mirror of
https://github.com/Armored-Dragon/overte.git
synced 2025-03-11 16:13:16 +01:00
Work in progress to get the render items beeing tagged correctly for groupCulled
This commit is contained in:
parent
a98f55298b
commit
1d3ae1b187
11 changed files with 57 additions and 36 deletions
|
@ -1111,7 +1111,7 @@ void MyAvatar::setEnableDebugDrawIKChains(bool isEnabled) {
|
|||
}
|
||||
|
||||
void MyAvatar::setEnableMeshVisible(bool isEnabled) {
|
||||
_skeletonModel->setVisibleInScene(isEnabled, qApp->getMain3DScene(), render::ItemKey::TAG_BITS_NONE);
|
||||
_skeletonModel->setVisibleInScene(isEnabled, qApp->getMain3DScene(), render::ItemKey::TAG_BITS_NONE, true);
|
||||
}
|
||||
|
||||
void MyAvatar::setEnableInverseKinematics(bool isEnabled) {
|
||||
|
@ -1461,7 +1461,7 @@ void MyAvatar::clearJointsData() {
|
|||
|
||||
void MyAvatar::setSkeletonModelURL(const QUrl& skeletonModelURL) {
|
||||
Avatar::setSkeletonModelURL(skeletonModelURL);
|
||||
_skeletonModel->setVisibleInScene(true, qApp->getMain3DScene(), render::ItemKey::TAG_BITS_NONE);
|
||||
_skeletonModel->setVisibleInScene(true, qApp->getMain3DScene(), render::ItemKey::TAG_BITS_NONE, true);
|
||||
_headBoneSet.clear();
|
||||
_cauterizationNeedsUpdate = true;
|
||||
saveAvatarUrl();
|
||||
|
@ -1808,7 +1808,7 @@ void MyAvatar::attach(const QString& modelURL, const QString& jointName,
|
|||
|
||||
void MyAvatar::setVisibleInSceneIfReady(Model* model, const render::ScenePointer& scene, bool visible) {
|
||||
if (model->isActive() && model->isRenderable()) {
|
||||
model->setVisibleInScene(visible, scene, render::ItemKey::TAG_BITS_NONE);
|
||||
model->setVisibleInScene(visible, scene, render::ItemKey::TAG_BITS_NONE, true);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2008,7 +2008,7 @@ void MyAvatar::preDisplaySide(RenderArgs* renderArgs) {
|
|||
_attachmentData[i].jointName.compare("HeadTop_End", Qt::CaseInsensitive) == 0 ||
|
||||
_attachmentData[i].jointName.compare("Face", Qt::CaseInsensitive) == 0) {
|
||||
_attachmentModels[i]->setVisibleInScene(shouldDrawHead, qApp->getMain3DScene(),
|
||||
render::ItemKey::TAG_BITS_NONE);
|
||||
render::ItemKey::TAG_BITS_NONE, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -87,7 +87,7 @@ void ModelOverlay::update(float deltatime) {
|
|||
if (_visibleDirty) {
|
||||
_visibleDirty = false;
|
||||
// don't show overlays in mirrors
|
||||
_model->setVisibleInScene(getVisible(), scene, render::ItemKey::TAG_BITS_0);
|
||||
_model->setVisibleInScene(getVisible(), scene, render::ItemKey::TAG_BITS_0, false);
|
||||
}
|
||||
if (_drawInFrontDirty) {
|
||||
_drawInFrontDirty = false;
|
||||
|
|
|
@ -1343,7 +1343,7 @@ void ModelEntityRenderer::doRenderUpdateSynchronousTyped(const ScenePointer& sce
|
|||
// FIXME: this seems like it could be optimized if we tracked our last known visible state in
|
||||
// the renderable item. As it stands now the model checks it's visible/invisible state
|
||||
// so most of the time we don't do anything in this function.
|
||||
model->setVisibleInScene(_visible, scene, viewTaskBits);
|
||||
model->setVisibleInScene(_visible, scene, viewTaskBits, false);
|
||||
}
|
||||
// TODO? early exit here when not visible?
