re-enable cauterization of meshes for MyAvatar

This commit is contained in:
Andrew Meadows 2017-01-18 18:35:48 -08:00
parent 1a3fa84985
commit bfbef91f53
7 changed files with 141 additions and 112 deletions

View file

@ -1047,6 +1047,7 @@ void Avatar::setModelURLFinished(bool success) {
static std::shared_ptr<Model> allocateAttachmentModel(bool isSoft, RigPointer rigOverride) {
if (isSoft) {
// cast to std::shared_ptr<Model>
// TODO: re-enable cauterization for the SoftAttachmentModel when this is MyAvatar
return std::dynamic_pointer_cast<Model>(std::make_shared<SoftAttachmentModel>(std::make_shared<Rig>(), nullptr, rigOverride));
} else {
return std::make_shared<Model>(std::make_shared<Rig>());

View file

@ -44,6 +44,9 @@ void CauterizedMeshPartPayload::updateTransformForSkinnedCauterizedMesh(const Tr
_cauterizedTransform = _transform;
}
}
} else {
_worldBound = _localBound;
_worldBound.transform(_drawTransform);
}
}
@ -51,10 +54,10 @@ void CauterizedMeshPartPayload::bindTransform(gpu::Batch& batch, const render::S
// Still relying on the raw data from the model
const Model::MeshState& state = _model->getMeshState(_meshIndex);
SkeletonModel* skeleton = static_cast<SkeletonModel*>(_model);
bool canCauterize = (renderMode == RenderArgs::RenderMode::SHADOW_RENDER_MODE);
bool useCauterizedMesh = (renderMode != RenderArgs::RenderMode::SHADOW_RENDER_MODE) && skeleton->getEnableCauterization();
if (state.clusterBuffer) {
if (canCauterize && skeleton->getCauterizeBones()) {
if (useCauterizedMesh) {
const Model::MeshState& cState = skeleton->getCauterizeMeshState(_meshIndex);
batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::SKINNING, cState.clusterBuffer);
} else {
@ -62,7 +65,7 @@ void CauterizedMeshPartPayload::bindTransform(gpu::Batch& batch, const render::S
}
batch.setModelTransform(_transform);
} else {
if (canCauterize && skeleton->getCauterizeBones()) {
if (useCauterizedMesh) {
batch.setModelTransform(_cauterizedTransform);
} else {
batch.setModelTransform(_transform);

