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https://github.com/HifiExperiments/overte.git
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more hacking on rendering model parts
This commit is contained in:
parent
7ec44dfc88
commit
0124f98340
2 changed files with 264 additions and 120 deletions
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@ -108,6 +108,8 @@ void RenderableModelEntityItem::remapTextures() {
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_currentTextures = _textures;
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}
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// TODO: we need a solution for changes to the postion/rotation/etc of a model...
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// this current code path only addresses that in this setup case... not the changing/moving case
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bool RenderableModelEntityItem::readyToAddToScene(RenderArgs* renderArgs) {
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if (!_model && renderArgs) {
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// TODO: this getModel() appears to be about 3% of model render time. We should optimize
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@ -116,9 +118,9 @@ bool RenderableModelEntityItem::readyToAddToScene(RenderArgs* renderArgs) {
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qDebug() << "RenderableModelEntityItem::readyToAddToScene().... renderer:" << renderer;
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getModel(renderer);
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}
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if (renderArgs && _model && _needsInitialSimulation && _model->isActive()) {
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if (renderArgs && _model && _needsInitialSimulation && _model->isActive() && _model->isLoadedWithTextures()) {
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qDebug() << "RenderableModelEntityItem::readyToAddToScene().... doing initial simulation";
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_model->renderSetup(renderArgs);
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_model->setScaleToFit(true, getDimensions());
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_model->setSnapModelToRegistrationPoint(true, getRegistrationPoint());
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_model->setRotation(getRotation());
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@ -130,10 +132,16 @@ bool RenderableModelEntityItem::readyToAddToScene(RenderArgs* renderArgs) {
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_model->simulate(0.0f);
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}
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_needsInitialSimulation = false;
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_model->renderSetup(renderArgs);
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}
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bool ready = !_needsInitialSimulation && _model && _model->readyToAddToScene(renderArgs);
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/*
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qDebug() << "RenderableModelEntityItem::readyToAddToScene().... id:" << getEntityItemID()
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<< "ready:" << ready << "renderArgs:" << renderArgs;
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<< "ready:" << ready << "renderArgs:" << renderArgs
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<< "areMeshGroupsKnown():" << (_model ? _model->areMeshGroupsKnown() : false);
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*/
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return ready;
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}
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@ -783,13 +783,15 @@ namespace render {
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}
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template <> const Item::Bound payloadGetBound(const TransparentMeshPart::Pointer& payload) {
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qDebug() << "payloadGetBound(TransparentMeshPart) url:" << payload->model->getURL();
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if (payload) {
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return payload->model->getPartBounds(payload->meshIndex, payload->partIndex);
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//return payload->model->getPartBounds(payload->meshIndex, payload->partIndex);
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}
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return render::Item::Bound();
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}
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template <> void payloadRender(const TransparentMeshPart::Pointer& payload, RenderArgs* args) {
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if (args) {
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qDebug() << "payloadRender(TransparentMeshPart) url:" << payload->model->getURL();
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args->_elementsTouched++;
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return payload->model->renderPart(args, payload->meshIndex, payload->partIndex, true);
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}
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@ -813,13 +815,15 @@ namespace render {
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}
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template <> const Item::Bound payloadGetBound(const OpaqueMeshPart::Pointer& payload) {
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qDebug() << "payloadGetBound(OpaqueMeshPart) url:" << payload->model->getURL();
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if (payload) {
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return payload->model->getPartBounds(payload->meshIndex, payload->partIndex);
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//return payload->model->getPartBounds(payload->meshIndex, payload->partIndex);
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}
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return render::Item::Bound();
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}
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template <> void payloadRender(const OpaqueMeshPart::Pointer& payload, RenderArgs* args) {
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if (args) {
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qDebug() << "payloadRender(OpaqueMeshPart) url:" << payload->model->getURL();
