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Merge pull request #5237 from samcake/yellow
Introducing the Status to the render::Scene & Engine, a per item information that can be displayed in 3D for debug
This commit is contained in:
commit
96fecd093d
29 changed files with 758 additions and 19 deletions
examples/utilities/tools
interface/src
libraries
entities-renderer/src
gpu/src/gpu
Batch.cppBatch.hConfig.slhFormat.hGLBackend.cppGLBackend.hGLBackendPipeline.cppGLBackendShader.cppGLBackendTransform.cppTransform.slh
render-utils/src
render/src/render
DrawStatus.cppDrawStatus.hDrawTask.cppDrawTask.hEngine.hScene.cppScene.hdrawItemBounds.slfdrawItemBounds.slvdrawItemStatus.slfdrawItemStatus.slv
script-engine/src
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@ -10,7 +10,7 @@
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Script.include("cookies.js");
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var panel = new Panel(10, 800);
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var panel = new Panel(10, 100);
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panel.newSlider("Num Feed Opaques", 0, 1000,
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function(value) { },
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@ -66,6 +66,12 @@ panel.newSlider("Max Drawn Overlay3Ds", -1, 100,
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function(value) { return (value); }
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);
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panel.newCheckbox("Display status",
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function(value) { Scene.setEngineDisplayItemStatus(value); },
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function() { return Scene.doEngineDisplayItemStatus(); },
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function(value) { return (value); }
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);
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var tickTackPeriod = 500;
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function updateCounters() {
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@ -3548,6 +3548,8 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
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renderContext._maxDrawnTransparentItems = sceneInterface->getEngineMaxDrawnTransparentItems();
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renderContext._maxDrawnOverlay3DItems = sceneInterface->getEngineMaxDrawnOverlay3DItems();
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renderContext._drawItemStatus = sceneInterface->doEngineDisplayItemStatus();
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renderArgs->_shouldRender = LODManager::shouldRender;
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renderContext.args = renderArgs;
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@ -167,6 +167,25 @@ namespace render {
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}
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}
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void makeEntityItemStatusGetters(RenderableModelEntityItem* entity, render::Item::Status::Getters& statusGetters) {
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statusGetters.push_back([entity] () -> render::Item::Status::Value {
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quint64 delta = usecTimestampNow() - entity->getLastEditedFromRemote();
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const float WAIT_THRESHOLD_INV = 1.0f / (0.2f * USECS_PER_SECOND);
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float normalizedDelta = delta * WAIT_THRESHOLD_INV;
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// Status icon will scale from 1.0f down to 0.0f after WAIT_THRESHOLD
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// Color is red if last update is after WAIT_THRESHOLD, green otherwise (120 deg is green)
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return render::Item::Status::Value(1.0f - normalizedDelta, (normalizedDelta > 1.0f ? render::Item::Status::Value::GREEN : render::Item::Status::Value::RED));
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});
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statusGetters.push_back([entity] () -> render::Item::Status::Value {
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quint64 delta = usecTimestampNow() - entity->getLastBroadcast();
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const float WAIT_THRESHOLD_INV = 1.0f / (0.4f * USECS_PER_SECOND);
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float normalizedDelta = delta * WAIT_THRESHOLD_INV;
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// Status icon will scale from 1.0f down to 0.0f after WAIT_THRESHOLD
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// Color is Magenta if last update is after WAIT_THRESHOLD, cyan otherwise (180 deg is green)
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return render::Item::Status::Value(1.0f - normalizedDelta, (normalizedDelta > 1.0f ? render::Item::Status::Value::MAGENTA : render::Item::Status::Value::CYAN));
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});
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}
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bool RenderableModelEntityItem::addToScene(EntityItemPointer self, std::shared_ptr<render::Scene> scene,
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render::PendingChanges& pendingChanges) {
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_myMetaItem = scene->allocateID();
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@ -177,7 +196,9 @@ bool RenderableModelEntityItem::addToScene(EntityItemPointer self, std::shared_p
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pendingChanges.resetItem(_myMetaItem, renderPayload);
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if (_model) {
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return _model->addToScene(scene, pendingChanges);
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render::Item::Status::Getters statusGetters;
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makeEntityItemStatusGetters(this, statusGetters);
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return _model->addToScene(scene, pendingChanges, statusGetters);
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}
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return true;
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@ -214,7 +235,10 @@ void RenderableModelEntityItem::render(RenderArgs* args) {
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render::PendingChanges pendingChanges;
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if (_model->needsFixupInScene()) {
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_model->removeFromScene(scene, pendingChanges);
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_model->addToScene(scene, pendingChanges);
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render::Item::Status::Getters statusGetters;
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makeEntityItemStatusGetters(this, statusGetters);
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_model->addToScene(scene, pendingChanges, statusGetters);
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}
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scene->enqueuePendingChanges(pendingChanges);
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@ -159,6 +159,12 @@ void Batch::setProjectionTransform(const Mat4& proj) {
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_params.push_back(cacheData(sizeof(Mat4), &proj));
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}
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void Batch::setViewportTransform(const Vec4i& viewport) {
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ADD_COMMAND(setViewportTransform);
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_params.push_back(cacheData(sizeof(Vec4i), &viewport));
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}
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void Batch::setPipeline(const PipelinePointer& pipeline) {
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ADD_COMMAND(setPipeline);
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@ -105,6 +105,7 @@ public:
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void setModelTransform(const Transform& model);
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void setViewTransform(const Transform& view);
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void setProjectionTransform(const Mat4& proj);
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void setViewportTransform(const Vec4i& viewport); // Viewport is xy = low left corner in the framebuffer, zw = width height of the viewport
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// Pipeline Stage
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void setPipeline(const PipelinePointer& pipeline);
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@ -154,6 +155,7 @@ public:
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void _glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
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void _glUniform3fv(GLint location, GLsizei count, const GLfloat* value);
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void _glUniform4fv(GLint location, GLsizei count, const GLfloat* value);
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void _glUniform4iv(GLint location, GLsizei count, const GLint* value);
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void _glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
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void _glEnableVertexAttribArray(GLint location);
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@ -177,6 +179,7 @@ public:
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COMMAND_setModelTransform,
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COMMAND_setViewTransform,
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COMMAND_setProjectionTransform,
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COMMAND_setViewportTransform,
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COMMAND_setPipeline,
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COMMAND_setStateBlendFactor,
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@ -217,6 +220,7 @@ public:
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COMMAND_glUniform3f,
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COMMAND_glUniform3fv,
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COMMAND_glUniform4fv,
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COMMAND_glUniform4iv,
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COMMAND_glUniformMatrix4fv,
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COMMAND_glEnableVertexAttribArray,
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@ -18,11 +18,13 @@
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<@elif GLPROFILE == MAC_GL @>
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<@def GPU_FEATURE_PROFILE GPU_LEGACY@>
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<@def GPU_TRANSFORM_PROFILE GPU_LEGACY@>
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<@def VERSION_HEADER #version 120@>
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<@def VERSION_HEADER #version 120
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#extension GL_EXT_gpu_shader4 : enable@>
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<@else@>
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<@def GPU_FEATURE_PROFILE GPU_LEGACY@>
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<@def GPU_TRANSFORM_PROFILE GPU_LEGACY@>
