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https://github.com/JulianGro/overte.git
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Merge pull request #3787 from samcake/temp0
Simplified the Transform usage in the gpu::api
This commit is contained in:
commit
e509a4c41a
9 changed files with 161 additions and 149 deletions
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@ -160,7 +160,7 @@ Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) :
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_lastQueriedViewFrustum(),
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_lastQueriedTime(usecTimestampNow()),
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_mirrorViewRect(QRect(MIRROR_VIEW_LEFT_PADDING, MIRROR_VIEW_TOP_PADDING, MIRROR_VIEW_WIDTH, MIRROR_VIEW_HEIGHT)),
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_viewTransform(new gpu::Transform()),
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_viewTransform(),
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_scaleMirror(1.0f),
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_rotateMirror(0.0f),
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_raiseMirror(0.0f),
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@ -2911,13 +2911,13 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
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// Equivalent to what is happening with _untranslatedViewMatrix and the _viewMatrixTranslation
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// the viewTransofmr object is updatded with the correct values and saved,
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// this is what is used for rendering the Entities and avatars
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gpu::Transform viewTransform;
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Transform viewTransform;
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viewTransform.setTranslation(whichCamera.getPosition());
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viewTransform.setRotation(rotation);
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viewTransform.postTranslate(eyeOffsetPos);
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viewTransform.postRotate(eyeOffsetOrient);
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if (whichCamera.getMode() == CAMERA_MODE_MIRROR) {
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viewTransform.setScale(gpu::Transform::Vec3(-1.0f, 1.0f, 1.0f));
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viewTransform.setScale(Transform::Vec3(-1.0f, 1.0f, 1.0f));
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}
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setViewTransform(viewTransform);
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@ -3117,8 +3117,8 @@ void Application::updateUntranslatedViewMatrix(const glm::vec3& viewMatrixTransl
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_viewMatrixTranslation = viewMatrixTranslation;
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}
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void Application::setViewTransform(const gpu::Transform& view) {
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(*_viewTransform) = view;
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void Application::setViewTransform(const Transform& view) {
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_viewTransform = view;
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}
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void Application::loadTranslatedViewMatrix(const glm::vec3& translation) {
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@ -232,8 +232,8 @@ public:
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const glm::vec3& getViewMatrixTranslation() const { return _viewMatrixTranslation; }
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void setViewMatrixTranslation(const glm::vec3& translation) { _viewMatrixTranslation = translation; }
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const gpu::TransformPointer& getViewTransform() const { return _viewTransform; }
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void setViewTransform(const gpu::Transform& view);
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const Transform& getViewTransform() const { return _viewTransform; }
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void setViewTransform(const Transform& view);
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/// if you need to access the application settings, use lockSettings()/unlockSettings()
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QSettings* lockSettings() { _settingsMutex.lock(); return _settings; }
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@ -526,7 +526,7 @@ private:
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QRect _mirrorViewRect;
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RearMirrorTools* _rearMirrorTools;
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gpu::TransformPointer _viewTransform;
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Transform _viewTransform;
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glm::mat4 _untranslatedViewMatrix;
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glm::vec3 _viewMatrixTranslation;
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glm::mat4 _projectionMatrix;
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@ -135,19 +135,19 @@ void Batch::setIndexBuffer(Type type, const BufferPointer& buffer, Offset offset
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_params.push_back(type);
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}
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void Batch::setModelTransform(const TransformPointer& model) {
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void Batch::setModelTransform(const Transform& model) {
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ADD_COMMAND(setModelTransform);
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_params.push_back(_transforms.cache(model));
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}
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void Batch::setViewTransform(const TransformPointer& view) {
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void Batch::setViewTransform(const Transform& view) {
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ADD_COMMAND(setViewTransform);
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_params.push_back(_transforms.cache(view));
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}
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void Batch::setProjectionTransform(const TransformPointer& proj) {
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void Batch::setProjectionTransform(const Transform& proj) {
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ADD_COMMAND(setProjectionTransform);
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_params.push_back(_transforms.cache(proj));
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@ -50,10 +50,6 @@ enum Primitive {
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NUM_PRIMITIVES,
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};
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typedef ::Transform Transform;
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typedef QSharedPointer< ::gpu::Transform > TransformPointer;
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typedef std::vector< TransformPointer > Transforms;
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class Batch {
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public:
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typedef Stream::Slot Slot;
