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Merge pull request from sethalves/cauterize-head-av-entities-1

don't draw head-descendant entitys with 1st-person camera
This commit is contained in:
Seth Alves 2018-02-02 11:57:49 -08:00 committed by GitHub
commit b3250ff4b6
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GPG key ID: 4AEE18F83AFDEB23
33 changed files with 258 additions and 85 deletions

View file

@ -2294,7 +2294,7 @@ void Application::initializeGL() {
#ifndef Q_OS_ANDROID
_renderEngine->addJob<SecondaryCameraRenderTask>("SecondaryCameraJob", cullFunctor, !DISABLE_DEFERRED);
#endif
_renderEngine->addJob<RenderViewTask>("RenderMainView", cullFunctor, !DISABLE_DEFERRED);
_renderEngine->addJob<RenderViewTask>("RenderMainView", cullFunctor, !DISABLE_DEFERRED, render::ItemKey::TAG_BITS_0, render::ItemKey::TAG_BITS_0);
#ifdef Q_OS_OSX
DeadlockWatchdogThread::resume();

View file

@ -178,7 +178,7 @@ public:
render::ItemID WorldBoxRenderData::_item{ render::Item::INVALID_ITEM_ID };
namespace render {
template <> const ItemKey payloadGetKey(const WorldBoxRenderData::Pointer& stuff) { return ItemKey::Builder::opaqueShape(); }
template <> const ItemKey payloadGetKey(const WorldBoxRenderData::Pointer& stuff) { return ItemKey::Builder::opaqueShape().withTagBits(ItemKey::TAG_BITS_0 | ItemKey::TAG_BITS_1); }
template <> const Item::Bound payloadGetBound(const WorldBoxRenderData::Pointer& stuff) { return Item::Bound(); }
template <> void payloadRender(const WorldBoxRenderData::Pointer& stuff, RenderArgs* args) {
if (Menu::getInstance()->isOptionChecked(MenuOption::WorldAxes)) {

View file

@ -19,8 +19,9 @@
using RenderArgsPointer = std::shared_ptr<RenderArgs>;
void MainRenderTask::build(JobModel& task, const render::Varying& inputs, render::Varying& outputs, render::CullFunctor cullFunctor, bool isDeferred) {
task.addJob<RenderShadowTask>("RenderShadowTask", cullFunctor);
const auto items = task.addJob<RenderFetchCullSortTask>("FetchCullSort", cullFunctor);
task.addJob<RenderShadowTask>("RenderShadowTask", cullFunctor, render::ItemKey::TAG_BITS_1, render::ItemKey::TAG_BITS_1);
const auto items = task.addJob<RenderFetchCullSortTask>("FetchCullSort", cullFunctor, render::ItemKey::TAG_BITS_1, render::ItemKey::TAG_BITS_1);
assert(items.canCast<RenderFetchCullSortTask::Output>());
if (!isDeferred) {
task.addJob<RenderForwardTask>("Forward", items);
@ -205,7 +206,7 @@ public:
void SecondaryCameraRenderTask::build(JobModel& task, const render::Varying& inputs, render::Varying& outputs, render::CullFunctor cullFunctor, bool isDeferred) {
const auto cachedArg = task.addJob<SecondaryCameraJob>("SecondaryCamera");
const auto items = task.addJob<RenderFetchCullSortTask>("FetchCullSort", cullFunctor);
const auto items = task.addJob<RenderFetchCullSortTask>("FetchCullSort", cullFunctor, render::ItemKey::TAG_BITS_1, render::ItemKey::TAG_BITS_1);
assert(items.canCast<RenderFetchCullSortTask::Output>());
if (!isDeferred) {
task.addJob<RenderForwardTask>("Forward", items);