|
||||
|
||||
|
|
|
@ -71,7 +71,7 @@ void MeshPartPayload::updateMaterial(graphics::MaterialPointer drawMaterial) {
|
|||
_drawMaterial = drawMaterial;
|
||||
}
|
||||
|
||||
void MeshPartPayload::updateKey(bool isVisible, bool isLayered, uint8_t tagBits) {
|
||||
void MeshPartPayload::updateKey(bool isVisible, bool isLayered, uint8_t tagBits, bool isGroupCulled) {
|
||||
ItemKey::Builder builder;
|
||||
builder.withTypeShape();
|
||||
|
||||
|
@ -85,6 +85,10 @@ void MeshPartPayload::updateKey(bool isVisible, bool isLayered, uint8_t tagBits)
|
|||
builder.withLayered();
|
||||
}
|
||||
|
||||
if (isGroupCulled) {
|
||||
builder.withMetaCulled();
|
||||
}
|
||||
|
||||
if (_drawMaterial) {
|
||||
auto matKey = _drawMaterial->getKey();
|
||||
if (matKey.isTranslucent()) {
|
||||
|
@ -403,7 +407,7 @@ void ModelMeshPartPayload::updateTransformForSkinnedMesh(const Transform& render
|
|||
_worldBound.transform(boundTransform);
|
||||
}
|
||||
|
||||
void ModelMeshPartPayload::updateKey(bool isVisible, bool isLayered, uint8_t tagBits) {
|
||||
void ModelMeshPartPayload::updateKey(bool isVisible, bool isLayered, uint8_t tagBits, bool isGroupCulled) {
|
||||
ItemKey::Builder builder;
|
||||
builder.withTypeShape();
|
||||
|
||||
|
@ -417,6 +421,10 @@ void ModelMeshPartPayload::updateKey(bool isVisible, bool isLayered, uint8_t tag
|
|||
builder.withLayered();
|
||||
}
|
||||
|
||||
if (isGroupCulled) {
|
||||
builder.withMetaCulled();
|
||||
}
|
||||
|
||||
if (_isBlendShaped || _isSkinned) {
|
||||
builder.withDeformed();
|
||||
}
|
||||
|
|
|
@ -33,7 +33,7 @@ public:
|
|||
typedef render::Payload<MeshPartPayload> Payload;
|
||||
typedef Payload::DataPointer Pointer;
|
||||
|
||||
virtual void updateKey(bool isVisible, bool isLayered, uint8_t tagBits);
|
||||
virtual void updateKey(bool isVisible, bool isLayered, uint8_t tagBits, bool isGroupCulled = false);
|
||||
|
||||
virtual void updateMeshPart(const std::shared_ptr<const graphics::Mesh>& drawMesh, int partIndex);
|
||||
|
||||
|
@ -99,7 +99,7 @@ public:
|
|||
using TransformType = glm::mat4;
|
||||
#endif
|
||||
|
||||
void updateKey(bool isVisible, bool isLayered, uint8_t tagBits) override;
|
||||
void updateKey(bool isVisible, bool isLayered, uint8_t tagBits, bool isGroupCulled = false) override;
|
||||
void updateClusterBuffer(const std::vector<TransformType>& clusterTransforms);
|
||||
void updateTransformForSkinnedMesh(const Transform& renderTransform, const Transform& boundTransform);
|
||||
|
||||
|
|
|
@ -271,6 +271,7 @@ void Model::updateRenderItems() {
|
|||
uint8_t viewTagBits = self->getViewTagBits();
|
||||
bool isLayeredInFront = self->isLayeredInFront();
|
||||
bool isLayeredInHUD = self->isLayeredInHUD();
|
||||
bool isGroupCulled = self->isGroupCulled();
|
||||
|
||||
render::Transaction transaction;
|
||||
for (int i = 0; i < (int) self->_modelMeshRenderItemIDs.size(); i++) {
|
||||
|
@ -284,7 +285,7 @@ void Model::updateRenderItems() {
|
|||
transaction.updateItem<ModelMeshPartPayload>(itemID, [modelTransform, clusterTransforms,
|
||||
invalidatePayloadShapeKey, isWireframe, isVisible,
|
||||
viewTagBits, isLayeredInFront,
|
||||
isLayeredInHUD](ModelMeshPartPayload& data) {
|
||||
isLayeredInHUD, isGroupCulled](ModelMeshPartPayload& data) {
|
||||
data.updateClusterBuffer(clusterTransforms);
