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Merge pull request #5139 from ZappoMan/fixRayPicking
fix FPS while still maintaining ray picking
This commit is contained in:
commit
0ef75da5d5
3 changed files with 46 additions and 33 deletions
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@ -41,7 +41,11 @@ public:
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ReadBitstreamToTreeParams& args,
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EntityPropertyFlags& propertyFlags, bool overwriteLocalData);
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virtual void somethingChangedNotification() { _needsInitialSimulation = true; }
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virtual void somethingChangedNotification() {
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// FIX ME: this is overly aggressive. We only really need to simulate() if something about
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// the world space transform has changed and/or if some animation is occurring.
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_needsInitialSimulation = true;
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}
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virtual bool readyToAddToScene(RenderArgs* renderArgs = nullptr);
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virtual bool addToScene(EntityItemPointer self, std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges);
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@ -82,6 +82,7 @@ Model::Model(QObject* parent) :
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_isVisible(true),
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_blendNumber(0),
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_appliedBlendNumber(0),
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_calculatedMeshPartOffsetValid(false),
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_calculatedMeshPartBoxesValid(false),
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_calculatedMeshBoxesValid(false),
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_calculatedMeshTrianglesValid(false),
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@ -544,6 +545,10 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g
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// we can use the AABox's ray intersection by mapping our origin and direction into the model frame
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// and testing intersection there.
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if (modelFrameBox.findRayIntersection(modelFrameOrigin, modelFrameDirection, distance, face)) {
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if (!_calculatedMeshBoxesValid) {
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recalculateMeshBoxes(pickAgainstTriangles);
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}
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float bestDistance = std::numeric_limits<float>::max();
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@ -660,6 +665,25 @@ bool Model::convexHullContains(glm::vec3 point) {
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return false;
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}
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void Model::recalculateMeshPartOffsets() {
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if (!_calculatedMeshPartOffsetValid) {
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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int numberOfMeshes = geometry.meshes.size();
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_calculatedMeshPartOffset.clear();
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for (int i = 0; i < numberOfMeshes; i++) {
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const FBXMesh& mesh = geometry.meshes.at(i);
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qint64 partOffset = 0;
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for (int j = 0; j < mesh.parts.size(); j++) {
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const FBXMeshPart& part = mesh.parts.at(j);
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_calculatedMeshPartOffset[QPair<int,int>(i, j)] = partOffset;
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partOffset += part.quadIndices.size() * sizeof(int);
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partOffset += part.triangleIndices.size() * sizeof(int);
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}
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}
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_calculatedMeshPartOffsetValid = true;
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}
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}
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// TODO: we seem to call this too often when things haven't actually changed... look into optimizing this
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// Any script might trigger findRayIntersectionAgainstSubMeshes (and maybe convexHullContains), so these
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// can occur multiple times. In addition, rendering does it's own ray picking in order to decide which
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@ -675,7 +699,8 @@ void Model::recalculateMeshBoxes(bool pickAgainstTriangles) {
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_calculatedMeshTriangles.clear();
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_calculatedMeshTriangles.resize(numberOfMeshes);
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_calculatedMeshPartBoxes.clear();
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_calculatedMeshPartOffet.clear();
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_calculatedMeshPartOffset.clear();
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_calculatedMeshPartOffsetValid = false;
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for (int i = 0; i < numberOfMeshes; i++) {
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const FBXMesh& mesh = geometry.meshes.at(i);
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Extents scaledMeshExtents = calculateScaledOffsetExtents(mesh.meshExtents);
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@ -770,7 +795,7 @@ void Model::recalculateMeshBoxes(bool pickAgainstTriangles) {
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}
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}
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_calculatedMeshPartBoxes[QPair<int,int>(i, j)] = thisPartBounds;
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_calculatedMeshPartOffet[QPair<int,int>(i, j)] = partOffset;
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_calculatedMeshPartOffset[QPair<int,int>(i, j)] = partOffset;
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partOffset += part.quadIndices.size() * sizeof(int);
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partOffset += part.triangleIndices.size() * sizeof(int);
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@ -778,6 +803,7 @@ void Model::recalculateMeshBoxes(bool pickAgainstTriangles) {
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}
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_calculatedMeshTriangles[i] = thisMeshTriangles;
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_calculatedMeshPartBoxesValid = true;
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_calculatedMeshPartOffsetValid = true;
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}
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}
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_calculatedMeshBoxesValid = true;
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@ -786,16 +812,6 @@ void Model::recalculateMeshBoxes(bool pickAgainstTriangles) {
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}
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void Model::renderSetup(RenderArgs* args) {
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// if we don't have valid mesh boxes, calculate them now, this only matters in cases
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// where our caller has passed RenderArgs which will include a view frustum we can cull
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// against. We cache the results of these calculations so long as the model hasn't been
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// simulated and the mesh hasn't changed.