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@ -87,9 +83,9 @@ public:
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// finaly projected into the clip space by the projection transform
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// WARNING: ViewTransform transform from eye space to world space, its inverse is composed
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// with the ModelTransformu to create the equivalent of the glModelViewMatrix
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void setModelTransform(const TransformPointer& model);
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void setViewTransform(const TransformPointer& view);
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void setProjectionTransform(const TransformPointer& proj);
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void setModelTransform(const Transform& model);
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void setViewTransform(const Transform& view);
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void setProjectionTransform(const Transform& proj);
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// TODO: As long as we have gl calls explicitely issued from interface
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@ -258,35 +254,35 @@ public:
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template <typename T>
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class Cache {
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public:
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typedef QSharedPointer<T> Pointer;
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Pointer _pointer;
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Cache<T>(const Pointer& pointer) : _pointer(pointer) {}
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typedef T Data;
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Data _data;
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Cache<T>(const Data& data) : _data(data) {}
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class Vector {
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public:
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std::vector< Cache<T> > _pointers;
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std::vector< Cache<T> > _items;
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uint32 cache(const Pointer& pointer) {
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uint32 offset = _pointers.size();
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_pointers.push_back(Cache<T>(pointer));
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uint32 cache(const Data& data) {
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uint32 offset = _items.size();
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_items.push_back(Cache<T>(data));
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return offset;
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}
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Pointer get(uint32 offset) {
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if (offset >= _pointers.size()) {
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return Pointer();
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Data get(uint32 offset) {
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if (offset >= _items.size()) {
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return Data();
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}
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return (_pointers.data() + offset)->_pointer;
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return (_items.data() + offset)->_data;
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}
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void clear() {
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_pointers.clear();
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_items.clear();
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}
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};
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};
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typedef Cache<Buffer>::Vector BufferCaches;
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typedef Cache<Stream::Format>::Vector StreamFormatCaches;
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typedef Cache<BufferPointer>::Vector BufferCaches;
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typedef Cache<Stream::FormatPointer>::Vector StreamFormatCaches;
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typedef Cache<Transform>::Vector TransformCaches;
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typedef unsigned char Byte;
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@ -113,15 +113,7 @@ static const GLenum _elementTypeToGLType[NUM_TYPES]= {
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GLBackend::GLBackend() :
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_needInputFormatUpdate(true),
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_inputFormat(0),
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_inputBuffersState(0),
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_inputBuffers(_inputBuffersState.size(), BufferPointer(0)),
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_inputBufferOffsets(_inputBuffersState.size(), 0),
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_inputBufferStrides(_inputBuffersState.size(), 0),
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_indexBuffer(0),
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_indexBufferOffset(0),
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_inputAttributeActivation(0),
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_input(),
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_transform()
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{
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@ -203,9 +195,9 @@ void GLBackend::do_drawIndexed(Batch& batch, uint32 paramOffset) {
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uint32 numIndices = batch._params[paramOffset + 1]._uint;
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uint32 startIndex = batch._params[paramOffset + 0]._uint;
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GLenum glType = _elementTypeToGLType[_indexBufferType];
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GLenum glType = _elementTypeToGLType[_input._indexBufferType];
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glDrawElements(mode, numIndices, glType, reinterpret_cast<GLvoid*>(startIndex + _indexBufferOffset));
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glDrawElements(mode, numIndices, glType, reinterpret_cast<GLvoid*>(startIndex + _input._indexBufferOffset));
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CHECK_GL_ERROR();
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}
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@ -220,9 +212,9 @@ void GLBackend::do_drawIndexedInstanced(Batch& batch, uint32 paramOffset) {
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void GLBackend::do_setInputFormat(Batch& batch, uint32 paramOffset) {
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Stream::FormatPointer format = batch._streamFormats.get(batch._params[paramOffset]._uint);
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if (format != _inputFormat) {
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_inputFormat = format;
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_needInputFormatUpdate = true;
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if (format != _input._format) {