|
||||
|
||||
Transform renderTransform = modelTransform;
|
||||
|
@ -300,7 +301,7 @@ void Model::updateRenderItems() {
|
|||
}
|
||||
data.updateTransformForSkinnedMesh(renderTransform, modelTransform);
|
||||
|
||||
data.updateKey(isVisible, isLayeredInFront || isLayeredInHUD, viewTagBits);
|
||||
data.updateKey(isVisible, isLayeredInFront || isLayeredInHUD, viewTagBits, isGroupCulled);
|
||||
data.setLayer(isLayeredInFront, isLayeredInHUD);
|
||||
data.setShapeKey(invalidatePayloadShapeKey, isWireframe);
|
||||
});
|
||||
|
@ -684,10 +685,11 @@ void Model::calculateTriangleSets() {
|
|||
}
|
||||
}
|
||||
|
||||
void Model::setVisibleInScene(bool isVisible, const render::ScenePointer& scene, uint8_t viewTagBits) {
|
||||
if (_isVisible != isVisible || _viewTagBits != viewTagBits) {
|
||||
void Model::setVisibleInScene(bool isVisible, const render::ScenePointer& scene, uint8_t viewTagBits, bool isGroupCulled) {
|
||||
if (_isVisible != isVisible || _viewTagBits != viewTagBits || _isGroupCulled != isGroupCulled) {
|
||||
_isVisible = isVisible;
|
||||
_viewTagBits = viewTagBits;
|
||||
_isGroupCulled = isGroupCulled;
|
||||
|
||||
bool isLayeredInFront = _isLayeredInFront;
|
||||
bool isLayeredInHUD = _isLayeredInHUD;
|
||||
|
@ -695,14 +697,14 @@ void Model::setVisibleInScene(bool isVisible, const render::ScenePointer& scene,
|
|||
render::Transaction transaction;
|
||||
foreach (auto item, _modelMeshRenderItemsMap.keys()) {
|
||||
transaction.updateItem<ModelMeshPartPayload>(item, [isVisible, viewTagBits, isLayeredInFront,
|
||||
isLayeredInHUD](ModelMeshPartPayload& data) {
|
||||
data.updateKey(isVisible, isLayeredInFront || isLayeredInHUD, viewTagBits);
|
||||
isLayeredInHUD, isGroupCulled](ModelMeshPartPayload& data) {
|
||||
data.updateKey(isVisible, isLayeredInFront || isLayeredInHUD, viewTagBits, isGroupCulled);
|
||||
});
|
||||
}
|
||||
foreach(auto item, _collisionRenderItemsMap.keys()) {
|
||||
transaction.updateItem<ModelMeshPartPayload>(item, [isVisible, viewTagBits, isLayeredInFront,
|
||||
isLayeredInHUD](ModelMeshPartPayload& data) {
|
||||
data.updateKey(isVisible, isLayeredInFront || isLayeredInHUD, viewTagBits);
|
||||
isLayeredInHUD, isGroupCulled](ModelMeshPartPayload& data) {
|
||||
data.updateKey(isVisible, isLayeredInFront || isLayeredInHUD, viewTagBits, isGroupCulled);
|
||||
});
|
||||
}
|
||||
scene->enqueueTransaction(transaction);
|
||||
|
@ -717,19 +719,20 @@ void Model::setLayeredInFront(bool isLayeredInFront, const render::ScenePointer&
|
|||
bool isVisible = _isVisible;
|
||||
uint8_t viewTagBits = _viewTagBits;
|
||||
bool isLayeredInHUD = _isLayeredInHUD;
|
||||
bool isGroupCulled = _isGroupCulled;
|
||||
|
||||
render::Transaction transaction;
|
||||
foreach(auto item, _modelMeshRenderItemsMap.keys()) {
|
||||
transaction.updateItem<ModelMeshPartPayload>(item, [isVisible, viewTagBits, isLayeredInFront,
|
||||
isLayeredInHUD](ModelMeshPartPayload& data) {
|
||||
data.updateKey(isVisible, isLayeredInFront || isLayeredInHUD, viewTagBits);
|
||||
isLayeredInHUD, isGroupCulled](ModelMeshPartPayload& data) {
|
||||
data.updateKey(isVisible, isLayeredInFront || isLayeredInHUD, viewTagBits, isGroupCulled);
|
||||
data.setLayer(isLayeredInFront, isLayeredInHUD);
|
||||
});
|
||||
}
|
||||
