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189 lines
7.3 KiB
C++
189 lines
7.3 KiB
C++
//
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// Created by Bradley Austin Davis on 2016/05/09
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// Copyright 2013 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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#include "RenderableShapeEntityItem.h"
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#include <glm/gtx/quaternion.hpp>
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#include <gpu/Batch.h>
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#include <DependencyManager.h>
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#include <GeometryCache.h>
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#include <PerfStat.h>
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#include "RenderPipelines.h"
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using namespace render;
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using namespace render::entities;
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// Sphere entities should fit inside a cube entity of the same size, so a sphere that has dimensions 1x1x1
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// is a half unit sphere. However, the geometry cache renders a UNIT sphere, so we need to scale down.
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static const float SPHERE_ENTITY_SCALE = 0.5f;
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ShapeEntityRenderer::ShapeEntityRenderer(const EntityItemPointer& entity) : Parent(entity) {
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addMaterial(graphics::MaterialLayer(_material, 0), "0");
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}
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bool ShapeEntityRenderer::needsRenderUpdate() const {
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return needsRenderUpdateFromMaterials() || Parent::needsRenderUpdate();
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}
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void ShapeEntityRenderer::doRenderUpdateSynchronousTyped(const ScenePointer& scene, Transaction& transaction, const TypedEntityPointer& entity) {
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void* key = (void*)this;
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AbstractViewStateInterface::instance()->pushPostUpdateLambda(key, [this, entity] {
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withWriteLock([&] {
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_shape = entity->getShape();
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_renderTransform = getModelTransform(); // contains parent scale, if this entity scales with its parent
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if (_shape == entity::Sphere) {
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_renderTransform.postScale(SPHERE_ENTITY_SCALE);
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}
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_renderTransform.postScale(entity->getUnscaledDimensions());
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});
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});
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}
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void ShapeEntityRenderer::doRenderUpdateAsynchronousTyped(const TypedEntityPointer& entity) {
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_pulseProperties = entity->getPulseProperties();
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bool materialChanged = false;
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glm::vec3 color = toGlm(entity->getColor());
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if (_color != color) {
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_color = color;
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_material->setAlbedo(color);
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materialChanged = true;
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}
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float alpha = entity->getAlpha();
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if (_alpha != alpha) {
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_alpha = alpha;
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_material->setOpacity(alpha);
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materialChanged = true;
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}
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auto userData = entity->getUserData();
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if (_proceduralData != userData) {
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_proceduralData = userData;
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_material->setProceduralData(_proceduralData);
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materialChanged = true;
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}
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updateMaterials(materialChanged);
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}
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bool ShapeEntityRenderer::isTransparent() const {
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return _pulseProperties.getAlphaMode() != PulseMode::NONE || Parent::isTransparent() || materialsTransparent();
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}
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Item::Bound ShapeEntityRenderer::getBound(RenderArgs* args) {
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return Parent::getMaterialBound(args);
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}
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ShapeKey ShapeEntityRenderer::getShapeKey() {
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ShapeKey::Builder builder;
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updateShapeKeyBuilderFromMaterials(builder);
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return builder.build();
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}
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void ShapeEntityRenderer::doRender(RenderArgs* args) {
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PerformanceTimer perfTimer("RenderableShapeEntityItem::render");
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Q_ASSERT(args->_batch);
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graphics::MultiMaterial materials;
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{
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std::lock_guard<std::mutex> lock(_materialsLock);
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materials = _materials["0"];
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}
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auto& schema = materials.getSchemaBuffer().get<graphics::MultiMaterial::Schema>();
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glm::vec4 outColor = glm::vec4(ColorUtils::tosRGBVec3(schema._albedo), schema._opacity);
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outColor = EntityRenderer::calculatePulseColor(outColor, _pulseProperties, _created);
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if (outColor.a == 0.0f) {