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_input._format = format;
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_input._invalidFormat = true;
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}
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}
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@ -233,10 +225,10 @@ void GLBackend::do_setInputBuffer(Batch& batch, uint32 paramOffset) {
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uint32 channel = batch._params[paramOffset + 3]._uint;
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if (channel < getNumInputBuffers()) {
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_inputBuffers[channel] = buffer;
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_inputBufferOffsets[channel] = offset;
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_inputBufferStrides[channel] = stride;
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_inputBuffersState.set(channel);
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_input._buffers[channel] = buffer;
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_input._bufferOffsets[channel] = offset;
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_input._bufferStrides[channel] = stride;
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_input._buffersState.set(channel);
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}
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}
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@ -252,14 +244,14 @@ static const GLenum attributeSlotToClassicAttribName[NUM_CLASSIC_ATTRIBS] = {
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#endif
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void GLBackend::updateInput() {
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if (_needInputFormatUpdate || _inputBuffersState.any()) {
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if (_input._invalidFormat || _input._buffersState.any()) {
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if (_needInputFormatUpdate) {
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InputActivationCache newActivation;
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if (_input._invalidFormat) {
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InputStageState::ActivationCache newActivation;
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// Check expected activation
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if (_inputFormat) {
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const Stream::Format::AttributeMap& attributes = _inputFormat->getAttributes();
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if (_input._format) {
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const Stream::Format::AttributeMap& attributes = _input._format->getAttributes();
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for (Stream::Format::AttributeMap::const_iterator it = attributes.begin(); it != attributes.end(); it++) {
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const Stream::Attribute& attrib = (*it).second;
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newActivation.set(attrib._slot);
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@ -269,7 +261,7 @@ void GLBackend::updateInput() {
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// Manage Activation what was and what is expected now
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for (unsigned int i = 0; i < newActivation.size(); i++) {
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bool newState = newActivation[i];
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if (newState != _inputAttributeActivation[i]) {
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if (newState != _input._attributeActivation[i]) {
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#if defined(SUPPORT_LEGACY_OPENGL)
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if (i < NUM_CLASSIC_ATTRIBS) {
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if (newState) {
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@ -290,31 +282,31 @@ void GLBackend::updateInput() {
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}
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CHECK_GL_ERROR();
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_inputAttributeActivation.flip(i);
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_input._attributeActivation.flip(i);
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}
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}
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}
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// now we need to bind the buffers and assign the attrib pointers
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if (_inputFormat) {
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const Buffers& buffers = _inputBuffers;
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const Offsets& offsets = _inputBufferOffsets;
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const Offsets& strides = _inputBufferStrides;
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if (_input._format) {
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const Buffers& buffers = _input._buffers;
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const Offsets& offsets = _input._bufferOffsets;
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const Offsets& strides = _input._bufferStrides;
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const Stream::Format::AttributeMap& attributes = _inputFormat->getAttributes();
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const Stream::Format::AttributeMap& attributes = _input._format->getAttributes();
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for (Stream::Format::ChannelMap::const_iterator channelIt = _inputFormat->getChannels().begin();
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channelIt != _inputFormat->getChannels().end();
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for (Stream::Format::ChannelMap::const_iterator channelIt = _input._format->getChannels().begin();
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channelIt != _input._format->getChannels().end();
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channelIt++) {
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const Stream::Format::ChannelMap::value_type::second_type& channel = (*channelIt).second;
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if ((*channelIt).first < buffers.size()) {
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int bufferNum = (*channelIt).first;
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if (_inputBuffersState.test(bufferNum) || _needInputFormatUpdate) {
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if (_input._buffersState.test(bufferNum) || _input._invalidFormat) {
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GLuint vbo = gpu::GLBackend::getBufferID((*buffers[bufferNum]));
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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CHECK_GL_ERROR();
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_inputBuffersState[bufferNum] = false;
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_input._buffersState[bufferNum] = false;
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for (unsigned int i = 0; i < channel._slots.size(); i++) {
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const Stream::Attribute& attrib = attributes.at(channel._slots[i]);
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@ -354,7 +346,7 @@ void GLBackend::updateInput() {
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}
