// Renders the overlays either to a texture or to the screen
void ApplicationOverlay::renderOverlay(RenderArgs* renderArgs) {
    PROFILE_RANGE(render, __FUNCTION__);
    buildFramebufferObject();
    
    if (!_overlayFramebuffer) {
        return; // we can't do anything without our frame buffer.
    }

    // Execute the batch into our framebuffer
    doInBatch("ApplicationOverlay::render", renderArgs->_context, [&](gpu::Batch& batch) {
        PROFILE_RANGE_BATCH(batch, "ApplicationOverlayRender");
        renderArgs->_batch = &batch;
        batch.enableStereo(false);

        int width = _overlayFramebuffer->getWidth();
        int height = _overlayFramebuffer->getHeight();

        batch.setViewportTransform(glm::ivec4(0, 0, width, height));
        batch.setFramebuffer(_overlayFramebuffer);

        glm::vec4 color { 0.0f, 0.0f, 0.0f, 0.0f };
        float depth = 1.0f;
        int stencil = 0;
        batch.clearFramebuffer(gpu::Framebuffer::BUFFER_COLOR0 | gpu::Framebuffer::BUFFER_DEPTH, color, depth, stencil);

        // Now render the overlay components together into a single texture
        renderDomainConnectionStatusBorder(renderArgs); // renders the connected domain line
        renderOverlays(renderArgs); // renders Scripts Overlay and AudioScope
#if !defined(DISABLE_QML)
        renderQmlUi(renderArgs); // renders a unit quad with the QML UI texture, and the text overlays from scripts
#endif
    });

    renderArgs->_batch = nullptr; // so future users of renderArgs don't try to use our batch
}
Example #2
0
// Renders the overlays either to a texture or to the screen
void ApplicationOverlay::renderOverlay(RenderArgs* renderArgs) {
    PROFILE_RANGE(__FUNCTION__);
    CHECK_GL_ERROR();
    PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "ApplicationOverlay::displayOverlay()");

    // TODO move to Application::idle()?
    Stats::getInstance()->updateStats();
    AvatarInputs::getInstance()->update();

    buildFramebufferObject();
    
    if (!_overlayFramebuffer) {
        return; // we can't do anything without our frame buffer.
    }

    // Execute the batch into our framebuffer
    gpu::Batch batch;
    renderArgs->_batch = &batch;

    int width = _overlayFramebuffer->getWidth();
    int height = _overlayFramebuffer->getHeight();

    batch.setViewportTransform(glm::ivec4(0, 0, width, height));
    batch.setFramebuffer(_overlayFramebuffer);

    glm::vec4 color { 0.0f, 0.0f, 0.0f, 0.0f };
    float depth = 1.0f;
    int stencil = 0;
    batch.clearFramebuffer(gpu::Framebuffer::BUFFER_COLOR0 | gpu::Framebuffer::BUFFER_DEPTH, color, depth, stencil);

    // Now render the overlay components together into a single texture
    renderDomainConnectionStatusBorder(renderArgs); // renders the connected domain line
    renderAudioScope(renderArgs); // audio scope in the very back
    renderRearView(renderArgs); // renders the mirror view selfie
    renderQmlUi(renderArgs); // renders a unit quad with the QML UI texture, and the text overlays from scripts
    renderOverlays(renderArgs); // renders Scripts Overlay and AudioScope
    renderStatsAndLogs(renderArgs);  // currently renders nothing

    renderArgs->_context->render(batch);

    renderArgs->_batch = nullptr; // so future users of renderArgs don't try to use our batch

    CHECK_GL_ERROR();
}