foreach(auto item, _collisionRenderItemsMap.keys()) {
|
||||
transaction.updateItem<ModelMeshPartPayload>(item, [isVisible, viewTagBits, isLayeredInFront,
|
||||
isLayeredInHUD](ModelMeshPartPayload& data) {
|
||||
data.updateKey(isVisible, isLayeredInFront || isLayeredInHUD, viewTagBits);
|
||||
isLayeredInHUD, isGroupCulled](ModelMeshPartPayload& data) {
|
||||
data.updateKey(isVisible, isLayeredInFront || isLayeredInHUD, viewTagBits, isGroupCulled);
|
||||
data.setLayer(isLayeredInFront, isLayeredInHUD);
|
||||
});
|
||||
}
|
||||
|
@ -744,19 +747,20 @@ void Model::setLayeredInHUD(bool isLayeredInHUD, const render::ScenePointer& sce
|
|||
bool isVisible = _isVisible;
|
||||
uint8_t viewTagBits = _viewTagBits;
|
||||
bool isLayeredInFront = _isLayeredInFront;
|
||||
bool isGroupCulled = _isGroupCulled;
|
||||
|
||||
render::Transaction transaction;
|
||||
foreach(auto item, _modelMeshRenderItemsMap.keys()) {
|
||||
transaction.updateItem<ModelMeshPartPayload>(item, [isVisible, viewTagBits, isLayeredInFront,
|
||||
isLayeredInHUD](ModelMeshPartPayload& data) {
|
||||
data.updateKey(isVisible, isLayeredInFront || isLayeredInHUD, viewTagBits);
|
||||
isLayeredInHUD, isGroupCulled](ModelMeshPartPayload& data) {
|
||||
data.updateKey(isVisible, isLayeredInFront || isLayeredInHUD, viewTagBits, isGroupCulled);
|
||||
data.setLayer(isLayeredInFront, isLayeredInHUD);
|
||||
});
|
||||
}
|
||||
foreach(auto item, _collisionRenderItemsMap.keys()) {
|
||||
transaction.updateItem<ModelMeshPartPayload>(item, [isVisible, viewTagBits, isLayeredInFront,
|
||||
isLayeredInHUD](ModelMeshPartPayload& data) {
|
||||
data.updateKey(isVisible, isLayeredInFront || isLayeredInHUD, viewTagBits);
|
||||
isLayeredInHUD, isGroupCulled](ModelMeshPartPayload& data) {
|
||||
data.updateKey(isVisible, isLayeredInFront || isLayeredInHUD, viewTagBits, isGroupCulled);
|
||||
data.setLayer(isLayeredInFront, isLayeredInHUD);
|
||||
});
|
||||
}
|
||||
|
|
|
@ -86,7 +86,7 @@ public:
|
|||
const QUrl& getURL() const { return _url; }
|
||||
|
||||
// new Scene/Engine rendering support
|
||||
void setVisibleInScene(bool isVisible, const render::ScenePointer& scene, uint8_t viewTagBits);
|
||||
void setVisibleInScene(bool isVisible, const render::ScenePointer& scene, uint8_t viewTagBits, bool isGroupCulled);
|
||||
void setLayeredInFront(bool isLayeredInFront, const render::ScenePointer& scene);
|
||||
void setLayeredInHUD(bool isLayeredInHUD, const render::ScenePointer& scene);
|
||||
bool needsFixupInScene() const;
|
||||
|
@ -109,6 +109,8 @@ public:
|
|||
bool isLayeredInFront() const { return _isLayeredInFront; }
|
||||
bool isLayeredInHUD() const { return _isLayeredInHUD; }
|
||||
|
||||
bool isGroupCulled() const { return _isGroupCulled; }
|
||||
|
||||
virtual void updateRenderItems();
|
||||
void setRenderItemsNeedUpdate();
|
||||
bool getRenderItemsNeedUpdate() { return _renderItemsNeedUpdate; }
|
||||
|
@ -462,6 +464,8 @@ protected:
|
|||
bool _isLayeredInFront { false };
|
||||
bool _isLayeredInHUD { false };
|
||||
|
||||
bool _isGroupCulled{ false };
|
||||
|
||||
bool shouldInvalidatePayloadShapeKey(int meshIndex);
|
||||
|
||||
private:
|
||||
|
|
|
@ -211,13 +211,14 @@ void CullSpatialSelection::run(const RenderContextPointer& renderContext,
|
|||
outItems.clear();
|
||||