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<@def VERSION_HEADER #version 120@>
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<@def VERSION_HEADER #version 120
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#extension GL_EXT_gpu_shader4 : enable@>
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<@endif@>
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<@endif@>
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@ -38,6 +38,7 @@ typedef uint32 Offset;
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typedef glm::mat4 Mat4;
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typedef glm::mat3 Mat3;
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typedef glm::vec4 Vec4;
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typedef glm::ivec4 Vec4i;
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typedef glm::vec3 Vec3;
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typedef glm::vec2 Vec2;
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typedef glm::ivec2 Vec2i;
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@ -29,6 +29,7 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
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(&::gpu::GLBackend::do_setModelTransform),
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(&::gpu::GLBackend::do_setViewTransform),
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(&::gpu::GLBackend::do_setProjectionTransform),
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(&::gpu::GLBackend::do_setViewportTransform),
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(&::gpu::GLBackend::do_setPipeline),
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(&::gpu::GLBackend::do_setStateBlendFactor),
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@ -67,6 +68,7 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
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(&::gpu::GLBackend::do_glUniform3f),
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(&::gpu::GLBackend::do_glUniform3fv),
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(&::gpu::GLBackend::do_glUniform4fv),
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(&::gpu::GLBackend::do_glUniform4iv),
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(&::gpu::GLBackend::do_glUniformMatrix4fv),
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(&::gpu::GLBackend::do_glEnableVertexAttribArray),
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@ -190,6 +192,18 @@ void GLBackend::do_drawIndexed(Batch& batch, uint32 paramOffset) {
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}
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void GLBackend::do_drawInstanced(Batch& batch, uint32 paramOffset) {
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updateInput();
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updateTransform();
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updatePipeline();
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GLint numInstances = batch._params[paramOffset + 4]._uint;
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Primitive primitiveType = (Primitive)batch._params[paramOffset + 3]._uint;
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GLenum mode = _primitiveToGLmode[primitiveType];
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uint32 numVertices = batch._params[paramOffset + 2]._uint;
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uint32 startVertex = batch._params[paramOffset + 1]._uint;
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uint32 startInstance = batch._params[paramOffset + 0]._uint;
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glDrawArraysInstancedARB(mode, startVertex, numVertices, numInstances);
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(void) CHECK_GL_ERROR();
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}
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@ -592,6 +606,31 @@ void GLBackend::do_glUniform4fv(Batch& batch, uint32 paramOffset) {
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(void) CHECK_GL_ERROR();
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}
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void Batch::_glUniform4iv(GLint location, GLsizei count, const GLint* value) {
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ADD_COMMAND_GL(glUniform4iv);
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const int VEC4_SIZE = 4 * sizeof(int);
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_params.push_back(cacheData(count * VEC4_SIZE, value));
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_params.push_back(count);
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_params.push_back(location);
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DO_IT_NOW(_glUniform4iv, 3);
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}
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void GLBackend::do_glUniform4iv(Batch& batch, uint32 paramOffset) {
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if (_pipeline._program == 0) {
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// We should call updatePipeline() to bind the program but we are not doing that
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// because these uniform setters are deprecated and we don;t want to create side effect
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return;
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}
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updatePipeline();
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glUniform4iv(
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batch._params[paramOffset + 2]._int,
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batch._params[paramOffset + 1]._uint,
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(const GLint*)batch.editData(batch._params[paramOffset + 0]._uint));
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(void) CHECK_GL_ERROR();
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}
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void Batch::_glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
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ADD_COMMAND_GL(glUniformMatrix4fv);
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@ -96,7 +96,9 @@ public:
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#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
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#else
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GLuint _transformObject_model = -1;
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GLuint _transformCamera_viewInverse = -1;
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GLuint _transformCamera_viewport = -1;
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#endif
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GLShader();
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@ -267,7 +269,8 @@ protected:
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void do_setModelTransform(Batch& batch, uint32 paramOffset);
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void do_setViewTransform(Batch& batch, uint32 paramOffset);
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void do_setProjectionTransform(Batch& batch, uint32 paramOffset);
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void do_setViewportTransform(Batch& batch, uint32 paramOffset);
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void initTransform();
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void killTransform();
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// Synchronize the state cache of this Backend with the actual real state of the GL Context
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@ -281,9 +284,11 @@ protected:
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Transform _model;
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Transform _view;
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Mat4 _projection;
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Vec4i _viewport;
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bool _invalidModel;
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bool _invalidView;
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bool _invalidProj;
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bool _invalidViewport;
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GLenum _lastMode;
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@ -296,6 +301,7 @@ protected:
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_invalidModel(true),
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_invalidView(true),
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_invalidProj(false),
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_invalidViewport(false),
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_lastMode(GL_TEXTURE) {}
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} _transform;
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@ -329,7 +335,9 @@ protected:
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#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
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#else
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GLint _program_transformObject_model = -1;
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GLint _program_transformCamera_viewInverse = -1;
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GLint _program_transformCamera_viewport = -1;
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#endif
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State::Data _stateCache;
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@ -390,6 +398,7 @@ protected:
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void do_glUniform3f(Batch& batch, uint32 paramOffset);
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void do_glUniform3fv(Batch& batch, uint32 paramOffset);
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void do_glUniform4fv(Batch& batch, uint32 paramOffset);
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void do_glUniform4iv(Batch& batch, uint32 paramOffset);
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void do_glUniformMatrix4fv(Batch& batch, uint32 paramOffset);
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void do_glEnableVertexAttribArray(Batch& batch, uint32 paramOffset);
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@ -73,7 +73,9 @@ void GLBackend::do_setPipeline(Batch& batch, uint32 paramOffset) {
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#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
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#else
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_pipeline._program_transformObject_model = -1;
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_pipeline._program_transformCamera_viewInverse = -1;
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_pipeline._program_transformCamera_viewport = -1;
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#endif
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_pipeline._state = nullptr;
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@ -91,7 +93,9 @@ void GLBackend::do_setPipeline(Batch& batch, uint32 paramOffset) {
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#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
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#else
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_pipeline._program_transformObject_model = pipelineObject->_program->_transformObject_model;
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_pipeline._program_transformCamera_viewInverse = pipelineObject->_program->_transformCamera_viewInverse;
