move cauterization out of Model class

This commit is contained in:
Andrew Meadows 2017-01-18 10:34:41 -08:00
parent 601223aa98
commit 3dd8fd838b
12 changed files with 430 additions and 115 deletions

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@ -0,0 +1,72 @@
//
// MeshPartPayload.cpp
// interface/src/renderer
//
// Created by Sam Gateau on 10/3/15.
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "CauterizedMeshPartPayload.h"
#include <PerfStat.h>
#include "SkeletonModel.h"
//#include "EntityItem.h"
using namespace render;
CauterizedMeshPartPayload::CauterizedMeshPartPayload(Model* model, int meshIndex, int partIndex, int shapeIndex, const Transform& transform, const Transform& offsetTransform)
: ModelMeshPartPayload(model, meshIndex, partIndex, shapeIndex, transform, offsetTransform) {}
void CauterizedMeshPartPayload::updateTransformForSkinnedCauterizedMesh(const Transform& transform,
const QVector<glm::mat4>& clusterMatrices,
const QVector<glm::mat4>& cauterizedClusterMatrices) {
_transform = transform;
_cauterizedTransform = transform;
if (clusterMatrices.size() > 0) {
_worldBound = AABox();
for (auto& clusterMatrix : clusterMatrices) {
AABox clusterBound = _localBound;
clusterBound.transform(clusterMatrix);
_worldBound += clusterBound;
}
_worldBound.transform(transform);
if (clusterMatrices.size() == 1) {
_transform = _transform.worldTransform(Transform(clusterMatrices[0]));
if (cauterizedClusterMatrices.size() != 0) {
_cauterizedTransform = _cauterizedTransform.worldTransform(Transform(cauterizedClusterMatrices[0]));
} else {
_cauterizedTransform = _transform;
}
}
}
}
void CauterizedMeshPartPayload::bindTransform(gpu::Batch& batch, const render::ShapePipeline::LocationsPointer locations, RenderArgs::RenderMode renderMode) const {
// 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);
if (state.clusterBuffer) {
if (canCauterize && skeleton->getCauterizeBones()) {
const Model::MeshState& cState = skeleton->getCauterizeMeshState(_meshIndex);
batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::SKINNING, cState.clusterBuffer);
} else {
batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::SKINNING, state.clusterBuffer);
}
batch.setModelTransform(_transform);
} else {
if (canCauterize && skeleton->getCauterizeBones()) {
batch.setModelTransform(_cauterizedTransform);
} else {
batch.setModelTransform(_transform);
}
}
}

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@ -0,0 +1,29 @@
//
// CauterizedModelMeshPartPayload.h
// interface/src/avatar
//
// Created by AndrewMeadows 2017.01.17
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_CauterizedMeshPartPayload_h
#define hifi_CauterizedMeshPartPayload_h
#include <MeshPartPayload.h>
class CauterizedMeshPartPayload : public ModelMeshPartPayload {
public:
CauterizedMeshPartPayload(Model* model, int meshIndex, int partIndex, int shapeIndex, const Transform& transform, const Transform& offsetTransform);
void updateTransformForSkinnedCauterizedMesh(const Transform& transform,
const QVector<glm::mat4>& clusterMatrices,
const QVector<glm::mat4>& cauterizedClusterMatrices);
void bindTransform(gpu::Batch& batch, const render::ShapePipeline::LocationsPointer locations, RenderArgs::RenderMode renderMode) const override;
private:
Transform _cauterizedTransform;
};
#endif // hifi_CauterizedMeshPartPayload_h

