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https://github.com/HifiExperiments/overte.git
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136 lines
4.8 KiB
C++
136 lines
4.8 KiB
C++
//
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// MeshPartPayload.h
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// interface/src/renderer
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//
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// Created by Sam Gateau on 10/3/15.
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// Copyright 2015 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#ifndef hifi_MeshPartPayload_h
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#define hifi_MeshPartPayload_h
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#include <Interpolate.h>
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#include <gpu/Batch.h>
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#include <render/Scene.h>
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#include <render/ShapePipeline.h>
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#include <model/Geometry.h>
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#include "Model.h"
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class Model;
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class MeshPartPayload {
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public:
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MeshPartPayload() {}
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MeshPartPayload(const std::shared_ptr<const model::Mesh>& mesh, int partIndex, model::MaterialPointer material);
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typedef render::Payload<MeshPartPayload> Payload;
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typedef Payload::DataPointer Pointer;
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virtual void updateMeshPart(const std::shared_ptr<const model::Mesh>& drawMesh, int partIndex);
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virtual void notifyLocationChanged() {}
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void updateTransform(const Transform& transform, const Transform& offsetTransform);
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virtual void updateMaterial(model::MaterialPointer drawMaterial);
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// Render Item interface
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virtual render::ItemKey getKey() const;
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virtual render::Item::Bound getBound() const;
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virtual render::ShapeKey getShapeKey() const; // shape interface
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virtual void render(RenderArgs* args);
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// ModelMeshPartPayload functions to perform render
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void drawCall(gpu::Batch& batch) const;
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virtual void bindMesh(gpu::Batch& batch);
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virtual void bindMaterial(gpu::Batch& batch, const render::ShapePipeline::LocationsPointer locations, bool enableTextures) const;
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virtual void bindTransform(gpu::Batch& batch, const render::ShapePipeline::LocationsPointer locations, RenderArgs::RenderMode renderMode) const;
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// Payload resource cached values
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Transform _drawTransform;
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Transform _transform;
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int _partIndex = 0;
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bool _hasColorAttrib { false };
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model::Box _localBound;
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model::Box _adjustedLocalBound;
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mutable model::Box _worldBound;
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std::shared_ptr<const model::Mesh> _drawMesh;
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std::shared_ptr<const model::Material> _drawMaterial;
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model::Mesh::Part _drawPart;
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size_t getVerticesCount() const { return _drawMesh ? _drawMesh->getNumVertices() : 0; }
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size_t getMaterialTextureSize() { return _drawMaterial ? _drawMaterial->getTextureSize() : 0; }
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int getMaterialTextureCount() { return _drawMaterial ? _drawMaterial->getTextureCount() : 0; }
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bool hasTextureInfo() const { return _drawMaterial ? _drawMaterial->hasTextureInfo() : false; }
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};
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namespace render {
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template <> const ItemKey payloadGetKey(const MeshPartPayload::Pointer& payload);
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template <> const Item::Bound payloadGetBound(const MeshPartPayload::Pointer& payload);
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template <> const ShapeKey shapeGetShapeKey(const MeshPartPayload::Pointer& payload);
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template <> void payloadRender(const MeshPartPayload::Pointer& payload, RenderArgs* args);
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}
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class ModelMeshPartPayload : public MeshPartPayload {
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public:
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ModelMeshPartPayload(ModelPointer model, int meshIndex, int partIndex, int shapeIndex, const Transform& transform, const Transform& offsetTransform);
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typedef render::Payload<ModelMeshPartPayload> Payload;
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typedef Payload::DataPointer Pointer;
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void notifyLocationChanged() override;
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void updateTransformForSkinnedMesh(const Transform& renderTransform,
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const Transform& boundTransform,
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const gpu::BufferPointer& buffer);
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// Render Item interface
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render::ItemKey getKey() const override;
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int getLayer() const;
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render::ShapeKey getShapeKey() const override; // shape interface
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void render(RenderArgs* args) override;
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// ModelMeshPartPayload functions to perform render
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void bindMesh(gpu::Batch& batch) override;
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void bindTransform(gpu::Batch& batch, const render::ShapePipeline::LocationsPointer locations, RenderArgs::RenderMode renderMode) const override;
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void initCache();
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void computeAdjustedLocalBound(const QVector<glm::mat4>& clusterMatrices);
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gpu::BufferPointer _clusterBuffer;
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ModelWeakPointer _model;
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int _meshIndex;
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int _shapeID;
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bool _isSkinned{ false };
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bool _isBlendShaped { false };
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bool _materialNeedsUpdate { true };
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private:
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enum State : uint8_t {
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WAITING_TO_START = 0,
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STARTED = 1,
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};
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mutable State _state { WAITING_TO_START } ;
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};
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namespace render {
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template <> const ItemKey payloadGetKey(const ModelMeshPartPayload::Pointer& payload);
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template <> const Item::Bound payloadGetBound(const ModelMeshPartPayload::Pointer& payload);
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template <> int payloadGetLayer(const ModelMeshPartPayload::Pointer& payload);
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template <> const ShapeKey shapeGetShapeKey(const ModelMeshPartPayload::Pointer& payload);
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template <> void payloadRender(const ModelMeshPartPayload::Pointer& payload, RenderArgs* args);
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}
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#endif // hifi_MeshPartPayload_h
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