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if (args && !_calculatedMeshBoxesValid) {
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_mutex.lock();
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recalculateMeshBoxes();
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_mutex.unlock();
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}
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// set up dilated textures on first render after load/simulate
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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if (_dilatedTextures.isEmpty()) {
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@ -1342,18 +1358,15 @@ void Model::snapToRegistrationPoint() {
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}
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void Model::simulate(float deltaTime, bool fullUpdate) {
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/*
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qDebug() << "Model::simulate()";
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qDebug() << " _translation:" << _translation;
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qDebug() << " _rotation:" << _rotation;
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*/
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fullUpdate = updateGeometry() || fullUpdate || (_scaleToFit && !_scaledToFit)
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|| (_snapModelToRegistrationPoint && !_snappedToRegistrationPoint);
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if (isActive() && fullUpdate) {
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// NOTE: this seems problematic... need to review
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_calculatedMeshBoxesValid = false; // if we have to simulate, we need to assume our mesh boxes are all invalid
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// NOTE: This is overly aggressive and we are invalidating the MeshBoxes when in fact they may not be invalid
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// they really only become invalid if something about the transform to world space has changed. This is
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// not too bad at this point, because it doesn't impact rendering. However it does slow down ray picking
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// because ray picking needs valid boxes to work
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_calculatedMeshBoxesValid = false;
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_calculatedMeshTrianglesValid = false;
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// check for scale to fit
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@ -1761,10 +1774,6 @@ void Model::setupBatchTransform(gpu::Batch& batch, RenderArgs* args) {
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}
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AABox Model::getPartBounds(int meshIndex, int partIndex) {
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if (!_calculatedMeshPartBoxesValid || !_calculatedMeshBoxesValid) {
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recalculateMeshBoxes(true);
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}
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if (meshIndex < _meshStates.size()) {
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const MeshState& state = _meshStates.at(meshIndex);
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bool isSkinned = state.clusterMatrices.size() > 1;
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@ -1774,7 +1783,7 @@ AABox Model::getPartBounds(int meshIndex, int partIndex) {
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}
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}
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if (_calculatedMeshPartBoxesValid && _calculatedMeshPartBoxes.contains(QPair<int,int>(meshIndex, partIndex))) {
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if (_geometry->getFBXGeometry().meshes.size() > meshIndex) {
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// FIX ME! - This is currently a hack because for some mesh parts our efforts to calculate the bounding
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// box of the mesh part fails. It seems to create boxes that are not consistent with where the
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@ -1795,15 +1804,13 @@ AABox Model::getPartBounds(int meshIndex, int partIndex) {
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}
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void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool translucent) {
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if (!_readyWhenAdded) {
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return; // bail asap
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}
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// we always need these properly calculated before we can render, this will likely already have been done
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// since the engine will call our getPartBounds() before rendering us.
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if (!_calculatedMeshPartBoxesValid || !_calculatedMeshBoxesValid) {
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recalculateMeshBoxes(true);
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// We need to make sure we have valid offsets calculated before we can render
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if (!_calculatedMeshPartOffsetValid) {
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recalculateMeshPartOffsets();
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}
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auto textureCache = DependencyManager::get<TextureCache>();
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@ -2011,7 +2018,7 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
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}
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}
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qint64 offset = _calculatedMeshPartOffet[QPair<int,int>(meshIndex, partIndex)];
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qint64 offset = _calculatedMeshPartOffset[QPair<int,int>(meshIndex, partIndex)];
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if (part.quadIndices.size() > 0) {
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batch.drawIndexed(gpu::QUADS, part.quadIndices.size(), offset);
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@ -369,7 +369,8 @@ private:
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};
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QHash<QPair<int,int>, AABox> _calculatedMeshPartBoxes; // world coordinate AABoxes for all sub mesh part boxes
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QHash<QPair<int,int>, qint64> _calculatedMeshPartOffet;
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QHash<QPair<int,int>, qint64> _calculatedMeshPartOffset;
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bool _calculatedMeshPartOffsetValid;
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bool _calculatedMeshPartBoxesValid;
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@ -381,6 +382,7 @@ private:
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QMutex _mutex;
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void recalculateMeshBoxes(bool pickAgainstTriangles = false);
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void recalculateMeshPartOffsets();
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void segregateMeshGroups(); // used to calculate our list of translucent vs opaque meshes
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