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@ -0,0 +1,236 @@
//
// CauterizedModel.cpp
// interface/src/avatar
//
// Created by Andrew Meadows 2017.01.17
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// 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>
#include <MeshPartPayload.h>
#include <PerfStat.h>
#include "CauterizedMeshPartPayload.h"
CauterizedModel::CauterizedModel(RigPointer rig, QObject* parent) : Model(rig, parent) {
}
CauterizedModel::~CauterizedModel() {
}
void CauterizedModel::deleteGeometry() {
Model::deleteGeometry();
_cauterizeMeshStates.clear();
}
// Called within Model::simulate call, below.
void CauterizedModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
Model::updateRig(deltaTime, parentTransform);
_needsUpdateClusterMatrices = true;
}
void CauterizedModel::createVisibleRenderItemSet() {
// Temporary HACK: use base class method for now
Model::createVisibleRenderItemSet();
}
void CauterizedModel::createCollisionRenderItemSet() {
// Temporary HACK: use base class method for now
Model::createCollisionRenderItemSet();
}
bool CauterizedModel::updateGeometry() {
bool returnValue = Model::updateGeometry();
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 returnValue;
}
void CauterizedModel::updateClusterMatrices() {
PerformanceTimer perfTimer("CauterizedModel::updateClusterMatrices");
if (!_needsUpdateClusterMatrices || !isLoaded()) {
return;
}
_needsUpdateClusterMatrices = false;
const FBXGeometry& geometry = getFBXGeometry();
for (int i = 0; i < _meshStates.size(); i++) {
Model::MeshState& state = _meshStates[i];
const FBXMesh& mesh = geometry.meshes.at(i);
for (int j = 0; j < mesh.clusters.size(); j++) {
const FBXCluster& cluster = mesh.clusters.at(j);
auto jointMatrix = _rig->getJointTransform(cluster.jointIndex);
#if GLM_ARCH & GLM_ARCH_SSE2
glm::mat4 out, inverseBindMatrix = cluster.inverseBindMatrix;
glm_mat4_mul((glm_vec4*)&jointMatrix, (glm_vec4*)&inverseBindMatrix, (glm_vec4*)&out);
state.clusterMatrices[j] = out;
#else
state.clusterMatrices[j] = jointMatrix * cluster.inverseBindMatrix;
#endif
}
// Once computed the cluster matrices, update the buffer(s)
if (mesh.clusters.size() > 1) {
if (!state.clusterBuffer) {
state.clusterBuffer = std::make_shared<gpu::Buffer>(state.clusterMatrices.size() * sizeof(glm::mat4),
(const gpu::Byte*) state.clusterMatrices.constData());
} else {
state.clusterBuffer->setSubData(0, state.clusterMatrices.size() * sizeof(glm::mat4),
(const gpu::Byte*) state.clusterMatrices.constData());
}
}
}
// as an optimization, don't build cautrizedClusterMatrices if the boneSet is empty.
if (!_cauterizeBoneSet.empty()) {
static const glm::mat4 zeroScale(
glm::vec4(0.0f, 0.0f, 0.0f, 0.0f),
glm::vec4(0.0f, 0.0f, 0.0f, 0.0f),
glm::vec4(0.0f, 0.0f, 0.0f, 0.0f),
glm::vec4(0.0f, 0.0f, 0.0f, 1.0f));
auto cauterizeMatrix = _rig->getJointTransform(geometry.neckJointIndex) * zeroScale;
for (int i = 0; i < _cauterizeMeshStates.size(); i++) {
Model::MeshState& state = _cauterizeMeshStates[i];
const FBXMesh& mesh = geometry.meshes.at(i);
for (int j = 0; j < mesh.clusters.size(); j++) {
const FBXCluster& cluster = mesh.clusters.at(j);
auto jointMatrix = _rig->getJointTransform(cluster.jointIndex);
if (_cauterizeBoneSet.find(cluster.jointIndex) != _cauterizeBoneSet.end()) {
jointMatrix = cauterizeMatrix;
}
#if GLM_ARCH & GLM_ARCH_SSE2
glm::mat4 out, inverseBindMatrix = cluster.inverseBindMatrix;
glm_mat4_mul((glm_vec4*)&jointMatrix, (glm_vec4*)&inverseBindMatrix, (glm_vec4*)&out);
state.clusterMatrices[j] = out;
#else
state.clusterMatrices[j] = jointMatrix * cluster.inverseBindMatrix;
#endif
}
if (!_cauterizeBoneSet.empty() && (state.clusterMatrices.size() > 1)) {
if (!state.clusterBuffer) {
state.clusterBuffer =
std::make_shared<gpu::Buffer>(state.clusterMatrices.size() * sizeof(glm::mat4),
(const gpu::Byte*) state.clusterMatrices.constData());
} else {
state.clusterBuffer->setSubData(0, state.clusterMatrices.size() * sizeof(glm::mat4),
(const gpu::Byte*) state.clusterMatrices.constData());
}
}
}
}
// post the blender if we're not currently waiting for one to finish
if (geometry.hasBlendedMeshes() && _blendshapeCoefficients != _blendedBlendshapeCoefficients) {
_blendedBlendshapeCoefficients = _blendshapeCoefficients;
DependencyManager::get<ModelBlender>()->noteRequiresBlend(getThisPointer());
}
}
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) {
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);
}
}
});
}
/*
// 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);
});
}
*/
scene->enqueuePendingChanges(pendingChanges);
});
}
#endif // FOO
const Model::MeshState& CauterizedModel::getCauterizeMeshState(int index) const {
assert(index < _meshStates.size());
return _cauterizeMeshStates.at(index);
}

