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https://github.com/Armored-Dragon/overte.git
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exposing several visibility flags
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27072ff5d0
commit
836b69ab1b
6 changed files with 35 additions and 14 deletions
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@ -264,7 +264,7 @@ void RenderShadowCascadeSetup::run(const render::RenderContextPointer& renderCon
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const auto globalShadow = lightStage->getCurrentKeyShadow();
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if (globalShadow && _cascadeIndex<globalShadow->getCascadeCount()) {
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output.edit1() = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered();
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output.edit1() = ItemFilter::Builder::visibleWorldItems(0x08).withTypeShape().withOpaque().withoutLayered();
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globalShadow->setKeylightCascadeFrustum(_cascadeIndex, args->getViewFrustum(), SHADOW_FRUSTUM_NEAR, SHADOW_FRUSTUM_FAR);
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@ -14,7 +14,7 @@
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#include "RenderDeferredTask.h"
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#include "RenderForwardTask.h"
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void RenderViewTask::build(JobModel& task, const render::Varying& input, render::Varying& output, render::CullFunctor cullFunctor, bool isDeferred) {
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void RenderViewTask::build(JobModel& task, const render::Varying& input, render::Varying& output, render::CullFunctor cullFunctor, bool isDeferred, uint8_t visibilityMask) {
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// auto items = input.get<Input>();
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// Shadows use an orthographic projection because they are linked to sunlights
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@ -30,7 +30,7 @@ void RenderViewTask::build(JobModel& task, const render::Varying& input, render:
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return true;
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});
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const auto items = task.addJob<RenderFetchCullSortTask>("FetchCullSort", cullFunctor);
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const auto items = task.addJob<RenderFetchCullSortTask>("FetchCullSort", cullFunctor, visibilityMask);
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assert(items.canCast<RenderFetchCullSortTask::Output>());
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if (isDeferred) {
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@ -23,7 +23,7 @@ public:
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RenderViewTask() {}
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void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs, render::CullFunctor cullFunctor, bool isDeferred);
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void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs, render::CullFunctor cullFunctor, bool isDeferred, uint8_t visibilityMask = 0xFF);
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};
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@ -46,7 +46,10 @@ public:
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VIEW_SPACE, // Transformed in view space, and not in world space
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DYNAMIC, // Dynamic and bound will change unlike static item
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DEFORMED, // Deformed within bound, not solid
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INVISIBLE, // Visible or not? could be just here to cast shadow
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INVISIBLE0, // Visible or not in this mask index?
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INVISIBLE1, // Visible or not in this mask index?
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INVISIBLE2, // Visible or not in this mask index?
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INVISIBLE3, // Visible or not in this mask index?
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SHADOW_CASTER, // Item cast shadows
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PICKABLE, // Item can be picked/selected
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LAYERED, // Item belongs to one of the layers different from the default layer
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@ -57,6 +60,12 @@ public:
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};
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typedef std::bitset<NUM_FLAGS> Flags;
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// VISIBLE MASK is defined from several bits in the Key.
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// An Item can be visible in some mask bits and not other allowing for per view rendering
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// Beware that the visibility mask is the oposite of what stored in the key vals.