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return;
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}
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gpu::Batch& batch = *args->_batch;
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auto geometryCache = DependencyManager::get<GeometryCache>();
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GeometryCache::Shape geometryShape = geometryCache->getShapeForEntityShape(_shape);
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Transform transform;
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withReadLock([&] {
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transform = _renderTransform;
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});
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bool wireframe = render::ShapeKey(args->_globalShapeKey).isWireframe() || _primitiveMode == PrimitiveMode::LINES;
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transform.setRotation(BillboardModeHelpers::getBillboardRotation(transform.getTranslation(), transform.getRotation(), _billboardMode,
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args->_renderMode == RenderArgs::RenderMode::SHADOW_RENDER_MODE ? BillboardModeHelpers::getPrimaryViewFrustumPosition() : args->getViewFrustum().getPosition(),
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_shape < entity::Shape::Cube || _shape > entity::Shape::Icosahedron));
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batch.setModelTransform(transform);
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Pipeline pipelineType = getPipelineType(materials);
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if (pipelineType == Pipeline::PROCEDURAL) {
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auto procedural = std::static_pointer_cast<graphics::ProceduralMaterial>(materials.top().material);
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outColor = procedural->getColor(outColor);
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outColor.a *= procedural->isFading() ? Interpolate::calculateFadeRatio(procedural->getFadeStartTime()) : 1.0f;
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withReadLock([&] {
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procedural->prepare(batch, transform.getTranslation(), transform.getScale(), transform.getRotation(), _created, ProceduralProgramKey(outColor.a < 1.0f));
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});
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if (wireframe) {
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geometryCache->renderWireShape(batch, geometryShape, outColor);
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} else {
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geometryCache->renderShape(batch, geometryShape, outColor);
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}
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} else if (pipelineType == Pipeline::SIMPLE) {
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// FIXME, support instanced multi-shape rendering using multidraw indirect
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outColor.a *= _isFading ? Interpolate::calculateFadeRatio(_fadeStartTime) : 1.0f;
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bool forward = _renderLayer != RenderLayer::WORLD || args->_renderMethod == Args::RenderMethod::FORWARD;
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if (outColor.a >= 1.0f) {
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render::ShapePipelinePointer pipeline = geometryCache->getShapePipelinePointer(false, wireframe || materials.top().material->isUnlit(),
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forward, materials.top().material->getCullFaceMode());
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if (wireframe) {
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geometryCache->renderWireShapeInstance(args, batch, geometryShape, outColor, pipeline);
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} else {
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geometryCache->renderSolidShapeInstance(args, batch, geometryShape, outColor, pipeline);
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}
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} else {
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if (wireframe) {
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geometryCache->renderWireShape(batch, geometryShape, outColor);
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} else {
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geometryCache->renderShape(batch, geometryShape, outColor);
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}
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}
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} else {
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if (RenderPipelines::bindMaterials(materials, batch, args->_renderMode, args->_enableTexturing)) {
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args->_details._materialSwitches++;
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}
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geometryCache->renderShape(batch, geometryShape);
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}
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const auto triCount = geometryCache->getShapeTriangleCount(geometryShape);
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args->_details._trianglesRendered += (int)triCount;
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}
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scriptable::ScriptableModelBase ShapeEntityRenderer::getScriptableModel() {
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scriptable::ScriptableModelBase result;
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auto geometryCache = DependencyManager::get<GeometryCache>();
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auto geometryShape = geometryCache->getShapeForEntityShape(_shape);
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glm::vec3 vertexColor;
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{
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std::lock_guard<std::mutex> lock(_materialsLock);
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result.appendMaterials(_materials);
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auto materials = _materials.find("0");
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if (materials != _materials.end()) {
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vertexColor = ColorUtils::tosRGBVec3(materials->second.getSchemaBuffer().get<graphics::MultiMaterial::Schema>()._albedo);
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}
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}
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if (auto mesh = geometryCache->meshFromShape(geometryShape, vertexColor)) {
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result.objectID = getEntity()->getID();
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result.append(mesh);
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}
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return result;
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}
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