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@ -0,0 +1,49 @@
//
// CauterizeableModel.h
// interface/src/avatar
//
// Created by Andrew Meadows 2016.01.17
// Copyright 2017 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_CauterizedModel_h
#define hifi_CauterizedModel_h
#include <Model.h>
class CauterizedModel : public Model {
Q_OBJECT
public:
CauterizedModel(RigPointer rig, QObject* parent);
virtual ~CauterizedModel();
void deleteGeometry() override;
virtual void updateRig(float deltaTime, glm::mat4 parentTransform) override;
void setCauterizeBones(bool flag) { _cauterizeBones = flag; }
bool getCauterizeBones() const { return _cauterizeBones; }
const std::unordered_set<int>& getCauterizeBoneSet() const { return _cauterizeBoneSet; }
void setCauterizeBoneSet(const std::unordered_set<int>& boneSet) { _cauterizeBoneSet = boneSet; }
void createVisibleRenderItemSet() override;
void createCollisionRenderItemSet() override;
bool updateGeometry() override;
virtual void updateClusterMatrices() override;
void updateRenderItems() override;
const Model::MeshState& getCauterizeMeshState(int index) const;
protected:
std::unordered_set<int> _cauterizeBoneSet;
QVector<Model::MeshState> _cauterizeMeshStates;
bool _cauterizeBones { false };
};
#endif // hifi_CauterizedModel_h

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@ -24,7 +24,7 @@
#include "AnimDebugDraw.h"
SkeletonModel::SkeletonModel(Avatar* owningAvatar, QObject* parent, RigPointer rig) :
Model(rig, parent),
CauterizedModel(rig, parent),
_owningAvatar(owningAvatar),
_boundingCapsuleLocalOffset(0.0f),
_boundingCapsuleRadius(0.0f),
@ -166,7 +166,7 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
_rig->computeMotionAnimationState(deltaTime, position, velocity, orientation, ccState);
// evaluate AnimGraph animation and update jointStates.
Model::updateRig(deltaTime, parentTransform);
CauterizedModel::updateRig(deltaTime, parentTransform);
Rig::EyeParameters eyeParams;
eyeParams.worldHeadOrientation = headParams.worldHeadOrientation;
@ -178,10 +178,8 @@ void SkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) {
eyeParams.rightEyeJointIndex = geometry.rightEyeJointIndex;
_rig->updateFromEyeParameters(eyeParams);
} else {
Model::updateRig(deltaTime, parentTransform);
CauterizedModel::updateRig(deltaTime, parentTransform);
// This is a little more work than we really want.
//