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args->_elementsTouched++;
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return payload->model->renderPart(args, payload->meshIndex, payload->partIndex, false);
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}
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@ -828,6 +832,7 @@ namespace render {
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bool Model::addToScene(std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges) {
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qDebug() << "Model::addToScene() url:" << getURL();
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bool somethingAdded = false;
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// allow the attachments to add to scene
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foreach (Model* attachment, _attachments) {
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@ -841,7 +846,7 @@ bool Model::addToScene(std::shared_ptr<render::Scene> scene, render::PendingChan
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auto renderPayload = render::PayloadPointer(new TransparentMeshPart::Payload(renderData));
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pendingChanges.resetItem(item, renderPayload);
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_renderItems << item;
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qDebug() << "Model::addToScene() added transparent item:" << item;
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qDebug() << "Model::addToScene() added transparent item:" << item << "url:" << getURL();
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somethingAdded = true;
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}
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foreach (auto renderItem, _opaqueRenderItems) {
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@ -850,7 +855,7 @@ bool Model::addToScene(std::shared_ptr<render::Scene> scene, render::PendingChan
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auto renderPayload = render::PayloadPointer(new OpaqueMeshPart::Payload(renderData));
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pendingChanges.resetItem(item, renderPayload);
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_renderItems << item;
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qDebug() << "Model::addToScene() added opaque item:" << item;
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qDebug() << "Model::addToScene() added opaque item:" << item << "url:" << getURL();
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somethingAdded = true;
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}
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@ -858,6 +863,7 @@ bool Model::addToScene(std::shared_ptr<render::Scene> scene, render::PendingChan
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}
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void Model::removeFromScene(std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges) {
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qDebug() << "Model::removeFromScene() url:" << getURL();
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// allow the attachments to remove to scene
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foreach (Model* attachment, _attachments) {
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attachment->removeFromScene(scene, pendingChanges);
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@ -2183,14 +2189,63 @@ AABox Model::getPartBounds(int meshIndex, int partIndex) {
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}
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void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool translucent) {
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//renderCore(args, 1.0f);
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//return;
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qDebug() << "Model::renderPart()... meshIndex:" << meshIndex << "partIndex:" << partIndex << "url:" << _url;
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renderSetup(args);
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auto textureCache = DependencyManager::get<TextureCache>();
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const float DEFAULT_ALPHA_THRESHOLD = 0.5f;
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int i = meshIndex;
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int j = partIndex;
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gpu::Batch& batch = *(args->_batch);
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auto mode = args->_renderMode;
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// Setup the projection matrix
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/*
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if (args && args->_viewFrustum) {
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glm::mat4 proj;
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// If for easier debug depending on the pass
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if (mode == RenderArgs::SHADOW_RENDER_MODE) {
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args->_viewFrustum->evalProjectionMatrix(proj);
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} else {
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args->_viewFrustum->evalProjectionMatrix(proj);
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}
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batch.setProjectionTransform(proj);
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}
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*/
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// Capture the view matrix once for the rendering of this model
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if (_transforms.empty()) {
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_transforms.push_back(Transform());
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}
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_transforms[0] = _viewState->getViewTransform();
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// apply entity translation offset to the viewTransform in one go (it's a preTranslate because viewTransform goes from world to eye space)
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_transforms[0].preTranslate(-_translation);
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batch.setViewTransform(_transforms[0]);
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// FIXME: Do I need this? it doesn't seem to do anything.
