// 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 }
// 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(); }
// Renders the overlays either to a texture or to the screen void ApplicationOverlay::renderOverlay(bool renderToTexture) { PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "ApplicationOverlay::displayOverlay()"); Application* application = Application::getInstance(); Overlays& overlays = application->getOverlays(); GLCanvas* glWidget = application->getGLWidget(); MyAvatar* myAvatar = application->getAvatar(); _textureFov = glm::radians(Menu::getInstance()->getOculusUIAngularSize()); _textureAspectRatio = (float)application->getGLWidget()->getDeviceWidth() / (float)application->getGLWidget()->getDeviceHeight(); //Handle fading and deactivation/activation of UI if (Menu::getInstance()->isOptionChecked(MenuOption::UserInterface)) { _alpha += FADE_SPEED; if (_alpha > 1.0f) { _alpha = 1.0f; } } else { _alpha -= FADE_SPEED; if (_alpha <= 0.0f) { _alpha = 0.0f; } } // Render 2D overlay glMatrixMode(GL_PROJECTION); glDisable(GL_DEPTH_TEST); glDisable(GL_LIGHTING); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); if (renderToTexture) { _overlays.buildFramebufferObject(); _overlays.bind(); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } glPushMatrix(); { glLoadIdentity(); gluOrtho2D(0, glWidget->width(), glWidget->height(), 0); renderAudioMeter(); if (Menu::getInstance()->isOptionChecked(MenuOption::HeadMouse)) { myAvatar->renderHeadMouse(glWidget->width(), glWidget->height()); } renderStatsAndLogs(); // give external parties a change to hook in emit application->renderingOverlay(); overlays.render2D(); renderPointers(); renderDomainConnectionStatusBorder(); } glPopMatrix(); glMatrixMode(GL_MODELVIEW); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE); if (renderToTexture) { _overlays.release(); } }