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https://thingvellir.net/git/overte
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Merge pull request #5168 from samcake/daft
Improving the rendering job architecture
This commit is contained in:
commit
5192796851
13 changed files with 451 additions and 507 deletions
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@ -10,25 +10,7 @@
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Script.include("cookies.js");
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var panel = new Panel(10, 400);
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panel.newCheckbox("Enable Cull Opaque",
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function(value) { Scene.setEngineCullOpaque((value != 0)); },
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function() { return Scene.doEngineCullOpaque(); },
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function(value) { return (value); }
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);
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panel.newCheckbox("Enable Sort Opaque",
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function(value) { Scene.setEngineSortOpaque((value != 0)); },
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function() { return Scene.doEngineSortOpaque(); },
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function(value) { return (value); }
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);
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panel.newCheckbox("Enable Render Opaque",
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function(value) { Scene.setEngineRenderOpaque((value != 0)); },
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function() { return Scene.doEngineRenderOpaque(); },
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function(value) { return (value); }
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);
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var panel = new Panel(10, 800);
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panel.newSlider("Num Feed Opaques", 0, 1000,
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function(value) { },
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@ -48,24 +30,6 @@ panel.newSlider("Max Drawn Opaques", -1, 1000,
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function(value) { return (value); }
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);
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panel.newCheckbox("Enable Cull Transparent",
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function(value) { Scene.setEngineCullTransparent((value != 0)); },
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function() { return Scene.doEngineCullTransparent(); },
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function(value) { return (value); }
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);
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panel.newCheckbox("Enable Sort Transparent",
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function(value) { Scene.setEngineSortTransparent((value != 0)); },
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function() { return Scene.doEngineSortTransparent(); },
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function(value) { return (value); }
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);
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panel.newCheckbox("Enable Render Transparent",
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function(value) { Scene.setEngineRenderTransparent((value != 0)); },
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function() { return Scene.doEngineRenderTransparent(); },
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function(value) { return (value); }
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);
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panel.newSlider("Num Feed Transparents", 0, 100,
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function(value) { },
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function() { return Scene.getEngineNumFeedTransparentItems(); },
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@ -84,6 +48,24 @@ panel.newSlider("Max Drawn Transparents", -1, 100,
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function(value) { return (value); }
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);
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panel.newSlider("Num Feed Overlay3Ds", 0, 100,
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function(value) { },
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function() { return Scene.getEngineNumFeedOverlay3DItems(); },
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function(value) { return (value); }
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);
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panel.newSlider("Num Drawn Overlay3Ds", 0, 100,
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function(value) { },
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function() { return Scene.getEngineNumDrawnOverlay3DItems(); },
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function(value) { return (value); }
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);
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panel.newSlider("Max Drawn Overlay3Ds", -1, 100,
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function(value) { Scene.setEngineMaxDrawnOverlay3DItems(value); },
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function() { return Scene.getEngineMaxDrawnOverlay3DItems(); },
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function(value) { return (value); }
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);
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var tickTackPeriod = 500;
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function updateCounters() {
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@ -91,6 +73,8 @@ function updateCounters() {
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panel.set("Num Drawn Opaques", panel.get("Num Drawn Opaques"));
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panel.set("Num Feed Transparents", panel.get("Num Feed Transparents"));
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panel.set("Num Drawn Transparents", panel.get("Num Drawn Transparents"));
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panel.set("Num Feed Overlay3Ds", panel.get("Num Feed Overlay3Ds"));
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panel.set("Num Drawn Overlay3Ds", panel.get("Num Drawn Overlay3Ds"));
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}
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Script.setInterval(updateCounters, tickTackPeriod);
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@ -3541,6 +3541,7 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
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renderContext._maxDrawnOpaqueItems = sceneInterface->getEngineMaxDrawnOpaqueItems();
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renderContext._maxDrawnTransparentItems = sceneInterface->getEngineMaxDrawnTransparentItems();
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renderContext._maxDrawnOverlay3DItems = sceneInterface->getEngineMaxDrawnOverlay3DItems();
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renderArgs->_shouldRender = LODManager::shouldRender;
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@ -3557,7 +3558,9 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
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sceneInterface->setEngineFeedTransparentItems(engineRC->_numFeedTransparentItems);
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sceneInterface->setEngineDrawnTransparentItems(engineRC->_numDrawnTransparentItems);
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sceneInterface->setEngineFeedOverlay3DItems(engineRC->_numFeedOverlay3DItems);
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sceneInterface->setEngineDrawnOverlay3DItems(engineRC->_numDrawnOverlay3DItems);
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}
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//Render the sixense lasers
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if (Menu::getInstance()->isOptionChecked(MenuOption::SixenseLasers)) {
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@ -506,7 +506,7 @@ FBXNode parseFBX(QIODevice* device) {
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QVector<glm::vec4> createVec4Vector(const QVector<double>& doubleVector) {
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QVector<glm::vec4> values;
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for (const double* it = doubleVector.constData(), *end = it + (doubleVector.size() / 4 * 4); it != end; ) {
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for (const double* it = doubleVector.constData(), *end = it + ((doubleVector.size() / 4) * 4); it != end; ) {