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{
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GLenum buffers[3];
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int bufferCount = 0;
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if (mode != RenderArgs::SHADOW_RENDER_MODE) {
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buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
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}
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if (mode != RenderArgs::SHADOW_RENDER_MODE) {
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buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
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}
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if (mode != RenderArgs::SHADOW_RENDER_MODE) {
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buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
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}
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GLBATCH(glDrawBuffers)(bufferCount, buffers);
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}
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const float DEFAULT_ALPHA_THRESHOLD = 0.5f; //
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auto alphaThreshold = DEFAULT_ALPHA_THRESHOLD; // FIX ME
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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const QVector<NetworkMesh>& networkMeshes = _geometry->getMeshes();
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@ -2217,127 +2272,210 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
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pickPrograms(batch, mode, translucent, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned, wireframe,
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args, locations);
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if (state.clusterMatrices.size() > 1) {
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GLBATCH(glUniformMatrix4fv)(locations->clusterMatrices, state.clusterMatrices.size(), false,
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(const float*)state.clusterMatrices.constData());
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batch.setModelTransform(Transform());
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} else {
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batch.setModelTransform(Transform(state.clusterMatrices[0]));
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}
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if (mesh.blendshapes.isEmpty()) {
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batch.setInputFormat(networkMesh._vertexFormat);
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batch.setInputStream(0, *networkMesh._vertexStream);
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} else {
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batch.setInputFormat(networkMesh._vertexFormat);
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batch.setInputBuffer(0, _blendedVertexBuffers[i], 0, sizeof(glm::vec3));
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batch.setInputBuffer(1, _blendedVertexBuffers[i], vertexCount * sizeof(glm::vec3), sizeof(glm::vec3));
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batch.setInputStream(2, *networkMesh._vertexStream);
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}
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QString lastMaterialID;
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int meshPartsRendered = 0;
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updateVisibleJointStates();
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if (mesh.colors.isEmpty()) {
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GLBATCH(glColor4f)(1.0f, 1.0f, 1.0f, 1.0f);
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}
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qint64 offset = 0;
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const NetworkMeshPart& networkPart = networkMesh.parts.at(j);
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const FBXMeshPart& part = mesh.parts.at(j);
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model::MaterialPointer material = part._material;
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if ((networkPart.isTranslucent() || part.opacity != 1.0f) != translucent) {
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offset += (part.quadIndices.size() + part.triangleIndices.size()) * sizeof(int);
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//continue;
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// FIX ME!!!
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}
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// apply material properties
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if (mode == RenderArgs::SHADOW_RENDER_MODE) {
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/// GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
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} else {
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const bool wantDebug = false;
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if (wantDebug) {
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qCDebug(renderutils) << "Material Changed ---------------------------------------------";
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qCDebug(renderutils) << "part INDEX:" << j;
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qCDebug(renderutils) << "NEW part.materialID:" << part.materialID;
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// i is the "index" from the original networkMeshes QVector...
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{
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// if our index is ever out of range for either meshes or networkMeshes, then skip it, and set our _meshGroupsKnown
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// to false to rebuild out mesh groups.
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if (i < 0 || i >= networkMeshes.size() || i > geometry.meshes.size()) {
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_meshGroupsKnown = false; // regenerate these lists next time around.
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qDebug() << "if (i < 0 || i >= networkMeshes.size() || i > geometry.meshes.size()) {.... BAIL!!!";
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return; // FIXME!
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}
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// exit early if the translucency doesn't match what we're drawing
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const NetworkMesh& networkMesh = networkMeshes.at(i);
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const FBXMesh& mesh = geometry.meshes.at(i);
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if (locations->materialBufferUnit >= 0) {
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batch.setUniformBuffer(locations->materialBufferUnit, material->getSchemaBuffer());
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batch.setIndexBuffer(gpu::UINT32, (networkMesh._indexBuffer), 0);
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int vertexCount = mesh.vertices.size();
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if (vertexCount == 0) {
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// sanity check
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qDebug() << "if (vertexCount == 0) {.... BAIL!!!";
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return; // FIXME!