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_pipeline._program_transformCamera_viewport = pipelineObject->_program->_transformCamera_viewport;
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#endif
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}
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@ -143,10 +147,20 @@ void GLBackend::updatePipeline() {
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#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
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#else
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// If shader program needs the model we need to provide it
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if (_pipeline._program_transformObject_model >= 0) {
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glUniformMatrix4fv(_pipeline._program_transformObject_model, 1, false, (const GLfloat*) &_transform._transformObject._model);
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}
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// If shader program needs the inverseView we need to provide it
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if (_pipeline._program_transformCamera_viewInverse >= 0) {
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glUniformMatrix4fv(_pipeline._program_transformCamera_viewInverse, 1, false, (const GLfloat*) &_transform._transformCamera._viewInverse);
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}
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// If shader program needs the viewport we need to provide it
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if (_pipeline._program_transformCamera_viewport >= 0) {
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glUniform4fv(_pipeline._program_transformCamera_viewport, 1, (const GLfloat*) &_transform._transformCamera._viewport);
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}
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#endif
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}
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|
|
|
@ -111,10 +111,20 @@ void makeBindings(GLBackend::GLShader* shader) {
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shader->_transformCameraSlot = gpu::TRANSFORM_CAMERA_SLOT;
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}
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#else
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loc = glGetUniformLocation(glprogram, "transformObject_model");
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if (loc >= 0) {
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shader->_transformObject_model = loc;
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}
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loc = glGetUniformLocation(glprogram, "transformCamera_viewInverse");
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if (loc >= 0) {
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shader->_transformCamera_viewInverse = loc;
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}
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loc = glGetUniformLocation(glprogram, "transformCamera_viewport");
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if (loc >= 0) {
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shader->_transformCamera_viewport = loc;
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}
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#endif
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}
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|
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|
|
|
@ -31,6 +31,12 @@ void GLBackend::do_setProjectionTransform(Batch& batch, uint32 paramOffset) {
|
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_transform._invalidProj = true;
|
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}
|
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|
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void GLBackend::do_setViewportTransform(Batch& batch, uint32 paramOffset) {
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memcpy(&_transform._viewport, batch.editData(batch._params[paramOffset]._uint), sizeof(Vec4i));
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_transform._invalidViewport = true;
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}
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|
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|
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void GLBackend::initTransform() {
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#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
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glGenBuffers(1, &_transform._transformObjectBuffer);
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|
@ -57,10 +63,13 @@ void GLBackend::killTransform() {
|
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}
|
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|
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void GLBackend::syncTransformStateCache() {
|
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_transform._invalidViewport = true;
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_transform._invalidProj = true;
|
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_transform._invalidView = true;
|
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_transform._invalidModel = true;
|
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|
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glGetIntegerv(GL_VIEWPORT, (GLint*) &_transform._viewport);
|
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|
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GLint currentMode;
|
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glGetIntegerv(GL_MATRIX_MODE, ¤tMode);
|
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_transform._lastMode = currentMode;
|
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|
@ -78,6 +87,13 @@ void GLBackend::updateTransform() {
|
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GLint originalMatrixMode;
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glGetIntegerv(GL_MATRIX_MODE, &originalMatrixMode);
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// Check all the dirty flags and update the state accordingly
|
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if (_transform._invalidViewport) {
|
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_transform._transformCamera._viewport = glm::vec4(_transform._viewport);
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|
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// Where we assign the GL viewport
|
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glViewport(_transform._viewport.x, _transform._viewport.y, _transform._viewport.z, _transform._viewport.w);
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}
|
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|
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if (_transform._invalidProj) {
|
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_transform._transformCamera._projection = _transform._projection;
|
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_transform._transformCamera._projectionInverse = glm::inverse(_transform._projection);
|
||||
|
@ -100,7 +116,7 @@ void GLBackend::updateTransform() {
|
|||
}
|
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|
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#if (GPU_TRANSFORM_PROFILE == GPU_CORE)
|
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if (_transform._invalidView || _transform._invalidProj) {
|
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if (_transform._invalidView || _transform._invalidProj || _transform._invalidViewport) {
|
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glBindBufferBase(GL_UNIFORM_BUFFER, TRANSFORM_CAMERA_SLOT, 0);
|
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glBindBuffer(GL_ARRAY_BUFFER, _transform._transformCameraBuffer);
|
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glBufferData(GL_ARRAY_BUFFER, sizeof(_transform._transformCamera), (const void*) &_transform._transformCamera, GL_DYNAMIC_DRAW);
|
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|
@ -162,7 +178,8 @@ void GLBackend::updateTransform() {
|
|||
#endif
|
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|
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// Flags are clean
|
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_transform._invalidView = _transform._invalidProj = _transform._invalidModel = false;
|
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_transform._invalidView = _transform._invalidProj = _transform._invalidModel = _transform._invalidViewport = false;
|
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|
||||
glMatrixMode(originalMatrixMode);
|
||||
}
|
||||
|
||||
|
|
|
@ -87,10 +87,18 @@ TransformCamera getTransformCamera() {
|
|||
}
|
||||
|
||||
uniform mat4 transformCamera_viewInverse;
|
||||
uniform vec4 transformCamera_viewport;
|
||||
|
||||
<@endif@>
|
||||
<@endfunc@>
|
||||
|
||||
<@func transformCameraViewport(cameraTransform, viewport)@>
|
||||
<@if GPU_TRANSFORM_PROFILE == GPU_CORE@>
|
||||
<$viewport$> = <$cameraTransform$>._viewport;
|
||||
<@else@>
|
||||
<$viewport$> = transformCamera_viewport;
|
||||
<@endif@>
|
||||
<@endfunc@>
|
||||
|
||||
<@func transformModelToClipPos(cameraTransform, objectTransform, modelPos, clipPos)@>
|
||||
<@if GPU_TRANSFORM_PROFILE == GPU_CORE@>
|
||||
|
|
|
@ -910,6 +910,38 @@ bool Model::addToScene(std::shared_ptr<render::Scene> scene, render::PendingChan
|
|||
return somethingAdded;
|
||||
}
|
||||
|
||||
bool Model::addToScene(std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges, render::Item::Status::Getters& statusGetters) {
|
||||
if (!_meshGroupsKnown && isLoadedWithTextures()) {
|
||||
segregateMeshGroups();
|
||||
}
|
||||
|
||||
bool somethingAdded = false;
|
||||
|
||||
foreach (auto renderItem, _transparentRenderItems) {
|
||||
auto item = scene->allocateID();
|
||||
auto renderData = MeshPartPayload::Pointer(renderItem);
|
||||
auto renderPayload = render::PayloadPointer(new MeshPartPayload::Payload(renderData));
|
||||
renderPayload->addStatusGetters(statusGetters);
|
||||
pendingChanges.resetItem(item, renderPayload);
|
||||
_renderItems.insert(item, renderPayload);
|
||||
somethingAdded = true;
|
||||
}
|
||||
|
||||
foreach (auto renderItem, _opaqueRenderItems) {
|
||||
auto item = scene->allocateID();
|
||||
auto renderData = MeshPartPayload::Pointer(renderItem);
|
||||
auto renderPayload = render::PayloadPointer(new MeshPartPayload::Payload(renderData));
|
||||
renderPayload->addStatusGetters(statusGetters);
|
||||
pendingChanges.resetItem(item, renderPayload);
|
||||
_renderItems.insert(item, renderPayload);
|
||||
somethingAdded = true;
|
||||
}
|
||||
|
||||
_readyWhenAdded = readyToAddToScene();
|
||||
|
||||
return somethingAdded;
|
||||
}
|
||||
|
||||
void Model::removeFromScene(std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges) {
|
||||
foreach (auto item, _renderItems.keys()) {
|
||||
pendingChanges.removeItem(item);
|
||||
|
|
|
@ -118,6 +118,7 @@ public:
|
|||
bool needsFixupInScene() { return !_readyWhenAdded && readyToAddToScene(); }
|
||||
bool readyToAddToScene(RenderArgs* renderArgs = nullptr) { return !_needsReload && isRenderable() && isActive() && isLoadedWithTextures(); }
|
||||
bool addToScene(std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges);
|
||||
bool addToScene(std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges, render::Item::Status::Getters& statusGetters);
|
||||
void removeFromScene(std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges);
|
||||
|
||||
/// Sets the URL of the model to render.
