mirror of
https://github.com/overte-org/overte.git
synced 2025-08-09 14:29:03 +02:00
Merge pull request #5387 from samcake/punk
Moving GL initialization to GLBackend and cleaning the gpu::Context in Application
This commit is contained in:
commit
f86c064059
10 changed files with 51 additions and 58 deletions
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@ -767,27 +767,8 @@ void Application::initializeGL() {
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}
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}
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#endif
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#endif
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#ifdef WIN32
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// Where the gpuContext is created and where the TRUE Backend is created and assigned
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GLenum err = glewInit();
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_gpuContext = std::make_shared<gpu::Context>(new gpu::GLBackend());
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if (GLEW_OK != err) {
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/* Problem: glewInit failed, something is seriously wrong. */
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qCDebug(interfaceapp, "Error: %s\n", glewGetErrorString(err));
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}
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qCDebug(interfaceapp, "Status: Using GLEW %s\n", glewGetString(GLEW_VERSION));
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if (wglewGetExtension("WGL_EXT_swap_control")) {
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int swapInterval = wglGetSwapIntervalEXT();
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qCDebug(interfaceapp, "V-Sync is %s\n", (swapInterval > 0 ? "ON" : "OFF"));
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}
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#endif
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#if defined(Q_OS_LINUX)
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// TODO: Write the correct code for Linux...
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/* if (wglewGetExtension("WGL_EXT_swap_control")) {
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int swapInterval = wglGetSwapIntervalEXT();
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qCDebug(interfaceapp, "V-Sync is %s\n", (swapInterval > 0 ? "ON" : "OFF"));
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}*/
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#endif
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initDisplay();
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initDisplay();
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qCDebug(interfaceapp, "Initialized Display.");
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qCDebug(interfaceapp, "Initialized Display.");
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@ -876,8 +857,9 @@ void Application::paintGL() {
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_glWidget->makeCurrent();
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_glWidget->makeCurrent();
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auto lodManager = DependencyManager::get<LODManager>();
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auto lodManager = DependencyManager::get<LODManager>();
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gpu::Context context(new gpu::GLBackend());
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RenderArgs renderArgs(&context, nullptr, getViewFrustum(), lodManager->getOctreeSizeScale(),
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RenderArgs renderArgs(_gpuContext, nullptr, getViewFrustum(), lodManager->getOctreeSizeScale(),
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lodManager->getBoundaryLevelAdjust(), RenderArgs::DEFAULT_RENDER_MODE,
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lodManager->getBoundaryLevelAdjust(), RenderArgs::DEFAULT_RENDER_MODE,
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RenderArgs::MONO, RenderArgs::RENDER_DEBUG_NONE);
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RenderArgs::MONO, RenderArgs::RENDER_DEBUG_NONE);
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@ -893,6 +875,7 @@ void Application::paintGL() {
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PerformanceWarning warn(showWarnings, "Application::paintGL()");
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PerformanceWarning warn(showWarnings, "Application::paintGL()");
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resizeGL();
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resizeGL();
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{
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{
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PerformanceTimer perfTimer("renderOverlay");
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PerformanceTimer perfTimer("renderOverlay");
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@ -903,8 +886,6 @@ void Application::paintGL() {
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_applicationOverlay.renderOverlay(&renderArgs);
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_applicationOverlay.renderOverlay(&renderArgs);
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}
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}
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glEnable(GL_LINE_SMOOTH);
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if (_myCamera.getMode() == CAMERA_MODE_FIRST_PERSON || _myCamera.getMode() == CAMERA_MODE_THIRD_PERSON) {
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if (_myCamera.getMode() == CAMERA_MODE_FIRST_PERSON || _myCamera.getMode() == CAMERA_MODE_THIRD_PERSON) {
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Menu::getInstance()->setIsOptionChecked(MenuOption::FirstPerson, _myAvatar->getBoomLength() <= MyAvatar::ZOOM_MIN);
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Menu::getInstance()->setIsOptionChecked(MenuOption::FirstPerson, _myAvatar->getBoomLength() <= MyAvatar::ZOOM_MIN);
