// // RenderableModelEntityItem.cpp // interface/src // // Created by Brad Hefta-Gaub on 8/6/14. // Copyright 2014 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #include #include #include "InterfaceConfig.h" #include #include #include #include "Menu.h" #include "EntityTreeRenderer.h" #include "RenderableModelEntityItem.h" EntityItem* RenderableModelEntityItem::factory(const EntityItemID& entityID, const EntityItemProperties& properties) { return new RenderableModelEntityItem(entityID, properties); } RenderableModelEntityItem::~RenderableModelEntityItem() { assert(_myRenderer || !_model); // if we have a model, we need to know our renderer if (_myRenderer && _model) { _myRenderer->releaseModel(_model); _model = NULL; } } bool RenderableModelEntityItem::setProperties(const EntityItemProperties& properties, bool forceCopy) { QString oldModelURL = getModelURL(); bool somethingChanged = ModelEntityItem::setProperties(properties, forceCopy); if (somethingChanged && oldModelURL != getModelURL()) { _needsModelReload = true; } return somethingChanged; } int RenderableModelEntityItem::readEntitySubclassDataFromBuffer(const unsigned char* data, int bytesLeftToRead, ReadBitstreamToTreeParams& args, EntityPropertyFlags& propertyFlags, bool overwriteLocalData) { QString oldModelURL = getModelURL(); int bytesRead = ModelEntityItem::readEntitySubclassDataFromBuffer(data, bytesLeftToRead, args, propertyFlags, overwriteLocalData); if (oldModelURL != getModelURL()) { _needsModelReload = true; } return bytesRead; } void RenderableModelEntityItem::render(RenderArgs* args) { PerformanceTimer perfTimer("RenderableModelEntityItem::render"); assert(getType() == EntityTypes::Model); bool drawAsModel = hasModel(); glm::vec3 position = getPosition() * (float)TREE_SCALE; float size = getSize() * (float)TREE_SCALE; glm::vec3 dimensions = getDimensions() * (float)TREE_SCALE; if (drawAsModel) { glPushMatrix(); { const float alpha = getLocalRenderAlpha(); if (!_model || _needsModelReload) { // TODO: this getModel() appears to be about 3% of model render time. We should optimize PerformanceTimer perfTimer("getModel"); EntityTreeRenderer* renderer = static_cast(args->_renderer); getModel(renderer); } if (_model) { // handle animations.. if (hasAnimation()) { if (!jointsMapped()) { QStringList modelJointNames = _model->getJointNames(); mapJoints(modelJointNames); } if (jointsMapped()) { QVector frameData = getAnimationFrame(); for (int i = 0; i < frameData.size(); i++) { _model->setJointState(i, true, frameData[i]); } } } glm::quat rotation = getRotation(); if (needsSimulation() && _model->isActive()) { _model->setScaleToFit(true, dimensions); _model->setSnapModelToRegistrationPoint(true, getRegistrationPoint()); _model->setRotation(rotation); _model->setTranslation(position); // make sure to simulate so everything gets set up correctly for rendering { PerformanceTimer perfTimer("_model->simulate"); _model->simulate(0.0f); } _needsInitialSimulation = false; } // TODO: should we allow entityItems to have alpha on their models? Model::RenderMode modelRenderMode = args->_renderMode == OctreeRenderer::SHADOW_RENDER_MODE ? Model::SHADOW_RENDER_MODE : Model::DEFAULT_RENDER_MODE; if (_model->isActive()) { // TODO: this is the majority of model render time. And rendering of a cube model vs the basic Box render // is significantly more expensive. Is there a way to call this that doesn't cost us as much? PerformanceTimer perfTimer("model->render"); _model->render(alpha, modelRenderMode); } else { // if we couldn't get a model, then just draw a cube glColor3ub(getColor()[RED_INDEX],getColor()[GREEN_INDEX],getColor()[BLUE_INDEX]); glPushMatrix(); glTranslatef(position.x, position.y, position.z); Application::getInstance()->getDeferredLightingEffect()->renderWireCube(size); glPopMatrix(); } } else { // if we couldn't get a model, then just draw a cube glColor3ub(getColor()[RED_INDEX],getColor()[GREEN_INDEX],getColor()[BLUE_INDEX]); glPushMatrix(); glTranslatef(position.x, position.y, position.z); Application::getInstance()->getDeferredLightingEffect()->renderWireCube(size); glPopMatrix(); } } glPopMatrix(); } else { glColor3ub(getColor()[RED_INDEX],getColor()[GREEN_INDEX],getColor()[BLUE_INDEX]); glPushMatrix(); glTranslatef(position.x, position.y, position.z); Application::getInstance()->getDeferredLightingEffect()->renderWireCube(size); glPopMatrix(); } } Model* RenderableModelEntityItem::getModel(EntityTreeRenderer* renderer) { Model* result = NULL; // make sure our renderer is setup if (!_myRenderer) { _myRenderer = renderer; } assert(_myRenderer == renderer); // you should only ever render on one renderer _needsModelReload = false; // this is the reload // if we have a URL, then we will want to end up returning a model... if (!getModelURL().isEmpty()) { // if we have a previously allocated model, but it's URL doesn't match // then we need to let our renderer update our model for us. if (_model && QUrl(getModelURL()) != _model->getURL()) { result = _model = _myRenderer->updateModel(_model, getModelURL()); _needsInitialSimulation = true; } else if (!_model) { // if we don't yet have a model, then we want our renderer to allocate one result = _model = _myRenderer->allocateModel(getModelURL()); _needsInitialSimulation = true; } else { // we already have the model we want... result = _model; } } else { // if our desired URL is empty, we may need to delete our existing model if (_model) { _myRenderer->releaseModel(_model); result = _model = NULL; _needsInitialSimulation = true; } } return result; } bool RenderableModelEntityItem::needsSimulation() const { SimulationState simulationState = getSimulationState(); return _needsInitialSimulation || simulationState == Moving || simulationState == Changing; }