void QuickItemNodeInstance::initialize(const ObjectNodeInstance::Pointer &objectNodeInstance)
{

    if (instanceId() == 0) {
        DesignerSupport::setRootItem(nodeInstanceServer()->quickView(), quickItem());
    } else {
        quickItem()->setParentItem(qobject_cast<QQuickItem*>(nodeInstanceServer()->quickView()->rootObject()));
    }

    if (s_createEffectItem || instanceId() == 0)
        designerSupport()->refFromEffectItem(quickItem());

    ObjectNodeInstance::initialize(objectNodeInstance);
    quickItem()->update();
}
Beispiel #2
0
boost::shared_ptr<const InstanceLiveness> Cluster::getInstanceLiveness()
{
   boost::shared_ptr<const InstanceLiveness> liveness(NetworkManager::getInstance()->getInstanceLiveness());
   if (liveness) {
      return liveness;
   }
   boost::shared_ptr<const InstanceMembership> membership(getInstanceMembership());
   boost::shared_ptr<InstanceLiveness> newLiveness(new InstanceLiveness(membership->getViewId(), 0));
   for (std::set<InstanceID>::const_iterator i = membership->getInstances().begin();
        i != membership->getInstances().end(); ++i) {
      InstanceID instanceId(*i);
      InstanceLiveness::InstancePtr entry(new InstanceLivenessEntry(instanceId, 0, false));
      newLiveness->insert(entry);
   }
   liveness = newLiveness;
   assert(liveness->getNumLive() > 0);
   return liveness;
}
/**
 * Adds a cloud watch alarm to an instance based on CPU utilization. This alarm
 * includes a command-line specified ARN that dictates what action to take when
 * the alarm transitions into the Alarm state
 */
int main(int argc, char** argv)
{
    if (argc != 4)
    {
        std::cout << "Usage:" << std::endl << "  enable_alarm_actions" <<
            " <alarm_name> <instance_id> <alarm_action_arn>" << std::endl;
        return 1;
    }

    Aws::SDKOptions options;
    Aws::InitAPI(options);
    {
        Aws::String alarm_name(argv[1]);
        Aws::String instanceId(argv[2]);
        Aws::String actionArn(argv[3]);

        CreateAlarmAndEnableActions(alarm_name, instanceId, actionArn);
    }
    Aws::ShutdownAPI(options);
    return 0;
}
Beispiel #4
0
bool
HdxIntersector::Query(HdxIntersector::Params const& params,
                      HdRprimCollection const& col,
                      HdEngine* engine,
                      HdxIntersector::Result* result)
{
    TRACE_FUNCTION();

    // Make sure we're in a sane GL state before attempting anything.
    if (GlfHasLegacyGraphics()) {
        TF_RUNTIME_ERROR("framebuffer object not supported");
        return false;
    }
    GlfGLContextSharedPtr context = GlfGLContext::GetCurrentGLContext();
    if (!TF_VERIFY(context)) {
        TF_RUNTIME_ERROR("Invalid GL context");
        return false;
    }
    if (!_drawTarget) {
        // Initialize the shared draw target late to ensure there is a valid GL
        // context, which may not be the case at constructon time.
        _Init(GfVec2i(128,128));
    }

    GfVec2i size(_drawTarget->GetSize());
    GfVec4i viewport(0, 0, size[0], size[1]);

    if (!TF_VERIFY(_renderPass)) {
        return false;
    }
    _renderPass->SetRprimCollection(col);

    // Setup state based on incoming params.
    _renderPassState->SetAlphaThreshold(params.alphaThreshold);
    _renderPassState->SetClipPlanes(params.clipPlanes);
    _renderPassState->SetCullStyle(params.cullStyle);
    _renderPassState->SetCamera(params.viewMatrix, params.projectionMatrix, viewport);
    _renderPassState->SetLightingEnabled(false);

    // Use a separate drawTarget (framebuffer object) for each GL context
    // that uses this renderer, but the drawTargets share attachments/textures.
    GlfDrawTargetRefPtr drawTarget = GlfDrawTarget::New(size);

    // Clone attachments into this context. Note that this will do a
    // light-weight copy of the textures, it does not produce a full copy of the
    // underlying images.
    drawTarget->Bind();
    drawTarget->CloneAttachments(_drawTarget);

    //
    // Setup GL raster state
    //

    GLenum drawBuffers[3] = { GL_COLOR_ATTACHMENT0,
                              GL_COLOR_ATTACHMENT1,
                              GL_COLOR_ATTACHMENT2 };
    glDrawBuffers(3, drawBuffers);
    
    glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
    glDisable(GL_BLEND);

    glEnable(GL_DEPTH_TEST);
    glDepthMask(GL_TRUE);
    glDepthFunc(GL_LEQUAL);  

    glClearColor(0,0,0,0);
    glClearStencil(0);
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT);

    glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);

    GLF_POST_PENDING_GL_ERRORS();
    
    //
    // Execute the picking pass
    //
    {
        GLuint vao;
        glGenVertexArrays(1, &vao);
        glBindVertexArray(vao);
        // Setup stencil state and prevent writes to color buffer.
        glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
        glEnable(GL_STENCIL_TEST);
        glStencilFunc(GL_ALWAYS, 1, 1);
        glStencilOp(GL_KEEP,     // stencil failed
                    GL_KEEP,     // stencil passed, depth failed
                    GL_REPLACE); // stencil passed, depth passed

        //
        // Condition the stencil buffer.
        //
        params.depthMaskCallback();
        // we expect any GL state changes are restored.

        // Disable stencil updates and setup the stencil test.
        glStencilFunc(GL_LESS, 0, 1);
        glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
        // Clear depth incase the depthMaskCallback pollutes the depth buffer.
        glClear(GL_DEPTH_BUFFER_BIT);
        // Restore color outputs & setup state for rendering
        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
        glDisable(GL_CULL_FACE);
        glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
        glFrontFace(GL_CCW);

        //
        // Enable conservative rasterization, if available.
        //
        // XXX: This wont work until it's in the Glew build.
        bool convRstr = glewIsSupported("GL_NV_conservative_raster");
        if (convRstr) {
            // XXX: this should come from Glew
            #define GL_CONSERVATIVE_RASTERIZATION_NV 0x9346
            glEnable(GL_CONSERVATIVE_RASTERIZATION_NV);
        }

        // 
        // Execute
        //
        // XXX: make intersector a Task
        HdTaskSharedPtrVector tasks;
        tasks.push_back(boost::make_shared<HdxIntersector_DrawTask>(_renderPass,
                                                               _renderPassState,
                                                            params.renderTags));
        engine->Execute(*_index, tasks);

        glDisable(GL_STENCIL_TEST);

        if (convRstr) {
            // XXX: this should come from Glew
            #define GL_CONSERVATIVE_RASTERIZATION_NV 0x9346
            glDisable(GL_CONSERVATIVE_RASTERIZATION_NV);
        }

        // Restore
        glBindVertexArray(0);
        glDeleteVertexArrays(1, &vao);
    }

    GLF_POST_PENDING_GL_ERRORS();

    //
    // Capture the result buffers to be resolved later.
    //
    size_t len = size[0] * size[1];
    std::unique_ptr<unsigned char[]> primId(new unsigned char[len*4]);
    std::unique_ptr<unsigned char[]> instanceId(new unsigned char[len*4]);
    std::unique_ptr<unsigned char[]> elementId(new unsigned char[len*4]);
    std::unique_ptr<float[]> depths(new float[len]);

    glBindTexture(GL_TEXTURE_2D,
        drawTarget->GetAttachments().at("primId")->GetGlTextureName());
    glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, &primId[0]);

    glBindTexture(GL_TEXTURE_2D,
        drawTarget->GetAttachments().at("instanceId")->GetGlTextureName());
    glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, &instanceId[0]);

    glBindTexture(GL_TEXTURE_2D,
        drawTarget->GetAttachments().at("elementId")->GetGlTextureName());
    glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, &elementId[0]);

    glBindTexture(GL_TEXTURE_2D,
        drawTarget->GetAttachments().at("depth")->GetGlTextureName());
    glGetTexImage(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, GL_FLOAT,
                    &depths[0]);

    glBindTexture(GL_TEXTURE_2D, 0);

    GLF_POST_PENDING_GL_ERRORS();

    if (result) {
        *result = HdxIntersector::Result(
            std::move(primId), std::move(instanceId), std::move(elementId),
            std::move(depths), _index, params, viewport);
    }

    drawTarget->Unbind();
    GLF_POST_PENDING_GL_ERRORS();

    return true;
}
bool NodeInstance::isValid() const
{
    return instanceId() >= 0 && modelNode().isValid();
}