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Menu::getInstance()->setIsOptionChecked(MenuOption::ThirdPerson, !(_myAvatar->getBoomLength() <= MyAvatar::ZOOM_MIN));
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Menu::getInstance()->setIsOptionChecked(MenuOption::ThirdPerson, !(_myAvatar->getBoomLength() <= MyAvatar::ZOOM_MIN));
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@ -955,7 +936,6 @@ void Application::paintGL() {
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}
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}
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// Sync up the View Furstum with the camera
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// Sync up the View Furstum with the camera
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// FIXME: it's happening again in the updateSHadow and it shouldn't, this should be the place
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loadViewFrustum(_myCamera, _viewFrustum);
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loadViewFrustum(_myCamera, _viewFrustum);
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@ -994,7 +974,7 @@ void Application::paintGL() {
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displaySide(&renderArgs, _myCamera);
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displaySide(&renderArgs, _myCamera);
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if (_myCamera.getMode() != CAMERA_MODE_MIRROR && Menu::getInstance()->isOptionChecked(MenuOption::Mirror)) {
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if (Menu::getInstance()->isOptionChecked(MenuOption::Mirror)) {
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renderArgs._renderMode = RenderArgs::MIRROR_RENDER_MODE;
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renderArgs._renderMode = RenderArgs::MIRROR_RENDER_MODE;
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renderRearViewMirror(&renderArgs, _mirrorViewRect);
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renderRearViewMirror(&renderArgs, _mirrorViewRect);
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renderArgs._renderMode = RenderArgs::NORMAL_RENDER_MODE;
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renderArgs._renderMode = RenderArgs::NORMAL_RENDER_MODE;
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@ -3169,10 +3149,6 @@ namespace render {
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model::Skybox::render(batch, *(Application::getInstance()->getDisplayViewFrustum()), *skybox);
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model::Skybox::render(batch, *(Application::getInstance()->getDisplayViewFrustum()), *skybox);
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}
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}
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}
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}
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// FIX ME - If I don't call this renderBatch() here, then the atmosphere and skybox don't render, but it
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// seems like these payloadRender() methods shouldn't be doing this. We need to investigate why the engine
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// isn't rendering our batch
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gpu::GLBackend::renderBatch(batch, true);
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}
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}
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}
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}
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@ -3441,7 +3417,6 @@ void Application::renderRearViewMirror(RenderArgs* renderArgs, const QRect& regi
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bool updateViewFrustum = false;
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bool updateViewFrustum = false;
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loadViewFrustum(_mirrorCamera, _viewFrustum);
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loadViewFrustum(_mirrorCamera, _viewFrustum);
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// render rear mirror view
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// render rear mirror view
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displaySide(renderArgs, _mirrorCamera, true, billboard);
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displaySide(renderArgs, _mirrorCamera, true, billboard);
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@ -68,6 +68,7 @@
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#include "octree/OctreePacketProcessor.h"
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#include "octree/OctreePacketProcessor.h"
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#include "UndoStackScriptingInterface.h"
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#include "UndoStackScriptingInterface.h"
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#include "gpu/Context.h"
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#include "render/Engine.h"
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#include "render/Engine.h"
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class QGLWidget;
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class QGLWidget;
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@ -325,6 +326,8 @@ public:
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render::ScenePointer getMain3DScene() const { return _main3DScene; }
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render::ScenePointer getMain3DScene() const { return _main3DScene; }
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gpu::ContextPointer getGPUContext() const { return _gpuContext; }
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signals:
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signals:
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/// Fired when we're simulating; allows external parties to hook in.
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/// Fired when we're simulating; allows external parties to hook in.