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}
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// everything format related should be in sync now
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_needInputFormatUpdate = false;
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_input._invalidFormat = false;
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}
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/* TODO: Fancy version GL4.4
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@ -415,10 +407,10 @@ void GLBackend::updateInput() {
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void GLBackend::do_setIndexBuffer(Batch& batch, uint32 paramOffset) {
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_indexBufferType = (Type) batch._params[paramOffset + 2]._uint;
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_input._indexBufferType = (Type) batch._params[paramOffset + 2]._uint;
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BufferPointer indexBuffer = batch._buffers.get(batch._params[paramOffset + 1]._uint);
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_indexBufferOffset = batch._params[paramOffset + 0]._uint;
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_indexBuffer = indexBuffer;
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_input._indexBufferOffset = batch._params[paramOffset + 0]._uint;
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_input._indexBuffer = indexBuffer;
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if (indexBuffer) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, getBufferID(*indexBuffer));
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} else {
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@ -430,30 +422,18 @@ void GLBackend::do_setIndexBuffer(Batch& batch, uint32 paramOffset) {
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// Transform Stage
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void GLBackend::do_setModelTransform(Batch& batch, uint32 paramOffset) {
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TransformPointer modelTransform = batch._transforms.get(batch._params[paramOffset]._uint);
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if (_transform._model.isNull() || (modelTransform != _transform._model)) {
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_transform._model = modelTransform;
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_transform._invalidModel = true;
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}
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_transform._model = batch._transforms.get(batch._params[paramOffset]._uint);
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_transform._invalidModel = true;
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}
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void GLBackend::do_setViewTransform(Batch& batch, uint32 paramOffset) {
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TransformPointer viewTransform = batch._transforms.get(batch._params[paramOffset]._uint);
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if (_transform._view.isNull() || (viewTransform != _transform._view)) {
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_transform._view = viewTransform;
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_transform._invalidView = true;
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}
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_transform._view = batch._transforms.get(batch._params[paramOffset]._uint);
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_transform._invalidView = true;
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}
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void GLBackend::do_setProjectionTransform(Batch& batch, uint32 paramOffset) {
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TransformPointer projectionTransform = batch._transforms.get(batch._params[paramOffset]._uint);
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if (_transform._projection.isNull() || (projectionTransform != _transform._projection)) {
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_transform._projection = projectionTransform;
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_transform._invalidProj = true;
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}
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_transform._projection = batch._transforms.get(batch._params[paramOffset]._uint);
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_transform._invalidProj = true;
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}
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void GLBackend::updateTransform() {
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@ -468,28 +448,28 @@ void GLBackend::updateTransform() {
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}
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if (_transform._invalidModel || _transform._invalidView) {
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if (!_transform._model.isNull()) {
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if (!_transform._model.isIdentity()) {
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if (_transform._lastMode != GL_MODELVIEW) {
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glMatrixMode(GL_MODELVIEW);
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_transform._lastMode = GL_MODELVIEW;
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}
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Transform::Mat4 modelView;
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if (!_transform._view.isNull()) {
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if (!_transform._view.isIdentity()) {
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Transform mvx;
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Transform::inverseMult(mvx, (*_transform._view), (*_transform._model));
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Transform::inverseMult(mvx, _transform._view, _transform._model);
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mvx.getMatrix(modelView);
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} else {
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_transform._model->getMatrix(modelView);
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_transform._model.getMatrix(modelView);
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}
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glLoadMatrixf(reinterpret_cast< const GLfloat* >(&modelView));
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} else {
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if (!_transform._view.isNull()) {
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if (!_transform._view.isIdentity()) {
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if (_transform._lastMode != GL_MODELVIEW) {
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glMatrixMode(GL_MODELVIEW);
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_transform._lastMode = GL_MODELVIEW;
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}
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Transform::Mat4 modelView;
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_transform._view->getInverseMatrix(modelView);
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_transform._view.getInverseMatrix(modelView);
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glLoadMatrixf(reinterpret_cast< const GLfloat* >(&modelView));
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} else {
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// TODO: eventually do something about the matrix when neither view nor model is specified?