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const static uint8_t NUM_VISIBLE_MASK_INDICES{ 4 };
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const static uint8_t VISIBLE_MASK_ALL{ 0x0F };
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// The key is the Flags
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Flags _flags;
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@ -82,7 +91,7 @@ public:
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Builder& withViewSpace() { _flags.set(VIEW_SPACE); return (*this); }
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Builder& withDynamic() { _flags.set(DYNAMIC); return (*this); }
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Builder& withDeformed() { _flags.set(DEFORMED); return (*this); }
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Builder& withInvisible() { _flags.set(INVISIBLE); return (*this); }
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Builder& withInvisible(uint8_t maskIndex = 0) { _flags.set(INVISIBLE0 + maskIndex); return (*this); }
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Builder& withShadowCaster() { _flags.set(SHADOW_CASTER); return (*this); }
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Builder& withPickable() { _flags.set(PICKABLE); return (*this); }
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Builder& withLayered() { _flags.set(LAYERED); return (*this); }
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@ -111,8 +120,10 @@ public:
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bool isRigid() const { return !_flags[DEFORMED]; }
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bool isDeformed() const { return _flags[DEFORMED]; }
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bool isVisible() const { return !_flags[INVISIBLE]; }
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bool isInvisible() const { return _flags[INVISIBLE]; }
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bool isVisible(uint8_t maskIndex) const { return !_flags[INVISIBLE0 + maskIndex]; }
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bool isInvisible(uint8_t maskIndex) const { return _flags[INVISIBLE0 + maskIndex]; }
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uint8_t getVisibleMask() const { return (~(_flags.to_ulong() >> INVISIBLE0) & VISIBLE_MASK_ALL);}
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bool isVisibleMask(uint8_t mask) const { return getVisibleMask() & mask; }
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bool isShadowCaster() const { return _flags[SHADOW_CASTER]; }
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@ -171,8 +182,18 @@ public:
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Builder& withRigid() { _value.reset(ItemKey::DEFORMED); _mask.set(ItemKey::DEFORMED); return (*this); }
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Builder& withDeformed() { _value.set(ItemKey::DEFORMED); _mask.set(ItemKey::DEFORMED); return (*this); }
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Builder& withVisible() { _value.reset(ItemKey::INVISIBLE); _mask.set(ItemKey::INVISIBLE); return (*this); }
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Builder& withInvisible() { _value.set(ItemKey::INVISIBLE); _mask.set(ItemKey::INVISIBLE); return (*this); }
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Builder& withVisible(uint8_t maskIndex) { _value.reset(ItemKey::INVISIBLE0 + maskIndex); _mask.set(ItemKey::INVISIBLE0 + maskIndex); return (*this); }
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Builder& withInvisible(uint8_t maskIndex) { _value.set(ItemKey::INVISIBLE0 + maskIndex); _mask.set(ItemKey::INVISIBLE0 + maskIndex); return (*this); }
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Builder& withVisibilityMask(uint8_t mask) {
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for (int i = 0; i < ItemKey::NUM_VISIBLE_MASK_INDICES; i++) {
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if ((1 << i) && mask) {
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withVisible(i);
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} else {
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withInvisible(i);
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}
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}
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return (*this);
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}
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Builder& withNoShadowCaster() { _value.reset(ItemKey::SHADOW_CASTER); _mask.set(ItemKey::SHADOW_CASTER); return (*this); }
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Builder& withShadowCaster() { _value.set(ItemKey::SHADOW_CASTER); _mask.set(ItemKey::SHADOW_CASTER); return (*this); }
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@ -185,7 +206,7 @@ public:
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Builder& withNothing() { _value.reset(); _mask.reset(); return (*this); }
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// Convenient standard keys that we will keep on using all over the place
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static Builder visibleWorldItems() { return Builder().withVisible().withWorldSpace(); }
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static Builder visibleWorldItems(uint8_t visibilityMask) { return Builder().withVisibilityMask(visibilityMask).withWorldSpace(); }
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static Builder opaqueShape() { return Builder().withTypeShape().withOpaque().withWorldSpace(); }
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static Builder transparentShape() { return Builder().withTypeShape().withTransparent().withWorldSpace(); }
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static Builder light() { return Builder().withTypeLight(); }
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@ -17,12 +17,12 @@
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using namespace render;
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void RenderFetchCullSortTask::build(JobModel& task, const Varying& input, Varying& output, CullFunctor cullFunctor) {
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void RenderFetchCullSortTask::build(JobModel& task, const Varying& input, Varying& output, CullFunctor cullFunctor, uint8_t visibilityMask) {
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cullFunctor = cullFunctor ? cullFunctor : [](const RenderArgs*, const AABox&){ return true; };
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// CPU jobs:
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// Fetch and cull the items from the scene
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const ItemFilter filter = ItemFilter::Builder::visibleWorldItems().withoutLayered();
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const ItemFilter filter = ItemFilter::Builder::visibleWorldItems(visibilityMask).withoutLayered();
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const auto spatialFilter = render::Varying(filter);
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const auto spatialSelection = task.addJob<FetchSpatialTree>("FetchSceneSelection", spatialFilter);
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const auto cullInputs = CullSpatialSelection::Inputs(spatialSelection, spatialFilter).asVarying();
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@ -36,7 +36,7 @@ public:
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RenderFetchCullSortTask() {}
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void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs, render::CullFunctor cullFunctor);
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void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs, render::CullFunctor cullFunctor, uint8_t visibilityMask = 0xFF);
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};
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#endif // hifi_RenderFetchCullSortTask_h
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