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235 lines
8.1 KiB
C++
235 lines
8.1 KiB
C++
//
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// Application_render.cpp
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// interface/src
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//
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// Copyright 2013 High Fidelity, Inc.
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//
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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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//
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#include "Application.h"
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#include <MainWindow.h>
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#include <display-plugins/CompositorHelper.h>
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#include <FramebufferCache.h>
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#include "ui/Stats.h"
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#include <SceneScriptingInterface.h>
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#include "Util.h"
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// Statically provided display and input plugins
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extern DisplayPluginList getDisplayPlugins();
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void Application::editRenderArgs(RenderArgsEditor editor) {
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QMutexLocker renderLocker(&_renderArgsMutex);
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editor(_appRenderArgs);
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}
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void Application::paintGL() {
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// Some plugins process message events, allowing paintGL to be called reentrantly.
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if (_aboutToQuit || _window->isMinimized()) {
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return;
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}
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_renderFrameCount++;
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_lastTimeRendered.start();
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auto lastPaintBegin = usecTimestampNow();
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PROFILE_RANGE_EX(render, __FUNCTION__, 0xff0000ff, (uint64_t)_renderFrameCount);
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PerformanceTimer perfTimer("paintGL");
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if (nullptr == _displayPlugin) {
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return;
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}
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DisplayPluginPointer displayPlugin;
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{
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PROFILE_RANGE(render, "/getActiveDisplayPlugin");
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displayPlugin = getActiveDisplayPlugin();
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}
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{
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PROFILE_RANGE(render, "/pluginBeginFrameRender");
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// If a display plugin loses it's underlying support, it
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// needs to be able to signal us to not use it
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if (!displayPlugin->beginFrameRender(_renderFrameCount)) {
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QMetaObject::invokeMethod(this, "updateDisplayMode");
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return;
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}
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}
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RenderArgs renderArgs;
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glm::mat4 HMDSensorPose;
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glm::mat4 eyeToWorld;
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glm::mat4 sensorToWorld;
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bool isStereo;
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glm::mat4 stereoEyeOffsets[2];
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glm::mat4 stereoEyeProjections[2];
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{
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QMutexLocker viewLocker(&_renderArgsMutex);
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renderArgs = _appRenderArgs._renderArgs;
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// don't render if there is no context.
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if (!_appRenderArgs._renderArgs._context) {
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return;
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}
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HMDSensorPose = _appRenderArgs._headPose;
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eyeToWorld = _appRenderArgs._eyeToWorld;
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sensorToWorld = _appRenderArgs._sensorToWorld;
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isStereo = _appRenderArgs._isStereo;
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for_each_eye([&](Eye eye) {
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stereoEyeOffsets[eye] = _appRenderArgs._eyeOffsets[eye];
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stereoEyeProjections[eye] = _appRenderArgs._eyeProjections[eye];
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});
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}
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{
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PROFILE_RANGE(render, "/gpuContextReset");
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_gpuContext->beginFrame(_appRenderArgs._view, HMDSensorPose);
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// Reset the gpu::Context Stages
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// Back to the default framebuffer;
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gpu::doInBatch("Application_render::gpuContextReset", _gpuContext, [&](gpu::Batch& batch) {
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batch.resetStages();
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});
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}
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{
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PROFILE_RANGE(render, "/renderOverlay");
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PerformanceTimer perfTimer("renderOverlay");
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// NOTE: There is no batch associated with this renderArgs
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// the ApplicationOverlay class assumes it's viewport is setup to be the device size
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renderArgs._viewport = glm::ivec4(0, 0, getDeviceSize());
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_applicationOverlay.renderOverlay(&renderArgs);
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}
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{
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PROFILE_RANGE(render, "/updateCompositor");
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getApplicationCompositor().setFrameInfo(_renderFrameCount, eyeToWorld, sensorToWorld);
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}
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gpu::FramebufferPointer finalFramebuffer;
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QSize finalFramebufferSize;
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{
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PROFILE_RANGE(render, "/getOutputFramebuffer");
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// Primary rendering pass
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auto framebufferCache = DependencyManager::get<FramebufferCache>();
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finalFramebufferSize = framebufferCache->getFrameBufferSize();
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// Final framebuffer that will be handled to the display-plugin