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|
|
|
@ -48,7 +48,7 @@ public:
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static const int MAX_NUM_ATTRIBUTES = Stream::NUM_INPUT_SLOTS;
|
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static const int MAX_NUM_INPUT_BUFFERS = 16;
|
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|
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uint32 getNumInputBuffers() const { return _inputBuffersState.size(); }
|
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uint32 getNumInputBuffers() const { return _input._buffersState.size(); }
|
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protected:
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|
@ -62,22 +62,39 @@ protected:
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void do_setInputFormat(Batch& batch, uint32 paramOffset);
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void do_setInputBuffer(Batch& batch, uint32 paramOffset);
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void do_setIndexBuffer(Batch& batch, uint32 paramOffset);
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void updateInput();
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bool _needInputFormatUpdate;
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Stream::FormatPointer _inputFormat;
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typedef std::bitset<MAX_NUM_INPUT_BUFFERS> InputBuffersState;
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InputBuffersState _inputBuffersState;
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struct InputStageState {
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bool _invalidFormat;
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Stream::FormatPointer _format;
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|
||||
Buffers _inputBuffers;
|
||||
Offsets _inputBufferOffsets;
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Offsets _inputBufferStrides;
|
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typedef std::bitset<MAX_NUM_INPUT_BUFFERS> BuffersState;
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BuffersState _buffersState;
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|
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BufferPointer _indexBuffer;
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Offset _indexBufferOffset;
|
||||
Type _indexBufferType;
|
||||
Buffers _buffers;
|
||||
Offsets _bufferOffsets;
|
||||
Offsets _bufferStrides;
|
||||
|
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typedef std::bitset<MAX_NUM_ATTRIBUTES> InputActivationCache;
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InputActivationCache _inputAttributeActivation;
|
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BufferPointer _indexBuffer;
|
||||
Offset _indexBufferOffset;
|
||||
Type _indexBufferType;
|
||||
|
||||
typedef std::bitset<MAX_NUM_ATTRIBUTES> ActivationCache;
|
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ActivationCache _attributeActivation;
|
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|
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InputStageState() :
|
||||
_invalidFormat(true),
|
||||
_format(0),
|
||||
_buffersState(0),
|
||||
_buffers(_buffersState.size(), BufferPointer(0)),
|
||||
_bufferOffsets(_buffersState.size(), 0),
|
||||
_bufferStrides(_buffersState.size(), 0),
|
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_indexBuffer(0),
|
||||
_indexBufferOffset(0),
|
||||
_indexBufferType(UINT32),
|
||||
_attributeActivation(0)
|
||||
{}
|
||||
} _input;
|
||||
|
||||
// Transform Stage
|
||||
