Merge pull request #6691 from zzmp/refactor/scene-render

Split JS global Scene into Scene and Render
This commit is contained in:
samcake 2015-12-18 13:57:25 -08:00
commit 19769ddd8f
15 changed files with 334 additions and 314 deletions

View file

@ -89,6 +89,7 @@
#include <RenderableWebEntityItem.h>
#include <RenderDeferredTask.h>
#include <ResourceCache.h>
#include <RenderScriptingInterface.h>
#include <SceneScriptingInterface.h>
#include <RecordingScriptingInterface.h>
#include <ScriptCache.h>
@ -341,6 +342,7 @@ bool setupEssentials(int& argc, char** argv) {
#endif
DependencyManager::set<DiscoverabilityManager>();
DependencyManager::set<SceneScriptingInterface>();
DependencyManager::set<RenderScriptingInterface>();
DependencyManager::set<OffscreenUi>();
DependencyManager::set<AutoUpdater>();
DependencyManager::set<PathUtils>();
@ -3677,40 +3679,22 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
// For now every frame pass the renderContext
{
PerformanceTimer perfTimer("EngineRun");
render::RenderContext renderContext;
auto sceneInterface = DependencyManager::get<SceneScriptingInterface>();
renderContext._cullOpaque = sceneInterface->doEngineCullOpaque();
renderContext._sortOpaque = sceneInterface->doEngineSortOpaque();
renderContext._renderOpaque = sceneInterface->doEngineRenderOpaque();
renderContext._cullTransparent = sceneInterface->doEngineCullTransparent();
renderContext._sortTransparent = sceneInterface->doEngineSortTransparent();
renderContext._renderTransparent = sceneInterface->doEngineRenderTransparent();
renderContext._maxDrawnOpaqueItems = sceneInterface->getEngineMaxDrawnOpaqueItems();
renderContext._maxDrawnTransparentItems = sceneInterface->getEngineMaxDrawnTransparentItems();
renderContext._maxDrawnOverlay3DItems = sceneInterface->getEngineMaxDrawnOverlay3DItems();
renderContext._deferredDebugMode = sceneInterface->getEngineDeferredDebugMode();
renderContext._deferredDebugSize = sceneInterface->getEngineDeferredDebugSize();
renderContext._drawItemStatus = sceneInterface->doEngineDisplayItemStatus();
if (Menu::getInstance()->isOptionChecked(MenuOption::PhysicsShowOwned)) {
renderContext._drawItemStatus |= render::showNetworkStatusFlag;
}
renderContext._drawHitEffect = sceneInterface->doEngineDisplayHitEffect();
renderContext._occlusionStatus = Menu::getInstance()->isOptionChecked(MenuOption::DebugAmbientOcclusion);
renderContext._fxaaStatus = Menu::getInstance()->isOptionChecked(MenuOption::Antialiasing);
renderContext._toneMappingExposure = sceneInterface->getEngineToneMappingExposure();
renderContext._toneMappingToneCurve = sceneInterface->getEngineToneMappingToneCurveValue();
renderArgs->_shouldRender = LODManager::shouldRender;
renderContext.args = renderArgs;
renderArgs->_viewFrustum = getDisplayViewFrustum();
auto renderInterface = DependencyManager::get<RenderScriptingInterface>();
auto renderItemsConfig = renderInterface->getItemsConfig();
auto renderTone = renderInterface->getTone();
int drawStatus = renderInterface->getDrawStatus();
bool drawHitEffect = renderInterface->getDrawHitEffect();
bool occlusionStatus = Menu::getInstance()->isOptionChecked(MenuOption::DebugAmbientOcclusion);
bool antialiasingStatus = Menu::getInstance()->isOptionChecked(MenuOption::Antialiasing);
bool showOwnedStatus = Menu::getInstance()->isOptionChecked(MenuOption::PhysicsShowOwned);
render::RenderContext renderContext{renderArgs, renderItemsConfig, renderTone};
renderContext.setOptions(drawStatus, drawHitEffect, occlusionStatus, antialiasingStatus, showOwnedStatus);
_renderEngine->setRenderContext(renderContext);
// Before the deferred pass, let's try to use the render engine
@ -3718,15 +3702,8 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
_renderEngine->run();
myAvatar->endRenderRun();
auto engineRC = _renderEngine->getRenderContext();
sceneInterface->setEngineFeedOpaqueItems(engineRC->_numFeedOpaqueItems);
sceneInterface->setEngineDrawnOpaqueItems(engineRC->_numDrawnOpaqueItems);
sceneInterface->setEngineFeedTransparentItems(engineRC->_numFeedTransparentItems);
sceneInterface->setEngineDrawnTransparentItems(engineRC->_numDrawnTransparentItems);
sceneInterface->setEngineFeedOverlay3DItems(engineRC->_numFeedOverlay3DItems);
sceneInterface->setEngineDrawnOverlay3DItems(engineRC->_numDrawnOverlay3DItems);
auto engineContext = _renderEngine->getRenderContext();
renderInterface->setItemCounts(engineContext->getItemsConfig());
}
activeRenderingThread = nullptr;
@ -4180,6 +4157,7 @@ void Application::registerScriptEngineWithApplicationServices(ScriptEngine* scri
scriptEngine->registerFunction("HMD", "getHUDLookAtPosition3D", HMDScriptingInterface::getHUDLookAtPosition3D, 0);
scriptEngine->registerGlobalObject("Scene", DependencyManager::get<SceneScriptingInterface>().data());
scriptEngine->registerGlobalObject("Render", DependencyManager::get<RenderScriptingInterface>().data());
scriptEngine->registerGlobalObject("ScriptDiscoveryService", this->getRunningScriptsWidget());
}

