getSize()) {
return;
}
// Clear out any fbos with the old size
qDebug() << "Offscreen UI resizing to " << newSize.width() << "x" << newSize.height() << " with pixel ratio " << pixelRatio;
_fboCache.setSize(newSize * pixelRatio);