View file

@ -48,6 +48,7 @@
#include <recording/Frame.h>
#include <RecordingScriptingInterface.h>
#include <trackers/FaceTracker.h>
#include <RenderableModelEntityItem.h>
#include "MyHead.h"
#include "MySkeletonModel.h"
@ -503,11 +504,42 @@ void MyAvatar::updateEyeContactTarget(float deltaTime) {
extern QByteArray avatarStateToFrame(const AvatarData* _avatar);
extern void avatarStateFromFrame(const QByteArray& frameData, AvatarData* _avatar);
void MyAvatar::beParentOfChild(SpatiallyNestablePointer newChild) const {
_cauterizationNeedsUpdate = true;
SpatiallyNestable::beParentOfChild(newChild);
}
void MyAvatar::forgetChild(SpatiallyNestablePointer newChild) const {
_cauterizationNeedsUpdate = true;
SpatiallyNestable::forgetChild(newChild);
}
void MyAvatar::updateChildCauterization(SpatiallyNestablePointer object) {
if (object->getNestableType() == NestableType::Entity) {
EntityItemPointer entity = std::static_pointer_cast<EntityItem>(object);
entity->setCauterized(!_prevShouldDrawHead);
}
}
void MyAvatar::simulate(float deltaTime) {
PerformanceTimer perfTimer("simulate");
animateScaleChanges(deltaTime);
if (_cauterizationNeedsUpdate) {
const std::unordered_set<int>& headBoneSet = _skeletonModel->getCauterizeBoneSet();
forEachChild([&](SpatiallyNestablePointer object) {
bool isChildOfHead = headBoneSet.find(object->getParentJointIndex()) != headBoneSet.end();
if (isChildOfHead) {
updateChildCauterization(object);
object->forEachDescendant([&](SpatiallyNestablePointer descendant) {
updateChildCauterization(descendant);
});
}
});
_cauterizationNeedsUpdate = false;
}
{
PerformanceTimer perfTimer("transform");
bool stepAction = false;
@ -1067,7 +1099,7 @@ void MyAvatar::setEnableDebugDrawIKChains(bool isEnabled) {
}
void MyAvatar::setEnableMeshVisible(bool isEnabled) {
_skeletonModel->setVisibleInScene(isEnabled, qApp->getMain3DScene());
_skeletonModel->setVisibleInScene(isEnabled, qApp->getMain3DScene(), render::ItemKey::TAG_BITS_NONE);
}
void MyAvatar::setEnableInverseKinematics(bool isEnabled) {
@ -1417,8 +1449,9 @@ void MyAvatar::clearJointsData() {
void MyAvatar::setSkeletonModelURL(const QUrl& skeletonModelURL) {
Avatar::setSkeletonModelURL(skeletonModelURL);
_skeletonModel->setVisibleInScene(true, qApp->getMain3DScene());
_skeletonModel->setVisibleInScene(true, qApp->getMain3DScene(), render::ItemKey::TAG_BITS_NONE);
_headBoneSet.clear();
_cauterizationNeedsUpdate = true;
emit skeletonChanged();
}
@ -1762,7 +1795,7 @@ void MyAvatar::attach(const QString& modelURL, const QString& jointName,
void MyAvatar::setVisibleInSceneIfReady(Model* model, const render::ScenePointer& scene, bool visible) {
if (model->isActive() && model->isRenderable()) {
model->setVisibleInScene(visible, scene);
model->setVisibleInScene(visible, scene, render::ItemKey::TAG_BITS_NONE);
}
}
@ -1790,6 +1823,8 @@ void MyAvatar::initHeadBones() {
}
q.pop();
}
_cauterizationNeedsUpdate = true;
}
QUrl MyAvatar::getAnimGraphOverrideUrl() const {
@ -1860,6 +1895,7 @@ void MyAvatar::postUpdate(float deltaTime, const render::ScenePointer& scene) {
_fstAnimGraphOverrideUrl = _skeletonModel->getGeometry()->getAnimGraphOverrideUrl();
initAnimGraph();
_isAnimatingScale = true;
_cauterizationNeedsUpdate = true;
}
if (_enableDebugDrawDefaultPose || _enableDebugDrawAnimPose) {
@ -1948,6 +1984,7 @@ void MyAvatar::preDisplaySide(RenderArgs* renderArgs) {
// toggle using the cauterizedBones depending on where the camera is and the rendering pass type.
const bool shouldDrawHead = shouldRenderHead(renderArgs);
if (shouldDrawHead != _prevShouldDrawHead) {
_cauterizationNeedsUpdate = true;
_skeletonModel->setEnableCauterization(!shouldDrawHead);
for (int i = 0; i < _attachmentData.size(); i++) {
@ -1957,7 +1994,8 @@ void MyAvatar::preDisplaySide(RenderArgs* renderArgs) {
_attachmentData[i].jointName.compare("RightEye", Qt::CaseInsensitive) == 0 ||
_attachmentData[i].jointName.compare("HeadTop_End", Qt::CaseInsensitive) == 0 ||
_attachmentData[i].jointName.compare("Face", Qt::CaseInsensitive) == 0) {
_attachmentModels[i]->setVisibleInScene(shouldDrawHead, qApp->getMain3DScene());
_attachmentModels[i]->setVisibleInScene(shouldDrawHead, qApp->getMain3DScene(),
render::ItemKey::TAG_BITS_NONE);
}
}
}

View file

@ -633,6 +633,11 @@ signals:
private slots:
void leaveDomain();
protected:
virtual void beParentOfChild(SpatiallyNestablePointer newChild) const override;
virtual void forgetChild(SpatiallyNestablePointer newChild) const override;
private:
bool requiresSafeLanding(const glm::vec3& positionIn, glm::vec3& positionOut);
@ -812,6 +817,8 @@ private:
bool _enableDebugDrawIKChains { false };
bool _enableDebugDrawDetailedCollision { false };
mutable bool _cauterizationNeedsUpdate; // do we need to scan children and update their "cauterized" state?
AudioListenerMode _audioListenerMode;
glm::vec3 _customListenPosition;
glm::quat _customListenOrientation;
@ -849,6 +856,8 @@ private:
// height of user in sensor space, when standing erect.
ThreadSafeValueCache<float> _userHeight { DEFAULT_AVATAR_HEIGHT };
void updateChildCauterization(SpatiallyNestablePointer object);
// max unscaled forward movement speed
ThreadSafeValueCache<float> _walkSpeed { DEFAULT_AVATAR_MAX_WALKING_SPEED };
};

View file

@ -86,7 +86,8 @@ void ModelOverlay::update(float deltatime) {
}
if (_visibleDirty) {
_visibleDirty = false;
_model->setVisibleInScene(getVisible(), scene);
// don't show overlays in mirrors
_model->setVisibleInScene(getVisible(), scene, render::ItemKey::TAG_BITS_0);
}
if (_drawInFrontDirty) {
_drawInFrontDirty = false;
@ -120,8 +121,10 @@ void ModelOverlay::removeFromScene(Overlay::Pointer overlay, const render::Scene
}
void ModelOverlay::setVisible(bool visible) {
Overlay::setVisible(visible);
_visibleDirty = true;
if (visible != getVisible()) {
Overlay::setVisible(visible);
_visibleDirty = true;
}
}
void ModelOverlay::setDrawInFront(bool drawInFront) {

View file

@ -106,7 +106,7 @@ private:
bool _jointMappingCompleted { false };
QVector<int> _jointMapping; // domain is index into model-joints, range is index into animation-joints
bool _visibleDirty { false };
bool _visibleDirty { true };
bool _drawInFrontDirty { false };
bool _drawInHUDDirty { false };