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@ -481,6 +484,7 @@ private:
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glm::vec3 getSunDirection();
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glm::vec3 getSunDirection();
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void renderRearViewMirror(RenderArgs* renderArgs, const QRect& region, bool billboard = false);
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void renderRearViewMirror(RenderArgs* renderArgs, const QRect& region, bool billboard = false);
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void setMenuShortcutsEnabled(bool enabled);
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void setMenuShortcutsEnabled(bool enabled);
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static void attachNewHeadToNode(Node *newNode);
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static void attachNewHeadToNode(Node *newNode);
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@ -631,6 +635,7 @@ private:
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render::ScenePointer _main3DScene{ new render::Scene() };
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render::ScenePointer _main3DScene{ new render::Scene() };
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render::EnginePointer _renderEngine{ new render::Engine() };
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render::EnginePointer _renderEngine{ new render::Engine() };
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gpu::ContextPointer _gpuContext; // initialized during window creation
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Overlays _overlays;
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Overlays _overlays;
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ApplicationOverlay _applicationOverlay;
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ApplicationOverlay _applicationOverlay;
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@ -1532,8 +1532,8 @@ void MyAvatar::maybeUpdateBillboard() {
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return;
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return;
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}
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}
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}
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}
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gpu::Context context(new gpu::GLBackend());
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RenderArgs renderArgs(&context);
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RenderArgs renderArgs(qApp->getGPUContext());
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QImage image = qApp->renderAvatarBillboard(&renderArgs);
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QImage image = qApp->renderAvatarBillboard(&renderArgs);
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_billboard.clear();
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_billboard.clear();
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QBuffer buffer(&_billboard);
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QBuffer buffer(&_billboard);
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@ -49,7 +49,6 @@ private:
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gpu::TexturePointer _overlayDepthTexture;
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gpu::TexturePointer _overlayDepthTexture;
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gpu::TexturePointer _overlayColorTexture;
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gpu::TexturePointer _overlayColorTexture;
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gpu::FramebufferPointer _overlayFramebuffer;
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gpu::FramebufferPointer _overlayFramebuffer;
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};
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};
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#endif // hifi_ApplicationOverlay_h
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#endif // hifi_ApplicationOverlay_h
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@ -134,7 +134,7 @@ protected:
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friend class Shader;
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friend class Shader;
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};
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};
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typedef std::shared_ptr<Context> ContextPointer;
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};
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};
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@ -8,6 +8,7 @@
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// Distributed under the Apache License, Version 2.0.
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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//
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#include <mutex>
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#include "GPULogging.h"
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#include "GPULogging.h"
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#include "GLBackendShared.h"
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#include "GLBackendShared.h"
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtc/type_ptr.hpp>
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@ -89,6 +90,36 @@ GLBackend::GLBackend() :
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_pipeline(),
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_pipeline(),
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_output()
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_output()
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{
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{
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static std::once_flag once;
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std::call_once(once, [] {
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qCDebug(gpulogging) << "GL Version: " << QString((const char*) glGetString(GL_VERSION));
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qCDebug(gpulogging) << "GL Shader Language Version: " << QString((const char*) glGetString(GL_SHADING_LANGUAGE_VERSION));
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qCDebug(gpulogging) << "GL Vendor: " << QString((const char*) glGetString(GL_VENDOR));
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qCDebug(gpulogging) << "GL Renderer: " << QString((const char*) glGetString(GL_RENDERER));
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#ifdef WIN32
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GLenum err = glewInit();
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if (GLEW_OK != err) {
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/* Problem: glewInit failed, something is seriously wrong. */
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qCDebug(gpulogging, "Error: %s\n", glewGetErrorString(err));
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}
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qCDebug(gpulogging, "Status: Using GLEW %s\n", glewGetString(GLEW_VERSION));
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if (wglewGetExtension("WGL_EXT_swap_control")) {
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int swapInterval = wglGetSwapIntervalEXT();
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qCDebug(gpulogging, "V-Sync is %s\n", (swapInterval > 0 ? "ON" : "OFF"));
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}
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#endif
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#if defined(Q_OS_LINUX)
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// TODO: Write the correct code for Linux...