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@ -12,8 +12,7 @@
#ifndef hifi_SkeletonModel_h
#define hifi_SkeletonModel_h
#include <Model.h>
#include "CauterizedModel.h"
class Avatar;
class MuscleConstraint;
@ -23,7 +22,7 @@ using SkeletonModelPointer = std::shared_ptr<SkeletonModel>;
using SkeletonModelWeakPointer = std::weak_ptr<SkeletonModel>;
/// A skeleton loaded from a model.
class SkeletonModel : public Model {
class SkeletonModel : public CauterizedModel {
Q_OBJECT
public:
@ -31,10 +30,10 @@ public:
SkeletonModel(Avatar* owningAvatar, QObject* parent = nullptr, RigPointer rig = nullptr);
~SkeletonModel();
virtual void initJointStates() override;
void initJointStates() override;
virtual void simulate(float deltaTime, bool fullUpdate = true) override;
virtual void updateRig(float deltaTime, glm::mat4 parentTransform) override;
void simulate(float deltaTime, bool fullUpdate = true) override;
void updateRig(float deltaTime, glm::mat4 parentTransform) override;
void updateAttitude();
/// Returns the index of the left hand joint, or -1 if not found.
@ -105,7 +104,7 @@ public:
float getHeadClipDistance() const { return _headClipDistance; }
virtual void onInvalidate() override;
void onInvalidate() override;
signals:

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@ -13,7 +13,7 @@
#include "InterfaceLogging.h"
SoftAttachmentModel::SoftAttachmentModel(RigPointer rig, QObject* parent, RigPointer rigOverride) :
Model(rig, parent),
CauterizedModel(rig, parent),
_rigOverride(rigOverride) {
assert(_rig);
assert(_rigOverride);
@ -38,6 +38,7 @@ 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;
}

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@ -12,7 +12,7 @@
#ifndef hifi_SoftAttachmentModel_h
#define hifi_SoftAttachmentModel_h
#include <Model.h>
#include "CauterizedModel.h"
// A model that allows the creator to specify a secondary rig instance.
// When the cluster matrices are created for rendering, the
@ -22,16 +22,15 @@
// This is used by Avatar instances to wear clothing that follows the same
// animated pose as the SkeletonModel.
class SoftAttachmentModel : public Model {
class SoftAttachmentModel : public CauterizedModel {
Q_OBJECT
public:
SoftAttachmentModel(RigPointer rig, QObject* parent, RigPointer rigOverride);
~SoftAttachmentModel();
virtual void updateRig(float deltaTime, glm::mat4 parentTransform) override;
virtual void updateClusterMatrices() override;
void updateRig(float deltaTime, glm::mat4 parentTransform) override;
void updateClusterMatrices() override;
protected:
int getJointIndexOverride(int i) const;

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@ -251,7 +251,7 @@ void MeshPartPayload::bindMaterial(gpu::Batch& batch, const ShapePipeline::Locat
}
}
void MeshPartPayload::bindTransform(gpu::Batch& batch, const ShapePipeline::LocationsPointer locations, bool canCauterize) const {
void MeshPartPayload::bindTransform(gpu::Batch& batch, const ShapePipeline::LocationsPointer locations, RenderArgs::RenderMode renderMode) const {
batch.setModelTransform(_drawTransform);
}
@ -265,7 +265,7 @@ void MeshPartPayload::render(RenderArgs* args) const {
assert(locations);
// Bind the model transform and the skinCLusterMatrices if needed
bindTransform(batch, locations);
bindTransform(batch, locations, args->_renderMode);
//Bind the index buffer and vertex buffer and Blend shapes if needed
bindMesh(batch);
@ -359,11 +359,8 @@ void ModelMeshPartPayload::notifyLocationChanged() {
}
void ModelMeshPartPayload::updateTransformForSkinnedMesh(const Transform& transform,
const QVector<glm::mat4>& clusterMatrices,
const QVector<glm::mat4>& cauterizedClusterMatrices) {
void ModelMeshPartPayload::updateTransformForSkinnedMesh(const Transform& transform, const QVector<glm::mat4>& clusterMatrices) {
_transform = transform;
_cauterizedTransform = transform;
if (clusterMatrices.size() > 0) {
_worldBound = AABox();
@ -372,16 +369,7 @@ void ModelMeshPartPayload::updateTransformForSkinnedMesh(const Transform& transf
clusterBound.transform(clusterMatrix);
_worldBound += clusterBound;
}
_worldBound.transform(transform);
if (clusterMatrices.size() == 1) {
_transform = _transform.worldTransform(Transform(clusterMatrices[0]));
if (cauterizedClusterMatrices.size() != 0) {
_cauterizedTransform = _cauterizedTransform.worldTransform(Transform(cauterizedClusterMatrices[0]));
} else {
_cauterizedTransform = _transform;
}
}
}
}
@ -525,24 +513,13 @@ void ModelMeshPartPayload::bindMesh(gpu::Batch& batch) const {
}
}
void ModelMeshPartPayload::bindTransform(gpu::Batch& batch, const ShapePipeline::LocationsPointer locations, bool canCauterize) const {
void ModelMeshPartPayload::bindTransform(gpu::Batch& batch, const ShapePipeline::LocationsPointer locations, RenderArgs::RenderMode renderMode) const {
// Still relying on the raw data from the model
const Model::MeshState& state = _model->_meshStates.at(_meshIndex);
const Model::MeshState& state = _model->getMeshState(_meshIndex);
if (state.clusterBuffer) {
if (canCauterize && _model->getCauterizeBones()) {
batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::SKINNING, state.cauterizedClusterBuffer);
} else {
batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::SKINNING, state.clusterBuffer);
}
batch.setModelTransform(_transform);
} else {
if (canCauterize && _model->getCauterizeBones()) {
batch.setModelTransform(_cauterizedTransform);
} else {
batch.setModelTransform(_transform);
}
batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::SKINNING, state.clusterBuffer);
}
batch.setModelTransform(_transform);
}
void ModelMeshPartPayload::startFade() {
@ -596,9 +573,8 @@ void ModelMeshPartPayload::render(RenderArgs* args) const {
assert(locations);
// Bind the model transform and the skinCLusterMatrices if needed
bool canCauterize = args->_renderMode != RenderArgs::SHADOW_RENDER_MODE;
_model->updateClusterMatrices();
bindTransform(batch, locations, canCauterize);
bindTransform(batch, locations, args->_renderMode);
//Bind the index buffer and vertex buffer and Blend shapes if needed
bindMesh(batch);
@ -621,4 +597,3 @@ void ModelMeshPartPayload::render(RenderArgs* args) const {
args->_details._trianglesRendered += _drawPart._numIndices / INDICES_PER_TRIANGLE;
}
}

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@ -48,7 +48,7 @@ public:
void drawCall(gpu::Batch& batch) const;
virtual void bindMesh(gpu::Batch& batch) const;
virtual void bindMaterial(gpu::Batch& batch, const render::ShapePipeline::LocationsPointer locations) const;
virtual void bindTransform(gpu::Batch& batch, const render::ShapePipeline::LocationsPointer locations, bool canCauterize = true) const;
virtual void bindTransform(gpu::Batch& batch, const render::ShapePipeline::LocationsPointer locations, RenderArgs::RenderMode renderMode) const;
// Payload resource cached values
std::shared_ptr<const model::Mesh> _drawMesh;
@ -86,8 +86,7 @@ public:
void notifyLocationChanged() override;
void updateTransformForSkinnedMesh(const Transform& transform,
const QVector<glm::mat4>& clusterMatrices,
const QVector<glm::mat4>& cauterizedClusterMatrices);
const QVector<glm::mat4>& clusterMatrices);
// Entity fade in
void startFade();
@ -102,13 +101,12 @@ public:
// ModelMeshPartPayload functions to perform render
void bindMesh(gpu::Batch& batch) const override;
void bindTransform(gpu::Batch& batch, const render::ShapePipeline::LocationsPointer locations, bool canCauterize = true) const override;
void bindTransform(gpu::Batch& batch, const render::ShapePipeline::LocationsPointer locations, RenderArgs::RenderMode renderMode) const override;
void initCache();
Model* _model;
Transform _cauterizedTransform;
int _meshIndex;
int _shapeID;

