示例#1
0
void RenderableWebEntityItem::render(RenderArgs* args) {
    checkFading();

    #ifdef WANT_EXTRA_DEBUGGING
    {
        gpu::Batch& batch = *args->_batch;
        batch.setModelTransform(getTransformToCenter()); // we want to include the scale as well
        glm::vec4 cubeColor{ 1.0f, 0.0f, 0.0f, 1.0f};
        DependencyManager::get<GeometryCache>()->renderWireCube(batch, 1.0f, cubeColor);
    }
    #endif

    if (!_webSurface) {
        #if defined(Q_OS_LINUX)
        // these don't seem to work on Linux
        return;
        #else
        if (!buildWebSurface(static_cast<EntityTreeRenderer*>(args->_renderer))) {
            return;
        }
        _fadeStartTime = usecTimestampNow();
        #endif
    }

    _lastRenderTime = usecTimestampNow();

    glm::vec2 windowSize = getWindowSize();

    // The offscreen surface is idempotent for resizes (bails early
    // if it's a no-op), so it's safe to just call resize every frame
    // without worrying about excessive overhead.
    _webSurface->resize(QSize(windowSize.x, windowSize.y));

    PerformanceTimer perfTimer("RenderableWebEntityItem::render");
    Q_ASSERT(getType() == EntityTypes::Web);
    static const glm::vec2 texMin(0.0f), texMax(1.0f), topLeft(-0.5f), bottomRight(0.5f);

    Q_ASSERT(args->_batch);
    gpu::Batch& batch = *args->_batch;
    bool success;
    batch.setModelTransform(getTransformToCenter(success));
    if (!success) {
        return;
    }
    if (_texture) {
        batch._glActiveBindTexture(GL_TEXTURE0, GL_TEXTURE_2D, _texture);
    }

    float fadeRatio = _isFading ? Interpolate::calculateFadeRatio(_fadeStartTime) : 1.0f;

    batch._glColor4f(1.0f, 1.0f, 1.0f, fadeRatio);

    if (fadeRatio < OPAQUE_ALPHA_THRESHOLD) {
        DependencyManager::get<GeometryCache>()->bindTransparentWebBrowserProgram(batch);
    } else {
        DependencyManager::get<GeometryCache>()->bindOpaqueWebBrowserProgram(batch);
    }
    DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, texMin, texMax, glm::vec4(1.0f, 1.0f, 1.0f, fadeRatio));
}
示例#2
0
void RenderableWebEntityItem::render(RenderArgs* args) {
    #ifdef WANT_EXTRA_DEBUGGING
    {
        gpu::Batch& batch = *args->_batch;
        batch.setModelTransform(getTransformToCenter()); // we want to include the scale as well
        glm::vec4 cubeColor{ 1.0f, 0.0f, 0.0f, 1.0f};
        DependencyManager::get<GeometryCache>()->renderWireCube(batch, 1.0f, cubeColor);
    }
    #endif

    if (!_webSurface) {
        if (!buildWebSurface(static_cast<EntityTreeRenderer*>(args->_renderer))) {
            return;
        }
    }

    _lastRenderTime = usecTimestampNow();
    glm::vec2 dims = glm::vec2(getDimensions());
    dims *= METERS_TO_INCHES * DPI;
    // The offscreen surface is idempotent for resizes (bails early
    // if it's a no-op), so it's safe to just call resize every frame 
    // without worrying about excessive overhead.
    _webSurface->resize(QSize(dims.x, dims.y));

    PerformanceTimer perfTimer("RenderableWebEntityItem::render");
    Q_ASSERT(getType() == EntityTypes::Web);
    static const glm::vec2 texMin(0.0f), texMax(1.0f), topLeft(-0.5f), bottomRight(0.5f);

    Q_ASSERT(args->_batch);
    gpu::Batch& batch = *args->_batch;
    bool success;
    batch.setModelTransform(getTransformToCenter(success));
    if (!success) {
        return;
    }
    bool textured = false, culled = false, emissive = false;
    if (_texture) {
        batch._glActiveBindTexture(GL_TEXTURE0, GL_TEXTURE_2D, _texture);
        textured = emissive = true;
    }
    
    DependencyManager::get<GeometryCache>()->bindSimpleProgram(batch, textured, culled, emissive);
    DependencyManager::get<GeometryCache>()->renderQuad(batch, topLeft, bottomRight, texMin, texMax, glm::vec4(1.0f));
}