|
||||
|
|
|
@ -17,6 +17,8 @@
|
|||
#include "RenderArgs.h"
|
||||
#include "TextureCache.h"
|
||||
|
||||
#include "render/DrawStatus.h"
|
||||
|
||||
#include <PerfStat.h>
|
||||
|
||||
#include "overlay3D_vert.h"
|
||||
|
@ -49,6 +51,7 @@ RenderDeferredTask::RenderDeferredTask() : Task() {
|
|||
)));
|
||||
_jobs.push_back(Job(new CullItems::JobModel("CullOpaque", _jobs.back().getOutput())));
|
||||
_jobs.push_back(Job(new DepthSortItems::JobModel("DepthSortOpaque", _jobs.back().getOutput())));
|
||||
auto& renderedOpaques = _jobs.back().getOutput();
|
||||
_jobs.push_back(Job(new DrawOpaqueDeferred::JobModel("DrawOpaqueDeferred", _jobs.back().getOutput())));
|
||||
_jobs.push_back(Job(new DrawLight::JobModel("DrawLight")));
|
||||
_jobs.push_back(Job(new ResetGLState::JobModel()));
|
||||
|
@ -65,6 +68,11 @@ RenderDeferredTask::RenderDeferredTask() : Task() {
|
|||
_jobs.push_back(Job(new CullItems::JobModel("CullTransparent", _jobs.back().getOutput())));
|
||||
_jobs.push_back(Job(new DepthSortItems::JobModel("DepthSortTransparent", _jobs.back().getOutput(), DepthSortItems(false))));
|
||||
_jobs.push_back(Job(new DrawTransparentDeferred::JobModel("TransparentDeferred", _jobs.back().getOutput())));
|
||||
|
||||
_jobs.push_back(Job(new render::DrawStatus::JobModel("DrawStatus", renderedOpaques)));
|
||||
_jobs.back().setEnabled(false);
|
||||
_drawStatusJobIndex = _jobs.size() - 1;
|
||||
|
||||
_jobs.push_back(Job(new DrawOverlay3D::JobModel("DrawOverlay3D")));
|
||||
_jobs.push_back(Job(new ResetGLState::JobModel()));
|
||||
}
|
||||
|
@ -85,6 +93,9 @@ void RenderDeferredTask::run(const SceneContextPointer& sceneContext, const Rend
|
|||
return;
|
||||
}
|
||||
|
||||
// Make sure we turn the displayItemStatus on/off
|
||||
setDrawItemStatus(renderContext->_drawItemStatus);
|
||||
|
||||
renderContext->args->_context->syncCache();
|
||||
|
||||
for (auto job : _jobs) {
|
||||
|
|
|
@ -70,6 +70,11 @@ public:
|
|||
|
||||
render::Jobs _jobs;
|
||||
|
||||
int _drawStatusJobIndex = -1;
|
||||
|
||||
void setDrawItemStatus(bool draw) { if (_drawStatusJobIndex >= 0) { _jobs[_drawStatusJobIndex].setEnabled(draw); } }
|
||||
bool doDrawItemStatus() const { if (_drawStatusJobIndex >= 0) { return _jobs[_drawStatusJobIndex].isEnabled(); } else { return false; } }
|
||||
|
||||
virtual void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
|
||||
|
||||
};
|
||||
|
|
174
libraries/render/src/render/DrawStatus.cpp
Normal file
174
libraries/render/src/render/DrawStatus.cpp
Normal file
|
@ -0,0 +1,174 @@
|
|||
//
|
||||
// DrawStatus.cpp
|
||||
// render/src/render
|
||||
//
|
||||
// Created by Niraj Venkat on 6/29/15.
|
||||
// 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 <algorithm>
|
||||
#include <assert.h>
|
||||
|
||||
#include "DrawStatus.h"
|
||||
|
||||
#include <PerfStat.h>
|
||||
#include "gpu/GPULogging.h"
|
||||
|
||||
|
||||
#include "gpu/Batch.h"
|
||||
#include "gpu/Context.h"
|
||||
|
||||
#include "ViewFrustum.h"
|
||||
#include "RenderArgs.h"
|
||||
|
||||
#include "drawItemBounds_vert.h"
|
||||
#include "drawItemBounds_frag.h"
|
||||
#include "drawItemStatus_vert.h"
|
||||
#include "drawItemStatus_frag.h"
|
||||
|
||||
using namespace render;
|
||||
|
||||
|
||||
|
||||
const gpu::PipelinePointer& DrawStatus::getDrawItemBoundsPipeline() {
|
||||
if (!_drawItemBoundsPipeline) {
|
||||
auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(drawItemBounds_vert)));
|
||||
auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(drawItemBounds_frag)));
|
||||
gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
gpu::Shader::makeProgram(*program, slotBindings);
|
||||
|
||||
_drawItemBoundPosLoc = program->getUniforms().findLocation("inBoundPos");
|
||||
_drawItemBoundDimLoc = program->getUniforms().findLocation("inBoundDim");
|
||||
|
||||
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
|
||||
|
||||
state->setDepthTest(true, false, gpu::LESS_EQUAL);
|
||||
|
||||
// Blend on transparent
|
||||
state->setBlendFunction(true,
|
||||
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
|
||||
gpu::State::DEST_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ZERO);
|
||||
|
||||
// Good to go add the brand new pipeline
|
||||
_drawItemBoundsPipeline.reset(gpu::Pipeline::create(program, state));
|
||||
}
|
||||
return _drawItemBoundsPipeline;
|
||||
}
|
||||
|
||||
const gpu::PipelinePointer& DrawStatus::getDrawItemStatusPipeline() {
|
||||
if (!_drawItemStatusPipeline) {
|
||||
auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(drawItemStatus_vert)));
|
||||
auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(drawItemStatus_frag)));
|
||||
gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
gpu::Shader::makeProgram(*program, slotBindings);
|
||||
|
||||
_drawItemStatusPosLoc = program->getUniforms().findLocation("inBoundPos");
|
||||
_drawItemStatusDimLoc = program->getUniforms().findLocation("inBoundDim");
|
||||
_drawItemStatusValueLoc = program->getUniforms().findLocation("inStatus");
|
||||
|
||||
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
|
||||
|
||||
state->setDepthTest(false, false, gpu::LESS_EQUAL);
|
||||
|
||||
// Blend on transparent
|
||||
state->setBlendFunction(true,
|
||||
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
|
||||
gpu::State::DEST_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ZERO);
|
||||
|
||||
// Good to go add the brand new pipeline
|
||||
_drawItemStatusPipeline.reset(gpu::Pipeline::create(program, state));
|
||||
}
|
||||
return _drawItemStatusPipeline;
|
||||
}
|
||||
|
||||
void DrawStatus::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems) {
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->_viewFrustum);
|
||||
RenderArgs* args = renderContext->args;
|
||||
auto& scene = sceneContext->_scene;
|
||||
|
||||
// FIrst thing, we collect the bound and the status for all the items we want to render
|
||||
int nbItems = 0;
|
||||
{
|
||||
if (!_itemBounds) {
|
||||
_itemBounds.reset(new gpu::Buffer());
|
||||
}
|
||||
if (!_itemStatus) {
|
||||
_itemStatus.reset(new gpu::Buffer());
|
||||
}
|
||||
|
||||
_itemBounds->resize((inItems.size() * sizeof(AABox)));
|
||||
_itemStatus->resize((inItems.size() * sizeof(glm::vec4)));
|
||||
AABox* itemAABox = reinterpret_cast<AABox*> (_itemBounds->editData());
|
||||
glm::ivec4* itemStatus = reinterpret_cast<glm::ivec4*> (_itemStatus->editData());
|
||||
for (auto& item : inItems) {
|
||||
if (!item.bounds.isInvalid()) {
|
||||
if (!item.bounds.isNull()) {
|
||||
(*itemAABox) = item.bounds;
|
||||
} else {
|
||||
(*itemAABox).setBox(item.bounds.getCorner(), 0.1f);
|
||||
}
|
||||
auto& itemScene = scene->getItem(item.id);
|
||||
(*itemStatus) = itemScene.getStatusPackedValues();
|
||||
|
||||
nbItems++;
|
||||
itemAABox++;
|
||||
itemStatus++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (nbItems == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Allright, something to render let's do it
|
||||
gpu::Batch batch;
|
||||
|
||||
glm::mat4 projMat;
|
||||
Transform viewMat;
|
||||
args->_viewFrustum->evalProjectionMatrix(projMat);
|
||||
args->_viewFrustum->evalViewTransform(viewMat);
|
||||
if (args->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {
|
||||
viewMat.postScale(glm::vec3(-1.0f, 1.0f, 1.0f));
|
||||
}
|
||||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewMat);
|
||||
batch.setModelTransform(Transform());
|
||||
|
||||
// bind the one gpu::Pipeline we need
|
||||
batch.setPipeline(getDrawItemBoundsPipeline());
|
||||
|
||||
AABox* itemAABox = reinterpret_cast<AABox*> (_itemBounds->editData());
|
||||
glm::ivec4* itemStatus = reinterpret_cast<glm::ivec4*> (_itemStatus->editData());
|
||||
|
||||
const unsigned int VEC3_ADRESS_OFFSET = 3;
|
||||
|
||||
for (int i = 0; i < nbItems; i++) {
|
||||
batch._glUniform3fv(_drawItemBoundPosLoc, 1, (const GLfloat*) (itemAABox + i));
|
||||
batch._glUniform3fv(_drawItemBoundDimLoc, 1, ((const GLfloat*) (itemAABox + i)) + VEC3_ADRESS_OFFSET);
|
||||
|
||||
batch.draw(gpu::LINES, 24, 0);
|
||||
}
|
||||
|
||||
batch.setPipeline(getDrawItemStatusPipeline());
|
||||
for (int i = 0; i < nbItems; i++) {
|
||||
batch._glUniform3fv(_drawItemStatusPosLoc, 1, (const GLfloat*) (itemAABox + i));
|
||||
batch._glUniform3fv(_drawItemStatusDimLoc, 1, ((const GLfloat*) (itemAABox + i)) + VEC3_ADRESS_OFFSET);
|
||||
batch._glUniform4iv(_drawItemStatusValueLoc, 1, (const GLint*) (itemStatus + i));
|
||||
|
||||
batch.draw(gpu::TRIANGLES, 24, 0);
|
||||
}
|
||||
|
||||
// Before rendering the batch make sure we re in sync with gl state
|
||||
args->_context->syncCache();
|
||||
renderContext->args->_context->syncCache();
|
||||
args->_context->render((batch));
|
||||
}
|
43
libraries/render/src/render/DrawStatus.h
Normal file
43
libraries/render/src/render/DrawStatus.h
Normal file
|
@ -0,0 +1,43 @@
|
|||
//
|
||||
// DrawStatus.h
|
||||
// render/src/render
|
||||
//
|
||||
// Created by Niraj Venkat on 6/29/15.