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/* if (wglewGetExtension("WGL_EXT_swap_control")) {
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int swapInterval = wglGetSwapIntervalEXT();
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qCDebug(gpulogging, "V-Sync is %s\n", (swapInterval > 0 ? "ON" : "OFF"));
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}*/
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#endif
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});
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initInput();
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initInput();
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initTransform();
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initTransform();
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}
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}
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@ -113,6 +144,7 @@ void GLBackend::render(Batch& batch) {
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}
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}
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void GLBackend::renderBatch(Batch& batch, bool syncCache) {
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void GLBackend::renderBatch(Batch& batch, bool syncCache) {
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qCDebug(gpulogging) << "GLBackend::renderBatch : Deprecated call, don;t do it!!!";
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GLBackend backend;
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GLBackend backend;
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if (syncCache) {
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if (syncCache) {
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backend.syncCache();
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backend.syncCache();
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@ -166,6 +198,8 @@ void GLBackend::syncCache() {
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syncTransformStateCache();
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syncTransformStateCache();
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syncPipelineStateCache();
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syncPipelineStateCache();
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syncInputStateCache();
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syncInputStateCache();
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glEnable(GL_LINE_SMOOTH);
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}
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}
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void GLBackend::do_draw(Batch& batch, uint32 paramOffset) {
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void GLBackend::do_draw(Batch& batch, uint32 paramOffset) {
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@ -447,7 +447,6 @@ protected:
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typedef void (GLBackend::*CommandCall)(Batch&, uint32);
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typedef void (GLBackend::*CommandCall)(Batch&, uint32);
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static CommandCall _commandCalls[Batch::NUM_COMMANDS];
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static CommandCall _commandCalls[Batch::NUM_COMMANDS];
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};
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};
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@ -103,22 +103,6 @@ gpu::TexturePointer FramebufferCache::getPrimarySpecularTexture() {
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return _primarySpecularTexture;
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return _primarySpecularTexture;
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}
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}
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void FramebufferCache::setPrimaryDrawBuffers(gpu::Batch& batch, bool color, bool normal, bool specular) {
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GLenum buffers[3];
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int bufferCount = 0;
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if (color) {
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buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
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}
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if (normal) {
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buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
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}
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if (specular) {
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buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
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}
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batch._glDrawBuffers(bufferCount, buffers);
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}
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gpu::FramebufferPointer FramebufferCache::getFramebuffer() {
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gpu::FramebufferPointer FramebufferCache::getFramebuffer() {
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if (_cachedFramebuffers.isEmpty()) {
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if (_cachedFramebuffers.isEmpty()) {
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_cachedFramebuffers.push_back(gpu::FramebufferPointer(gpu::Framebuffer::create(gpu::Element::COLOR_RGBA_32, _frameBufferSize.width(), _frameBufferSize.height())));
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_cachedFramebuffers.push_back(gpu::FramebufferPointer(gpu::Framebuffer::create(gpu::Element::COLOR_RGBA_32, _frameBufferSize.width(), _frameBufferSize.height())));
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@ -39,9 +39,6 @@ public:
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/// Returns the framebuffer object used to render shadow maps;
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/// Returns the framebuffer object used to render shadow maps;
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gpu::FramebufferPointer getShadowFramebuffer();
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gpu::FramebufferPointer getShadowFramebuffer();
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/// Enables or disables draw buffers on the primary framebuffer. Note: the primary framebuffer must be bound.
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void setPrimaryDrawBuffers(gpu::Batch& batch, bool color, bool normal = false, bool specular = false);
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/// Returns a free framebuffer with a single color attachment for temp or intra-frame operations
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/// Returns a free framebuffer with a single color attachment for temp or intra-frame operations
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gpu::FramebufferPointer getFramebuffer();
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gpu::FramebufferPointer getFramebuffer();
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// TODO add sync functionality to the release, so we don't reuse a framebuffer being read from
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// TODO add sync functionality to the release, so we don't reuse a framebuffer being read from
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@ -80,7 +80,7 @@ public:
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RENDER_DEBUG_SIMULATION_OWNERSHIP = 2,
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RENDER_DEBUG_SIMULATION_OWNERSHIP = 2,
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};
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};
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RenderArgs(gpu::Context* context = nullptr,
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RenderArgs(std::shared_ptr<gpu::Context> context = nullptr,
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OctreeRenderer* renderer = nullptr,
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OctreeRenderer* renderer = nullptr,
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ViewFrustum* viewFrustum = nullptr,
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ViewFrustum* viewFrustum = nullptr,
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float sizeScale = 1.0f,
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float sizeScale = 1.0f,
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@ -102,7 +102,7 @@ public:
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_shouldRender(shouldRender) {
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_shouldRender(shouldRender) {
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}
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}
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gpu::Context* _context = nullptr;
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std::shared_ptr<gpu::Context> _context = nullptr;
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OctreeRenderer* _renderer = nullptr;
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OctreeRenderer* _renderer = nullptr;
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ViewFrustum* _viewFrustum = nullptr;
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ViewFrustum* _viewFrustum = nullptr;
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glm::ivec4 _viewport{ 0, 0, 1, 1 };
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glm::ivec4 _viewport{ 0, 0, 1, 1 };
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