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finalFramebuffer = framebufferCache->getFramebuffer();
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}
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{
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if (isStereo) {
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renderArgs._context->enableStereo(true);
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renderArgs._context->setStereoProjections(stereoEyeProjections);
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renderArgs._context->setStereoViews(stereoEyeOffsets);
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}
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renderArgs._hudOperator = displayPlugin->getHUDOperator();
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renderArgs._hudTexture = _applicationOverlay.getOverlayTexture();
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renderArgs._blitFramebuffer = finalFramebuffer;
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runRenderFrame(&renderArgs);
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}
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auto frame = _gpuContext->endFrame();
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frame->frameIndex = _renderFrameCount;
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frame->framebuffer = finalFramebuffer;
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frame->framebufferRecycler = [](const gpu::FramebufferPointer& framebuffer) {
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DependencyManager::get<FramebufferCache>()->releaseFramebuffer(framebuffer);
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};
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// deliver final scene rendering commands to the display plugin
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{
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PROFILE_RANGE(render, "/pluginOutput");
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PerformanceTimer perfTimer("pluginOutput");
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_renderLoopCounter.increment();
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displayPlugin->submitFrame(frame);
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}
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// Reset the framebuffer and stereo state
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renderArgs._blitFramebuffer.reset();
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renderArgs._context->enableStereo(false);
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{
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Stats::getInstance()->setRenderDetails(renderArgs._details);
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}
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uint64_t lastPaintDuration = usecTimestampNow() - lastPaintBegin;
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_frameTimingsScriptingInterface.addValue(lastPaintDuration);
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}
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// WorldBox Render Data & rendering functions
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class WorldBoxRenderData {
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public:
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typedef render::Payload<WorldBoxRenderData> Payload;
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typedef Payload::DataPointer Pointer;
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int _val = 0;
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static render::ItemID _item; // unique WorldBoxRenderData
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};
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render::ItemID WorldBoxRenderData::_item{ render::Item::INVALID_ITEM_ID };
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namespace render {
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template <> const ItemKey payloadGetKey(const WorldBoxRenderData::Pointer& stuff) { return ItemKey::Builder::opaqueShape().withTagBits(ItemKey::TAG_BITS_0 | ItemKey::TAG_BITS_1); }
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template <> const Item::Bound payloadGetBound(const WorldBoxRenderData::Pointer& stuff) { return Item::Bound(); }
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template <> void payloadRender(const WorldBoxRenderData::Pointer& stuff, RenderArgs* args) {
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if (Menu::getInstance()->isOptionChecked(MenuOption::WorldAxes)) {
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PerformanceTimer perfTimer("worldBox");
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auto& batch = *args->_batch;
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DependencyManager::get<GeometryCache>()->bindSimpleProgram(batch);
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renderWorldBox(args, batch);
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}
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}
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}
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void Application::runRenderFrame(RenderArgs* renderArgs) {
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PROFILE_RANGE(render, __FUNCTION__);
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PerformanceTimer perfTimer("display");
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "Application::runRenderFrame()");
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// The pending changes collecting the changes here
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render::Transaction transaction;
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if (DependencyManager::get<SceneScriptingInterface>()->shouldRenderEntities()) {
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// render models...
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PerformanceTimer perfTimer("entities");
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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"Application::runRenderFrame() ... entities...");
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RenderArgs::DebugFlags renderDebugFlags = RenderArgs::RENDER_DEBUG_NONE;
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if (Menu::getInstance()->isOptionChecked(MenuOption::PhysicsShowHulls)) {
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renderDebugFlags = static_cast<RenderArgs::DebugFlags>(renderDebugFlags |
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static_cast<int>(RenderArgs::RENDER_DEBUG_HULLS));
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}
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renderArgs->_debugFlags = renderDebugFlags;
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}
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// Make sure the WorldBox is in the scene
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// For the record, this one RenderItem is the first one we created and added to the scene.
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// We could move that code elsewhere but you know...
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if (!render::Item::isValidID(WorldBoxRenderData::_item)) {
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auto worldBoxRenderData = std::make_shared<WorldBoxRenderData>();
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auto worldBoxRenderPayload = std::make_shared<WorldBoxRenderData::Payload>(worldBoxRenderData);
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WorldBoxRenderData::_item = _main3DScene->allocateID();
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transaction.resetItem(WorldBoxRenderData::_item, worldBoxRenderPayload);
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_main3DScene->enqueueTransaction(transaction);
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}
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{
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PerformanceTimer perfTimer("EngineRun");
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_renderEngine->getRenderContext()->args = renderArgs;
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_renderEngine->run();
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}
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}
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