View file

@ -175,10 +175,10 @@ const gpu::PipelinePointer& AmbientOcclusion::getBlendPipeline() {
}
void AmbientOcclusion::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext) {
assert(renderContext->args);
assert(renderContext->args->_viewFrustum);
assert(renderContext->getArgs());
assert(renderContext->getArgs()->_viewFrustum);
RenderArgs* args = renderContext->args;
RenderArgs* args = renderContext->getArgs();
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
auto framebufferCache = DependencyManager::get<FramebufferCache>();
QSize framebufferSize = framebufferCache->getFrameBufferSize();

View file

@ -93,14 +93,14 @@ const gpu::PipelinePointer& Antialiasing::getBlendPipeline() {
}
void Antialiasing::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext) {
assert(renderContext->args);
assert(renderContext->args->_viewFrustum);
assert(renderContext->getArgs());
assert(renderContext->getArgs()->_viewFrustum);
if (renderContext->args->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {
if (renderContext->getArgs()->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {
return;
}
RenderArgs* args = renderContext->args;
RenderArgs* args = renderContext->getArgs();
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
batch.enableStereo(false);

View file

@ -179,9 +179,9 @@ const gpu::PipelinePointer& DebugDeferredBuffer::getPipeline(Modes mode, std::st
void DebugDeferredBuffer::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
assert(renderContext->args);
assert(renderContext->args->_viewFrustum);
const RenderArgs* args = renderContext->args;
assert(renderContext->getArgs());
assert(renderContext->getArgs()->_viewFrustum);
RenderArgs* args = renderContext->getArgs();
gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
const auto geometryBuffer = DependencyManager::get<GeometryCache>();
const auto framebufferCache = DependencyManager::get<FramebufferCache>();
@ -211,4 +211,4 @@ void DebugDeferredBuffer::run(const SceneContextPointer& sceneContext, const Ren
const glm::vec2 topRight(renderContext->_deferredDebugSize.z, renderContext->_deferredDebugSize.w);
geometryBuffer->renderQuad(batch, bottomLeft, topRight, color);
});
}
}

View file

@ -61,9 +61,9 @@ const gpu::PipelinePointer& HitEffect::getHitEffectPipeline() {
}
void HitEffect::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext) {
assert(renderContext->args);
assert(renderContext->args->_viewFrustum);
RenderArgs* args = renderContext->args;
assert(renderContext->getArgs());
assert(renderContext->getArgs()->_viewFrustum);
RenderArgs* args = renderContext->getArgs();
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
glm::mat4 projMat;

