mirror of
https://github.com/lubosz/overte.git
synced 2025-04-27 22:15:24 +02:00
Cleaning up the Model set ItemKey flags and bringing Item::Layer in the ItemKey
This commit is contained in:
parent
221b513b19
commit
678effdb48
12 changed files with 227 additions and 135 deletions
interface/src
libraries
avatars-renderer/src/avatars-renderer
entities-renderer/src
render-utils/src
render/src/render
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@ -1483,7 +1483,10 @@ void MyAvatar::setSkeletonModelURL(const QUrl& skeletonModelURL) {
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_skeletonModelChangeCount++;
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int skeletonModelChangeCount = _skeletonModelChangeCount;
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Avatar::setSkeletonModelURL(skeletonModelURL);
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_skeletonModel->setVisibleInScene(true, qApp->getMain3DScene(), render::ItemKey::TAG_BITS_NONE, true);
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_skeletonModel->setViewMask(render::ItemKey::TAG_BITS_NONE);
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_skeletonModel->setGroupCulled(true);
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_skeletonModel->setVisibleInScene(true, qApp->getMain3DScene());
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_headBoneSet.clear();
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_cauterizationNeedsUpdate = true;
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@ -2060,12 +2063,11 @@ void MyAvatar::preDisplaySide(const RenderArgs* renderArgs) {
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_attachmentData[i].jointName.compare("Face", Qt::CaseInsensitive) == 0) {
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uint8_t modelRenderTagBits = shouldDrawHead ? render::ItemKey::TAG_BITS_0 : render::ItemKey::TAG_BITS_NONE;
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modelRenderTagBits |= render::ItemKey::TAG_BITS_1;
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_attachmentModels[i]->setVisibleInScene(true, qApp->getMain3DScene(),
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modelRenderTagBits, false);
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uint8_t castShadowRenderTagBits = render::ItemKey::TAG_BITS_0 | render::ItemKey::TAG_BITS_1;
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_attachmentModels[i]->setCanCastShadow(true, qApp->getMain3DScene(),
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castShadowRenderTagBits, false);
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_attachmentModels[i]->setViewMask(modelRenderTagBits);
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_attachmentModels[i]->setGroupCulled(false);
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_attachmentModels[i]->setCanCastShadow(true);
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_attachmentModels[i]->setVisibleInScene(true, qApp->getMain3DScene());
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}
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}
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}
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@ -103,10 +103,12 @@ void ModelOverlay::update(float deltatime) {
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if (_visibleDirty) {
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_visibleDirty = false;
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// don't show overlays in mirrors or spectator-cam unless _isVisibleInSecondaryCamera is true
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_model->setVisibleInScene(getVisible(), scene,
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_model->setViewMask((_isVisibleInSecondaryCamera ? render::ItemKey::TAG_BITS_1 : render::ItemKey::TAG_BITS_NONE), scene);
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_model->setVisibleInScene(getVisible(), scene);
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/*,
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render::ItemKey::TAG_BITS_0 |
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(_isVisibleInSecondaryCamera ? render::ItemKey::TAG_BITS_1 : render::ItemKey::TAG_BITS_NONE),
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false);
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false);*/
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}
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if (_drawInFrontDirty) {
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_drawInFrontDirty = false;
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@ -35,14 +35,18 @@ namespace render {
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auto builder = ItemKey::Builder().withTypeShape();
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if (overlay->is3D()) {
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auto overlay3D = std::static_pointer_cast<Base3DOverlay>(overlay);
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if (overlay3D->getDrawInFront() || overlay3D->getDrawHUDLayer()) {
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builder.withLayered();
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if (overlay3D->getDrawInFront()) {
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builder.withLayer(render::Item::LAYER_3D_FRONT);
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} else if (overlay3D->getDrawHUDLayer()) {
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builder.withLayer(render::Item::LAYER_3D_HUD);
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}
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if (overlay->isTransparent()) {
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builder.withTransparent();
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}
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} else {
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builder.withViewSpace();
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builder.withLayer(render::Item::LAYER_2D);
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}
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if (!overlay->getVisible()) {
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@ -588,13 +588,18 @@ void Avatar::addToScene(AvatarSharedPointer self, const render::ScenePointer& sc
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_renderBound = getBounds();
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transaction.resetItem(_renderItemID, avatarPayloadPointer);
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_skeletonModel->addToScene(scene, transaction);
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_skeletonModel->setVisibleInScene(_isMeshEnableVisible, scene, render::ItemKey::TAG_BITS_0 | render::ItemKey::TAG_BITS_1, true);
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_skeletonModel->setCanCastShadow(true, scene, render::ItemKey::TAG_BITS_0 | render::ItemKey::TAG_BITS_1, true);
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_skeletonModel->setViewMask(Model::AllViews);
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_skeletonModel->setGroupCulled(true);
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_skeletonModel->setCanCastShadow(true);
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_skeletonModel->setVisibleInScene(_isMeshEnableVisible, scene);
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processMaterials();
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for (auto& attachmentModel : _attachmentModels) {
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attachmentModel->addToScene(scene, transaction);
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attachmentModel->setVisibleInScene(_isMeshEnableVisible, scene, render::ItemKey::TAG_BITS_0 | render::ItemKey::TAG_BITS_1, false);
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attachmentModel->setCanCastShadow(true, scene, render::ItemKey::TAG_BITS_0 | render::ItemKey::TAG_BITS_1, false);
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attachmentModel->setViewMask(Model::AllViews);
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attachmentModel->setGroupCulled(true);
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attachmentModel->setCanCastShadow(true);
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attachmentModel->setVisibleInScene(_isMeshEnableVisible, scene);
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}
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_mustFadeIn = true;
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@ -806,8 +811,12 @@ void Avatar::fixupModelsInScene(const render::ScenePointer& scene) {
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if (_skeletonModel->isRenderable() && _skeletonModel->needsFixupInScene()) {
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_skeletonModel->removeFromScene(scene, transaction);
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_skeletonModel->addToScene(scene, transaction);
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_skeletonModel->setVisibleInScene(_isMeshEnableVisible, scene, render::ItemKey::TAG_BITS_0 | render::ItemKey::TAG_BITS_1, true);
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_skeletonModel->setCanCastShadow(true, scene, render::ItemKey::TAG_BITS_0 | render::ItemKey::TAG_BITS_1, true);
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_skeletonModel->setViewMask(Model::AllViews);
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_skeletonModel->setGroupCulled(true);
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_skeletonModel->setCanCastShadow(true);
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_skeletonModel->setVisibleInScene(_isMeshEnableVisible, scene);
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processMaterials();
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canTryFade = true;
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_isAnimatingScale = true;
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@ -816,16 +825,19 @@ void Avatar::fixupModelsInScene(const render::ScenePointer& scene) {
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if (attachmentModel->isRenderable() && attachmentModel->needsFixupInScene()) {
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attachmentModel->removeFromScene(scene, transaction);
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attachmentModel->addToScene(scene, transaction);
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attachmentModel->setVisibleInScene(_isMeshEnableVisible, scene, render::ItemKey::TAG_BITS_0 | render::ItemKey::TAG_BITS_1, false);
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attachmentModel->setCanCastShadow(true, scene, render::ItemKey::TAG_BITS_0 | render::ItemKey::TAG_BITS_1, false);
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attachmentModel->setViewMask(Model::AllViews);
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attachmentModel->setGroupCulled(true);
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attachmentModel->setCanCastShadow(true);
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attachmentModel->setVisibleInScene(_isMeshEnableVisible, scene);
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}
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}
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if (_needMeshVisibleSwitch) {
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_skeletonModel->setVisibleInScene(_isMeshEnableVisible, scene, render::ItemKey::TAG_BITS_0 | render::ItemKey::TAG_BITS_1, true);
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_skeletonModel->setVisibleInScene(_isMeshEnableVisible, scene);
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for (auto attachmentModel : _attachmentModels) {
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if (attachmentModel->isRenderable()) {
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attachmentModel->setVisibleInScene(_isMeshEnableVisible, scene, render::ItemKey::TAG_BITS_0 | render::ItemKey::TAG_BITS_1, false);
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attachmentModel->setVisibleInScene(_isMeshEnableVisible, scene);
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}
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}
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updateRenderItem(transaction);
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@ -35,7 +35,7 @@ SkeletonModel::SkeletonModel(Avatar* owningAvatar, QObject* parent) :
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_useDualQuaternionSkinning = true;
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// Avatars all cast shadow
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_canCastShadow = true;
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setCanCastShadow(true);
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assert(_owningAvatar);
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}
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@ -1391,16 +1391,22 @@ void ModelEntityRenderer::doRenderUpdateSynchronousTyped(const ScenePointer& sce
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render::ItemKey::TAG_BITS_1 : // draw in every view except the main one (view zero)
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render::ItemKey::TAG_BITS_ALL; // draw in all views
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if (model->isVisible() != _visible || model->getViewTagBits() != viewTaskBits) {
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if (model->isVisible() != _visible) {
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// FIXME: this seems like it could be optimized if we tracked our last known visible state in
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// the renderable item. As it stands now the model checks it's visible/invisible state
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// so most of the time we don't do anything in this function.
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model->setVisibleInScene(_visible, scene, viewTaskBits, false);
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// model->setVisibleInScene(_visible, scene, viewTaskBits, false);
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model->setVisibleInScene(_visible, scene);
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}
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if (model->getViewMask() != viewTaskBits) {
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model->setViewMask(viewTaskBits, scene);
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}
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// TODO? early exit here when not visible?
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if (model->canCastShadow() != _canCastShadow) {
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model->setCanCastShadow(_canCastShadow, scene, viewTaskBits, false);
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model->setCanCastShadow(_canCastShadow, scene);
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}
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if (_needsCollisionGeometryUpdate) {
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@ -79,7 +79,7 @@ void MeshPartPayload::removeMaterial(graphics::MaterialPointer material) {
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_drawMaterials.remove(material);
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}
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void MeshPartPayload::updateKey(bool isVisible, bool isLayered, bool canCastShadow, uint8_t tagBits, bool isGroupCulled) {
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void MeshPartPayload::updateKey(bool isVisible, uint8_t layer, bool canCastShadow, uint8_t tagBits, bool isGroupCulled) {
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ItemKey::Builder builder;
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builder.withTypeShape();
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@ -89,9 +89,10 @@ void MeshPartPayload::updateKey(bool isVisible, bool isLayered, bool canCastShad
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builder.withTagBits(tagBits);
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if (isLayered) {
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builder.withLayered();
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}
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// if (layer) {
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// builder.withLayered();
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builder.withLayer((ItemKey::Layer) layer);
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// }
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if (canCastShadow) {
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builder.withShadowCaster();
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@ -111,6 +112,20 @@ void MeshPartPayload::updateKey(bool isVisible, bool isLayered, bool canCastShad
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_itemKey = builder.build();
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}
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void MeshPartPayload::updateKey(const render::ItemKey& key) {
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ItemKey::Builder builder(key);
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builder.withTypeShape();
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if (topMaterialExists()) {
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auto matKey = _drawMaterials.top().material->getKey();
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if (matKey.isTranslucent()) {
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builder.withTransparent();
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}
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}
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_itemKey = builder.build();
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}
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ItemKey MeshPartPayload::getKey() const {
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return _itemKey;
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}
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@ -332,7 +347,7 @@ void ModelMeshPartPayload::updateTransformForSkinnedMesh(const Transform& render
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}
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// Note that this method is called for models but not for shapes
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void ModelMeshPartPayload::updateKey(bool isVisible, bool isLayered, bool canCastShadow, uint8_t tagBits, bool isGroupCulled) {
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void ModelMeshPartPayload::updateKey(bool isVisible, uint8_t layer, bool canCastShadow, uint8_t tagBits, bool isGroupCulled) {
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ItemKey::Builder builder;
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builder.withTypeShape();
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@ -342,9 +357,9 @@ void ModelMeshPartPayload::updateKey(bool isVisible, bool isLayered, bool canCas
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builder.withTagBits(tagBits);
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if (isLayered) {
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builder.withLayered();
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}
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// if (isLayered) {
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builder.withLayer((ItemKey::Layer) layer);
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// }
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if (canCastShadow) {
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builder.withShadowCaster();
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@ -368,6 +383,25 @@ void ModelMeshPartPayload::updateKey(bool isVisible, bool isLayered, bool canCas
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_itemKey = builder.build();
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}
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void ModelMeshPartPayload::updateKey(const render::ItemKey& key) {
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ItemKey::Builder builder(key);
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builder.withTypeShape();
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if (_isBlendShaped || _isSkinned) {
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builder.withDeformed();
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}
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if (topMaterialExists()) {
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auto matKey = _drawMaterials.top().material->getKey();
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if (matKey.isTranslucent()) {
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builder.withTransparent();
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}
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}
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_itemKey = builder.build();
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}
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void ModelMeshPartPayload::setLayer(bool isLayeredInFront, bool isLayeredInHUD) {
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if (isLayeredInFront) {
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_layer = Item::LAYER_3D_FRONT;
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@ -32,7 +32,7 @@ public:
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typedef render::Payload<MeshPartPayload> Payload;
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typedef Payload::DataPointer Pointer;
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virtual void updateKey(bool isVisible, bool isLayered, bool canCastShadow, uint8_t tagBits, bool isGroupCulled = false);
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virtual void updateKey(bool isVisible, uint8_t layer, bool canCastShadow, uint8_t tagBits, bool isGroupCulled = false);
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virtual void updateKey(const render::ItemKey& key);
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virtual void updateMeshPart(const std::shared_ptr<const graphics::Mesh>& drawMesh, int partIndex);
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@ -96,7 +96,7 @@ public:
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void notifyLocationChanged() override;
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void updateKey(bool isVisible, bool isLayered, bool canCastShadow, uint8_t tagBits, bool isGroupCulled = false) override;
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void updateKey(bool isVisible, uint8_t layer, bool canCastShadow, uint8_t tagBits, bool isGroupCulled = false) override;
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void updateKey(const render::ItemKey& key) override;
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// matrix palette skinning
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@ -271,7 +271,7 @@ void Model::updateRenderItems() {
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bool isWireframe = self->isWireframe();
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bool isVisible = self->isVisible();
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bool canCastShadow = self->canCastShadow();
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uint8_t viewTagBits = self->getViewVisibilityMask();
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uint8_t viewTagBits = self->getViewMask();
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bool isLayeredInFront = self->isLayeredInFront();
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bool isLayeredInHUD = self->isLayeredInHUD();
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bool isGroupCulled = self->isGroupCulled();
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@ -802,6 +802,10 @@ void Model::setVisibleInScene(bool isVisible, const render::ScenePointer& scene,
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*/
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void Model::updateRenderItemsKey(const render::ScenePointer& scene) {
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if (!scene) {
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_needsFixupInScene = true;
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return;
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}
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auto renderItemsKey = _renderItemsKey;
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render::Transaction transaction;
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foreach(auto item, _modelMeshRenderItemsMap.keys()) {
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@ -817,84 +821,76 @@ void Model::updateRenderItemsKey(const render::ScenePointer& scene) {
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scene->enqueueTransaction(transaction);
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}
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void Model::setVisibleInScene(bool pisVisible, const render::ScenePointer& scene) {
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if (isVisible() != pisVisible) {
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void Model::setVisibleInScene(bool isVisible, const render::ScenePointer& scene) {
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if (Model::isVisible() != isVisible) {
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auto keyBuilder = render::ItemKey::Builder(_renderItemsKey);
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_renderItemsKey = (pisVisible ? keyBuilder.withVisible() : keyBuilder.withInvisible());
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_renderItemsKey = (isVisible ? keyBuilder.withVisible() : keyBuilder.withInvisible());
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updateRenderItemsKey(scene);
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}
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}
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bool Model::isVisible() const {
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return _renderItemsKey.isVisible();
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}
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void Model::setCanCastShadow(bool pcanCastShadow, const render::ScenePointer& scene) {
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if (canCastShadow() != pcanCastShadow) {
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void Model::setCanCastShadow(bool canCastShadow, const render::ScenePointer& scene) {
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if (Model::canCastShadow() != canCastShadow) {
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auto keyBuilder = render::ItemKey::Builder(_renderItemsKey);
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_renderItemsKey = (pcanCastShadow ? keyBuilder.withShadowCaster() : keyBuilder.withoutShadowCaster());
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_renderItemsKey = (canCastShadow ? keyBuilder.withShadowCaster() : keyBuilder.withoutShadowCaster());
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updateRenderItemsKey(scene);
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}
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}
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bool Model::canCastShadow() const {
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return _renderItemsKey.isShadowCaster();
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}
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void Model::setLayeredInFront(bool isLayeredInFront, const render::ScenePointer& scene) {
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if (_isLayeredInFront != isLayeredInFront) {
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_isLayeredInFront = isLayeredInFront;
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bool isVisible = _isVisible;
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bool canCastShadow = _canCastShadow;
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uint8_t viewTagBits = _viewTagBits;
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bool isLayeredInHUD = _isLayeredInHUD;
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bool isGroupCulled = _isGroupCulled;
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render::Transaction transaction;
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foreach(auto item, _modelMeshRenderItemsMap.keys()) {
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transaction.updateItem<ModelMeshPartPayload>(item, [isVisible, viewTagBits, isLayeredInFront, canCastShadow,
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isLayeredInHUD, isGroupCulled](ModelMeshPartPayload& data) {
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data.updateKey(isVisible, isLayeredInFront || isLayeredInHUD, canCastShadow, viewTagBits, isGroupCulled);
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data.setLayer(isLayeredInFront, isLayeredInHUD);
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});
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}
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foreach(auto item, _collisionRenderItemsMap.keys()) {
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transaction.updateItem<ModelMeshPartPayload>(item, [isVisible, viewTagBits, isLayeredInFront, canCastShadow,
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isLayeredInHUD, isGroupCulled](ModelMeshPartPayload& data) {
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data.updateKey(isVisible, isLayeredInFront || isLayeredInHUD, canCastShadow, viewTagBits, isGroupCulled);
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data.setLayer(isLayeredInFront, isLayeredInHUD);
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});
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}
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scene->enqueueTransaction(transaction);
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if (Model::isLayeredInFront() != isLayeredInFront) {
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auto keyBuilder = render::ItemKey::Builder(_renderItemsKey);
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_renderItemsKey = (isLayeredInFront ? keyBuilder.withLayer(render::Item::LAYER_3D_FRONT) : keyBuilder.withoutLayer());
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updateRenderItemsKey(scene);
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}
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}
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bool Model::isLayeredInFront() const {
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return _renderItemsKey.isLayer(render::Item::LAYER_3D_FRONT);
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}
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void Model::setLayeredInHUD(bool isLayeredInHUD, const render::ScenePointer& scene) {
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if (_isLayeredInHUD != isLayeredInHUD) {
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_isLayeredInHUD = isLayeredInHUD;
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bool isVisible = _isVisible;
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bool canCastShadow = _canCastShadow;
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uint8_t viewTagBits = _viewTagBits;
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bool isLayeredInFront = _isLayeredInFront;
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bool isGroupCulled = _isGroupCulled;
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render::Transaction transaction;
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foreach(auto item, _modelMeshRenderItemsMap.keys()) {
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transaction.updateItem<ModelMeshPartPayload>(item, [isVisible, viewTagBits, isLayeredInFront, canCastShadow,
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isLayeredInHUD, isGroupCulled](ModelMeshPartPayload& data) {
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data.updateKey(isVisible, isLayeredInFront || isLayeredInHUD, canCastShadow, viewTagBits, isGroupCulled);
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data.setLayer(isLayeredInFront, isLayeredInHUD);
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});
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}
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foreach(auto item, _collisionRenderItemsMap.keys()) {
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transaction.updateItem<ModelMeshPartPayload>(item, [isVisible, viewTagBits, isLayeredInFront, canCastShadow,
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isLayeredInHUD, isGroupCulled](ModelMeshPartPayload& data) {
|
||||
data.updateKey(isVisible, isLayeredInFront || isLayeredInHUD, canCastShadow, viewTagBits, isGroupCulled);
|
||||
data.setLayer(isLayeredInFront, isLayeredInHUD);
|
||||
});
|
||||
}
|
||||
scene->enqueueTransaction(transaction);
|
||||
if (Model::isLayeredInHUD() != isLayeredInHUD) {
|
||||
auto keyBuilder = render::ItemKey::Builder(_renderItemsKey);
|
||||
_renderItemsKey = (isLayeredInHUD ? keyBuilder.withLayer(render::Item::LAYER_3D_HUD) : keyBuilder.withoutLayer());
|
||||
updateRenderItemsKey(scene);
|
||||
}
|
||||
}
|
||||
|
||||
bool Model::isLayeredInHUD() const {
|
||||
return _renderItemsKey.isLayer(render::Item::LAYER_3D_HUD);
|
||||
}
|
||||
|
||||
void Model::setViewMask(uint8_t mask, const render::ScenePointer& scene) {
|
||||
if (Model::getViewMask() != mask) {
|
||||
auto keyBuilder = render::ItemKey::Builder(_renderItemsKey);
|
||||
_renderItemsKey = keyBuilder.withTagBits(mask);
|
||||
updateRenderItemsKey(scene);
|
||||
}
|
||||
}
|
||||
Model::ViewMask Model::getViewMask() const {
|
||||
return (Model::ViewMask) _renderItemsKey.getTagBits();
|
||||
}
|
||||
|
||||
void Model::setGroupCulled(bool isGroupCulled, const render::ScenePointer& scene) {
|
||||
if (Model::isGroupCulled() != isGroupCulled) {
|
||||
auto keyBuilder = render::ItemKey::Builder(_renderItemsKey);
|
||||
_renderItemsKey = (isGroupCulled ? keyBuilder.withSubMetaCulled() : keyBuilder.withoutSubMetaCulled());
|
||||
updateRenderItemsKey(scene);
|
||||
}
|
||||
}
|
||||
bool Model::isGroupCulled() const {
|
||||
return _renderItemsKey.isSubMetaCulled();
|
||||
}
|
||||
|
||||
bool Model::addToScene(const render::ScenePointer& scene,
|
||||
render::Transaction& transaction,
|
||||
render::Item::Status::Getters& statusGetters) {
|
||||
|
@ -1694,20 +1690,16 @@ void Model::addMaterial(graphics::MaterialLayer material, const std::string& par
|
|||
for (auto shapeID : shapeIDs) {
|
||||
if (shapeID < _modelMeshRenderItemIDs.size()) {
|
||||
auto itemID = _modelMeshRenderItemIDs[shapeID];
|
||||
bool visible = isVisible();
|
||||
uint8_t viewTagBits = getViewTagBits();
|
||||
bool layeredInFront = isLayeredInFront();
|
||||
bool layeredInHUD = isLayeredInHUD();
|
||||
bool canCastShadow = _canCastShadow;
|
||||
auto renderItemsKey = _renderItemsKey;
|
||||
bool wireframe = isWireframe();
|
||||
auto meshIndex = _modelMeshRenderItemShapes[shapeID].meshIndex;
|
||||
bool invalidatePayloadShapeKey = shouldInvalidatePayloadShapeKey(meshIndex);
|
||||
bool useDualQuaternionSkinning = _useDualQuaternionSkinning;
|
||||
transaction.updateItem<ModelMeshPartPayload>(itemID, [material, visible, layeredInFront, layeredInHUD, viewTagBits, canCastShadow,
|
||||
transaction.updateItem<ModelMeshPartPayload>(itemID, [material, renderItemsKey,
|
||||
invalidatePayloadShapeKey, wireframe, useDualQuaternionSkinning](ModelMeshPartPayload& data) {
|
||||
data.addMaterial(material);
|
||||
// if the material changed, we might need to update our item key or shape key
|
||||
data.updateKey(visible, layeredInFront || layeredInHUD, canCastShadow, viewTagBits);
|
||||
data.updateKey(renderItemsKey);
|
||||
data.setShapeKey(invalidatePayloadShapeKey, wireframe, useDualQuaternionSkinning);
|
||||
});
|
||||
}
|
||||
|
@ -1722,19 +1714,16 @@ void Model::removeMaterial(graphics::MaterialPointer material, const std::string
|
|||
if (shapeID < _modelMeshRenderItemIDs.size()) {
|
||||
auto itemID = _modelMeshRenderItemIDs[shapeID];
|
||||
bool visible = isVisible();
|
||||
uint8_t viewTagBits = getViewTagBits();
|
||||
bool layeredInFront = isLayeredInFront();
|
||||
bool layeredInHUD = isLayeredInHUD();
|
||||
bool canCastShadow = _canCastShadow;
|
||||
auto renderItemsKey = _renderItemsKey;
|
||||
bool wireframe = isWireframe();
|
||||
auto meshIndex = _modelMeshRenderItemShapes[shapeID].meshIndex;
|
||||
bool invalidatePayloadShapeKey = shouldInvalidatePayloadShapeKey(meshIndex);
|
||||
bool useDualQuaternionSkinning = _useDualQuaternionSkinning;
|
||||
transaction.updateItem<ModelMeshPartPayload>(itemID, [material, visible, layeredInFront, layeredInHUD, viewTagBits, canCastShadow,
|
||||
transaction.updateItem<ModelMeshPartPayload>(itemID, [material, visible, renderItemsKey,
|
||||
invalidatePayloadShapeKey, wireframe, useDualQuaternionSkinning](ModelMeshPartPayload& data) {
|
||||
data.removeMaterial(material);
|
||||
// if the material changed, we might need to update our item key or shape key
|
||||
data.updateKey(visible, layeredInFront || layeredInHUD, canCastShadow, viewTagBits);
|
||||
data.updateKey(renderItemsKey);
|
||||
data.setShapeKey(invalidatePayloadShapeKey, wireframe, useDualQuaternionSkinning);
|
||||
});
|
||||
}
|
||||
|
|
|
@ -87,25 +87,25 @@ public:
|
|||
const QUrl& getURL() const { return _url; }
|
||||
|
||||
// new Scene/Engine rendering support
|
||||
void setVisibleInScene(bool isVisible, const render::ScenePointer& scene);
|
||||
void setVisibleInScene(bool isVisible, const render::ScenePointer& scene = nullptr);
|
||||
bool isVisible() const;
|
||||
|
||||
enum ViewVisibilityMask : uint8_t {
|
||||
enum ViewMask : uint8_t {
|
||||
MainView = 0x01, //render::ItemKey::TAG_BITS_0,
|
||||
SecondaryView = 0x02, //render::ItemKey::TAG_BITS_1,
|
||||
AllViews = 0xFF, //render::ItemKey::TAG_BITS_ALL,
|
||||
};
|
||||
ViewVisibilityMask getViewVisibilityMask() const;
|
||||
void setViewVisibilityMask(uint8_t mask, const render::ScenePointer& scene);
|
||||
ViewMask getViewMask() const;
|
||||
void setViewMask(uint8_t mask, const render::ScenePointer& scene = nullptr);
|
||||
|
||||
bool isGroupCulled() const;
|
||||
void setGroupCulled(bool isGroupCulled);
|
||||
void setGroupCulled(bool isGroupCulled, const render::ScenePointer& scene = nullptr);
|
||||
|
||||
bool canCastShadow() const;
|
||||
void setCanCastShadow(bool canCastShadow, const render::ScenePointer& scene);
|
||||
void setCanCastShadow(bool canCastShadow, const render::ScenePointer& scene = nullptr);
|
||||
|
||||
void setLayeredInFront(bool isLayeredInFront, const render::ScenePointer& scene);
|
||||
void setLayeredInHUD(bool isLayeredInHUD, const render::ScenePointer& scene);
|
||||
void setLayeredInFront(bool isLayeredInFront, const render::ScenePointer& scene = nullptr);
|
||||
void setLayeredInHUD(bool isLayeredInHUD, const render::ScenePointer& scene = nullptr);
|
||||
|
||||
bool isLayeredInFront() const;
|
||||
bool isLayeredInHUD() const;
|
||||
|
|
|
@ -29,10 +29,11 @@ const float Item::Status::Value::CYAN = 180.0f;
|
|||
const float Item::Status::Value::BLUE = 240.0f;
|
||||
const float Item::Status::Value::MAGENTA = 300.0f;
|
||||
|
||||
const int Item::LAYER_2D = 0;
|
||||
/*const int Item::LAYER_2D = 0;
|
||||
const int Item::LAYER_3D = 1;
|
||||
const int Item::LAYER_3D_FRONT = 2;
|
||||
const int Item::LAYER_3D_HUD = 3;
|
||||
*/
|
||||
|
||||
const uint8_t ItemKey::TAG_BITS_ALL { 0xFF };
|
||||
const uint8_t ItemKey::TAG_BITS_NONE { 0x00 };
|
||||
|
@ -47,6 +48,11 @@ const uint8_t ItemKey::TAG_BITS_7 { 0x80 };
|
|||
|
||||
const uint32_t ItemKey::KEY_TAG_BITS_MASK = ((uint32_t) ItemKey::TAG_BITS_ALL) << FIRST_TAG_BIT;
|
||||
|
||||
// Layer bits are derived from the Layer enum, the number of bits needed to represent integer 0 to NUM_LAYERS
|
||||
//const uint8_t ItemKey::NUM_LAYER_BITS { 3 };
|
||||
const uint8_t ItemKey::LAYER_BITS_ALL { 0x07 };
|
||||
|
||||
const uint32_t ItemKey::KEY_LAYER_BITS_MASK = ((uint32_t)ItemKey::LAYER_BITS_ALL) << FIRST_LAYER_BIT;
|
||||
|
||||
|
||||
void Item::Status::Value::setScale(float scale) {
|
||||
|
|
|
@ -66,9 +66,30 @@ public:
|
|||
const static uint8_t TAG_BITS_6;
|
||||
const static uint8_t TAG_BITS_7;
|
||||
|
||||
// Items are organized in layers, an item belongs to one of the 8 Layers available.
|
||||
// By default an item is in the 'LAYER_NONE' meaning that it is NOT layered.
|
||||
// Which is equivalent to say that LAYER_NONE, is the default Layer.
|
||||
// THere is NO ordering relationship between layers.
|
||||
enum Layer : uint8_t {
|
||||
LAYER_NONE = 0, // layer 0 is a 'NOT' layer, items are not considered layered, this is the default value
|
||||
LAYER_1,
|
||||
LAYER_2,
|
||||
LAYER_3,
|
||||
LAYER_4,
|
||||
LAYER_5,
|
||||
LAYER_6,
|
||||
LAYER_BACKGROUND, // Last Layer is the background by convention
|
||||
|
||||
NUM_LAYERS,
|
||||
NUM_LAYER_BITS = 3
|
||||
};
|
||||
// Layer bits are derived from the Layer enum, the number of bits needed to represent integer 0 to NUM_LAYERS
|
||||
const static uint8_t LAYER_BITS_ALL;
|
||||
|
||||
enum FlagBit : uint32_t {
|
||||
TYPE_SHAPE = 0, // Item is a Shape
|
||||
TYPE_LIGHT, // Item is a Light
|
||||
TYPE_SHAPE = 0, // Item is a Shape: Implements the Shape Interface that draw a Geometry rendered with a Material
|
||||
TYPE_LIGHT, // Item is a Light: Implements the Light Interface that
|
||||
TYPE_CAMERA, // Item is a Camera: Implements the Camera Interface
|
||||
TYPE_META, // Item is a Meta: meanning it s used to represent a higher level object, potentially represented by other render items
|
||||
|
||||
TRANSLUCENT, // Transparent and not opaque, for some odd reason TRANSPARENCY doesn't work...
|
||||
|
@ -77,13 +98,15 @@ public:
|
|||
DEFORMED, // Deformed within bound, not solid
|
||||
INVISIBLE, // Visible or not in the scene?
|
||||
SHADOW_CASTER, // Item cast shadows
|
||||
LAYERED, // Item belongs to one of the layers different from the default layer
|
||||
META_CULL_GROUP, // As a meta item, the culling of my sub items is based solely on my bounding box and my visibility in the view
|
||||
SUB_META_CULLED, // As a sub item of a meta render item set as cull group, need to be set to my culling to the meta render it
|
||||
|
||||
FIRST_TAG_BIT, // 8 Tags available to organize the items and filter them against
|
||||
LAST_TAG_BIT = FIRST_TAG_BIT + NUM_TAGS,
|
||||
|
||||
FIRST_LAYER_BIT, // 8 Exclusive Layers (encoded in 3 bits) available to organize the items in layers, an item can only belong to ONE layer
|
||||
LAST_LAYER_BIT = FIRST_LAYER_BIT + NUM_LAYER_BITS,
|
||||
|
||||
__SMALLER, // Reserved bit for spatialized item to indicate that it is smaller than expected in the cell in which it belongs (probably because it overlaps over several smaller cells)
|
||||
|
||||
NUM_FLAGS, // Not a valid flag
|
||||
|
@ -96,6 +119,12 @@ public:
|
|||
return (keyBits & ~KEY_TAG_BITS_MASK) | (((uint32_t)tagBits) << FIRST_TAG_BIT);
|
||||
}
|
||||
|
||||
// All the bits touching layer bits sets to true
|
||||
const static uint32_t KEY_LAYER_BITS_MASK;
|
||||
static uint32_t evalLayerBitsWithKeyBits(uint8_t layer, const uint32_t keyBits) {
|
||||
return (keyBits & ~KEY_LAYER_BITS_MASK) | (((uint32_t)layer & LAYER_BITS_ALL) << FIRST_LAYER_BIT);
|
||||
}
|
||||
|
||||
// The key is the Flags
|
||||
Flags _flags;
|
||||
|
||||
|
@ -124,19 +153,24 @@ public:
|
|||
Builder& withInvisible() { _flags.set(INVISIBLE); return (*this); }
|
||||
Builder& withVisible() { _flags.reset(INVISIBLE); return (*this); }
|
||||
Builder& withShadowCaster() { _flags.set(SHADOW_CASTER); return (*this); }
|
||||
Builder& withLayered() { _flags.set(LAYERED); return (*this); }
|
||||
Builder& withoutShadowCaster() { _flags.reset(SHADOW_CASTER); return (*this); }
|
||||
Builder& withMetaCullGroup() { _flags.set(META_CULL_GROUP); return (*this); }
|
||||
Builder& withoutMetaCullGroup() { _flags.reset(META_CULL_GROUP); return (*this); }
|
||||
Builder& withSubMetaCulled() { _flags.set(SUB_META_CULLED); return (*this); }
|
||||
Builder& withoutSubMetaCulled() { _flags.reset(SUB_META_CULLED); return (*this); }
|
||||
|
||||
Builder& withTag(Tag tag) { _flags.set(FIRST_TAG_BIT + tag); return (*this); }
|
||||
// Set ALL the tags in one call using the Tag bits
|
||||
Builder& withTagBits(uint8_t tagBits) { _flags = evalTagBitsWithKeyBits(tagBits, _flags.to_ulong()); return (*this); }
|
||||
|
||||
Builder& withLayer(uint8_t layer) { _flags = evalLayerBitsWithKeyBits(layer, _flags.to_ulong()); return (*this); }
|
||||
Builder& withoutLayer() { return withLayer(LAYER_NONE); }
|
||||
|
||||
// Convenient standard keys that we will keep on using all over the place
|
||||
static Builder opaqueShape() { return Builder().withTypeShape(); }
|
||||
static Builder transparentShape() { return Builder().withTypeShape().withTransparent(); }
|
||||
static Builder light() { return Builder().withTypeLight(); }
|
||||
static Builder background() { return Builder().withViewSpace().withLayered(); }
|
||||
static Builder background() { return Builder().withViewSpace().withLayer(LAYER_BACKGROUND); }
|
||||
};
|
||||
ItemKey(const Builder& builder) : ItemKey(builder._flags) {}
|
||||
|
||||
|
@ -161,9 +195,6 @@ public:
|
|||
|
||||
bool isShadowCaster() const { return _flags[SHADOW_CASTER]; }
|
||||
|
||||
bool isLayered() const { return _flags[LAYERED]; }
|
||||
bool isSpatial() const { return !isLayered(); }
|
||||
|
||||
bool isMetaCullGroup() const { return _flags[META_CULL_GROUP]; }
|
||||
void setMetaCullGroup(bool cullGroup) { (cullGroup ? _flags.set(META_CULL_GROUP) : _flags.reset(META_CULL_GROUP)); }
|
||||
|
||||
|
@ -173,6 +204,11 @@ public:
|
|||
bool isTag(Tag tag) const { return _flags[FIRST_TAG_BIT + tag]; }
|
||||
uint8_t getTagBits() const { return ((_flags.to_ulong() & KEY_TAG_BITS_MASK) >> FIRST_TAG_BIT); }
|
||||
|
||||
uint8_t getLayer() const { return ((_flags.to_ulong() & KEY_LAYER_BITS_MASK) >> FIRST_LAYER_BIT); }
|
||||
bool isLayer(uint8_t layer) const { return getLayer() == layer; }
|
||||
bool isLayered() const { return getLayer() != LAYER_NONE; }
|
||||
bool isSpatial() const { return !isLayered(); }
|
||||
|
||||
// Probably not public, flags used by the scene
|
||||
bool isSmall() const { return _flags[__SMALLER]; }
|
||||
void setSmaller(bool smaller) { (smaller ? _flags.set(__SMALLER) : _flags.reset(__SMALLER)); }
|
||||
|
@ -230,9 +266,6 @@ public:
|
|||
Builder& withNoShadowCaster() { _value.reset(ItemKey::SHADOW_CASTER); _mask.set(ItemKey::SHADOW_CASTER); return (*this); }
|
||||
Builder& withShadowCaster() { _value.set(ItemKey::SHADOW_CASTER); _mask.set(ItemKey::SHADOW_CASTER); return (*this); }
|
||||
|
||||
Builder& withoutLayered() { _value.reset(ItemKey::LAYERED); _mask.set(ItemKey::LAYERED); return (*this); }
|
||||
Builder& withLayered() { _value.set(ItemKey::LAYERED); _mask.set(ItemKey::LAYERED); return (*this); }
|
||||
|
||||
Builder& withoutMetaCullGroup() { _value.reset(ItemKey::META_CULL_GROUP); _mask.set(ItemKey::META_CULL_GROUP); return (*this); }
|
||||
Builder& withMetaCullGroup() { _value.set(ItemKey::META_CULL_GROUP); _mask.set(ItemKey::META_CULL_GROUP); return (*this); }
|
||||
|
||||
|
@ -244,6 +277,9 @@ public:
|
|||
// Set ALL the tags in one call using the Tag bits and the Tag bits touched
|
||||
Builder& withTagBits(uint8_t tagBits, uint8_t tagMask) { _value = ItemKey::evalTagBitsWithKeyBits(tagBits, _value.to_ulong()); _mask = ItemKey::evalTagBitsWithKeyBits(tagMask, _mask.to_ulong()); return (*this); }
|
||||
|
||||
Builder& withoutLayered() { _value = ItemKey::evalLayerBitsWithKeyBits(ItemKey::LAYER_NONE, _value.to_ulong()); _mask |= ItemKey::KEY_LAYER_BITS_MASK; return (*this); }
|
||||
Builder& withLayer(uint8_t layer) { _value = ItemKey::evalLayerBitsWithKeyBits(layer, _value.to_ulong()); _mask |= ItemKey::KEY_LAYER_BITS_MASK; return (*this); }
|
||||
|
||||
Builder& withNothing() { _value.reset(); _mask.reset(); return (*this); }
|
||||
|
||||
// Convenient standard keys that we will keep on using all over the place
|
||||
|
@ -252,9 +288,9 @@ public:
|
|||
static Builder transparentShape() { return Builder().withTypeShape().withTransparent().withWorldSpace(); }
|
||||
static Builder light() { return Builder().withTypeLight(); }
|
||||
static Builder meta() { return Builder().withTypeMeta(); }
|
||||
static Builder background() { return Builder().withViewSpace().withLayered(); }
|
||||
static Builder opaqueShapeLayered() { return Builder().withTypeShape().withOpaque().withWorldSpace().withLayered(); }
|
||||
static Builder transparentShapeLayered() { return Builder().withTypeShape().withTransparent().withWorldSpace().withLayered(); }
|
||||
static Builder background() { return Builder().withViewSpace().withLayer(ItemKey::LAYER_BACKGROUND); }
|
||||
// static Builder opaqueShapeLayered() { return Builder().withTypeShape().withOpaque().withWorldSpace().withLayered(); }
|
||||
// static Builder transparentShapeLayered() { return Builder().withTypeShape().withTransparent().withWorldSpace().withLayered(); }
|
||||
static Builder nothing() { return Builder().withNothing(); }
|
||||
};
|
||||
|
||||
|
@ -377,7 +413,7 @@ public:
|
|||
public:
|
||||
virtual const ItemKey getKey() const = 0;
|
||||
virtual const Bound getBound() const = 0;
|
||||
virtual int getLayer() const = 0;
|
||||
// virtual int getLayer() const = 0;
|
||||
virtual void render(RenderArgs* args) = 0;
|
||||
|
||||
virtual const ShapeKey getShapeKey() const = 0;
|
||||
|
@ -423,12 +459,13 @@ public:
|
|||
const Bound getBound() const { return _payload->getBound(); }
|
||||
|
||||
// Get the layer where the item belongs.
|
||||
int getLayer() const { return _payload->getLayer(); }
|
||||
// int getLayer() const { return _payload->getLayer(); }
|
||||
int getLayer() const { return _key.getLayer(); }
|
||||
|
||||
static const int LAYER_2D;
|
||||
static const int LAYER_3D;
|
||||
static const int LAYER_3D_FRONT;
|
||||
static const int LAYER_3D_HUD;
|
||||
static const uint8_t LAYER_2D{ ItemKey::LAYER_1 };
|
||||
static const uint8_t LAYER_3D{ ItemKey::LAYER_NONE };
|
||||
static const uint8_t LAYER_3D_FRONT{ ItemKey::LAYER_2 };
|
||||
static const uint8_t LAYER_3D_HUD{ ItemKey::LAYER_3 };
|
||||
|
||||
// Render call for the item
|
||||
void render(RenderArgs* args) const { _payload->render(args); }
|
||||
|
@ -505,7 +542,7 @@ public:
|
|||
// Payload general interface
|
||||
virtual const ItemKey getKey() const override { return payloadGetKey<T>(_data); }
|
||||
virtual const Item::Bound getBound() const override { return payloadGetBound<T>(_data); }
|
||||
virtual int getLayer() const override { return payloadGetLayer<T>(_data); }
|
||||
// virtual int getLayer() const override { return payloadGetLayer<T>(_data); }
|
||||
|
||||
virtual void render(RenderArgs* args) override { payloadRender<T>(_data, args); }
|
||||
|
||||
|
|
Loading…
Reference in a new issue