|
||||
// 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
|
||||
//
|
||||
|
||||
#ifndef hifi_render_DrawStatus_h
|
||||
#define hifi_render_DrawStatus_h
|
||||
|
||||
#include "DrawTask.h"
|
||||
#include "gpu/Batch.h"
|
||||
|
||||
namespace render {
|
||||
class DrawStatus {
|
||||
int _drawItemBoundPosLoc = -1;
|
||||
int _drawItemBoundDimLoc = -1;
|
||||
int _drawItemStatusPosLoc = -1;
|
||||
int _drawItemStatusDimLoc = -1;
|
||||
int _drawItemStatusValueLoc = -1;
|
||||
|
||||
gpu::Stream::FormatPointer _drawItemFormat;
|
||||
gpu::PipelinePointer _drawItemBoundsPipeline;
|
||||
gpu::PipelinePointer _drawItemStatusPipeline;
|
||||
gpu::BufferPointer _itemBounds;
|
||||
gpu::BufferPointer _itemStatus;
|
||||
|
||||
public:
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems);
|
||||
|
||||
typedef Job::ModelI<DrawStatus, ItemIDsBounds> JobModel;
|
||||
|
||||
const gpu::PipelinePointer& getDrawItemBoundsPipeline();
|
||||
const gpu::PipelinePointer& getDrawItemStatusPipeline();
|
||||
};
|
||||
}
|
||||
|
||||
#endif // hifi_render_DrawStatus_h
|
|
@ -126,9 +126,10 @@ struct ItemBound {
|
|||
float _nearDepth = 0.0f;
|
||||
float _farDepth = 0.0f;
|
||||
ItemID _id = 0;
|
||||
AABox _bounds;
|
||||
|
||||
ItemBound() {}
|
||||
ItemBound(float centerDepth, float nearDepth, float farDepth, ItemID id) : _centerDepth(centerDepth), _nearDepth(nearDepth), _farDepth(farDepth), _id(id) {}
|
||||
ItemBound(float centerDepth, float nearDepth, float farDepth, ItemID id, const AABox& bounds) : _centerDepth(centerDepth), _nearDepth(nearDepth), _farDepth(farDepth), _id(id), _bounds(bounds) {}
|
||||
};
|
||||
|
||||
struct FrontToBackSort {
|
||||
|
@ -165,7 +166,7 @@ void render::depthSortItems(const SceneContextPointer& sceneContext, const Rende
|
|||
auto bound = itemDetails.bounds; // item.getBound();
|
||||
float distance = args->_viewFrustum->distanceToCamera(bound.calcCenter());
|
||||
|
||||
itemBounds.emplace_back(ItemBound(distance, distance, distance, itemDetails.id));
|
||||
itemBounds.emplace_back(ItemBound(distance, distance, distance, itemDetails.id, bound));
|
||||
}
|
||||
|
||||
// sort against Z
|
||||
|
@ -179,7 +180,7 @@ void render::depthSortItems(const SceneContextPointer& sceneContext, const Rende
|
|||
|
||||
// FInally once sorted result to a list of itemID
|
||||
for (auto& itemBound : itemBounds) {
|
||||
outItems.emplace_back(itemBound._id);
|
||||
outItems.emplace_back(ItemIDAndBounds(itemBound._id, itemBound._bounds));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -77,6 +77,9 @@ public:
|
|||
Job(const Job& other) : _concept(other._concept) {}
|
||||
~Job();
|
||||
|
||||
bool isEnabled() const { return _concept->isEnabled(); }
|
||||
void setEnabled(bool isEnabled) { _concept->setEnabled(isEnabled); }
|
||||
|
||||
const std::string& getName() const { return _concept->getName(); }
|
||||
const Varying getInput() const { return _concept->getInput(); }
|
||||
const Varying getOutput() const { return _concept->getOutput(); }
|
||||
|
@ -92,6 +95,7 @@ public:
|
|||
|
||||
class Concept {
|
||||
std::string _name;
|
||||
bool _isEnabled = true;
|
||||
public:
|
||||
Concept() : _name() {}
|
||||
Concept(const std::string& name) : _name(name) {}
|
||||
|
@ -99,7 +103,10 @@ public:
|
|||
|
||||
void setName(const std::string& name) { _name = name; }
|
||||
const std::string& getName() const { return _name; }
|
||||
|
||||
|
||||
bool isEnabled() const { return _isEnabled; }
|
||||
void setEnabled(bool isEnabled) { _isEnabled = isEnabled; }
|
||||
|
||||
virtual const Varying getInput() const { return Varying(); }
|
||||
virtual const Varying getOutput() const { return Varying(); }
|
||||
virtual void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) = 0;
|
||||
|
@ -119,7 +126,11 @@ public:
|
|||
Model(Data data): _data(data) {}
|
||||
Model(Data data, const std::string& name): Concept(name), _data(data) {}
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { jobRun(_data, sceneContext, renderContext); }
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
if (isEnabled()) {
|
||||
jobRun(_data, sceneContext, renderContext);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
template <class T, class I> class ModelI : public Concept {
|
||||
|
@ -135,7 +146,11 @@ public:
|
|||
ModelI(const std::string& name, const Varying& input): Concept(name), _input(input) {}
|
||||
ModelI(const std::string& name, Data data): Concept(name), _data(data) {}
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { jobRunI(_data, sceneContext, renderContext, _input.get<I>()); }
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
if (isEnabled()) {
|
||||
jobRunI(_data, sceneContext, renderContext, _input.get<I>());
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
template <class T, class O> class ModelO : public Concept {
|
||||
|
@ -155,7 +170,9 @@ public:
|
|||
ModelO(const std::string& name, Data data): Concept(name), _data(data), _output(Output()) {}
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
jobRunO(_data, sceneContext, renderContext, _output.edit<O>());
|
||||
if (isEnabled()) {
|
||||
jobRunO(_data, sceneContext, renderContext, _output.edit<O>());
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -177,7 +194,11 @@ public:
|
|||
|
||||
void setInput(const Varying& input) { _input = input; }
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { jobRunIO(_data, sceneContext, renderContext, _input.get<I>(), _output.edit<O>()); }
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
if (isEnabled()) {
|
||||
jobRunIO(_data, sceneContext, renderContext, _input.get<I>(), _output.edit<O>());
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
std::shared_ptr<Concept> _concept;
|
||||
|
|
|
@ -49,6 +49,8 @@ public:
|
|||
int _numDrawnOverlay3DItems = 0;
|
||||
int _maxDrawnOverlay3DItems = -1;
|
||||
|
||||
bool _drawItemStatus = false;
|
||||
|
||||
RenderContext() {}
|
||||
};
|
||||
typedef std::shared_ptr<RenderContext> RenderContextPointer;
|
||||
|
|
|
@ -10,6 +10,8 @@
|
|||
//
|
||||
#include "Scene.h"
|
||||
|
||||
#include <numeric>
|
||||
|
||||
using namespace render;
|
||||
|
||||
void ItemBucketMap::insert(const ItemID& id, const ItemKey& key) {
|
||||
|
@ -53,6 +55,50 @@ void ItemBucketMap::allocateStandardOpaqueTranparentBuckets() {
|
|||
(*this)[ItemFilter::Builder::transparentShape().withLayered()];
|
||||
}
|
||||
|
||||
const Item::Status::Value Item::Status::Value::INVALID = Item::Status::Value();
|
||||
|
||||
const float Item::Status::Value::RED = 0.0f;
|
||||
const float Item::Status::Value::YELLOW = 60.0f;
|
||||
const float Item::Status::Value::GREEN = 120.0f;
|
||||
const float Item::Status::Value::CYAN = 180.0f;
|
||||
const float Item::Status::Value::BLUE = 240.0f;
|
||||
const float Item::Status::Value::MAGENTA = 300.0f;
|
||||
|
||||
void Item::Status::Value::setScale(float scale) {
|
||||
_scale = (std::numeric_limits<unsigned short>::max() -1) * 0.5f * (1.0f + std::max(std::min(scale, 1.0f), 0.0f));
|
||||
}
|
||||
|
||||
void Item::Status::Value::setColor(float hue) {
|
||||
// Convert the HUe from range [0, 360] to signed normalized value
|
||||
const float HUE_MAX = 360.0f;
|
||||
_color = (std::numeric_limits<unsigned short>::max() - 1) * 0.5f * (1.0f + std::max(std::min(hue, HUE_MAX), 0.0f) / HUE_MAX);
|
||||
}
|
||||
|
||||
void Item::Status::getPackedValues(glm::ivec4& values) const {
|
||||
for (unsigned int i = 0; i < values.length(); i++) {
|
||||
if (i < _values.size()) {
|
||||
values[i] = _values[i]().getPackedData();
|
||||
} else {
|
||||
values[i] = Value::INVALID.getPackedData();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Item::PayloadInterface::addStatusGetter(const Status::Getter& getter) {
|
||||
if (!_status) {
|
||||
_status.reset(new Status());
|
||||
}
|
||||
_status->addGetter(getter);
|
||||
}
|
||||
|
||||
void Item::PayloadInterface::addStatusGetters(const Status::Getters& getters) {
|
||||
if (!_status) {
|
||||
_status.reset(new Status());
|
||||
}
|
||||
for (auto& g : getters) {
|
||||
_status->addGetter(g);
|
||||
}
|
||||
}
|
||||
|
||||
void Item::resetPayload(const PayloadPointer& payload) {
|
||||
if (!payload) {
|
||||
|
@ -63,6 +109,15 @@ void Item::resetPayload(const PayloadPointer& payload) {
|
|||
}
|
||||
}
|
||||
|
||||
glm::ivec4 Item::getStatusPackedValues() const {
|
||||
glm::ivec4 values(Status::Value::INVALID.getPackedData());
|
||||
auto& status = getStatus();
|
||||
if (status) {
|
||||
status->getPackedValues(values);
|
||||
};
|
||||
return values;
|
||||
}
|
||||
|
||||
void PendingChanges::resetItem(ItemID id, const PayloadPointer& payload) {
|
||||
_resetItems.push_back(id);
|
||||
_resetPayloads.push_back(payload);
|
||||
|
|
|
@ -196,12 +196,50 @@ public:
|
|||
// Bound is the AABBox fully containing this item
|
||||
typedef AABox Bound;
|
||||
|
||||
// Stats records the life history and performances of this item while performing at rendering and updating.