View file

@ -9,9 +9,6 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
//#include <glm/gtx/transform.hpp>
//#include <QMultiMap>
#include "CauterizedModel.h"
#include <AbstractViewStateInterface.h>
@ -21,7 +18,8 @@
#include "CauterizedMeshPartPayload.h"
CauterizedModel::CauterizedModel(RigPointer rig, QObject* parent) : Model(rig, parent) {
CauterizedModel::CauterizedModel(RigPointer rig, QObject* parent) :
Model(rig, parent) {
}
CauterizedModel::~CauterizedModel() {
@ -32,15 +30,64 @@ void CauterizedModel::deleteGeometry() {
_cauterizeMeshStates.clear();
}
// Called within Model::simulate call, below.
void CauterizedModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
Model::updateRig(deltaTime, parentTransform);
_needsUpdateClusterMatrices = true;
bool CauterizedModel::updateGeometry() {
bool needsFullUpdate = Model::updateGeometry();
if (_isCauterized && needsFullUpdate) {
assert(_cauterizeMeshStates.empty());
const FBXGeometry& fbxGeometry = getFBXGeometry();
foreach (const FBXMesh& mesh, fbxGeometry.meshes) {
Model::MeshState state;
state.clusterMatrices.resize(mesh.clusters.size());
_cauterizeMeshStates.append(state);
}
}
return needsFullUpdate;
}
void CauterizedModel::createVisibleRenderItemSet() {
// Temporary HACK: use base class method for now
Model::createVisibleRenderItemSet();
if (_isCauterized) {
assert(isLoaded());
const auto& meshes = _renderGeometry->getMeshes();
// all of our mesh vectors must match in size
if ((int)meshes.size() != _meshStates.size()) {
qCDebug(renderlogging) << "WARNING!!!! Mesh Sizes don't match! We will not segregate mesh groups yet.";
return;
}
// We should not have any existing renderItems if we enter this section of code
Q_ASSERT(_modelMeshRenderItemsSet.isEmpty());
_modelMeshRenderItemsSet.clear();
Transform transform;
transform.setTranslation(_translation);
transform.setRotation(_rotation);
Transform offset;
offset.setScale(_scale);
offset.postTranslate(_offset);
// Run through all of the meshes, and place them into their segregated, but unsorted buckets
int shapeID = 0;
uint32_t numMeshes = (uint32_t)meshes.size();
for (uint32_t i = 0; i < numMeshes; i++) {
const auto& mesh = meshes.at(i);
if (!mesh) {
continue;
}
// Create the render payloads
int numParts = (int)mesh->getNumParts();
for (int partIndex = 0; partIndex < numParts; partIndex++) {
auto ptr = std::make_shared<CauterizedMeshPartPayload>(this, i, partIndex, shapeID, transform, offset);
_modelMeshRenderItemsSet << std::static_pointer_cast<ModelMeshPartPayload>(ptr);
shapeID++;
}
}
} else {
Model::createVisibleRenderItemSet();
}
}
void CauterizedModel::createCollisionRenderItemSet() {
@ -48,19 +95,10 @@ void CauterizedModel::createCollisionRenderItemSet() {
Model::createCollisionRenderItemSet();
}
bool CauterizedModel::updateGeometry() {
bool needsFullUpdate = Model::updateGeometry();
if (needsFullUpdate) {
if (_rig->jointStatesEmpty() && getFBXGeometry().joints.size() > 0) {
const FBXGeometry& fbxGeometry = getFBXGeometry();
foreach (const FBXMesh& mesh, fbxGeometry.meshes) {
Model::MeshState state;
state.clusterMatrices.resize(mesh.clusters.size());
_cauterizeMeshStates.append(state);
}
}
}
return needsFullUpdate;
// Called within Model::simulate call, below.
void CauterizedModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
Model::updateRig(deltaTime, parentTransform);
_needsUpdateClusterMatrices = true;
}
void CauterizedModel::updateClusterMatrices() {
@ -147,90 +185,71 @@ void CauterizedModel::updateClusterMatrices() {
}
void CauterizedModel::updateRenderItems() {
// Temporary HACK: use base class method for now
Model::updateRenderItems();
}
#ifdef FOO
// TODO: finish implementing this
void CauterizedModel::updateRenderItems() {
if (!_addedToScene) {
return;
}
glm::vec3 scale = getScale();
if (_collisionGeometry) {
// _collisionGeometry is already scaled
scale = glm::vec3(1.0f);
}
_needsUpdateClusterMatrices = true;
_renderItemsNeedUpdate = false;
// queue up this work for later processing, at the end of update and just before rendering.
// the application will ensure only the last lambda is actually invoked.
void* key = (void*)this;
std::weak_ptr<Model> weakSelf = shared_from_this();
AbstractViewStateInterface::instance()->pushPostUpdateLambda(key, [weakSelf, scale]() {
// do nothing, if the model has already been destroyed.
auto self = weakSelf.lock();
if (!self) {
if (_isCauterized) {
if (!_addedToScene) {
return;
}
render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();
Transform modelTransform;
modelTransform.setTranslation(self->getTranslation());
modelTransform.setRotation(self->getRotation());
Transform scaledModelTransform(modelTransform);
scaledModelTransform.setScale(scale);
uint32_t deleteGeometryCounter = self->getGeometryCounter();
// TODO: handle two cases:
// (a) our payloads are of type ModelMeshPartPayload
// (b) our payloads are of type ModelMeshPartPayload
render::PendingChanges pendingChanges;
QList<render::ItemID> keys = self->getRenderItems().keys();
foreach (auto itemID, keys) {
pendingChanges.updateItem<CauterizedMeshPartPayload>(itemID, [modelTransform, deleteGeometryCounter](CauterizedMeshPartPayload& data) {
if (data._model && data._model->isLoaded()) {
if (!data.hasStartedFade() && data._model->getGeometry()->areTexturesLoaded()) {
data.startFade();
}
// Ensure the model geometry was not reset between frames
if (deleteGeometryCounter == data._model->getGeometryCounter()) {
// lazy update of cluster matrices used for rendering. We need to update them here, so we can correctly update the bounding box.
data._model->updateClusterMatrices();
// update the model transform and bounding box for this render item.
const Model::MeshState& state = data._model->getMeshState(data._meshIndex);
CauterizedModel* cModel = static_cast<CauterizedModel*>(data._model);
const Model::MeshState& cState = cModel->_cauterizeMeshStates.at(data._meshIndex);
data.updateTransformForSkinnedCauterizedMesh(modelTransform, state.clusterMatrices, cState.clusterMatrices);
}
}
});
glm::vec3 scale = getScale();
if (_collisionGeometry) {
// _collisionGeometry is already scaled
scale = glm::vec3(1.0f);
}
_needsUpdateClusterMatrices = true;
_renderItemsNeedUpdate = false;
/*
// collision mesh does not share the same unit scale as the FBX file's mesh: only apply offset
Transform collisionMeshOffset;
collisionMeshOffset.setIdentity();
foreach (auto itemID, self->_collisionRenderItems.keys()) {
pendingChanges.updateItem<MeshPartPayload>(itemID, [scaledModelTransform, collisionMeshOffset](MeshPartPayload& data) {
// update the model transform for this render item.
data.updateTransform(scaledModelTransform, collisionMeshOffset);
});
}
*/
// queue up this work for later processing, at the end of update and just before rendering.
// the application will ensure only the last lambda is actually invoked.
void* key = (void*)this;
std::weak_ptr<Model> weakSelf = shared_from_this();
AbstractViewStateInterface::instance()->pushPostUpdateLambda(key, [weakSelf, scale]() {
// do nothing, if the model has already been destroyed.
auto self = weakSelf.lock();
if (!self) {
return;
}
scene->enqueuePendingChanges(pendingChanges);
});
render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();
Transform modelTransform;
modelTransform.setTranslation(self->getTranslation());
modelTransform.setRotation(self->getRotation());
Transform scaledModelTransform(modelTransform);
scaledModelTransform.setScale(scale);
uint32_t deleteGeometryCounter = self->getGeometryCounter();
render::PendingChanges pendingChanges;
QList<render::ItemID> keys = self->getRenderItems().keys();
foreach (auto itemID, keys) {
pendingChanges.updateItem<CauterizedMeshPartPayload>(itemID, [modelTransform, deleteGeometryCounter](CauterizedMeshPartPayload& data) {
if (data._model && data._model->isLoaded()) {
if (!data.hasStartedFade() && data._model->getGeometry()->areTexturesLoaded()) {
data.startFade();
}
// Ensure the model geometry was not reset between frames
if (deleteGeometryCounter == data._model->getGeometryCounter()) {
// lazy update of cluster matrices used for rendering. We need to update them here, so we can correctly update the bounding box.
data._model->updateClusterMatrices();
// update the model transform and bounding box for this render item.
const Model::MeshState& state = data._model->getMeshState(data._meshIndex);
CauterizedModel* cModel = static_cast<CauterizedModel*>(data._model);
assert(data._meshIndex < cModel->_cauterizeMeshStates.size());
const Model::MeshState& cState = cModel->_cauterizeMeshStates.at(data._meshIndex);
data.updateTransformForSkinnedCauterizedMesh(modelTransform, state.clusterMatrices, cState.clusterMatrices);
}
}
});
}
scene->enqueuePendingChanges(pendingChanges);
});
} else {
Model::updateRenderItems();
}
}
#endif // FOO
const Model::MeshState& CauterizedModel::getCauterizeMeshState(int index) const {
assert(index < _meshStates.size());