View file

@ -37,23 +37,24 @@ using namespace render;
void PrepareDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
DependencyManager::get<DeferredLightingEffect>()->prepare(renderContext->args);
DependencyManager::get<DeferredLightingEffect>()->prepare(renderContext->getArgs());
}
void RenderDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
DependencyManager::get<DeferredLightingEffect>()->render(renderContext->args);
DependencyManager::get<DeferredLightingEffect>()->render(renderContext->getArgs());
}
void ToneMappingDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
PerformanceTimer perfTimer("ToneMappingDeferred");
_toneMappingEffect.render(renderContext->args);
_toneMappingEffect.render(renderContext->getArgs());
}
RenderDeferredTask::RenderDeferredTask() : Task() {
// CPU only, create the list of renderedOpaques items
_jobs.push_back(Job(new FetchItems::JobModel("FetchOpaque",
FetchItems([](const RenderContextPointer& context, int count) {
context->_numFeedOpaqueItems = count;
context->getItemsConfig().opaque.numFeed = count;
auto& opaque = context->getItemsConfig().opaque;
})
)));
_jobs.push_back(Job(new CullItemsOpaque::JobModel("CullOpaque", _jobs.back().getOutput())));
@ -64,7 +65,7 @@ RenderDeferredTask::RenderDeferredTask() : Task() {
_jobs.push_back(Job(new FetchItems::JobModel("FetchTransparent",
FetchItems(ItemFilter::Builder::transparentShape().withoutLayered(),
[](const RenderContextPointer& context, int count) {
context->_numFeedTransparentItems = count;
context->getItemsConfig().transparent.numFeed = count;
})
)));
_jobs.push_back(Job(new CullItemsTransparent::JobModel("CullTransparent", _jobs.back().getOutput())));
@ -146,7 +147,7 @@ void RenderDeferredTask::run(const SceneContextPointer& sceneContext, const Rend
// Is it possible that we render without a viewFrustum ?
if (!(renderContext->args && renderContext->args->_viewFrustum)) {
if (!(renderContext->getArgs() && renderContext->getArgs()->_viewFrustum)) {
return;
}
@ -154,21 +155,21 @@ void RenderDeferredTask::run(const SceneContextPointer& sceneContext, const Rend
setDrawDebugDeferredBuffer(renderContext->_deferredDebugMode);
// Make sure we turn the displayItemStatus on/off
setDrawItemStatus(renderContext->_drawItemStatus);
setDrawItemStatus(renderContext->getDrawStatus());
// Make sure we display hit effect on screen, as desired from a script
setDrawHitEffect(renderContext->_drawHitEffect);
setDrawHitEffect(renderContext->getDrawHitEffect());
// TODO: turn on/off AO through menu item
setOcclusionStatus(renderContext->_occlusionStatus);
setOcclusionStatus(renderContext->getOcclusionStatus());
setAntialiasingStatus(renderContext->_fxaaStatus);
setAntialiasingStatus(renderContext->getFxaaStatus());
setToneMappingExposure(renderContext->_toneMappingExposure);
setToneMappingToneCurve(renderContext->_toneMappingToneCurve);
setToneMappingExposure(renderContext->getTone().exposure);
setToneMappingToneCurve(renderContext->getTone().toneCurve);
renderContext->args->_context->syncCache();
renderContext->getArgs()->_context->syncCache();
for (auto job : _jobs) {
job.run(sceneContext, renderContext);
@ -177,16 +178,17 @@ void RenderDeferredTask::run(const SceneContextPointer& sceneContext, const Rend
};
void DrawOpaqueDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems) {
assert(renderContext->args);
assert(renderContext->args->_viewFrustum);
assert(renderContext->getArgs());
assert(renderContext->getArgs()->_viewFrustum);
RenderArgs* args = renderContext->args;
RenderArgs* args = renderContext->getArgs();
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
args->_batch = &batch;
renderContext->_numDrawnOpaqueItems = (int)inItems.size();
auto& opaque = renderContext->getItemsConfig().opaque;
opaque.numDrawn = (int)inItems.size();
glm::mat4 projMat;
Transform viewMat;
@ -200,22 +202,23 @@ void DrawOpaqueDeferred::run(const SceneContextPointer& sceneContext, const Rend
const float OPAQUE_ALPHA_THRESHOLD = 0.5f;
args->_alphaThreshold = OPAQUE_ALPHA_THRESHOLD;
}
renderItems(sceneContext, renderContext, inItems, renderContext->_maxDrawnOpaqueItems);
renderItems(sceneContext, renderContext, inItems, opaque.maxDrawn);
args->_batch = nullptr;
});
}
void DrawTransparentDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems) {
assert(renderContext->args);
assert(renderContext->args->_viewFrustum);
assert(renderContext->getArgs());
assert(renderContext->getArgs()->_viewFrustum);
RenderArgs* args = renderContext->args;
RenderArgs* args = renderContext->getArgs();
gpu::doInBatch(args->_context, [=](gpu::Batch& batch) {
batch.setViewportTransform(args->_viewport);
batch.setStateScissorRect(args->_viewport);
args->_batch = &batch;
renderContext->_numDrawnTransparentItems = (int)inItems.size();
auto& transparent = renderContext->getItemsConfig().transparent;
transparent.numDrawn = (int)inItems.size();
glm::mat4 projMat;
Transform viewMat;
@ -228,7 +231,7 @@ void DrawTransparentDeferred::run(const SceneContextPointer& sceneContext, const
const float TRANSPARENT_ALPHA_THRESHOLD = 0.0f;
args->_alphaThreshold = TRANSPARENT_ALPHA_THRESHOLD;
renderItems(sceneContext, renderContext, inItems, renderContext->_maxDrawnTransparentItems);
renderItems(sceneContext, renderContext, inItems, transparent.maxDrawn);
args->_batch = nullptr;
});
}
@ -251,8 +254,8 @@ const gpu::PipelinePointer& DrawOverlay3D::getOpaquePipeline() {
}
void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
assert(renderContext->args);
assert(renderContext->args->_viewFrustum);
assert(renderContext->getArgs());
assert(renderContext->getArgs()->_viewFrustum);
// render backgrounds
auto& scene = sceneContext->_scene;
@ -267,11 +270,12 @@ void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderCon
inItems.emplace_back(id);
}
}
renderContext->_numFeedOverlay3DItems = (int)inItems.size();
renderContext->_numDrawnOverlay3DItems = (int)inItems.size();
auto& overlay3D = renderContext->getItemsConfig().overlay3D;
overlay3D.numFeed = (int)inItems.size();
overlay3D.numDrawn = (int)inItems.size();
if (!inItems.empty()) {
RenderArgs* args = renderContext->args;
RenderArgs* args = renderContext->getArgs();
// Clear the framebuffer without stereo
// Needs to be distinct from the other batch because using the clear call
@ -300,7 +304,7 @@ void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderCon
batch.setPipeline(getOpaquePipeline());
batch.setResourceTexture(0, args->_whiteTexture);
renderItems(sceneContext, renderContext, inItems, renderContext->_maxDrawnOverlay3DItems);
renderItems(sceneContext, renderContext, inItems, renderContext->getItemsConfig().overlay3D.maxDrawn);
});
args->_batch = nullptr;
args->_whiteTexture.reset();
@ -329,11 +333,11 @@ const gpu::PipelinePointer& DrawStencilDeferred::getOpaquePipeline() {
}
void DrawStencilDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
assert(renderContext->args);
assert(renderContext->args->_viewFrustum);
assert(renderContext->getArgs());
assert(renderContext->getArgs()->_viewFrustum);
// from the touched pixel generate the stencil buffer
RenderArgs* args = renderContext->args;
RenderArgs* args = renderContext->getArgs();
doInBatch(args->_context, [=](gpu::Batch& batch) {
args->_batch = &batch;
@ -355,8 +359,8 @@ void DrawStencilDeferred::run(const SceneContextPointer& sceneContext, const Ren
}
void DrawBackgroundDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
assert(renderContext->args);
assert(renderContext->args->_viewFrustum);
assert(renderContext->getArgs());
assert(renderContext->getArgs()->_viewFrustum);
// render backgrounds
auto& scene = sceneContext->_scene;
@ -368,7 +372,7 @@ void DrawBackgroundDeferred::run(const SceneContextPointer& sceneContext, const
for (auto id : items) {
inItems.emplace_back(id);
}
RenderArgs* args = renderContext->args;
RenderArgs* args = renderContext->getArgs();
doInBatch(args->_context, [=](gpu::Batch& batch) {
args->_batch = &batch;

View file

@ -0,0 +1,41 @@
//
// RenderScriptingInterface.cpp
// libraries/render-utils
//
// Created by Zach Pomerantz on 12/16/15.
// Copyright 2015 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 "RenderScriptingInterface.h"
RenderScriptingInterface::RenderScriptingInterface() {};
void RenderScriptingInterface::setEngineToneMappingToneCurve(const QString& toneCurve) {
if (toneCurve == QString("None")) {
_tone.toneCurve = 0;
} else if (toneCurve == QString("Gamma22")) {
_tone.toneCurve = 1;
} else if (toneCurve == QString("Reinhard")) {
_tone.toneCurve = 2;
} else if (toneCurve == QString("Filmic")) {
_tone.toneCurve = 3;
}
}
QString RenderScriptingInterface::getEngineToneMappingToneCurve() const {
switch (_tone.toneCurve) {
case 0:
return QString("None");
case 1:
return QString("Gamma22");
case 2:
return QString("Reinhard");
case 3:
return QString("Filmic");
default:
return QString("Filmic");
};
}