|
||||
// Status records the life history and performances of this item while performing at rendering and updating.
|
||||
// This is Used for monitoring and dynamically adjust the quality
|
||||
class Stats {
|
||||
class Status {
|
||||
public:
|
||||
int _firstFrame;
|
||||
|
||||
// Status::Value class is the data used to represent the transient information of a status as a square icon
|
||||
// The "icon" is a square displayed in the 3D scene over the render::Item AABB center.
|
||||
// It can be scaled in the range [0, 1] and the color hue in the range [0, 360] representing the color wheel hue
|
||||
class Value {
|
||||
unsigned short _scale = 0xFFFF;
|
||||
unsigned short _color = 0xFFFF;
|
||||
public:
|
||||
const static Value INVALID; // Invalid value meanss the status won't show
|
||||
|
||||
Value() {}
|
||||
Value(float scale, float hue) { setScale(scale); setColor(hue); }
|
||||
|
||||
// It can be scaled in the range [0, 1]
|
||||
void setScale(float scale);
|
||||
// the color hue in the range [0, 360] representing the color wheel hue
|
||||
void setColor(float hue);
|
||||
|
||||
// Standard color Hue
|
||||
static const float RED; // 0.0f;
|
||||
static const float YELLOW; // 60.0f;
|
||||
static const float GREEN; // 120.0f;
|
||||
static const float CYAN; // 180.0f;
|
||||
static const float BLUE; // 240.0f;
|
||||
static const float MAGENTA; // 300.0f;
|
||||
|
||||
// Retreive the Value data tightely packed as an int
|
||||
int getPackedData() const { return *((const int*) this); }
|
||||
};
|
||||
|
||||
typedef std::function<Value()> Getter;
|
||||
typedef std::vector<Getter> Getters;
|
||||
|
||||
Getters _values;
|
||||
|
||||
void addGetter(const Getter& getter) { _values.push_back(getter); }
|
||||
|
||||
void getPackedValues(glm::ivec4& values) const;
|
||||
};
|
||||
typedef std::shared_ptr<Status> StatusPointer;
|
||||
|
||||
// Update Functor
|
||||
class UpdateFunctorInterface {
|
||||
|
@ -222,7 +260,15 @@ public:
|
|||
virtual const model::MaterialKey getMaterialKey() const = 0;
|
||||
|
||||
~PayloadInterface() {}
|
||||
|
||||
// Status interface is local to the base class
|
||||
const StatusPointer& getStatus() const { return _status; }
|
||||
void addStatusGetter(const Status::Getter& getter);
|
||||
void addStatusGetters(const Status::Getters& getters);
|
||||
|
||||
protected:
|
||||
StatusPointer _status;
|
||||
|
||||
friend class Item;
|
||||
virtual void update(const UpdateFunctorPointer& functor) = 0;
|
||||
};
|
||||
|
@ -253,6 +299,10 @@ public:
|
|||
// Shape Type Interface
|
||||
const model::MaterialKey getMaterialKey() const { return _payload->getMaterialKey(); }
|
||||
|
||||
// Access the status
|
||||
const StatusPointer& getStatus() const { return _payload->getStatus(); }
|
||||
glm::ivec4 getStatusPackedValues() const;
|
||||
|
||||
protected:
|
||||
PayloadPointer _payload;
|
||||
ItemKey _key;
|
||||
|
|
19
libraries/render/src/render/drawItemBounds.slf
Normal file
19
libraries/render/src/render/drawItemBounds.slf
Normal file
|
@ -0,0 +1,19 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
// drawItemBounds.frag
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Sam Gateau on 6/29/15.
|
||||
// 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
|
||||
//
|
||||
|
||||
varying vec4 varColor;
|
||||
|
||||
|
||||
void main(void) {
|
||||
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
}
|
57
libraries/render/src/render/drawItemBounds.slv
Normal file
57
libraries/render/src/render/drawItemBounds.slv
Normal file
|
@ -0,0 +1,57 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// drawItemBounds.slv
|
||||
// vertex shader
|
||||
//
|
||||
// Created by Sam Gateau on 6/29/2015.
|
||||
// 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 gpu/Transform.slh@>
|
||||
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
uniform vec3 inBoundPos;
|
||||
uniform vec3 inBoundDim;
|
||||
|
||||
void main(void) {
|
||||
const vec4 UNIT_BOX[8] = vec4[8](
|
||||
vec4(0.0, 0.0, 0.0, 1.0),
|
||||
vec4(1.0, 0.0, 0.0, 1.0),
|
||||
vec4(0.0, 1.0, 0.0, 1.0),
|
||||
vec4(1.0, 1.0, 0.0, 1.0),
|
||||
vec4(0.0, 0.0, 1.0, 1.0),
|
||||
vec4(1.0, 0.0, 1.0, 1.0),
|
||||
vec4(0.0, 1.0, 1.0, 1.0),
|
||||
vec4(1.0, 1.0, 1.0, 1.0)
|
||||
);
|
||||
const int UNIT_BOX_LINE_INDICES[24] = int[24](
|
||||
0, 1,
|
||||
1, 3,
|
||||
3, 2,
|
||||
2, 0,
|
||||
4, 5,
|
||||
5, 7,
|
||||
7, 6,
|
||||
6, 4,
|
||||
2, 6,
|
||||
3, 7,
|
||||
0, 4,
|
||||
1, 5
|
||||
);
|
||||
vec4 pos = UNIT_BOX[UNIT_BOX_LINE_INDICES[gl_VertexID]];
|
||||
|
||||
pos.xyz = inBoundPos + inBoundDim * pos.xyz;
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, pos, gl_Position)$>
|
||||
|
||||
// varTexcoord = (pos.xy + 1) * 0.5;
|
||||
}
|
19
libraries/render/src/render/drawItemStatus.slf
Normal file
19
libraries/render/src/render/drawItemStatus.slf
Normal file
|
@ -0,0 +1,19 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
// drawItemStatus.frag
|
||||
// fragment shader
|
||||
//
|
||||
// Created by Sam Gateau on 6/30/15.
