exposing several visibility flags

This commit is contained in:
samcake 2018-01-12 17:42:18 -08:00
parent 27072ff5d0
commit 836b69ab1b
6 changed files with 35 additions and 14 deletions

View file

@ -264,7 +264,7 @@ void RenderShadowCascadeSetup::run(const render::RenderContextPointer& renderCon
const auto globalShadow = lightStage->getCurrentKeyShadow();
if (globalShadow && _cascadeIndex<globalShadow->getCascadeCount()) {
output.edit1() = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered();
output.edit1() = ItemFilter::Builder::visibleWorldItems(0x08).withTypeShape().withOpaque().withoutLayered();
globalShadow->setKeylightCascadeFrustum(_cascadeIndex, args->getViewFrustum(), SHADOW_FRUSTUM_NEAR, SHADOW_FRUSTUM_FAR);

View file

@ -14,7 +14,7 @@
#include "RenderDeferredTask.h"
#include "RenderForwardTask.h"
void RenderViewTask::build(JobModel& task, const render::Varying& input, render::Varying& output, render::CullFunctor cullFunctor, bool isDeferred) {
void RenderViewTask::build(JobModel& task, const render::Varying& input, render::Varying& output, render::CullFunctor cullFunctor, bool isDeferred, uint8_t visibilityMask) {
// auto items = input.get<Input>();
// Shadows use an orthographic projection because they are linked to sunlights
@ -30,7 +30,7 @@ void RenderViewTask::build(JobModel& task, const render::Varying& input, render:
return true;
});
const auto items = task.addJob<RenderFetchCullSortTask>("FetchCullSort", cullFunctor);
const auto items = task.addJob<RenderFetchCullSortTask>("FetchCullSort", cullFunctor, visibilityMask);
assert(items.canCast<RenderFetchCullSortTask::Output>());
if (isDeferred) {

View file

@ -23,7 +23,7 @@ public:
RenderViewTask() {}
void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs, render::CullFunctor cullFunctor, bool isDeferred);
void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs, render::CullFunctor cullFunctor, bool isDeferred, uint8_t visibilityMask = 0xFF);
};

View file

@ -46,7 +46,10 @@ public:
VIEW_SPACE, // Transformed in view space, and not in world space
DYNAMIC, // Dynamic and bound will change unlike static item
DEFORMED, // Deformed within bound, not solid
INVISIBLE, // Visible or not? could be just here to cast shadow
INVISIBLE0, // Visible or not in this mask index?
INVISIBLE1, // Visible or not in this mask index?
INVISIBLE2, // Visible or not in this mask index?
INVISIBLE3, // Visible or not in this mask index?
SHADOW_CASTER, // Item cast shadows
PICKABLE, // Item can be picked/selected
LAYERED, // Item belongs to one of the layers different from the default layer
@ -57,6 +60,12 @@ public:
};
typedef std::bitset<NUM_FLAGS> Flags;
// VISIBLE MASK is defined from several bits in the Key.
// An Item can be visible in some mask bits and not other allowing for per view rendering
// Beware that the visibility mask is the oposite of what stored in the key vals.
const static uint8_t NUM_VISIBLE_MASK_INDICES{ 4 };
const static uint8_t VISIBLE_MASK_ALL{ 0x0F };
// The key is the Flags
Flags _flags;
@ -82,7 +91,7 @@ public:
Builder& withViewSpace() { _flags.set(VIEW_SPACE); return (*this); }
Builder& withDynamic() { _flags.set(DYNAMIC); return (*this); }
Builder& withDeformed() { _flags.set(DEFORMED); return (*this); }
Builder& withInvisible() { _flags.set(INVISIBLE); return (*this); }
Builder& withInvisible(uint8_t maskIndex = 0) { _flags.set(INVISIBLE0 + maskIndex); return (*this); }
Builder& withShadowCaster() { _flags.set(SHADOW_CASTER); return (*this); }
Builder& withPickable() { _flags.set(PICKABLE); return (*this); }
Builder& withLayered() { _flags.set(LAYERED); return (*this); }
@ -111,8 +120,10 @@ public:
bool isRigid() const { return !_flags[DEFORMED]; }
bool isDeformed() const { return _flags[DEFORMED]; }
bool isVisible() const { return !_flags[INVISIBLE]; }
bool isInvisible() const { return _flags[INVISIBLE]; }
bool isVisible(uint8_t maskIndex) const { return !_flags[INVISIBLE0 + maskIndex]; }
bool isInvisible(uint8_t maskIndex) const { return _flags[INVISIBLE0 + maskIndex]; }
uint8_t getVisibleMask() const { return (~(_flags.to_ulong() >> INVISIBLE0) & VISIBLE_MASK_ALL);}
bool isVisibleMask(uint8_t mask) const { return getVisibleMask() & mask; }
bool isShadowCaster() const { return _flags[SHADOW_CASTER]; }
@ -171,8 +182,18 @@ public:
Builder& withRigid() { _value.reset(ItemKey::DEFORMED); _mask.set(ItemKey::DEFORMED); return (*this); }
Builder& withDeformed() { _value.set(ItemKey::DEFORMED); _mask.set(ItemKey::DEFORMED); return (*this); }
Builder& withVisible() { _value.reset(ItemKey::INVISIBLE); _mask.set(ItemKey::INVISIBLE); return (*this); }
Builder& withInvisible() { _value.set(ItemKey::INVISIBLE); _mask.set(ItemKey::INVISIBLE); return (*this); }
Builder& withVisible(uint8_t maskIndex) { _value.reset(ItemKey::INVISIBLE0 + maskIndex); _mask.set(ItemKey::INVISIBLE0 + maskIndex); return (*this); }
Builder& withInvisible(uint8_t maskIndex) { _value.set(ItemKey::INVISIBLE0 + maskIndex); _mask.set(ItemKey::INVISIBLE0 + maskIndex); return (*this); }
Builder& withVisibilityMask(uint8_t mask) {
for (int i = 0; i < ItemKey::NUM_VISIBLE_MASK_INDICES; i++) {
if ((1 << i) && mask) {
withVisible(i);
} else {
withInvisible(i);
}
}
return (*this);
}
Builder& withNoShadowCaster() { _value.reset(ItemKey::SHADOW_CASTER); _mask.set(ItemKey::SHADOW_CASTER); return (*this); }
Builder& withShadowCaster() { _value.set(ItemKey::SHADOW_CASTER); _mask.set(ItemKey::SHADOW_CASTER); return (*this); }
@ -185,7 +206,7 @@ public:
Builder& withNothing() { _value.reset(); _mask.reset(); return (*this); }
// Convenient standard keys that we will keep on using all over the place
static Builder visibleWorldItems() { return Builder().withVisible().withWorldSpace(); }
static Builder visibleWorldItems(uint8_t visibilityMask) { return Builder().withVisibilityMask(visibilityMask).withWorldSpace(); }
static Builder opaqueShape() { return Builder().withTypeShape().withOpaque().withWorldSpace(); }
static Builder transparentShape() { return Builder().withTypeShape().withTransparent().withWorldSpace(); }
static Builder light() { return Builder().withTypeLight(); }

View file

@ -17,12 +17,12 @@
using namespace render;
void RenderFetchCullSortTask::build(JobModel& task, const Varying& input, Varying& output, CullFunctor cullFunctor) {
void RenderFetchCullSortTask::build(JobModel& task, const Varying& input, Varying& output, CullFunctor cullFunctor, uint8_t visibilityMask) {
cullFunctor = cullFunctor ? cullFunctor : [](const RenderArgs*, const AABox&){ return true; };
// CPU jobs:
// Fetch and cull the items from the scene
const ItemFilter filter = ItemFilter::Builder::visibleWorldItems().withoutLayered();
const ItemFilter filter = ItemFilter::Builder::visibleWorldItems(visibilityMask).withoutLayered();
const auto spatialFilter = render::Varying(filter);
const auto spatialSelection = task.addJob<FetchSpatialTree>("FetchSceneSelection", spatialFilter);
const auto cullInputs = CullSpatialSelection::Inputs(spatialSelection, spatialFilter).asVarying();

View file

@ -36,7 +36,7 @@ public:
RenderFetchCullSortTask() {}
void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs, render::CullFunctor cullFunctor);
void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs, render::CullFunctor cullFunctor, uint8_t visibilityMask = 0xFF);
};
#endif // hifi_RenderFetchCullSortTask_h