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}
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Texture* diffuseMap = networkPart.diffuseTexture.data();
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if (mesh.isEye && diffuseMap) {
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diffuseMap = (_dilatedTextures[i][j] =
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static_cast<DilatableNetworkTexture*>(diffuseMap)->getDilatedTexture(_pupilDilation)).data();
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}
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static bool showDiffuse = true;
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if (showDiffuse && diffuseMap) {
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batch.setUniformTexture(0, diffuseMap->getGPUTexture());
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const MeshState& state = _meshStates.at(i);
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if (state.clusterMatrices.size() > 1) {
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GLBATCH(glUniformMatrix4fv)(locations->clusterMatrices, state.clusterMatrices.size(), false,
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(const float*)state.clusterMatrices.constData());
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batch.setModelTransform(Transform());
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} else {
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batch.setUniformTexture(0, textureCache->getWhiteTexture());
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batch.setModelTransform(Transform(state.clusterMatrices[0]));
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}
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if (locations->texcoordMatrices >= 0) {
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glm::mat4 texcoordTransform[2];
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if (!part.diffuseTexture.transform.isIdentity()) {
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part.diffuseTexture.transform.getMatrix(texcoordTransform[0]);
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if (mesh.blendshapes.isEmpty()) {
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batch.setInputFormat(networkMesh._vertexFormat);
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batch.setInputStream(0, *networkMesh._vertexStream);
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} else {
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batch.setInputFormat(networkMesh._vertexFormat);
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batch.setInputBuffer(0, _blendedVertexBuffers[i], 0, sizeof(glm::vec3));
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batch.setInputBuffer(1, _blendedVertexBuffers[i], vertexCount * sizeof(glm::vec3), sizeof(glm::vec3));
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batch.setInputStream(2, *networkMesh._vertexStream);
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}
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if (mesh.colors.isEmpty()) {
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qDebug() << " colors empty ... meshIndex:" << meshIndex << "partIndex:" << partIndex << "url:" << _url;
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GLBATCH(glColor4f)(1.0f, 1.0f, 1.0f, 1.0f);
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} else {
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qDebug() << " colors size:" << mesh.colors.size() << " ... meshIndex:" << meshIndex << "partIndex:" << partIndex << "url:" << _url;
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}
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qint64 offset = 0;
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{ // j
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const NetworkMeshPart& networkPart = networkMesh.parts.at(j);
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const FBXMeshPart& part = mesh.parts.at(j);
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model::MaterialPointer material = part._material;
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/*
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if ((networkPart.isTranslucent() || part.opacity != 1.0f) != translucent) {
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offset += (part.quadIndices.size() + part.triangleIndices.size()) * sizeof(int);
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return; // FIXME!
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}
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if (!part.emissiveTexture.transform.isIdentity()) {
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part.emissiveTexture.transform.getMatrix(texcoordTransform[1]);
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*/
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// apply material properties
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if (mode == RenderArgs::SHADOW_RENDER_MODE) {
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/// GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
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} else {
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if (true) { //lastMaterialID != part.materialID) {
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const bool wantDebug = true;
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if (wantDebug) {
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qCDebug(renderutils) << "Material Changed ---------------------------------------------";
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qCDebug(renderutils) << "part INDEX:" << j;
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qCDebug(renderutils) << "NEW part.materialID:" << part.materialID;
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}
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if (locations->materialBufferUnit >= 0) {
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batch.setUniformBuffer(locations->materialBufferUnit, material->getSchemaBuffer());
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}
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Texture* diffuseMap = networkPart.diffuseTexture.data();
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if (mesh.isEye && diffuseMap) {
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diffuseMap = (_dilatedTextures[i][j] =
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static_cast<DilatableNetworkTexture*>(diffuseMap)->getDilatedTexture(_pupilDilation)).data();
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}
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static bool showDiffuse = true;
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if (showDiffuse && diffuseMap) {
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batch.setUniformTexture(0, diffuseMap->getGPUTexture());
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} else {
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batch.setUniformTexture(0, textureCache->getWhiteTexture());
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}
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if (locations->texcoordMatrices >= 0) {
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glm::mat4 texcoordTransform[2];
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if (!part.diffuseTexture.transform.isIdentity()) {
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part.diffuseTexture.transform.getMatrix(texcoordTransform[0]);
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}
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if (!part.emissiveTexture.transform.isIdentity()) {
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part.emissiveTexture.transform.getMatrix(texcoordTransform[1]);
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}
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GLBATCH(glUniformMatrix4fv)(locations->texcoordMatrices, 2, false, (const float*) &texcoordTransform);
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}
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if (!mesh.tangents.isEmpty()) {
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Texture* normalMap = networkPart.normalTexture.data();
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batch.setUniformTexture(1, !normalMap ?