View file

@ -0,0 +1,95 @@
//
// RenderScriptingInterface.h
// libraries/render-utils
//
// Created by Zach Pomerantz on 12/16/15.
// 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
//
#ifndef hifi_RenderScriptingInterface_h
#define hifi_RenderScriptingInterface_h
#include <qscriptengine.h> // QObject
#include <DependencyManager.h> // Dependency
#include "render/Engine.h"
class RenderScriptingInterface : public QObject, public Dependency {
Q_OBJECT
SINGLETON_DEPENDENCY
public:
Q_INVOKABLE void setEngineRenderOpaque(bool renderOpaque) { _items.opaque.render = renderOpaque; };
Q_INVOKABLE bool doEngineRenderOpaque() const { return _items.opaque.render; }
Q_INVOKABLE void setEngineRenderTransparent(bool renderTransparent) { _items.transparent.render = renderTransparent; };
Q_INVOKABLE bool doEngineRenderTransparent() const { return _items.transparent.render; }
Q_INVOKABLE void setEngineCullOpaque(bool cullOpaque) { _items.opaque.cull = cullOpaque; };
Q_INVOKABLE bool doEngineCullOpaque() const { return _items.opaque.cull; }
Q_INVOKABLE void setEngineCullTransparent(bool cullTransparent) { _items.transparent.cull = cullTransparent; };
Q_INVOKABLE bool doEngineCullTransparent() const { return _items.transparent.cull; }
Q_INVOKABLE void setEngineSortOpaque(bool sortOpaque) { _items.opaque.sort = sortOpaque; };
Q_INVOKABLE bool doEngineSortOpaque() const { return _items.opaque.sort; }
Q_INVOKABLE void setEngineSortTransparent(bool sortTransparent) { _items.transparent.sort = sortTransparent; };
Q_INVOKABLE bool doEngineSortTransparent() const { return _items.transparent.sort; }
Q_INVOKABLE int getEngineNumDrawnOpaqueItems() { return _items.opaque.numDrawn; }
Q_INVOKABLE int getEngineNumDrawnTransparentItems() { return _items.transparent.numDrawn; }
Q_INVOKABLE int getEngineNumDrawnOverlay3DItems() { return _items.overlay3D.numDrawn; }
Q_INVOKABLE int getEngineNumFeedOpaqueItems() { return _items.opaque.numFeed; }
Q_INVOKABLE int getEngineNumFeedTransparentItems() { return _items.transparent.numFeed; }
Q_INVOKABLE int getEngineNumFeedOverlay3DItems() { return _items.overlay3D.numFeed; }
Q_INVOKABLE void setEngineMaxDrawnOpaqueItems(int count) { _items.opaque.maxDrawn = count; }
Q_INVOKABLE int getEngineMaxDrawnOpaqueItems() { return _items.opaque.maxDrawn; }
Q_INVOKABLE void setEngineMaxDrawnTransparentItems(int count) { _items.transparent.maxDrawn = count; }
Q_INVOKABLE int getEngineMaxDrawnTransparentItems() { return _items.transparent.maxDrawn; }
Q_INVOKABLE void setEngineMaxDrawnOverlay3DItems(int count) { _items.overlay3D.maxDrawn = count; }
Q_INVOKABLE int getEngineMaxDrawnOverlay3DItems() { return _items.overlay3D.maxDrawn; }
Q_INVOKABLE void setEngineDeferredDebugMode(int mode) { _deferredDebugMode = mode; }
Q_INVOKABLE int getEngineDeferredDebugMode() { return _deferredDebugMode; }
Q_INVOKABLE void setEngineDeferredDebugSize(glm::vec4 size) { _deferredDebugSize = size; }
Q_INVOKABLE glm::vec4 getEngineDeferredDebugSize() { return _deferredDebugSize; }
Q_INVOKABLE void setEngineDisplayItemStatus(int display) { _drawStatus = display; }
Q_INVOKABLE int doEngineDisplayItemStatus() { return _drawStatus; }
Q_INVOKABLE void setEngineDisplayHitEffect(bool display) { _drawHitEffect = display; }
Q_INVOKABLE bool doEngineDisplayHitEffect() { return _drawHitEffect; }
Q_INVOKABLE void setEngineToneMappingExposure(float exposure) { _tone.exposure = exposure; }
Q_INVOKABLE float getEngineToneMappingExposure() const { return _tone.exposure; }
Q_INVOKABLE void setEngineToneMappingToneCurve(const QString& curve);
Q_INVOKABLE QString getEngineToneMappingToneCurve() const;
int getEngineToneMappingToneCurveValue() const { return _tone.toneCurve; }
inline int getDrawStatus() { return _drawStatus; }
inline bool getDrawHitEffect() { return _drawHitEffect; }
inline const render::RenderContext::ItemsConfig& getItemsConfig() { return _items; }
inline const render::RenderContext::Tone& getTone() { return _tone; }
void setItemCounts(const render::RenderContext::ItemsConfig& items) { _items.setCounts(items); };
protected:
RenderScriptingInterface();
~RenderScriptingInterface() {};
render::RenderContext::ItemsConfig _items;
render::RenderContext::Tone _tone;
// Options
int _drawStatus = 0;
bool _drawHitEffect = false;
// Debugging
int _deferredDebugMode = -1;
glm::vec4 _deferredDebugSize { 0.0f, -1.0f, 1.0f, 1.0f };
};
#endif // hifi_RenderScriptingInterface_h

View file

@ -97,9 +97,9 @@ const gpu::TexturePointer DrawStatus::getStatusIconMap() const {
void DrawStatus::run(const SceneContextPointer& sceneContext,
const RenderContextPointer& renderContext,
const ItemIDsBounds& inItems) {
assert(renderContext->args);
assert(renderContext->args->_viewFrustum);
RenderArgs* args = renderContext->args;
assert(renderContext->getArgs());
assert(renderContext->getArgs()->_viewFrustum);
RenderArgs* args = renderContext->getArgs();
auto& scene = sceneContext->_scene;
const int NUM_STATUS_VEC4_PER_ITEM = 2;
const int VEC4_LENGTH = 4;
@ -179,7 +179,7 @@ void DrawStatus::run(const SceneContextPointer& sceneContext,
const unsigned int VEC3_ADRESS_OFFSET = 3;
if ((renderContext->_drawItemStatus & showDisplayStatusFlag) > 0) {
if ((renderContext->getDrawStatus() & showDisplayStatusFlag) > 0) {
for (int i = 0; i < nbItems; i++) {
batch._glUniform3fv(_drawItemBoundPosLoc, 1, (const float*) (itemAABox + i));
batch._glUniform3fv(_drawItemBoundDimLoc, 1, ((const float*) (itemAABox + i)) + VEC3_ADRESS_OFFSET);
@ -192,7 +192,7 @@ void DrawStatus::run(const SceneContextPointer& sceneContext,
batch.setPipeline(getDrawItemStatusPipeline());
if ((renderContext->_drawItemStatus & showNetworkStatusFlag) > 0) {
if ((renderContext->getDrawStatus() & showNetworkStatusFlag) > 0) {
for (int i = 0; i < nbItems; i++) {
batch._glUniform3fv(_drawItemStatusPosLoc, 1, (const float*) (itemAABox + i));
batch._glUniform3fv(_drawItemStatusDimLoc, 1, ((const float*) (itemAABox + i)) + VEC3_ADRESS_OFFSET);

View file

@ -37,7 +37,7 @@ void DrawSceneTask::run(const SceneContextPointer& sceneContext, const RenderCon
// Is it possible that we render without a viewFrustum ?
if (!(renderContext->args && renderContext->args->_viewFrustum)) {
if (!(renderContext->getArgs() && renderContext->getArgs()->_viewFrustum)) {
return;
}
@ -54,11 +54,11 @@ Job::~Job() {
void render::cullItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, ItemIDsBounds& outItems) {
assert(renderContext->args);
assert(renderContext->args->_viewFrustum);
assert(renderContext->getArgs());
assert(renderContext->getArgs()->_viewFrustum);
RenderArgs* args = renderContext->args;
auto renderDetails = renderContext->args->_details._item;
RenderArgs* args = renderContext->getArgs();
auto renderDetails = renderContext->getArgs()->_details._item;
renderDetails->_considered += inItems.size();
@ -115,7 +115,7 @@ void CullItems::run(const SceneContextPointer& sceneContext, const RenderContext
outItems.clear();
outItems.reserve(inItems.size());
RenderArgs* args = renderContext->args;
RenderArgs* args = renderContext->getArgs();
args->_details.pointTo(RenderDetails::OTHER_ITEM);
cullItems(sceneContext, renderContext, inItems, outItems);
}
@ -124,7 +124,7 @@ void CullItemsOpaque::run(const SceneContextPointer& sceneContext, const RenderC
outItems.clear();
outItems.reserve(inItems.size());
RenderArgs* args = renderContext->args;
RenderArgs* args = renderContext->getArgs();
args->_details.pointTo(RenderDetails::OPAQUE_ITEM);
cullItems(sceneContext, renderContext, inItems, outItems);
}
@ -133,7 +133,7 @@ void CullItemsTransparent::run(const SceneContextPointer& sceneContext, const Re
outItems.clear();
outItems.reserve(inItems.size());
RenderArgs* args = renderContext->args;
RenderArgs* args = renderContext->getArgs();
args->_details.pointTo(RenderDetails::TRANSLUCENT_ITEM);
cullItems(sceneContext, renderContext, inItems, outItems);
}
@ -163,11 +163,11 @@ struct BackToFrontSort {
};
void render::depthSortItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, bool frontToBack, const ItemIDsBounds& inItems, ItemIDsBounds& outItems) {
assert(renderContext->args);
assert(renderContext->args->_viewFrustum);
assert(renderContext->getArgs());
assert(renderContext->getArgs()->_viewFrustum);
auto& scene = sceneContext->_scene;
RenderArgs* args = renderContext->args;
RenderArgs* args = renderContext->getArgs();
// Allocate and simply copy
@ -211,7 +211,7 @@ void DepthSortItems::run(const SceneContextPointer& sceneContext, const RenderCo
void render::renderItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, int maxDrawnItems) {
auto& scene = sceneContext->_scene;
RenderArgs* args = renderContext->args;
RenderArgs* args = renderContext->getArgs();
// render
if ((maxDrawnItems < 0) || (maxDrawnItems > (int) inItems.size())) {
for (auto itemDetails : inItems) {
@ -236,8 +236,8 @@ void render::renderItems(const SceneContextPointer& sceneContext, const RenderCo
}
void DrawLight::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
assert(renderContext->args);
assert(renderContext->args->_viewFrustum);
assert(renderContext->getArgs());
assert(renderContext->getArgs()->_viewFrustum);
// render lights
auto& scene = sceneContext->_scene;
@ -253,7 +253,7 @@ void DrawLight::run(const SceneContextPointer& sceneContext, const RenderContext
ItemIDsBounds culledItems;
culledItems.reserve(inItems.size());
RenderArgs* args = renderContext->args;
RenderArgs* args = renderContext->getArgs();
args->_details.pointTo(RenderDetails::OTHER_ITEM);
cullItems(sceneContext, renderContext, inItems, culledItems);
@ -265,8 +265,8 @@ void DrawLight::run(const SceneContextPointer& sceneContext, const RenderContext
}
void DrawBackground::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
assert(renderContext->args);
assert(renderContext->args->_viewFrustum);
assert(renderContext->getArgs());
assert(renderContext->getArgs()->_viewFrustum);
// render backgrounds
auto& scene = sceneContext->_scene;
@ -278,7 +278,7 @@ void DrawBackground::run(const SceneContextPointer& sceneContext, const RenderCo
for (auto id : items) {
inItems.emplace_back(id);
}
RenderArgs* args = renderContext->args;
RenderArgs* args = renderContext->getArgs();
doInBatch(args->_context, [=](gpu::Batch& batch) {
args->_batch = &batch;
batch.enableSkybox(true);

View file

@ -13,6 +13,16 @@
#include "DrawTask.h"
using namespace render;
void RenderContext::setOptions(int drawStatus, bool drawHitEffect, bool occlusion, bool fxaa, bool showOwned) {
_drawStatus = drawStatus;
_occlusionStatus = occlusion;
_fxaaStatus = fxaa;
_drawHitEffect = drawHitEffect;
if (showOwned) {
_drawStatus |= render::showNetworkStatusFlag;
}
};
Engine::Engine() :
_sceneContext(std::make_shared<SceneContext>()),

View file

@ -23,7 +23,7 @@ public:
SceneContext() {}
};
typedef std::shared_ptr<SceneContext> SceneContextPointer;
using SceneContextPointer = std::shared_ptr<SceneContext>;
// see examples/utilities/tools/renderEngineDebug.js
const int showDisplayStatusFlag = 1;
@ -32,43 +32,84 @@ const int showNetworkStatusFlag = 2;
class RenderContext {
public:
RenderArgs* args;
class ItemsConfig {
public:
inline void setCounts(const ItemsConfig& items) {
opaque.setCounts(items.opaque);
transparent.setCounts(items.transparent);
overlay3D.setCounts(items.overlay3D);
};
bool _cullOpaque = true;
bool _sortOpaque = true;
bool _renderOpaque = true;
bool _cullTransparent = true;
bool _sortTransparent = true;
bool _renderTransparent = true;
class Counter {
public:
Counter() {};
Counter(const Counter& counter) {
numFeed = numDrawn = 0;
maxDrawn = counter.maxDrawn;
};
int _numFeedOpaqueItems = 0;
int _numDrawnOpaqueItems = 0;
int _maxDrawnOpaqueItems = -1;
inline void setCounts(const Counter& counter) {
numFeed = counter.numFeed;
numDrawn = counter.numDrawn;
};
int numFeed = 0;
int numDrawn = 0;
int maxDrawn = -1;
};
class State : public Counter {
public:
bool render = true;
bool cull = true;
bool sort = true;
Counter counter{};
};
// TODO: If member count increases, store counters in a map instead of multiple members
State opaque{};
State transparent{};
Counter overlay3D{};
};
class Tone {
public:
int toneCurve = 3;
float exposure = 0.0;
};
int _numFeedTransparentItems = 0;
int _numDrawnTransparentItems = 0;
int _maxDrawnTransparentItems = -1;
RenderContext(RenderArgs* args, ItemsConfig items, Tone tone) : _args{args}, _items{items}, _tone{tone} {};
RenderContext() : RenderContext(nullptr, {}, {}) {};
int _numFeedOverlay3DItems = 0;
int _numDrawnOverlay3DItems = 0;
int _maxDrawnOverlay3DItems = -1;
inline RenderArgs* getArgs() { return _args; }
inline ItemsConfig& getItemsConfig() { return _items; }
inline Tone& getTone() { return _tone; }
inline int getDrawStatus() { return _drawStatus; }
inline bool getDrawHitEffect() { return _drawHitEffect; }
inline bool getOcclusionStatus() { return _occlusionStatus; }
inline bool getFxaaStatus() { return _fxaaStatus; }
void setOptions(int drawStatus, bool drawHitEffect, bool occlusion, bool fxaa, bool showOwned);
// Debugging
int _deferredDebugMode = -1;
glm::vec4 _deferredDebugSize { 0.0f, -1.0f, 1.0f, 1.0f };
int _drawItemStatus = 0;
bool _drawHitEffect = false;
protected:
RenderArgs* _args;
// Options
int _drawStatus = 0; // bitflag
bool _drawHitEffect = false;
bool _occlusionStatus = false;
bool _fxaaStatus = false;
float _toneMappingExposure = 0.0;
int _toneMappingToneCurve = 3;
RenderContext() {}
ItemsConfig _items;
Tone _tone;
};
typedef std::shared_ptr<RenderContext> RenderContextPointer;
// THe base class for a task that runs on the SceneContext
// The base class for a task that runs on the SceneContext
class Task {
public:
Task() {}
@ -81,7 +122,7 @@ protected:
typedef std::shared_ptr<Task> TaskPointer;
typedef std::vector<TaskPointer> Tasks;
// The root of the takss, the Engine, should not be known from the Tasks,
// The root of the tasks, the Engine, should not be known from the Tasks,
// The SceneContext is what navigates from the engine down to the Tasks
class Engine {
public:

View file

@ -1,6 +1,6 @@
//
// SceneScriptingInterface.cpp
// interface/src/scripting
// libraries/script-engine
//
// Created by Sam Gateau on 2/24/15.
// Copyright 2014 High Fidelity, Inc.
@ -11,16 +11,27 @@
#include "SceneScriptingInterface.h"
#include <AddressManager.h>
#include <procedural/ProceduralSkybox.h>
SceneScriptingInterface::SceneScriptingInterface() {
// Let's make sure the sunSkyStage is using a proceduralSKybox
// Let's make sure the sunSkyStage is using a proceduralSkybox
_skyStage->setSkybox(model::SkyboxPointer(new ProceduralSkybox()));
}
void SceneScriptingInterface::setShouldRenderAvatars(bool shouldRenderAvatars) {
if (shouldRenderAvatars != _shouldRenderAvatars) {
_shouldRenderAvatars = shouldRenderAvatars;
emit shouldRenderAvatarsChanged(_shouldRenderAvatars);
}
}
void SceneScriptingInterface::setShouldRenderEntities(bool shouldRenderEntities) {
if (shouldRenderEntities != _shouldRenderEntities) {
_shouldRenderEntities = shouldRenderEntities;
emit shouldRenderEntitiesChanged(_shouldRenderEntities);
}
}
void SceneScriptingInterface::setStageOrientation(const glm::quat& orientation) {
_skyStage->setOriginOrientation(orientation);
}
@ -120,77 +131,3 @@ QString SceneScriptingInterface::getBackgroundMode() const {
model::SunSkyStagePointer SceneScriptingInterface::getSkyStage() const {
return _skyStage;
}
void SceneScriptingInterface::setShouldRenderAvatars(bool shouldRenderAvatars) {
if (shouldRenderAvatars != _shouldRenderAvatars) {
_shouldRenderAvatars = shouldRenderAvatars;
emit shouldRenderAvatarsChanged(_shouldRenderAvatars);
}
}
void SceneScriptingInterface::setShouldRenderEntities(bool shouldRenderEntities) {
if (shouldRenderEntities != _shouldRenderEntities) {
_shouldRenderEntities = shouldRenderEntities;
emit shouldRenderEntitiesChanged(_shouldRenderEntities);
}
}
void SceneScriptingInterface::setEngineRenderOpaque(bool renderOpaque) {
_engineRenderOpaque = renderOpaque;
}
void SceneScriptingInterface::setEngineRenderTransparent(bool renderTransparent) {
_engineRenderTransparent = renderTransparent;
}
void SceneScriptingInterface::setEngineCullOpaque(bool cullOpaque) {
_engineCullOpaque = cullOpaque;
}
void SceneScriptingInterface::setEngineCullTransparent(bool cullTransparent) {
_engineCullTransparent = cullTransparent;
}
void SceneScriptingInterface::setEngineSortOpaque(bool sortOpaque) {
_engineSortOpaque = sortOpaque;
}
void SceneScriptingInterface::setEngineSortTransparent(bool sortTransparent) {
_engineSortOpaque = sortTransparent;
}
void SceneScriptingInterface::clearEngineCounters() {
_numFeedOpaqueItems = 0;
_numDrawnOpaqueItems = 0;
_numFeedTransparentItems = 0;
_numDrawnTransparentItems = 0;
_numFeedOverlay3DItems = 0;
_numDrawnOverlay3DItems = 0;
}
void SceneScriptingInterface::setEngineToneMappingToneCurve(const QString& toneCurve) {
if (toneCurve == QString("None")) {
_engineToneMappingToneCurve = 0;
} else if (toneCurve == QString("Gamma22")) {
_engineToneMappingToneCurve = 1;
} else if (toneCurve == QString("Reinhard")) {
_engineToneMappingToneCurve = 2;
} else if (toneCurve == QString("Filmic")) {
_engineToneMappingToneCurve = 3;
}
}
QString SceneScriptingInterface::getEngineToneMappingToneCurve() const {
switch (_engineToneMappingToneCurve) {
case 0:
return QString("None");
case 1:
return QString("Gamma22");
case 2:
return QString("Reinhard");
case 3:
return QString("Filmic");
default:
return QString("Filmic");
};
}

View file

@ -1,6 +1,6 @@
//
// SceneScriptingInterface.h
// interface/src/scripting
// libraries/script-engine
//
// Created by Sam Gateau on 2/24/15.
// Copyright 2014 High Fidelity, Inc.
@ -12,9 +12,8 @@
#ifndef hifi_SceneScriptingInterface_h
#define hifi_SceneScriptingInterface_h
#include <qscriptengine.h>
#include <DependencyManager.h>
#include <qscriptengine.h> // QObject
#include <DependencyManager.h> // Dependency
#include "model/Stage.h"
@ -22,10 +21,16 @@ class SceneScriptingInterface : public QObject, public Dependency {
Q_OBJECT
SINGLETON_DEPENDENCY
public:
Q_PROPERTY(bool shouldRenderAvatars READ shouldRenderAvatars WRITE setShouldRenderAvatars)
Q_PROPERTY(bool shouldRenderEntities READ shouldRenderEntities WRITE setShouldRenderEntities)
public:
Q_INVOKABLE void setShouldRenderAvatars(bool shouldRenderAvatars);
Q_INVOKABLE bool shouldRenderAvatars() const { return _shouldRenderAvatars; }
Q_INVOKABLE void setShouldRenderEntities(bool shouldRenderEntities);
Q_INVOKABLE bool shouldRenderEntities() const { return _shouldRenderEntities; }
Q_INVOKABLE void setStageOrientation(const glm::quat& orientation);
Q_INVOKABLE void setStageLocation(float longitude, float latitude, float altitude);
@ -43,7 +48,6 @@ public:
Q_INVOKABLE void setStageSunModelEnable(bool isEnabled);
Q_INVOKABLE bool isStageSunModelEnabled() const;
Q_INVOKABLE void setKeyLightColor(const glm::vec3& color);
Q_INVOKABLE glm::vec3 getKeyLightColor() const;
Q_INVOKABLE void setKeyLightIntensity(float intensity);
@ -61,108 +65,19 @@ public:
Q_INVOKABLE QString getBackgroundMode() const;
model::SunSkyStagePointer getSkyStage() const;
Q_INVOKABLE void setShouldRenderAvatars(bool shouldRenderAvatars);
Q_INVOKABLE bool shouldRenderAvatars() const { return _shouldRenderAvatars; }
Q_INVOKABLE void setShouldRenderEntities(bool shouldRenderEntities);
Q_INVOKABLE bool shouldRenderEntities() const { return _shouldRenderEntities; }
// Controlling the rendering engine
Q_INVOKABLE void setEngineRenderOpaque(bool renderOpaque);
Q_INVOKABLE bool doEngineRenderOpaque() const { return _engineRenderOpaque; }
Q_INVOKABLE void setEngineRenderTransparent(bool renderTransparent);
Q_INVOKABLE bool doEngineRenderTransparent() const { return _engineRenderTransparent; }
Q_INVOKABLE void setEngineCullOpaque(bool cullOpaque);
Q_INVOKABLE bool doEngineCullOpaque() const { return _engineCullOpaque; }
Q_INVOKABLE void setEngineCullTransparent(bool cullTransparent);
Q_INVOKABLE bool doEngineCullTransparent() const { return _engineCullTransparent; }
Q_INVOKABLE void setEngineSortOpaque(bool sortOpaque);
Q_INVOKABLE bool doEngineSortOpaque() const { return _engineSortOpaque; }
Q_INVOKABLE void setEngineSortTransparent(bool sortTransparent);
Q_INVOKABLE bool doEngineSortTransparent() const { return _engineSortTransparent; }
void clearEngineCounters();
void setEngineDrawnOpaqueItems(int count) { _numDrawnOpaqueItems = count; }
Q_INVOKABLE int getEngineNumDrawnOpaqueItems() { return _numDrawnOpaqueItems; }
void setEngineDrawnTransparentItems(int count) { _numDrawnTransparentItems = count; }
Q_INVOKABLE int getEngineNumDrawnTransparentItems() { return _numDrawnTransparentItems; }
void setEngineDrawnOverlay3DItems(int count) { _numDrawnOverlay3DItems = count; }
Q_INVOKABLE int getEngineNumDrawnOverlay3DItems() { return _numDrawnOverlay3DItems; }
void setEngineFeedOpaqueItems(int count) { _numFeedOpaqueItems = count; }
Q_INVOKABLE int getEngineNumFeedOpaqueItems() { return _numFeedOpaqueItems; }
void setEngineFeedTransparentItems(int count) { _numFeedTransparentItems = count; }
Q_INVOKABLE int getEngineNumFeedTransparentItems() { return _numFeedTransparentItems; }
void setEngineFeedOverlay3DItems(int count) { _numFeedOverlay3DItems = count; }
Q_INVOKABLE int getEngineNumFeedOverlay3DItems() { return _numFeedOverlay3DItems; }
Q_INVOKABLE void setEngineMaxDrawnOpaqueItems(int count) { _maxDrawnOpaqueItems = count; }
Q_INVOKABLE int getEngineMaxDrawnOpaqueItems() { return _maxDrawnOpaqueItems; }
Q_INVOKABLE void setEngineMaxDrawnTransparentItems(int count) { _maxDrawnTransparentItems = count; }
Q_INVOKABLE int getEngineMaxDrawnTransparentItems() { return _maxDrawnTransparentItems; }
Q_INVOKABLE void setEngineMaxDrawnOverlay3DItems(int count) { _maxDrawnOverlay3DItems = count; }
Q_INVOKABLE int getEngineMaxDrawnOverlay3DItems() { return _maxDrawnOverlay3DItems; }
Q_INVOKABLE void setEngineDeferredDebugMode(int mode) { _deferredDebugMode = mode; }
Q_INVOKABLE int getEngineDeferredDebugMode() { return _deferredDebugMode; }
Q_INVOKABLE void setEngineDeferredDebugSize(glm::vec4 size) { _deferredDebugSize = size; }
Q_INVOKABLE glm::vec4 getEngineDeferredDebugSize() { return _deferredDebugSize; }
Q_INVOKABLE void setEngineDisplayItemStatus(int display) { _drawItemStatus = display; }
Q_INVOKABLE int doEngineDisplayItemStatus() { return _drawItemStatus; }
Q_INVOKABLE void setEngineDisplayHitEffect(bool display) { _drawHitEffect = display; }
Q_INVOKABLE bool doEngineDisplayHitEffect() { return _drawHitEffect; }
Q_INVOKABLE void setEngineToneMappingExposure(float exposure) { _engineToneMappingExposure = exposure; }
Q_INVOKABLE float getEngineToneMappingExposure() const { return _engineToneMappingExposure; }
Q_INVOKABLE void setEngineToneMappingToneCurve(const QString& curve);
Q_INVOKABLE QString getEngineToneMappingToneCurve() const;
int getEngineToneMappingToneCurveValue() const { return _engineToneMappingToneCurve; }
signals:
void shouldRenderAvatarsChanged(bool shouldRenderAvatars);
void shouldRenderEntitiesChanged(bool shouldRenderEntities);
protected:
SceneScriptingInterface();
~SceneScriptingInterface() {};
model::SunSkyStagePointer _skyStage = std::make_shared<model::SunSkyStage>();
bool _shouldRenderAvatars = true;
bool _shouldRenderEntities = true;
bool _engineRenderOpaque = true;
bool _engineRenderTransparent = true;
bool _engineCullOpaque = true;
bool _engineCullTransparent = true;
bool _engineSortOpaque = true;
bool _engineSortTransparent = true;
int _numFeedOpaqueItems = 0;
int _numDrawnOpaqueItems = 0;
int _numFeedTransparentItems = 0;
int _numDrawnTransparentItems = 0;
int _numFeedOverlay3DItems = 0;
int _numDrawnOverlay3DItems = 0;
int _maxDrawnOpaqueItems = -1;
int _maxDrawnTransparentItems = -1;
int _maxDrawnOverlay3DItems = -1;
int _deferredDebugMode = -1;
glm::vec4 _deferredDebugSize { 0.0f, -1.0f, 1.0f, 1.0f };
int _drawItemStatus = 0;
bool _drawHitEffect = false;
float _engineToneMappingExposure = 0.0f;
int _engineToneMappingToneCurve = 3;
};
#endif // hifi_SceneScriptingInterface_h

View file

@ -46,7 +46,6 @@
#include "XMLHttpRequestClass.h"
#include "WebSocketClass.h"
#include "SceneScriptingInterface.h"
#include "RecordingScriptingInterface.h"
#include "MIDIEvent.h"