View file

@ -44,6 +44,13 @@ namespace render {
} else {
builder.withViewSpace();
}
if (!overlay->getVisible()) {
builder.withInvisible();
}
builder.withTagBits(render::ItemKey::TAG_BITS_0); // Only draw overlays in main view
return builder.build();
}
template <> const Item::Bound payloadGetBound(const Overlay::Pointer& overlay) {

View file

@ -50,7 +50,7 @@ const glm::vec3 HAND_TO_PALM_OFFSET(0.0f, 0.12f, 0.08f);
namespace render {
template <> const ItemKey payloadGetKey(const AvatarSharedPointer& avatar) {
return ItemKey::Builder::opaqueShape().withTypeMeta();
return ItemKey::Builder::opaqueShape().withTypeMeta().withTagBits(ItemKey::TAG_BITS_0 | ItemKey::TAG_BITS_1);
}
template <> const Item::Bound payloadGetBound(const AvatarSharedPointer& avatar) {
return static_pointer_cast<Avatar>(avatar)->getBounds();

View file

@ -159,10 +159,10 @@ Item::Bound EntityRenderer::getBound() {
ItemKey EntityRenderer::getKey() {
if (isTransparent()) {
return ItemKey::Builder::transparentShape().withTypeMeta();
return ItemKey::Builder::transparentShape().withTypeMeta().withTagBits(render::ItemKey::TAG_BITS_0 | render::ItemKey::TAG_BITS_1);
}
return ItemKey::Builder::opaqueShape().withTypeMeta();
return ItemKey::Builder::opaqueShape().withTypeMeta().withTagBits(render::ItemKey::TAG_BITS_0 | render::ItemKey::TAG_BITS_1);
}
uint32_t EntityRenderer::metaFetchMetaSubItems(ItemIDs& subItems) {
@ -185,7 +185,12 @@ void EntityRenderer::render(RenderArgs* args) {
emit requestRenderUpdate();
}
if (_visible) {
auto& renderMode = args->_renderMode;
bool cauterized = (renderMode != RenderArgs::RenderMode::SHADOW_RENDER_MODE &&
renderMode != RenderArgs::RenderMode::SECONDARY_CAMERA_RENDER_MODE &&
_cauterized);
if (_visible && !cauterized) {
doRender(args);
}
}
@ -366,6 +371,7 @@ void EntityRenderer::doRenderUpdateSynchronous(const ScenePointer& scene, Transa
_moving = entity->isMovingRelativeToParent();
_visible = entity->getVisible();
_cauterized = entity->getCauterized();
_needsRenderUpdate = false;
});
}

View file

@ -124,6 +124,7 @@ protected:
bool _isFading{ _entitiesShouldFadeFunction() };
bool _prevIsTransparent { false };
bool _visible { false };
bool _cauterized { false };
bool _moving { false };
bool _needsRenderUpdate { false };
// Only touched on the rendering thread

View file

@ -1013,9 +1013,9 @@ ModelEntityRenderer::ModelEntityRenderer(const EntityItemPointer& entity) : Pare
void ModelEntityRenderer::setKey(bool didVisualGeometryRequestSucceed) {
if (didVisualGeometryRequestSucceed) {
_itemKey = ItemKey::Builder().withTypeMeta();
_itemKey = ItemKey::Builder().withTypeMeta().withTagBits(render::ItemKey::TAG_BITS_0 | render::ItemKey::TAG_BITS_1);
} else {
_itemKey = ItemKey::Builder().withTypeMeta().withTypeShape();
_itemKey = ItemKey::Builder().withTypeMeta().withTypeShape().withTagBits(render::ItemKey::TAG_BITS_0 | render::ItemKey::TAG_BITS_1);
}
}
@ -1334,11 +1334,16 @@ void ModelEntityRenderer::doRenderUpdateSynchronousTyped(const ScenePointer& sce
entity->updateModelBounds();
entity->stopModelOverrideIfNoParent();
if (model->isVisible() != _visible) {
// Default behavior for model is to not be visible in main view if cauterized (aka parented to the avatar's neck joint)
uint32_t viewTaskBits = _cauterized ?
render::ItemKey::TAG_BITS_1 : // draw in every view except the main one (view zero)
render::ItemKey::TAG_BITS_ALL; // draw in all views
if (model->isVisible() != _visible || model->getViewTagBits() != viewTaskBits) {
// FIXME: this seems like it could be optimized if we tracked our last known visible state in
// the renderable item. As it stands now the model checks it's visible/invisible state
// so most of the time we don't do anything in this function.
model->setVisibleInScene(_visible, scene);
model->setVisibleInScene(_visible, scene, viewTaskBits);
}
// TODO? early exit here when not visible?

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@ -147,9 +147,9 @@ void ParticleEffectEntityRenderer::doRenderUpdateAsynchronousTyped(const TypedEn
ItemKey ParticleEffectEntityRenderer::getKey() {
if (_visible) {
return ItemKey::Builder::transparentShape();
return ItemKey::Builder::transparentShape().withTagBits(render::ItemKey::TAG_BITS_0 | render::ItemKey::TAG_BITS_1);
} else {
return ItemKey::Builder().withInvisible().build();
return ItemKey::Builder().withInvisible().withTagBits(render::ItemKey::TAG_BITS_0 | render::ItemKey::TAG_BITS_1).build();
}
}

View file

@ -112,7 +112,7 @@ PolyLineEntityRenderer::PolyLineEntityRenderer(const EntityItemPointer& entity)
}
ItemKey PolyLineEntityRenderer::getKey() {
return ItemKey::Builder::transparentShape().withTypeMeta();
return ItemKey::Builder::transparentShape().withTypeMeta().withTagBits(render::ItemKey::TAG_BITS_0 | render::ItemKey::TAG_BITS_1);
}
ShapeKey PolyLineEntityRenderer::getShapeKey() {