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textureCache->getBlueTexture() : normalMap->getGPUTexture());
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}
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if (locations->specularTextureUnit >= 0) {
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Texture* specularMap = networkPart.specularTexture.data();
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batch.setUniformTexture(locations->specularTextureUnit, !specularMap ?
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textureCache->getWhiteTexture() : specularMap->getGPUTexture());
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}
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if (args) {
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args->_materialSwitches++;
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}
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}
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// HACK: For unkwon reason (yet!) this code that should be assigned only if the material changes need to be called for every
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// drawcall with an emissive, so let's do it for now.
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if (locations->emissiveTextureUnit >= 0) {
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// assert(locations->emissiveParams >= 0); // we should have the emissiveParams defined in the shader
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float emissiveOffset = part.emissiveParams.x;
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float emissiveScale = part.emissiveParams.y;
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GLBATCH(glUniform2f)(locations->emissiveParams, emissiveOffset, emissiveScale);
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Texture* emissiveMap = networkPart.emissiveTexture.data();
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batch.setUniformTexture(locations->emissiveTextureUnit, !emissiveMap ?
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textureCache->getWhiteTexture() : emissiveMap->getGPUTexture());
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}
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lastMaterialID = part.materialID;
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}
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meshPartsRendered++;
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if (part.quadIndices.size() > 0) {
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qDebug() << "batch.drawIndexed(gpu::QUADS) size:" << part.quadIndices.size();
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batch.drawIndexed(gpu::QUADS, part.quadIndices.size(), offset);
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offset += part.quadIndices.size() * sizeof(int);
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}
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if (part.triangleIndices.size() > 0) {
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qDebug() << "batch.drawIndexed(gpu::TRIANGLES) size:" << part.triangleIndices.size();
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batch.drawIndexed(gpu::TRIANGLES, part.triangleIndices.size(), offset);
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offset += part.triangleIndices.size() * sizeof(int);
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}
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if (args) {
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const int INDICES_PER_TRIANGLE = 3;
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const int INDICES_PER_QUAD = 4;
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args->_trianglesRendered += part.triangleIndices.size() / INDICES_PER_TRIANGLE;
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args->_quadsRendered += part.quadIndices.size() / INDICES_PER_QUAD;
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}
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GLBATCH(glUniformMatrix4fv)(locations->texcoordMatrices, 2, false, (const float*) &texcoordTransform);
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}
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if (!mesh.tangents.isEmpty()) {
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Texture* normalMap = networkPart.normalTexture.data();
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batch.setUniformTexture(1, !normalMap ?
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textureCache->getBlueTexture() : normalMap->getGPUTexture());
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}
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if (locations->specularTextureUnit >= 0) {
|
||||
Texture* specularMap = networkPart.specularTexture.data();
|
||||
batch.setUniformTexture(locations->specularTextureUnit, !specularMap ?
|
||||
textureCache->getWhiteTexture() : specularMap->getGPUTexture());
|
||||
}
|
||||
|
||||
if (args) {
|
||||
args->_materialSwitches++;
|
||||
}
|
||||
|
||||
// HACK: For unkwon reason (yet!) this code that should be assigned only if the material changes need to be called for every
|
||||
// drawcall with an emissive, so let's do it for now.
|
||||
if (locations->emissiveTextureUnit >= 0) {
|
||||
// assert(locations->emissiveParams >= 0); // we should have the emissiveParams defined in the shader
|
||||
float emissiveOffset = part.emissiveParams.x;
|
||||
float emissiveScale = part.emissiveParams.y;
|
||||
GLBATCH(glUniform2f)(locations->emissiveParams, emissiveOffset, emissiveScale);
|
||||
|
||||
Texture* emissiveMap = networkPart.emissiveTexture.data();
|
||||
batch.setUniformTexture(locations->emissiveTextureUnit, !emissiveMap ?
|
||||
textureCache->getWhiteTexture() : emissiveMap->getGPUTexture());
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (part.quadIndices.size() > 0) {
|
||||
batch.drawIndexed(gpu::QUADS, part.quadIndices.size(), offset);
|
||||
offset += part.quadIndices.size() * sizeof(int);
|
||||
}
|
||||
|
||||
if (part.triangleIndices.size() > 0) {
|
||||
batch.drawIndexed(gpu::TRIANGLES, part.triangleIndices.size(), offset);
|
||||
offset += part.triangleIndices.size() * sizeof(int);
|
||||
}
|
||||
|
||||
if (args) {
|
||||
const int INDICES_PER_TRIANGLE = 3;
|
||||
const int INDICES_PER_QUAD = 4;
|
||||
args->_trianglesRendered += part.triangleIndices.size() / INDICES_PER_TRIANGLE;
|
||||
args->_quadsRendered += part.quadIndices.size() / INDICES_PER_QUAD;
|
||||
|
||||
// NOTE: these don't seem to do anything
|
||||
/*
|
||||
GLBATCH(glDepthMask)(true);
|
||||
GLBATCH(glDepthFunc)(GL_LESS);
|
||||
GLBATCH(glDisable)(GL_CULL_FACE);
|
||||
|
||||
if (mode == RenderArgs::SHADOW_RENDER_MODE) {
|
||||
GLBATCH(glCullFace)(GL_BACK);
|
||||
}
|
||||
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE0 + 1);
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE0 + 2);
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE0 + 3);
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE0);
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
|
||||
// deactivate vertex arrays after drawing
|
||||
GLBATCH(glDisableClientState)(GL_NORMAL_ARRAY);
|
||||
GLBATCH(glDisableClientState)(GL_VERTEX_ARRAY);
|
||||
GLBATCH(glDisableClientState)(GL_TEXTURE_COORD_ARRAY);
|
||||
GLBATCH(glDisableClientState)(GL_COLOR_ARRAY);
|
||||
GLBATCH(glDisableVertexAttribArray)(gpu::Stream::TANGENT);
|
||||
GLBATCH(glDisableVertexAttribArray)(gpu::Stream::SKIN_CLUSTER_INDEX);
|
||||
GLBATCH(glDisableVertexAttribArray)(gpu::Stream::SKIN_CLUSTER_WEIGHT);
|
||||
|
||||
// bind with 0 to switch back to normal operation
|
||||
GLBATCH(glBindBuffer)(GL_ARRAY_BUFFER, 0);
|
||||
GLBATCH(glBindBuffer)(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
*/
|
||||
|
||||
// Back to no program
|
||||
GLBATCH(glUseProgram)(0); // NOTE: We need this or else the avatar will end up with the texture of the last entity
|
||||
}
|
||||
|
||||
void Model::segregateMeshGroups() {
|
||||
|
@ -2375,17 +2513,15 @@ void Model::segregateMeshGroups() {
|
|||
}
|
||||
|
||||
// Debug...
|
||||
qDebug() << "Mesh parts... for " << _url << " count:" << mesh._mesh.getNumParts();
|
||||
int totalParts = mesh._mesh.getNumParts();
|
||||
qDebug() << "Mesh parts... for " << _url << " count:" << mesh.parts.size();
|
||||
int totalParts = mesh.parts.size();
|
||||
for (int partIndex = 0; partIndex < totalParts; partIndex++) {
|
||||
AABox boxPart = mesh._mesh.evalPartBound(partIndex);
|
||||
|
||||
// this is a good place to create our renderPayloads
|
||||
if (translucentMesh) {
|
||||
qDebug() << "Transparent Mesh parts[" << partIndex << "].box=" << boxPart;
|
||||
qDebug() << "Transparent Mesh parts[" << partIndex << "]";
|
||||
_transparentRenderItems << std::shared_ptr<TransparentMeshPart>(new TransparentMeshPart(this, i, partIndex));
|
||||
} else {
|
||||
qDebug() << "Opaque Mesh parts[" << partIndex << "].box=" << boxPart;
|
||||
qDebug() << "Opaque Mesh parts[" << partIndex << "]";
|
||||
_opaqueRenderItems << std::shared_ptr<OpaqueMeshPart>(new OpaqueMeshPart(this, i, partIndex));
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue