remove cruft and fix indentation

This commit is contained in:
Andrew Meadows 2017-03-15 16:17:59 -07:00
parent cf848d73e4
commit d3fa28d4bc
3 changed files with 30 additions and 39 deletions

View file

@ -21,7 +21,7 @@ CauterizedMeshPartPayload::CauterizedMeshPartPayload(Model* model, int meshIndex
: ModelMeshPartPayload(model, meshIndex, partIndex, shapeIndex, transform, offsetTransform) {} : ModelMeshPartPayload(model, meshIndex, partIndex, shapeIndex, transform, offsetTransform) {}
void CauterizedMeshPartPayload::updateTransformForCauterizedMesh( void CauterizedMeshPartPayload::updateTransformForCauterizedMesh(
const Transform& renderTransform, const Transform& renderTransform,
const gpu::BufferPointer& buffer) { const gpu::BufferPointer& buffer) {
_cauterizedTransform = renderTransform; _cauterizedTransform = renderTransform;
_cauterizedClusterBuffer = buffer; _cauterizedClusterBuffer = buffer;
@ -33,12 +33,12 @@ void CauterizedMeshPartPayload::bindTransform(gpu::Batch& batch, const render::S
SkeletonModel* skeleton = static_cast<SkeletonModel*>(_model); SkeletonModel* skeleton = static_cast<SkeletonModel*>(_model);
bool useCauterizedMesh = (renderMode != RenderArgs::RenderMode::SHADOW_RENDER_MODE) && skeleton->getEnableCauterization(); bool useCauterizedMesh = (renderMode != RenderArgs::RenderMode::SHADOW_RENDER_MODE) && skeleton->getEnableCauterization();
if (useCauterizedMesh) { if (useCauterizedMesh) {
if (_cauterizedClusterBuffer) { if (_cauterizedClusterBuffer) {
batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::SKINNING, _cauterizedClusterBuffer); batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::SKINNING, _cauterizedClusterBuffer);
} }
batch.setModelTransform(_cauterizedTransform); batch.setModelTransform(_cauterizedTransform);
} else { } else {
if (_clusterBuffer) { if (_clusterBuffer) {
batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::SKINNING, _clusterBuffer); batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::SKINNING, _clusterBuffer);
} }