View file

@ -91,7 +91,6 @@ Model::Model(RigPointer rig, QObject* parent) :
_scaledToFit(false),
_snapModelToRegistrationPoint(false),
_snappedToRegistrationPoint(false),
_cauterizeBones(false),
_url(HTTP_INVALID_COM),
_isVisible(true),
_blendNumber(0),
@ -238,7 +237,7 @@ void Model::updateRenderItems() {
// update the model transform and bounding box for this render item.
const Model::MeshState& state = data._model->_meshStates.at(data._meshIndex);
data.updateTransformForSkinnedMesh(modelTransform, state.clusterMatrices, state.cauterizedClusterMatrices);
data.updateTransformForSkinnedMesh(modelTransform, state.clusterMatrices);
}
}
});
@ -294,8 +293,6 @@ bool Model::updateGeometry() {
foreach (const FBXMesh& mesh, fbxGeometry.meshes) {
MeshState state;
state.clusterMatrices.resize(mesh.clusters.size());
state.cauterizedClusterMatrices.resize(mesh.clusters.size());
_meshStates.append(state);
// Note: we add empty buffers for meshes that lack blendshapes so we can access the buffers by index
@ -1159,13 +1156,6 @@ void Model::updateClusterMatrices() {
}
_needsUpdateClusterMatrices = false;
const FBXGeometry& geometry = getFBXGeometry();
static const glm::mat4 zeroScale(
glm::vec4(0.0f, 0.0f, 0.0f, 0.0f),
glm::vec4(0.0f, 0.0f, 0.0f, 0.0f),
glm::vec4(0.0f, 0.0f, 0.0f, 0.0f),
glm::vec4(0.0f, 0.0f, 0.0f, 1.0f));
auto cauterizeMatrix = _rig->getJointTransform(geometry.neckJointIndex) * zeroScale;
for (int i = 0; i < _meshStates.size(); i++) {
MeshState& state = _meshStates[i];
const FBXMesh& mesh = geometry.meshes.at(i);
@ -1179,20 +1169,6 @@ void Model::updateClusterMatrices() {
#else
state.clusterMatrices[j] = jointMatrix * cluster.inverseBindMatrix;
#endif
// as an optimization, don't build cautrizedClusterMatrices if the boneSet is empty.
if (!_cauterizeBoneSet.empty()) {
if (_cauterizeBoneSet.find(cluster.jointIndex) != _cauterizeBoneSet.end()) {
jointMatrix = cauterizeMatrix;
}
#if GLM_ARCH & GLM_ARCH_SSE2
glm::mat4 out, inverseBindMatrix = cluster.inverseBindMatrix;
glm_mat4_mul((glm_vec4*)&jointMatrix, (glm_vec4*)&inverseBindMatrix, (glm_vec4*)&out);
state.cauterizedClusterMatrices[j] = out;
#else
state.cauterizedClusterMatrices[j] = jointMatrix * cluster.inverseBindMatrix;
#endif
}
}
// Once computed the cluster matrices, update the buffer(s)
@ -1204,17 +1180,6 @@ void Model::updateClusterMatrices() {
state.clusterBuffer->setSubData(0, state.clusterMatrices.size() * sizeof(glm::mat4),
(const gpu::Byte*) state.clusterMatrices.constData());
}
if (!_cauterizeBoneSet.empty() && (state.cauterizedClusterMatrices.size() > 1)) {
if (!state.cauterizedClusterBuffer) {
state.cauterizedClusterBuffer =
std::make_shared<gpu::Buffer>(state.cauterizedClusterMatrices.size() * sizeof(glm::mat4),
(const gpu::Byte*) state.cauterizedClusterMatrices.constData());
} else {
state.cauterizedClusterBuffer->setSubData(0, state.cauterizedClusterMatrices.size() * sizeof(glm::mat4),
(const gpu::Byte*) state.cauterizedClusterMatrices.constData());
}
}
}
}

View file

@ -101,7 +101,7 @@ public:
bool isLayeredInFront() const { return _isLayeredInFront; }
void updateRenderItems();
virtual void updateRenderItems();
void setRenderItemsNeedUpdate() { _renderItemsNeedUpdate = true; }
bool getRenderItemsNeedUpdate() { return _renderItemsNeedUpdate; }
AABox getRenderableMeshBound() const;
@ -215,12 +215,6 @@ public:
bool getIsScaledToFit() const { return _scaledToFit; } /// is model scaled to fit
glm::vec3 getScaleToFitDimensions() const; /// the dimensions model is scaled to, including inferred y/z
void setCauterizeBones(bool flag) { _cauterizeBones = flag; }
bool getCauterizeBones() const { return _cauterizeBones; }
const std::unordered_set<int>& getCauterizeBoneSet() const { return _cauterizeBoneSet; }
void setCauterizeBoneSet(const std::unordered_set<int>& boneSet) { _cauterizeBoneSet = boneSet; }
int getBlendshapeCoefficientsNum() const { return _blendshapeCoefficients.size(); }
float getBlendshapeCoefficient(int index) const {
return ((index < 0) && (index >= _blendshapeCoefficients.size())) ? 0.0f : _blendshapeCoefficients.at(index);
@ -231,7 +225,7 @@ public:
const glm::vec3& getRegistrationPoint() const { return _registrationPoint; }
// returns 'true' if needs fullUpdate after geometry change
bool updateGeometry();
virtual bool updateGeometry();
void setCollisionMesh(model::MeshPointer mesh);
void setLoadingPriority(float priority) { _loadingPriority = priority; }
@ -242,6 +236,18 @@ public:
int getRenderInfoDrawCalls() const { return _renderInfoDrawCalls; }
bool getRenderInfoHasTransparent() const { return _renderInfoHasTransparent; }
class MeshState {
public:
QVector<glm::mat4> clusterMatrices;
gpu::BufferPointer clusterBuffer;
};
const MeshState& getMeshState(int index) { return _meshStates.at(index); }
uint32_t getGeometryCounter() const { return _deleteGeometryCounter; }
const QMap<render::ItemID, render::PayloadPointer>& getRenderItems() const { return _modelMeshRenderItems; }
public slots:
void loadURLFinished(bool success);
@ -298,18 +304,7 @@ protected:
bool _snappedToRegistrationPoint; /// are we currently snapped to a registration point
glm::vec3 _registrationPoint = glm::vec3(0.5f); /// the point in model space our center is snapped to
class MeshState {
public:
QVector<glm::mat4> clusterMatrices;
QVector<glm::mat4> cauterizedClusterMatrices;
gpu::BufferPointer clusterBuffer;
gpu::BufferPointer cauterizedClusterBuffer;
};
QVector<MeshState> _meshStates;
std::unordered_set<int> _cauterizeBoneSet;
bool _cauterizeBones;
virtual void initJointStates();
@ -342,7 +337,7 @@ protected:
protected:
void deleteGeometry();
virtual void deleteGeometry();
void initJointTransforms();
QVector<float> _blendshapeCoefficients;
@ -371,12 +366,11 @@ protected:
void recalculateMeshBoxes(bool pickAgainstTriangles = false);
void createRenderItemSet();
void createVisibleRenderItemSet();
void createCollisionRenderItemSet();
virtual void createVisibleRenderItemSet();
virtual void createCollisionRenderItemSet();
bool _isWireframe;
// debug rendering support
void renderDebugMeshBoxes(gpu::Batch& batch);
int _debugMeshBoxesID = GeometryCache::UNKNOWN_ID;