View file

@ -22,19 +22,22 @@ public:
CauterizedModel(RigPointer rig, QObject* parent);
virtual ~CauterizedModel();
void deleteGeometry() override;
virtual void updateRig(float deltaTime, glm::mat4 parentTransform) override;
void flagAsCauterized() { _isCauterized = true; }
bool getIsCauterized() const { return _isCauterized; }
void setCauterizeBones(bool flag) { _cauterizeBones = flag; }
bool getCauterizeBones() const { return _cauterizeBones; }
void setEnableCauterization(bool flag) { _enableCauterization = flag; }
bool getEnableCauterization() const { return _enableCauterization; }
const std::unordered_set<int>& getCauterizeBoneSet() const { return _cauterizeBoneSet; }
void setCauterizeBoneSet(const std::unordered_set<int>& boneSet) { _cauterizeBoneSet = boneSet; }
void deleteGeometry() override;
bool updateGeometry() override;
void createVisibleRenderItemSet() override;
void createCollisionRenderItemSet() override;
bool updateGeometry() override;
virtual void updateRig(float deltaTime, glm::mat4 parentTransform) override;
virtual void updateClusterMatrices() override;
void updateRenderItems() override;
@ -43,7 +46,8 @@ public:
protected:
std::unordered_set<int> _cauterizeBoneSet;
QVector<Model::MeshState> _cauterizeMeshStates;
bool _cauterizeBones { false };
bool _isCauterized { false };
bool _enableCauterization { false };
};
#endif // hifi_CauterizedModel_h

View file

@ -116,12 +116,12 @@ MyAvatar::MyAvatar(RigPointer rig) :
_hmdAtRestDetector(glm::vec3(0), glm::quat())
{
using namespace recording;
_skeletonModel->flagAsCauterized();
for (int i = 0; i < MAX_DRIVE_KEYS; i++) {
_driveKeys[i] = 0.0f;
}
// Necessary to select the correct slot
using SlotType = void(MyAvatar::*)(const glm::vec3&, bool, const glm::quat&, bool);
@ -1592,7 +1592,7 @@ void MyAvatar::preDisplaySide(RenderArgs* renderArgs) {
// toggle using the cauterizedBones depending on where the camera is and the rendering pass type.
const bool shouldDrawHead = shouldRenderHead(renderArgs);
if (shouldDrawHead != _prevShouldDrawHead) {
_skeletonModel->setCauterizeBones(!shouldDrawHead);
_skeletonModel->setEnableCauterization(!shouldDrawHead);
}
_prevShouldDrawHead = shouldDrawHead;
}

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@ -38,7 +38,6 @@ int SoftAttachmentModel::getJointIndexOverride(int i) const {
// virtual
// use the _rigOverride matrices instead of the Model::_rig
void SoftAttachmentModel::updateClusterMatrices() {
// adebug TODO: this needs work?
if (!_needsUpdateClusterMatrices) {
return;
}

View file

@ -370,6 +370,9 @@ void ModelMeshPartPayload::updateTransformForSkinnedMesh(const Transform& transf
_worldBound += clusterBound;
}
_worldBound.transform(transform);
} else {
_worldBound = _localBound;
_worldBound.transform(_drawTransform);
}
}