void do_setModelTransform(Batch& batch, uint32 paramOffset);
|
||||
|
@ -86,9 +103,9 @@ protected:
|
|||
|
||||
void updateTransform();
|
||||
struct TransformStageState {
|
||||
TransformPointer _model;
|
||||
TransformPointer _view;
|
||||
TransformPointer _projection;
|
||||
Transform _model;
|
||||
Transform _view;
|
||||
Transform _projection;
|
||||
bool _invalidModel;
|
||||
bool _invalidView;
|
||||
bool _invalidProj;
|
||||
|
@ -96,9 +113,9 @@ protected:
|
|||
GLenum _lastMode;
|
||||
|
||||
TransformStageState() :
|
||||
_model(0),
|
||||
_view(0),
|
||||
_projection(0),
|
||||
_model(),
|
||||
_view(),
|
||||
_projection(),
|
||||
_invalidModel(true),
|
||||
_invalidView(true),
|
||||
_invalidProj(true),
|
||||
|
|
|
@ -567,11 +567,11 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
|
|||
|
||||
// Capture the view matrix once for the rendering of this model
|
||||
if (_transforms.empty()) {
|
||||
_transforms.push_back(gpu::TransformPointer(new gpu::Transform()));
|
||||
_transforms.push_back(Transform());
|
||||
}
|
||||
(*_transforms[0]) = gpu::Transform((*Application::getInstance()->getViewTransform()));
|
||||
_transforms[0] = Application::getInstance()->getViewTransform();
|
||||
// apply entity translation offset to the viewTransform in one go (it's a preTranslate because viewTransform goes from world to eye space)
|
||||
_transforms[0]->preTranslate(-_translation);
|
||||
_transforms[0].preTranslate(-_translation);
|
||||
|
||||
batch.setViewTransform(_transforms[0]);
|
||||
|
||||
|
@ -1493,10 +1493,10 @@ void Model::setupBatchTransform(gpu::Batch& batch) {
|
|||
|
||||
// Capture the view matrix once for the rendering of this model
|
||||
if (_transforms.empty()) {
|
||||
_transforms.push_back(gpu::TransformPointer(new gpu::Transform()));
|
||||
_transforms.push_back(Transform());
|
||||
}
|
||||
(*_transforms[0]) = gpu::Transform((*Application::getInstance()->getViewTransform()));
|
||||
_transforms[0]->preTranslate(-_translation);
|
||||
_transforms[0] = Application::getInstance()->getViewTransform();
|
||||
_transforms[0].preTranslate(-_translation);
|
||||
batch.setViewTransform(_transforms[0]);
|
||||
}
|
||||
|
||||
|
@ -2149,10 +2149,9 @@ int Model::renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, fl
|
|||
if (state.clusterMatrices.size() > 1) {
|
||||
GLBATCH(glUniformMatrix4fv)(skinLocations->clusterMatrices, state.clusterMatrices.size(), false,
|
||||
(const float*)state.clusterMatrices.constData());
|
||||
batch.setModelTransform(gpu::TransformPointer());
|
||||
batch.setModelTransform(Transform());
|
||||
} else {
|
||||
gpu::TransformPointer modelTransform(new gpu::Transform(state.clusterMatrices[0]));
|
||||
batch.setModelTransform(modelTransform);
|
||||
batch.setModelTransform(Transform(state.clusterMatrices[0]));
|
||||
}
|
||||
|
||||
if (mesh.blendshapes.isEmpty()) {
|
||||
|
|
|
@ -283,7 +283,7 @@ private:
|
|||
QUrl _url;
|
||||
|
||||
gpu::Buffers _blendedVertexBuffers;
|
||||
gpu::Transforms _transforms;
|
||||
std::vector<Transform> _transforms;
|
||||
gpu::Batch _renderBatch;
|
||||
|
||||
QVector<QVector<QSharedPointer<Texture> > > _dilatedTextures;
|
||||
|
|
|
@ -20,6 +20,8 @@
|
|||
|
||||
#include <bitset>
|
||||
|
||||
#include <memory>
|
||||
|
||||
class Transform {
|
||||
public:
|
||||
typedef glm::mat4 Mat4;
|
||||
|
@ -30,16 +32,16 @@ public:
|
|||
typedef glm::quat Quat;
|
||||
|
||||
Transform() :
|
||||
_translation(0),
|
||||
_rotation(1.0f, 0, 0, 0),
|
||||
_scale(1.0f),
|
||||
_translation(0),
|
||||
_flags(FLAG_CACHE_INVALID_BITSET) // invalid cache
|
||||
{
|
||||
}
|
||||
Transform(const Transform& transform) :
|
||||