outItems.reserve(inSelection.numItems());
|
||||
|
||||
const auto filter = inputs.get1();
|
||||
if (!filter.selectsNothing()) {
|
||||
// Now get the bound, and
|
||||
const auto srcFilter = inputs.get1();
|
||||
if (!srcFilter.selectsNothing()) {
|
||||
auto filter = render::ItemFilter::Builder(srcFilter).withoutMetaCulled().build();
|
||||
|
||||
// Now get the bound, and
|
||||
// filter individually against the _filter
|
||||
// visibility cull if partially selected ( octree cell contianing it was partial)
|
||||
// distance cull if was a subcell item ( octree cell is way bigger than the item bound itself, so now need to test per item)
|
||||
|
||||
if (_skipCulling) {
|
||||
// inside & fit items: filter only, culling is disabled
|
||||
{
|
||||
|
|
|
@ -118,7 +118,12 @@ uint32_t Item::fetchMetaSubItemBounds(ItemBounds& subItemBounds, Scene& scene) c
|
|||
auto numSubs = fetchMetaSubItems(subItems);
|
||||
|
||||
for (auto id : subItems) {
|
||||
subItemBounds.emplace_back(id, scene.getItem(id).getBound());
|
||||
auto& item = scene.getItem(id);
|
||||
if (item.exist()) {
|
||||
subItemBounds.emplace_back(id, item.getBound());
|
||||
} else {
|
||||
numSubs--;
|
||||
}
|
||||
}
|
||||
return numSubs;
|
||||
}
|
||||
|
|
|
@ -125,6 +125,7 @@ public:
|
|||
Builder& withShadowCaster() { _flags.set(SHADOW_CASTER); return (*this); }
|
||||
Builder& withLayered() { _flags.set(LAYERED); return (*this); }
|
||||
Builder& withCullGroup() { _flags.set(CULL_GROUP); return (*this); }
|
||||
Builder& withMetaCulled() { _flags.set(__META_CULLED); return (*this); }
|
||||
|
||||
Builder& withTag(Tag tag) { _flags.set(FIRST_TAG_BIT + tag); return (*this); }
|
||||
// Set ALL the tags in one call using the Tag bits
|
||||
|
@ -135,9 +136,6 @@ public:
|
|||
static Builder transparentShape() { return Builder().withTypeShape().withTransparent(); }
|
||||
static Builder light() { return Builder().withTypeLight(); }
|
||||
static Builder background() { return Builder().withViewSpace().withLayered(); }
|
||||
|
||||
// Not meant to be public, part of the inner item / key / filter system
|
||||
Builder& __withMetaCulled() { _flags.set(__META_CULLED); return (*this); }
|
||||
};
|
||||
ItemKey(const Builder& builder) : ItemKey(builder._flags) {}
|
||||
|
||||
|
@ -205,6 +203,7 @@ public:
|
|||
ItemKey::Flags _mask{ 0 };
|
||||
public:
|
||||
Builder() {}
|
||||
Builder(const ItemFilter& srcFilter) : _value(srcFilter._value), _mask(srcFilter._mask) {}
|
||||
|
||||
ItemFilter build() const { return ItemFilter(_value, _mask); }
|
||||
|
||||
|
|
|
@ -22,7 +22,7 @@ void RenderFetchCullSortTask::build(JobModel& task, const Varying& input, Varyin
|
|||
|
||||
// CPU jobs:
|
||||
// Fetch and cull the items from the scene
|
||||
const ItemFilter filter = ItemFilter::Builder::visibleWorldItems().withoutLayered().withoutMetaCulled().withTagBits(tagBits, tagMask);
|
||||
const ItemFilter filter = ItemFilter::Builder::visibleWorldItems().withoutLayered().withTagBits(tagBits, tagMask);
|
||||
const auto spatialFilter = render::Varying(filter);
|
||||
const auto fetchInput = FetchSpatialTree::Inputs(filter, glm::ivec2(0,0)).asVarying();
|
||||
const auto spatialSelection = task.addJob<FetchSpatialTree>("FetchSceneSelection", fetchInput);
|
||||
|
|
Loading…
Reference in a new issue