View file

@ -26,8 +26,8 @@ CauterizedModel::~CauterizedModel() {
} }
void CauterizedModel::deleteGeometry() { void CauterizedModel::deleteGeometry() {
Model::deleteGeometry(); Model::deleteGeometry();
_cauterizeMeshStates.clear(); _cauterizeMeshStates.clear();
} }
bool CauterizedModel::updateGeometry() { bool CauterizedModel::updateGeometry() {
@ -41,7 +41,7 @@ bool CauterizedModel::updateGeometry() {
_cauterizeMeshStates.append(state); _cauterizeMeshStates.append(state);
} }
} }
return needsFullUpdate; return needsFullUpdate;
} }
void CauterizedModel::createVisibleRenderItemSet() { void CauterizedModel::createVisibleRenderItemSet() {
@ -86,13 +86,13 @@ void CauterizedModel::createVisibleRenderItemSet() {
} }
} }
} else { } else {
Model::createVisibleRenderItemSet(); Model::createVisibleRenderItemSet();
} }
} }
void CauterizedModel::createCollisionRenderItemSet() { void CauterizedModel::createCollisionRenderItemSet() {
// Temporary HACK: use base class method for now // Temporary HACK: use base class method for now
Model::createCollisionRenderItemSet(); Model::createCollisionRenderItemSet();
} }
void CauterizedModel::updateClusterMatrices() { void CauterizedModel::updateClusterMatrices() {
@ -122,8 +122,8 @@ void CauterizedModel::updateClusterMatrices() {
state.clusterBuffer->setSubData(0, state.clusterMatrices.size() * sizeof(glm::mat4), state.clusterBuffer->setSubData(0, state.clusterMatrices.size() * sizeof(glm::mat4),
(const gpu::Byte*) state.clusterMatrices.constData()); (const gpu::Byte*) state.clusterMatrices.constData());
} }
} }
} }
// as an optimization, don't build cautrizedClusterMatrices if the boneSet is empty. // as an optimization, don't build cautrizedClusterMatrices if the boneSet is empty.
if (!_cauterizeBoneSet.empty()) { if (!_cauterizeBoneSet.empty()) {
@ -212,31 +212,22 @@ void CauterizedModel::updateRenderItems() {
if (data._model && data._model->isLoaded()) { if (data._model && data._model->isLoaded()) {
// Ensure the model geometry was not reset between frames // Ensure the model geometry was not reset between frames
if (deleteGeometryCounter == data._model->getGeometryCounter()) { if (deleteGeometryCounter == data._model->getGeometryCounter()) {
// this stuff identical to what happens in regular Model // this stuff identical to what happens in regular Model
const Model::MeshState& state = data._model->getMeshState(data._meshIndex);
Transform renderTransform = modelTransform;
if (state.clusterMatrices.size() == 1) {
renderTransform = modelTransform.worldTransform(Transform(state.clusterMatrices[0]));
}
data.updateTransformForSkinnedMesh(renderTransform, modelTransform, state.clusterBuffer);
// this stuff for cauterized mesh
CauterizedModel* cModel = static_cast<CauterizedModel*>(data._model);
const Model::MeshState& cState = cModel->getCauterizeMeshState(data._meshIndex);
renderTransform = modelTransform;
if (cState.clusterMatrices.size() == 1) {
renderTransform = modelTransform.worldTransform(Transform(cState.clusterMatrices[0]));
}
data.updateTransformForCauterizedMesh(renderTransform, cState.clusterBuffer);
/*
// update the model transform and bounding box for this render item.
const Model::MeshState& state = data._model->getMeshState(data._meshIndex); const Model::MeshState& state = data._model->getMeshState(data._meshIndex);
Transform renderTransform = modelTransform;
if (state.clusterMatrices.size() == 1) {
renderTransform = modelTransform.worldTransform(Transform(state.clusterMatrices[0]));
}
data.updateTransformForSkinnedMesh(renderTransform, modelTransform, state.clusterBuffer);
// this stuff for cauterized mesh
CauterizedModel* cModel = static_cast<CauterizedModel*>(data._model); CauterizedModel* cModel = static_cast<CauterizedModel*>(data._model);
assert(data._meshIndex < cModel->_cauterizeMeshStates.size()); const Model::MeshState& cState = cModel->getCauterizeMeshState(data._meshIndex);
const Model::MeshState& cState = cModel->_cauterizeMeshStates.at(data._meshIndex); renderTransform = modelTransform;
data.updateTransformForSkinnedCauterizedMesh(modelTransform, state.clusterMatrices, cState.clusterMatrices); if (cState.clusterMatrices.size() == 1) {
*/ renderTransform = modelTransform.worldTransform(Transform(cState.clusterMatrices[0]));
}
data.updateTransformForCauterizedMesh(renderTransform, cState.clusterBuffer);
} }
} }
}); });

View file

@ -228,7 +228,7 @@ void Model::updateRenderItems() {
} }
// lazy update of cluster matrices used for rendering. // lazy update of cluster matrices used for rendering.
// We need to update them here, so we can correctly update the bounding box. // We need to update them here so we can correctly update the bounding box.
self->updateClusterMatrices(); self->updateClusterMatrices();
render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene(); render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();
@ -245,10 +245,10 @@ void Model::updateRenderItems() {
modelTransform.setScale(glm::vec3(1.0f)); modelTransform.setScale(glm::vec3(1.0f));
const Model::MeshState& state = data._model->getMeshState(data._meshIndex); const Model::MeshState& state = data._model->getMeshState(data._meshIndex);
Transform renderTransform = modelTransform; Transform renderTransform = modelTransform;
if (state.clusterMatrices.size() == 1) { if (state.clusterMatrices.size() == 1) {
renderTransform = modelTransform.worldTransform(Transform(state.clusterMatrices[0])); renderTransform = modelTransform.worldTransform(Transform(state.clusterMatrices[0]));
} }
data.updateTransformForSkinnedMesh(renderTransform, modelTransform, state.clusterBuffer); data.updateTransformForSkinnedMesh(renderTransform, modelTransform, state.clusterBuffer);
} }
} }
@ -1052,7 +1052,7 @@ void Model::updateRig(float deltaTime, glm::mat4 parentTransform) {
} }
void Model::computeMeshPartLocalBounds() { void Model::computeMeshPartLocalBounds() {
for (auto& part : _modelMeshRenderItemsSet) { for (auto& part : _modelMeshRenderItemsSet) {
assert(part->_meshIndex < _modelMeshRenderItemsSet.size()); assert(part->_meshIndex < _modelMeshRenderItemsSet.size());
const Model::MeshState& state = _meshStates.at(part->_meshIndex); const Model::MeshState& state = _meshStates.at(part->_meshIndex);
part->computeAdjustedLocalBound(state.clusterMatrices); part->computeAdjustedLocalBound(state.clusterMatrices);