_translation(transform._translation),
|
||||
_rotation(transform._rotation),
|
||||
_scale(transform._scale),
|
||||
_translation(transform._translation),
|
||||
_flags(transform._flags)
|
||||
{
|
||||
invalidCache();
|
||||
|
@ -49,6 +51,15 @@ public:
|
|||
}
|
||||
~Transform() {}
|
||||
|
||||
Transform& operator=(const Transform& transform) {
|
||||
_rotation = transform._rotation;
|
||||
_scale = transform._scale;
|
||||
_translation = transform._translation;
|
||||
_flags = transform._flags;
|
||||
invalidCache();
|
||||
return (*this);
|
||||
}
|
||||
|
||||
void setIdentity();
|
||||
|
||||
const Vec3& getTranslation() const;
|
||||
|
@ -89,7 +100,6 @@ public:
|
|||
// Left will be inversed before the multiplication
|
||||
static Transform& inverseMult(Transform& result, const Transform& left, const Transform& right);
|
||||
|
||||
|
||||
protected:
|
||||
|
||||
enum Flag {
|
||||
|
@ -111,14 +121,15 @@ protected:
|
|||
|
||||
|
||||
// TRS
|
||||
Vec3 _translation;
|
||||
Quat _rotation;
|
||||
Vec3 _scale;
|
||||
Vec3 _translation;
|
||||
|
||||
mutable Flags _flags;
|
||||
|
||||
// Cached transform
|
||||
mutable Mat4 _matrix;
|
||||
// TODO: replace this auto ptr by a "unique ptr" as soon as we are compiling in C++11
|
||||
mutable std::auto_ptr<Mat4> _matrix;
|
||||
|
||||
bool isCacheInvalid() const { return _flags[FLAG_CACHE_INVALID]; }
|
||||
void validCache() const { _flags.set(FLAG_CACHE_INVALID, false); }
|
||||
|
@ -135,6 +146,7 @@ protected:
|
|||
void flagNonUniform() { _flags.set(FLAG_NON_UNIFORM, true); }
|
||||
|
||||
void updateCache() const;
|
||||
Mat4& getCachedMatrix(Mat4& result) const;
|
||||
};
|
||||
|
||||
inline void Transform::setIdentity() {
|
||||
|
@ -271,8 +283,25 @@ inline void Transform::postScale(const Vec3& scale) {
|
|||
}
|
||||
|
||||
inline Transform::Mat4& Transform::getMatrix(Transform::Mat4& result) const {
|
||||
updateCache();
|
||||
result = _matrix;
|
||||
if (isRotating()) {
|
||||
Mat3 rot = glm::mat3_cast(_rotation);
|
||||
|
||||
if (isScaling()) {
|
||||
rot[0] *= _scale.x;
|
||||
rot[1] *= _scale.y;
|
||||
rot[2] *= _scale.z;
|
||||
}
|
||||
|
||||
result[0] = Vec4(rot[0], 0.f);
|
||||
result[1] = Vec4(rot[1], 0.f);
|
||||
result[2] = Vec4(rot[2], 0.f);
|
||||
} else {
|
||||
result[0] = Vec4(_scale.x, 0.f, 0.f, 0.f);
|
||||
result[1] = Vec4(0.f, _scale.y, 0.f, 0.f);
|
||||
result[2] = Vec4(0.f, 0.f, _scale.z, 0.f);
|
||||
}
|
||||
|
||||
result[3] = Vec4(_translation, 1.0f);
|
||||
return result;
|
||||
}
|
||||
|
||||
|
@ -369,27 +398,18 @@ inline Transform& Transform::inverseMult( Transform& result, const Transform& le
|
|||
return result;
|
||||
}
|
||||
|
||||
inline Transform::Mat4& Transform::getCachedMatrix(Transform::Mat4& result) const {
|
||||
updateCache();
|
||||
result = (*_matrix);
|
||||
return result;
|
||||
}
|
||||
|
||||
inline void Transform::updateCache() const {
|
||||
if (isCacheInvalid()) {
|
||||
if (isRotating()) {
|
||||
Mat3 rot = glm::mat3_cast(_rotation);
|
||||
|
||||
if (isScaling()) {
|
||||
rot[0] *= _scale.x;
|
||||
rot[1] *= _scale.y;
|
||||
rot[2] *= _scale.z;
|
||||
}
|
||||
|
||||
_matrix[0] = Vec4(rot[0], 0.f);
|
||||
_matrix[1] = Vec4(rot[1], 0.f);
|
||||
_matrix[2] = Vec4(rot[2], 0.f);
|
||||
} else {
|
||||
_matrix[0] = Vec4(_scale.x, 0.f, 0.f, 0.f);
|
||||
_matrix[1] = Vec4(0.f, _scale.y, 0.f, 0.f);
|
||||
_matrix[2] = Vec4(0.f, 0.f, _scale.z, 0.f);
|
||||
if (!_matrix.get()) {
|
||||
_matrix.reset(new Mat4());
|
||||
}
|
||||
|
||||
_matrix[3] = Vec4(_translation, 1.0f);
|
||||
getMatrix((*_matrix));
|
||||
validCache();
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue