// // Created by Bradley Austin Davis on 2016/05/09 // Copyright 2013 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 "RenderableShapeEntityItem.h" #include #include #include #include #include #include #include "render-utils/simple_vert.h" #include "render-utils/simple_frag.h" #include "render-utils/simple_transparent_frag.h" #include "render-utils/forward_simple_frag.h" #include "render-utils/forward_simple_transparent_frag.h" #include "RenderPipelines.h" //#define SHAPE_ENTITY_USE_FADE_EFFECT #ifdef SHAPE_ENTITY_USE_FADE_EFFECT #include #endif using namespace render; using namespace render::entities; // Sphere entities should fit inside a cube entity of the same size, so a sphere that has dimensions 1x1x1 // is a half unit sphere. However, the geometry cache renders a UNIT sphere, so we need to scale down. static const float SPHERE_ENTITY_SCALE = 0.5f; ShapeEntityRenderer::ShapeEntityRenderer(const EntityItemPointer& entity) : Parent(entity) { _procedural._vertexSource = simple_vert::getSource(); // FIXME: Setup proper uniform slots and use correct pipelines for forward rendering _procedural._opaquefragmentSource = simple_frag::getSource(); // FIXME: Transparent procedural entities only seem to work if they use the opaque pipelines //_procedural._transparentfragmentSource = simple_transparent_frag::getSource(); _procedural._transparentfragmentSource = simple_frag::getSource(); _procedural._opaqueState->setCullMode(gpu::State::CULL_NONE); _procedural._opaqueState->setDepthTest(true, true, gpu::LESS_EQUAL); PrepareStencil::testMaskDrawShape(*_procedural._opaqueState); _procedural._opaqueState->setBlendFunction(false, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA, gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE); _procedural._transparentState->setCullMode(gpu::State::CULL_BACK); _procedural._transparentState->setDepthTest(true, true, gpu::LESS_EQUAL); PrepareStencil::testMask(*_procedural._transparentState); _procedural._transparentState->setBlendFunction(true, gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA, gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE); } bool ShapeEntityRenderer::needsRenderUpdate() const { if (_procedural.isEnabled() && _procedural.isFading()) { return true; } return Parent::needsRenderUpdate(); } bool ShapeEntityRenderer::needsRenderUpdateFromTypedEntity(const TypedEntityPointer& entity) const { if (_lastUserData != entity->getUserData()) { return true; } if (_material != entity->getMaterial()) { return true; } if (_shape != entity->getShape()) { return true; } if (_dimensions != entity->getScaledDimensions()) { return true; } return false; } void ShapeEntityRenderer::doRenderUpdateSynchronousTyped(const ScenePointer& scene, Transaction& transaction, const TypedEntityPointer& entity) { withWriteLock([&] { auto userData = entity->getUserData(); if (_lastUserData != userData) { _lastUserData = userData; _procedural.setProceduralData(ProceduralData::parse(_lastUserData)); } removeMaterial(_material, "0"); _material = entity->getMaterial(); addMaterial(graphics::MaterialLayer(_material, 0), "0"); _shape = entity->getShape(); _position = entity->getWorldPosition(); _dimensions = entity->getScaledDimensions(); _orientation = entity->getWorldOrientation(); _renderTransform = getModelTransform(); if (_shape == entity::Sphere) { _renderTransform.postScale(SPHERE_ENTITY_SCALE); } _renderTransform.postScale(_dimensions); }); } void ShapeEntityRenderer::doRenderUpdateAsynchronousTyped(const TypedEntityPointer& entity) { withReadLock([&] { if (_procedural.isEnabled() && _procedural.isFading()) { float isFading = Interpolate::calculateFadeRatio(_procedural.getFadeStartTime()) < 1.0f; _procedural.setIsFading(isFading); } }); } bool ShapeEntityRenderer::isTransparent() const { if (_procedural.isEnabled() && _procedural.isFading()) { return Interpolate::calculateFadeRatio(_procedural.getFadeStartTime()) < 1.0f; } auto mat = _materials.find("0"); if (mat != _materials.end()) { if (mat->second.top().material) { auto matKey = mat->second.top().material->getKey(); if (matKey.isTranslucent()) { return true; } } } return Parent::isTransparent(); } ItemKey ShapeEntityRenderer::getKey() { ItemKey::Builder builder; builder.withTypeShape().withTypeMeta().withTagBits(getTagMask()); withReadLock([&] { if (isTransparent()) { builder.withTransparent(); } else if (_canCastShadow) { builder.withShadowCaster(); } }); return builder.build(); } bool ShapeEntityRenderer::useMaterialPipeline() const { bool proceduralReady = resultWithReadLock([&] { return _procedural.isReady(); }); if (proceduralReady) { return false; } graphics::MaterialKey drawMaterialKey; auto mat = _materials.find("0"); if (mat != _materials.end() && mat->second.top().material) { drawMaterialKey = mat->second.top().material->getKey(); } if (drawMaterialKey.isEmissive() || drawMaterialKey.isUnlit() || drawMaterialKey.isMetallic() || drawMaterialKey.isScattering()) { return true; } // If the material is using any map, we need to use a material ShapeKey for (int i = 0; i < graphics::Material::MapChannel::NUM_MAP_CHANNELS; i++) { if (drawMaterialKey.isMapChannel(graphics::Material::MapChannel(i))) { return true; } } return false; } ShapeKey ShapeEntityRenderer::getShapeKey() { if (useMaterialPipeline()) { graphics::MaterialKey drawMaterialKey; if (_materials["0"].top().material) { drawMaterialKey = _materials["0"].top().material->getKey(); } bool isTranslucent = drawMaterialKey.isTranslucent(); bool hasTangents = drawMaterialKey.isNormalMap(); bool hasLightmap = drawMaterialKey.isLightmapMap(); bool isUnlit = drawMaterialKey.isUnlit(); ShapeKey::Builder builder; builder.withMaterial(); if (isTranslucent) { builder.withTranslucent(); } if (hasTangents) { builder.withTangents(); } if (hasLightmap) { builder.withLightmap(); } if (isUnlit) { builder.withUnlit(); } return builder.build(); } else { return Parent::getShapeKey(); } } void ShapeEntityRenderer::doRender(RenderArgs* args) { PerformanceTimer perfTimer("RenderableShapeEntityItem::render"); Q_ASSERT(args->_batch); gpu::Batch& batch = *args->_batch; std::shared_ptr mat; auto geometryCache = DependencyManager::get(); GeometryCache::Shape geometryShape; bool proceduralRender = false; glm::vec4 outColor; withReadLock([&] { geometryShape = geometryCache->getShapeForEntityShape(_shape); batch.setModelTransform(_renderTransform); // use a transform with scale, rotation, registration point and translation mat = _materials["0"].top().material; if (mat) { outColor = glm::vec4(mat->getAlbedo(), mat->getOpacity()); if (_procedural.isReady()) { outColor = _procedural.getColor(outColor); outColor.a *= _procedural.isFading() ? Interpolate::calculateFadeRatio(_procedural.getFadeStartTime()) : 1.0f; _procedural.prepare(batch, _position, _dimensions, _orientation, outColor); proceduralRender = true; } } }); if (!mat) { return; } if (proceduralRender) { if (render::ShapeKey(args->_globalShapeKey).isWireframe()) { geometryCache->renderWireShape(batch, geometryShape, outColor); } else { geometryCache->renderShape(batch, geometryShape, outColor); } } else if (!useMaterialPipeline()) { // FIXME, support instanced multi-shape rendering using multidraw indirect outColor.a *= _isFading ? Interpolate::calculateFadeRatio(_fadeStartTime) : 1.0f; auto pipeline = outColor.a < 1.0f ? geometryCache->getTransparentShapePipeline() : geometryCache->getOpaqueShapePipeline(); if (render::ShapeKey(args->_globalShapeKey).isWireframe()) { geometryCache->renderWireShapeInstance(args, batch, geometryShape, outColor, pipeline); } else { geometryCache->renderSolidShapeInstance(args, batch, geometryShape, outColor, pipeline); } } else { RenderPipelines::bindMaterial(mat, batch, args->_enableTexturing); args->_details._materialSwitches++; geometryCache->renderShape(batch, geometryShape); } const auto triCount = geometryCache->getShapeTriangleCount(geometryShape); args->_details._trianglesRendered += (int)triCount; } scriptable::ScriptableModelBase ShapeEntityRenderer::getScriptableModel() { scriptable::ScriptableModelBase result; auto geometryCache = DependencyManager::get(); auto geometryShape = geometryCache->getShapeForEntityShape(_shape); glm::vec3 vertexColor; { std::lock_guard lock(_materialsLock); result.appendMaterials(_materials); if (_materials["0"].top().material) { vertexColor = _materials["0"].top().material->getAlbedo(); } } if (auto mesh = geometryCache->meshFromShape(geometryShape, vertexColor)) { result.objectID = getEntity()->getID(); result.append(mesh); } return result; }