|
||||
// 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
|
||||
//
|
||||
|
||||
varying vec4 varColor;
|
||||
|
||||
|
||||
void main(void) {
|
||||
gl_FragColor = varColor;
|
||||
}
|
101
libraries/render/src/render/drawItemStatus.slv
Normal file
101
libraries/render/src/render/drawItemStatus.slv
Normal file
|
@ -0,0 +1,101 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// drawItemStatus.slv
|
||||
// vertex shader
|
||||
//
|
||||
// Created by Sam Gateau on 6/30/2015.
|
||||
// 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 gpu/Transform.slh@>
|
||||
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
varying vec4 varColor;
|
||||
|
||||
uniform vec3 inBoundPos;
|
||||
uniform vec3 inBoundDim;
|
||||
uniform ivec4 inStatus;
|
||||
|
||||
vec3 paintRainbow(float nv) {
|
||||
float v = nv * 5.f;
|
||||
if (v < 0.f) {
|
||||
return vec3(0.f, 0.f, 0.f);
|
||||
} else if (v < 1.f) {
|
||||
return vec3(1.f, v, 0.f);
|
||||
} else if (v < 2.f) {
|
||||
return vec3(1.f - (v-1.f), 1.f, 0.f);
|
||||
} else if (v < 3.f) {
|
||||
return vec3(0.f, 1.f, (v-2.f));
|
||||
} else if (v < 4.f) {
|
||||
return vec3(0.f, 1.f - (v-3.f), 1.f );
|
||||
} else if (v < 5.f) {
|
||||
return vec3((v-4.f), 0.f, 1.f );
|
||||
} else {
|
||||
return vec3(1.f, 1.f, 1.f);
|
||||
}
|
||||
}
|
||||
|
||||
vec2 unpackStatus(int v) {
|
||||
return vec2(clamp(float(int((v >> 0) & 0xFFFF) - 32727) / 32727.0, -1.0, 1.0),
|
||||
clamp(float(int((v >> 16) & 0xFFFF) - 32727) / 32727.0, -1.0, 1.0));
|
||||
}
|
||||
|
||||
void main(void) {
|
||||
const vec2 ICON_PIXEL_SIZE = vec2(10, 10);
|
||||
const vec2 MARGIN_PIXEL_SIZE = vec2(2, 2);
|
||||
const int NUM_VERTICES = 6;
|
||||
const vec4 UNIT_QUAD[NUM_VERTICES] = vec4[NUM_VERTICES](
|
||||
vec4(-1.0, -1.0, 0.0, 1.0),
|
||||
vec4(1.0, -1.0, 0.0, 1.0),
|
||||
vec4(-1.0, 1.0, 0.0, 1.0),
|
||||
vec4(-1.0, 1.0, 0.0, 1.0),
|
||||
vec4(1.0, -1.0, 0.0, 1.0),
|
||||
vec4(1.0, 1.0, 0.0, 1.0)
|
||||
);
|
||||
|
||||
// anchor point in clip space
|
||||
vec4 anchorPoint = vec4(inBoundPos, 1.0) + vec4(inBoundDim, 0.0) * vec4(0.5, 0.5, 0.5, 0.0);
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, anchorPoint, anchorPoint)$>
|
||||
|
||||
// Which icon are we dealing with ?
|
||||
int iconNum = gl_VertexID / NUM_VERTICES;
|
||||
|
||||
// if invalid, just kill
|
||||
if (inStatus[iconNum] == 0xFFFFFFFF) {
|
||||
gl_Position = anchorPoint;
|
||||
varColor = vec4(1.0);
|
||||
return;
|
||||
}
|
||||
|
||||
// unpack to get x and y satus
|
||||
vec2 iconStatus = unpackStatus(inStatus[iconNum]);
|
||||
|
||||
// Use the status for showing a color
|
||||
varColor = vec4(paintRainbow(abs(iconStatus.y)), 1.0);
|
||||
|
||||
// Also changes the size of the notification
|
||||
vec2 iconScale = ICON_PIXEL_SIZE;
|
||||
iconScale = max(vec2(1, 1), (iconScale * iconStatus.x));
|
||||
|
||||
//Offset icon to the right based on the iconNum
|
||||
vec2 offset = vec2(iconNum * (ICON_PIXEL_SIZE.x + MARGIN_PIXEL_SIZE.x), 0);
|
||||
|
||||
// Final position in pixel space
|
||||
int twoTriID = gl_VertexID - iconNum * NUM_VERTICES;
|
||||
vec4 pos = UNIT_QUAD[twoTriID];
|
||||
vec2 quadPixelPos = offset.xy + pos.xy * 0.5 * iconScale;
|
||||
|
||||
vec4 viewport;
|
||||
<$transformCameraViewport(cam, viewport)$>;
|
||||
vec2 pixelToClip = vec2(2.0 / viewport.z, 2.0 / viewport.w);
|
||||
gl_Position = anchorPoint + (anchorPoint.w * vec4(quadPixelPos * pixelToClip, 0.0, 0.0));
|
||||
|
||||
}
|
|
@ -106,6 +106,10 @@ public:
|
|||
Q_INVOKABLE int getEngineMaxDrawnTransparentItems() { return _maxDrawnTransparentItems; }
|
||||
Q_INVOKABLE void setEngineMaxDrawnOverlay3DItems(int count) { _maxDrawnOverlay3DItems = count; }
|
||||
Q_INVOKABLE int getEngineMaxDrawnOverlay3DItems() { return _maxDrawnOverlay3DItems; }
|
||||
|
||||
Q_INVOKABLE void setEngineDisplayItemStatus(bool display) { _drawItemStatus = display; }
|
||||
Q_INVOKABLE bool doEngineDisplayItemStatus() { return _drawItemStatus; }
|
||||
|
||||
signals:
|
||||
void shouldRenderAvatarsChanged(bool shouldRenderAvatars);
|
||||
void shouldRenderEntitiesChanged(bool shouldRenderEntities);
|
||||
|
@ -136,6 +140,8 @@ protected:
|
|||
int _maxDrawnTransparentItems = -1;
|
||||
int _maxDrawnOverlay3DItems = -1;
|
||||
|
||||
bool _drawItemStatus = false;
|
||||
|
||||
};
|
||||
|
||||
#endif // hifi_SceneScriptingInterface_h
|
||||
|
|
Loading…
Reference in a new issue