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@ -269,7 +269,7 @@ void ZoneEntityRenderer::doRenderUpdateAsynchronousTyped(const TypedEntityPointe
ItemKey ZoneEntityRenderer::getKey() {
return ItemKey::Builder().withTypeMeta().build();
return ItemKey::Builder().withTypeMeta().withTagBits(render::ItemKey::TAG_BITS_0 | render::ItemKey::TAG_BITS_1).build();
}
bool ZoneEntityRenderer::needsRenderUpdateFromTypedEntity(const TypedEntityPointer& entity) const {

View file

@ -470,6 +470,9 @@ public:
static QString _marketplacePublicKey;
static void retrieveMarketplacePublicKey();
void setCauterized(bool value) { _cauterized = value; }
bool getCauterized() const { return _cauterized; }
signals:
void requestRenderUpdate();
@ -623,6 +626,7 @@ protected:
quint64 _lastUpdatedAccelerationTimestamp { 0 };
quint64 _lastUpdatedQueryAACubeTimestamp { 0 };
bool _cauterized { false }; // if true, don't draw because it would obscure 1st-person camera
};
#endif // hifi_EntityItem_h

View file

@ -67,7 +67,7 @@ public:
typedef render::Payload<AnimDebugDrawData> AnimDebugDrawPayload;
namespace render {
template <> const ItemKey payloadGetKey(const AnimDebugDrawData::Pointer& data) { return (data->_isVisible ? ItemKey::Builder::opaqueShape() : ItemKey::Builder::opaqueShape().withInvisible()); }
template <> const ItemKey payloadGetKey(const AnimDebugDrawData::Pointer& data) { return (data->_isVisible ? ItemKey::Builder::opaqueShape() : ItemKey::Builder::opaqueShape().withInvisible()).withTagBits(ItemKey::TAG_BITS_ALL); }
template <> const Item::Bound payloadGetBound(const AnimDebugDrawData::Pointer& data) { return data->_bound; }
template <> void payloadRender(const AnimDebugDrawData::Pointer& data, RenderArgs* args) {
data->render(args);

View file

@ -249,7 +249,7 @@ void CauterizedModel::updateRenderItems() {
data.updateTransformForCauterizedMesh(renderTransform);
data.setEnableCauterization(enableCauterization);
data.setKey(isVisible, isLayeredInFront || isLayeredInHUD);
data.updateKey(isVisible, isLayeredInFront || isLayeredInHUD, render::ItemKey::TAG_BITS_ALL);
data.setLayer(isLayeredInFront, isLayeredInHUD);
data.setShapeKey(invalidatePayloadShapeKey, isWireframe);
});

View file

@ -18,9 +18,13 @@ namespace render {
template <> const ItemKey payloadGetKey(const LightPayload::Pointer& payload) {
ItemKey::Builder builder;
builder.withTypeLight();
if (!payload || !payload->isVisible()) {
builder.withInvisible();
builder.withTagBits(ItemKey::TAG_BITS_ALL);
if (payload) {
if (!payload->isVisible()) {
builder.withInvisible();
}
}
return builder.build();
}
@ -87,6 +91,7 @@ namespace render {
template <> const ItemKey payloadGetKey(const KeyLightPayload::Pointer& payload) {
ItemKey::Builder builder;
builder.withTypeLight();
builder.withTagBits(ItemKey::TAG_BITS_ALL);
if (!payload || !payload->isVisible()) {
builder.withInvisible();
}

View file

@ -71,10 +71,20 @@ void MeshPartPayload::updateMaterial(graphics::MaterialPointer drawMaterial) {
_drawMaterial = drawMaterial;
}
ItemKey MeshPartPayload::getKey() const {
void MeshPartPayload::updateKey(bool isVisible, bool isLayered, uint8_t tagBits) {
ItemKey::Builder builder;
builder.withTypeShape();
if (!isVisible) {
builder.withInvisible();
}
builder.withTagBits(tagBits);
if (isLayered) {
builder.withLayered();
}
if (_drawMaterial) {
auto matKey = _drawMaterial->getKey();
if (matKey.isTranslucent()) {
@ -82,7 +92,11 @@ ItemKey MeshPartPayload::getKey() const {
}
}
return builder.build();
_itemKey = builder.build();
}
ItemKey MeshPartPayload::getKey() const {
return _itemKey;
}
Item::Bound MeshPartPayload::getBound() const {
@ -389,7 +403,7 @@ void ModelMeshPartPayload::updateTransformForSkinnedMesh(const Transform& render
_worldBound.transform(boundTransform);
}
void ModelMeshPartPayload::setKey(bool isVisible, bool isLayered) {
void ModelMeshPartPayload::updateKey(bool isVisible, bool isLayered, uint8_t tagBits) {
ItemKey::Builder builder;
builder.withTypeShape();
@ -397,6 +411,8 @@ void ModelMeshPartPayload::setKey(bool isVisible, bool isLayered) {
builder.withInvisible();
}
builder.withTagBits(tagBits);
if (isLayered) {
builder.withLayered();
}
@ -415,10 +431,6 @@ void ModelMeshPartPayload::setKey(bool isVisible, bool isLayered) {
_itemKey = builder.build();
}
ItemKey ModelMeshPartPayload::getKey() const {
return _itemKey;
}
void ModelMeshPartPayload::setLayer(bool isLayeredInFront, bool isLayeredInHUD) {
if (isLayeredInFront) {
_layer = Item::LAYER_3D_FRONT;

View file

@ -33,6 +33,8 @@ public:
typedef render::Payload<MeshPartPayload> Payload;
typedef Payload::DataPointer Pointer;
virtual void updateKey(bool isVisible, bool isLayered, uint8_t tagBits);
virtual void updateMeshPart(const std::shared_ptr<const graphics::Mesh>& drawMesh, int partIndex);
virtual void notifyLocationChanged() {}
@ -70,6 +72,9 @@ public:
size_t getMaterialTextureSize() { return _drawMaterial ? _drawMaterial->getTextureSize() : 0; }
int getMaterialTextureCount() { return _drawMaterial ? _drawMaterial->getTextureCount() : 0; }
bool hasTextureInfo() const { return _drawMaterial ? _drawMaterial->hasTextureInfo() : false; }
protected:
render::ItemKey _itemKey{ render::ItemKey::Builder::opaqueShape().build() };
};
namespace render {
@ -94,16 +99,15 @@ public:
using TransformType = glm::mat4;
#endif
void updateKey(bool isVisible, bool isLayered, uint8_t tagBits) override;
void updateClusterBuffer(const std::vector<TransformType>& clusterTransforms);
void updateTransformForSkinnedMesh(const Transform& renderTransform, const Transform& boundTransform);
// Render Item interface
render::ItemKey getKey() const override;
int getLayer() const;
render::ShapeKey getShapeKey() const override; // shape interface
void render(RenderArgs* args) override;
void setKey(bool isVisible, bool isLayered);
void setLayer(bool isLayeredInFront, bool isLayeredInHUD);
void setShapeKey(bool invalidateShapeKey, bool isWireframe);
@ -126,7 +130,6 @@ private:
void initCache(const ModelPointer& model);
gpu::BufferPointer _blendedVertexBuffer;
render::ItemKey _itemKey { render::ItemKey::Builder::opaqueShape().build() };
render::ShapeKey _shapeKey { render::ShapeKey::Builder::invalid() };
int _layer { render::Item::LAYER_3D };
};

View file

@ -268,6 +268,7 @@ void Model::updateRenderItems() {
bool isWireframe = self->isWireframe();
bool isVisible = self->isVisible();
uint8_t viewTagBits = self->getViewTagBits();
bool isLayeredInFront = self->isLayeredInFront();
bool isLayeredInHUD = self->isLayeredInHUD();
@ -280,8 +281,10 @@ void Model::updateRenderItems() {
bool invalidatePayloadShapeKey = self->shouldInvalidatePayloadShapeKey(meshIndex);
transaction.updateItem<ModelMeshPartPayload>(itemID, [modelTransform, clusterTransforms, invalidatePayloadShapeKey,
isWireframe, isVisible, isLayeredInFront, isLayeredInHUD](ModelMeshPartPayload& data) {
transaction.updateItem<ModelMeshPartPayload>(itemID, [modelTransform, clusterTransforms,
invalidatePayloadShapeKey, isWireframe, isVisible,
viewTagBits, isLayeredInFront,
isLayeredInHUD](ModelMeshPartPayload& data) {
data.updateClusterBuffer(clusterTransforms);
Transform renderTransform = modelTransform;
@ -297,7 +300,7 @@ void Model::updateRenderItems() {
}
data.updateTransformForSkinnedMesh(renderTransform, modelTransform);
data.setKey(isVisible, isLayeredInFront || isLayeredInHUD);
data.updateKey(isVisible, isLayeredInFront || isLayeredInHUD, viewTagBits);
data.setLayer(isLayeredInFront, isLayeredInHUD);
data.setShapeKey(invalidatePayloadShapeKey, isWireframe);
});
@ -681,22 +684,25 @@ void Model::calculateTriangleSets() {
}
}
void Model::setVisibleInScene(bool isVisible, const render::ScenePointer& scene) {
if (_isVisible != isVisible) {
void Model::setVisibleInScene(bool isVisible, const render::ScenePointer& scene, uint8_t viewTagBits) {
if (_isVisible != isVisible || _viewTagBits != viewTagBits) {
_isVisible = isVisible;
_viewTagBits = viewTagBits;
bool isLayeredInFront = _isLayeredInFront;
bool isLayeredInHUD = _isLayeredInHUD;
render::Transaction transaction;
foreach (auto item, _modelMeshRenderItemsMap.keys()) {
transaction.updateItem<ModelMeshPartPayload>(item, [isVisible, isLayeredInFront, isLayeredInHUD](ModelMeshPartPayload& data) {
data.setKey(isVisible, isLayeredInFront || isLayeredInHUD);
transaction.updateItem<ModelMeshPartPayload>(item, [isVisible, viewTagBits, isLayeredInFront,
isLayeredInHUD](ModelMeshPartPayload& data) {
data.updateKey(isVisible, isLayeredInFront || isLayeredInHUD, viewTagBits);
});
}
foreach(auto item, _collisionRenderItemsMap.keys()) {
transaction.updateItem<ModelMeshPartPayload>(item, [isVisible, isLayeredInFront, isLayeredInHUD](ModelMeshPartPayload& data) {
data.setKey(isVisible, isLayeredInFront || isLayeredInHUD);
transaction.updateItem<ModelMeshPartPayload>(item, [isVisible, viewTagBits, isLayeredInFront,
isLayeredInHUD](ModelMeshPartPayload& data) {
data.updateKey(isVisible, isLayeredInFront || isLayeredInHUD, viewTagBits);
});
}
scene->enqueueTransaction(transaction);
@ -709,18 +715,21 @@ void Model::setLayeredInFront(bool isLayeredInFront, const render::ScenePointer&
_isLayeredInFront = isLayeredInFront;
bool isVisible = _isVisible;
uint8_t viewTagBits = _viewTagBits;
bool isLayeredInHUD = _isLayeredInHUD;
render::Transaction transaction;
foreach(auto item, _modelMeshRenderItemsMap.keys()) {
transaction.updateItem<ModelMeshPartPayload>(item, [isVisible, isLayeredInFront, isLayeredInHUD](ModelMeshPartPayload& data) {
data.setKey(isVisible, isLayeredInFront || isLayeredInHUD);
transaction.updateItem<ModelMeshPartPayload>(item, [isVisible, viewTagBits, isLayeredInFront,
isLayeredInHUD](ModelMeshPartPayload& data) {
data.updateKey(isVisible, isLayeredInFront || isLayeredInHUD, viewTagBits);
data.setLayer(isLayeredInFront, isLayeredInHUD);
});
}
foreach(auto item, _collisionRenderItemsMap.keys()) {
transaction.updateItem<ModelMeshPartPayload>(item, [isVisible, isLayeredInFront, isLayeredInHUD](ModelMeshPartPayload& data) {
data.setKey(isVisible, isLayeredInFront || isLayeredInHUD);
transaction.updateItem<ModelMeshPartPayload>(item, [isVisible, viewTagBits, isLayeredInFront,
isLayeredInHUD](ModelMeshPartPayload& data) {
data.updateKey(isVisible, isLayeredInFront || isLayeredInHUD, viewTagBits);
data.setLayer(isLayeredInFront, isLayeredInHUD);
});
}
@ -733,18 +742,21 @@ void Model::setLayeredInHUD(bool isLayeredInHUD, const render::ScenePointer& sce
_isLayeredInHUD = isLayeredInHUD;
bool isVisible = _isVisible;
uint8_t viewTagBits = _viewTagBits;
bool isLayeredInFront = _isLayeredInFront;
render::Transaction transaction;
foreach(auto item, _modelMeshRenderItemsMap.keys()) {
transaction.updateItem<ModelMeshPartPayload>(item, [isVisible, isLayeredInFront, isLayeredInHUD](ModelMeshPartPayload& data) {
data.setKey(isVisible, isLayeredInFront || isLayeredInHUD);
transaction.updateItem<ModelMeshPartPayload>(item, [isVisible, viewTagBits, isLayeredInFront,
isLayeredInHUD](ModelMeshPartPayload& data) {
data.updateKey(isVisible, isLayeredInFront || isLayeredInHUD, viewTagBits);
data.setLayer(isLayeredInFront, isLayeredInHUD);
});
}
foreach(auto item, _collisionRenderItemsMap.keys()) {
transaction.updateItem<ModelMeshPartPayload>(item, [isVisible, isLayeredInFront, isLayeredInHUD](ModelMeshPartPayload& data) {
data.setKey(isVisible, isLayeredInFront || isLayeredInHUD);
transaction.updateItem<ModelMeshPartPayload>(item, [isVisible, viewTagBits, isLayeredInFront,
isLayeredInHUD](ModelMeshPartPayload& data) {
data.updateKey(isVisible, isLayeredInFront || isLayeredInHUD, viewTagBits);
data.setLayer(isLayeredInFront, isLayeredInHUD);
});
}

View file

@ -86,7 +86,7 @@ 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, uint8_t viewTagBits);
void setLayeredInFront(bool isLayeredInFront, const render::ScenePointer& scene);
void setLayeredInHUD(bool isLayeredInHUD, const render::ScenePointer& scene);
bool needsFixupInScene() const;
@ -104,6 +104,7 @@ public:
bool isRenderable() const;
bool isVisible() const { return _isVisible; }
uint8_t getViewTagBits() const { return _viewTagBits; }
bool isLayeredInFront() const { return _isLayeredInFront; }
bool isLayeredInHUD() const { return _isLayeredInHUD; }
@ -396,6 +397,7 @@ protected:
QUrl _url;
bool _isVisible;
uint8_t _viewTagBits{ render::ItemKey::TAG_BITS_ALL };
gpu::Buffers _blendedVertexBuffers;

View file

@ -200,7 +200,7 @@ void RenderShadowMap::run(const render::RenderContextPointer& renderContext, con
});
}
void RenderShadowTask::build(JobModel& task, const render::Varying& input, render::Varying& output, CullFunctor cullFunctor) {
void RenderShadowTask::build(JobModel& task, const render::Varying& input, render::Varying& output, CullFunctor cullFunctor, uint8_t tagBits, uint8_t tagMask) {
cullFunctor = cullFunctor ? cullFunctor : [](const RenderArgs*, const AABox&) { return true; };
// Prepare the ShapePipeline
@ -216,7 +216,7 @@ void RenderShadowTask::build(JobModel& task, const render::Varying& input, rende
task.addJob<RenderShadowSetup>("ShadowSetup");
for (auto i = 0; i < SHADOW_CASCADE_MAX_COUNT; i++) {
const auto setupOutput = task.addJob<RenderShadowCascadeSetup>("ShadowCascadeSetup", i);
const auto setupOutput = task.addJob<RenderShadowCascadeSetup>("ShadowCascadeSetup", i, tagBits, tagMask);
const auto shadowFilter = setupOutput.getN<RenderShadowCascadeSetup::Outputs>(1);
// CPU jobs:
@ -264,7 +264,7 @@ void RenderShadowCascadeSetup::run(const render::RenderContextPointer& renderCon
const auto globalShadow = lightStage->getCurrentKeyShadow();
if (globalShadow && _cascadeIndex<globalShadow->getCascadeCount()) {
output.edit1() = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered();
output.edit1() = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered().withTagBits(_tagBits, _tagMask);
globalShadow->setKeylightCascadeFrustum(_cascadeIndex, args->getViewFrustum(), SHADOW_FRUSTUM_NEAR, SHADOW_FRUSTUM_FAR);

View file

@ -48,7 +48,7 @@ public:
using JobModel = render::Task::Model<RenderShadowTask, Config>;
RenderShadowTask() {}
void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs, render::CullFunctor shouldRender);
void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs, render::CullFunctor shouldRender, uint8_t tagBits = 0x00, uint8_t tagMask = 0x00);
void configure(const Config& configuration);
};
@ -67,12 +67,14 @@ public:
using Outputs = render::VaryingSet3<RenderArgs::RenderMode, render::ItemFilter, float>;
using JobModel = render::Job::ModelO<RenderShadowCascadeSetup, Outputs>;
RenderShadowCascadeSetup(unsigned int cascadeIndex) : _cascadeIndex{ cascadeIndex } {}
RenderShadowCascadeSetup(unsigned int cascadeIndex, uint8_t tagBits = 0x00, uint8_t tagMask = 0x00) : _cascadeIndex{ cascadeIndex }, _tagBits(tagBits), _tagMask(tagMask) {}
void run(const render::RenderContextPointer& renderContext, Outputs& output);
private:
unsigned int _cascadeIndex;
uint8_t _tagBits{ 0x00 };
uint8_t _tagMask{ 0x00 };
};
class RenderShadowCascadeTeardown {

View file

@ -14,7 +14,7 @@
#include "RenderDeferredTask.h"
#include "RenderForwardTask.h"
void RenderViewTask::build(JobModel& task, const render::Varying& input, render::Varying& output, render::CullFunctor cullFunctor, bool isDeferred) {
void RenderViewTask::build(JobModel& task, const render::Varying& input, render::Varying& output, render::CullFunctor cullFunctor, bool isDeferred, uint8_t tagBits, uint8_t tagMask) {
// auto items = input.get<Input>();
// Shadows use an orthographic projection because they are linked to sunlights
@ -28,9 +28,9 @@ void RenderViewTask::build(JobModel& task, const render::Varying& input, render:
const auto threshold = 1e-3f;
return relativeBoundRadius > threshold;
return true;
});
}, tagBits, tagMask);
const auto items = task.addJob<RenderFetchCullSortTask>("FetchCullSort", cullFunctor);
const auto items = task.addJob<RenderFetchCullSortTask>("FetchCullSort", cullFunctor, tagBits, tagMask);
assert(items.canCast<RenderFetchCullSortTask::Output>());
if (isDeferred) {

View file

@ -23,7 +23,7 @@ public:
RenderViewTask() {}
void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs, render::CullFunctor cullFunctor, bool isDeferred);
void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs, render::CullFunctor cullFunctor, bool isDeferred, uint8_t tagBits = 0x00, uint8_t tagMask = 0x00);
};

View file

@ -61,7 +61,7 @@ void render::cullItems(const RenderContextPointer& renderContext, const CullFunc
details._rendered += (int)outItems.size();
}
void FetchNonspatialItems::run(const RenderContextPointer& renderContext, ItemBounds& outItems) {
void FetchNonspatialItems::run(const RenderContextPointer& renderContext, const ItemFilter& filter, ItemBounds& outItems) {
assert(renderContext->args);
assert(renderContext->args->hasViewFrustum());
auto& scene = renderContext->_scene;
@ -72,7 +72,9 @@ void FetchNonspatialItems::run(const RenderContextPointer& renderContext, ItemBo
outItems.reserve(items.size());
for (auto& id : items) {
auto& item = scene->getItem(id);
outItems.emplace_back(ItemBound(id, item.getBound()));
if (filter.test(item.getKey())) {
outItems.emplace_back(ItemBound(id, item.getBound()));
}
}
}

View file

@ -24,8 +24,8 @@ namespace render {
class FetchNonspatialItems {
public:
using JobModel = Job::ModelO<FetchNonspatialItems, ItemBounds>;
void run(const RenderContextPointer& renderContext, ItemBounds& outItems);
using JobModel = Job::ModelIO<FetchNonspatialItems, ItemFilter, ItemBounds>;
void run(const RenderContextPointer& renderContext, const ItemFilter& filter, ItemBounds& outItems);
};
class FetchSpatialTreeConfig : public Job::Config {

View file

@ -34,6 +34,21 @@ 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 };
const uint8_t ItemKey::TAG_BITS_0 { 0x01 };
const uint8_t ItemKey::TAG_BITS_1 { 0x02 };
const uint8_t ItemKey::TAG_BITS_2 { 0x04 };
const uint8_t ItemKey::TAG_BITS_3 { 0x08 };
const uint8_t ItemKey::TAG_BITS_4 { 0x10 };
const uint8_t ItemKey::TAG_BITS_5 { 0x20 };
const uint8_t ItemKey::TAG_BITS_6 { 0x40 };
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;
void Item::Status::Value::setScale(float scale) {
_scale = (std::numeric_limits<unsigned short>::max() -1) * 0.5f * (1.0f + std::max(std::min(scale, 1.0f), 0.0f));
}

View file

@ -38,25 +38,62 @@ class Context;
// Key is the KEY to filter Items and create specialized lists
class ItemKey {
public:
enum FlagBit {
// 8 tags are available to organize the items and filter them against as fields of the ItemKey.
// TAG & TAG_BITS are defined from several bits in the Key.
// An Item can be tagged and filtering can rely on the tags to keep or exclude items
// ItemKey are not taged by default
enum Tag : uint8_t {
TAG_0 = 0, // 8 Tags
TAG_1,
TAG_2,
TAG_3,
TAG_4,
TAG_5,
TAG_6,
TAG_7,
NUM_TAGS
};
// Tag bits are derived from the Tag enum
const static uint8_t TAG_BITS_ALL;
const static uint8_t TAG_BITS_NONE;
const static uint8_t TAG_BITS_0;
const static uint8_t TAG_BITS_1;
const static uint8_t TAG_BITS_2;
const static uint8_t TAG_BITS_3;
const static uint8_t TAG_BITS_4;
const static uint8_t TAG_BITS_5;
const static uint8_t TAG_BITS_6;
const static uint8_t TAG_BITS_7;
enum FlagBit : uint32_t {
TYPE_SHAPE = 0, // Item is a Shape
TYPE_LIGHT, // Item is a Light
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...
VIEW_SPACE, // Transformed in view space, and not in world space
DYNAMIC, // Dynamic and bound will change unlike static item
DEFORMED, // Deformed within bound, not solid
INVISIBLE, // Visible or not? could be just here to cast shadow
INVISIBLE, // Visible or not in the scene?
SHADOW_CASTER, // Item cast shadows
PICKABLE, // Item can be picked/selected
LAYERED, // Item belongs to one of the layers different from the default layer
SMALLER,
FIRST_TAG_BIT, // 8 Tags available to organize the items and filter them against
LAST_TAG_BIT = FIRST_TAG_BIT + NUM_TAGS,
__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
};
typedef std::bitset<NUM_FLAGS> Flags;
// All the bits touching tag bits sets to true
const static uint32_t KEY_TAG_BITS_MASK;
static uint32_t evalTagBitsWithKeyBits(uint8_t tagBits, const uint32_t keyBits) {
return (keyBits & ~KEY_TAG_BITS_MASK) | (((uint32_t)tagBits) << FIRST_TAG_BIT);
}
// The key is the Flags
Flags _flags;
@ -84,9 +121,12 @@ public:
Builder& withDeformed() { _flags.set(DEFORMED); return (*this); }
Builder& withInvisible() { _flags.set(INVISIBLE); return (*this); }
Builder& withShadowCaster() { _flags.set(SHADOW_CASTER); return (*this); }
Builder& withPickable() { _flags.set(PICKABLE); return (*this); }
Builder& withLayered() { _flags.set(LAYERED); 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); }
// 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(); }
@ -116,14 +156,15 @@ public:
bool isShadowCaster() const { return _flags[SHADOW_CASTER]; }
bool isPickable() const { return _flags[PICKABLE]; }
bool isLayered() const { return _flags[LAYERED]; }
bool isSpatial() const { return !isLayered(); }
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); }
// 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)); }
bool isSmall() const { return _flags[__SMALLER]; }
void setSmaller(bool smaller) { (smaller ? _flags.set(__SMALLER) : _flags.reset(__SMALLER)); }
bool operator==(const ItemKey& key) { return (_flags == key._flags); }
bool operator!=(const ItemKey& key) { return (_flags != key._flags); }
@ -177,11 +218,14 @@ 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& withPickable() { _value.set(ItemKey::PICKABLE); _mask.set(ItemKey::PICKABLE); 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& withoutTag(ItemKey::Tag tagIndex) { _value.reset(ItemKey::FIRST_TAG_BIT + tagIndex); _mask.set(ItemKey::FIRST_TAG_BIT + tagIndex); return (*this); }
Builder& withTag(ItemKey::Tag tagIndex) { _value.set(ItemKey::FIRST_TAG_BIT + tagIndex); _mask.set(ItemKey::FIRST_TAG_BIT + tagIndex); return (*this); }
// 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& withNothing() { _value.reset(); _mask.reset(); return (*this); }
// Convenient standard keys that we will keep on using all over the place

View file

@ -17,19 +17,21 @@
using namespace render;
void RenderFetchCullSortTask::build(JobModel& task, const Varying& input, Varying& output, CullFunctor cullFunctor) {
void RenderFetchCullSortTask::build(JobModel& task, const Varying& input, Varying& output, CullFunctor cullFunctor, uint8_t tagBits, uint8_t tagMask) {
cullFunctor = cullFunctor ? cullFunctor : [](const RenderArgs*, const AABox&){ return true; };
// CPU jobs:
// Fetch and cull the items from the scene
const ItemFilter filter = ItemFilter::Builder::visibleWorldItems().withoutLayered();
const ItemFilter filter = ItemFilter::Builder::visibleWorldItems().withoutLayered().withTagBits(tagBits, tagMask);
const auto spatialFilter = render::Varying(filter);
const auto spatialSelection = task.addJob<FetchSpatialTree>("FetchSceneSelection", spatialFilter);
const auto cullInputs = CullSpatialSelection::Inputs(spatialSelection, spatialFilter).asVarying();
const auto culledSpatialSelection = task.addJob<CullSpatialSelection>("CullSceneSelection", cullInputs, cullFunctor, RenderDetails::ITEM);
// Overlays are not culled
const auto nonspatialSelection = task.addJob<FetchNonspatialItems>("FetchOverlaySelection");
const ItemFilter overlayfilter = ItemFilter::Builder().withVisible().withTagBits(tagBits, tagMask);
const auto nonspatialFilter = render::Varying(overlayfilter);
const auto nonspatialSelection = task.addJob<FetchNonspatialItems>("FetchOverlaySelection", nonspatialFilter);
// Multi filter visible items into different buckets
const int NUM_SPATIAL_FILTERS = 4;

View file

@ -36,7 +36,7 @@ public:
RenderFetchCullSortTask() {}
void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs, render::CullFunctor cullFunctor);
void build(JobModel& task, const render::Varying& inputs, render::Varying& outputs, render::CullFunctor cullFunctor, uint8_t tagBits = 0x00, uint8_t tagMask = 0x00);
};
#endif // hifi_RenderFetchCullSortTask_h