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float x = *it++;
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float y = *it++;
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float z = *it++;
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@ -516,9 +516,27 @@ QVector<glm::vec4> createVec4Vector(const QVector<double>& doubleVector) {
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return values;
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}
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QVector<glm::vec4> createVec4VectorRGBA(const QVector<double>& doubleVector, glm::vec4& average) {
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QVector<glm::vec4> values;
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for (const double* it = doubleVector.constData(), *end = it + ((doubleVector.size() / 4) * 4); it != end; ) {
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float x = *it++;
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float y = *it++;
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float z = *it++;
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float w = *it++;
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auto val = glm::vec4(x, y, z, w);
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values.append(val);
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average += val;
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}
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if (!values.isEmpty()) {
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average *= (1.0f / float(values.size()));
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}
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return values;
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}
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QVector<glm::vec3> createVec3Vector(const QVector<double>& doubleVector) {
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QVector<glm::vec3> values;
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for (const double* it = doubleVector.constData(), *end = it + (doubleVector.size() / 3 * 3); it != end; ) {
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for (const double* it = doubleVector.constData(), *end = it + ((doubleVector.size() / 3) * 3); it != end; ) {
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float x = *it++;
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float y = *it++;
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float z = *it++;
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@ -529,7 +547,7 @@ QVector<glm::vec3> createVec3Vector(const QVector<double>& doubleVector) {
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QVector<glm::vec2> createVec2Vector(const QVector<double>& doubleVector) {
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QVector<glm::vec2> values;
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for (const double* it = doubleVector.constData(), *end = it + (doubleVector.size() / 2 * 2); it != end; ) {
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for (const double* it = doubleVector.constData(), *end = it + ((doubleVector.size() / 2) * 2); it != end; ) {
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float s = *it++;
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float t = *it++;
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values.append(glm::vec2(s, -t));
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@ -799,6 +817,7 @@ public:
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QVector<int> normalIndices;
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bool colorsByVertex;
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glm::vec4 averageColor{1.0f, 1.0f, 1.0f, 1.0f};
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QVector<glm::vec4> colors;
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QVector<int> colorIndices;
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@ -940,8 +959,7 @@ ExtractedMesh extractMesh(const FBXNode& object, unsigned int& meshIndex) {
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bool indexToDirect = false;
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foreach (const FBXNode& subdata, child.children) {
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if (subdata.name == "Colors") {
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data.colors = createVec4Vector(getDoubleVector(subdata));
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data.colors = createVec4VectorRGBA(getDoubleVector(subdata), data.averageColor);
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} else if (subdata.name == "ColorsIndex") {
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data.colorIndices = getIntVector(subdata);
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@ -956,6 +974,19 @@ ExtractedMesh extractMesh(const FBXNode& object, unsigned int& meshIndex) {
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// hack to work around wacky Makehuman exports
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data.colorsByVertex = true;
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}
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#if defined(FBXREADER_KILL_BLACK_COLOR_ATTRIBUTE)
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// Potential feature where we decide to kill the color attribute is to dark?
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// Tested with the model:
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// https://hifi-public.s3.amazonaws.com/ryan/gardenLight2.fbx
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// let's check if we did have true data ?
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if (glm::all(glm::lessThanEqual(data.averageColor, glm::vec4(0.09f)))) {
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data.colors.clear();
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data.colorIndices.clear();
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data.colorsByVertex = false;
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qCDebug(modelformat) << "LayerElementColor has an average value of 0.0f... let's forget it.";
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}
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#endif
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} else if (child.name == "LayerElementUV") {
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if (child.properties.at(0).toInt() == 0) {
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@ -210,7 +210,7 @@ void DeferredLightingEffect::addSpotLight(const glm::vec3& position, float radiu
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}
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}
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void DeferredLightingEffect::prepare() {
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void DeferredLightingEffect::prepare(RenderArgs* args) {
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// clear the normal and specular buffers
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auto textureCache = DependencyManager::get<TextureCache>();
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textureCache->setPrimaryDrawBuffers(false, true, false);
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@ -224,7 +224,7 @@ void DeferredLightingEffect::prepare() {
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textureCache->setPrimaryDrawBuffers(true, false, false);
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}
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void DeferredLightingEffect::render() {
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void DeferredLightingEffect::render(RenderArgs* args) {
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// perform deferred lighting, rendering to free fbo
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glDisable(GL_BLEND);
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glDisable(GL_LIGHTING);
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@ -66,8 +66,8 @@ public:
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void addSpotLight(const glm::vec3& position, float radius, const glm::vec3& color = glm::vec3(1.0f, 1.0f, 1.0f),
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float intensity = 0.5f, const glm::quat& orientation = glm::quat(), float exponent = 0.0f, float cutoff = PI);
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void prepare();
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void render();
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void prepare(RenderArgs* args);
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void render(RenderArgs* args);
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void copyBack(RenderArgs* args);
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void setupTransparent(RenderArgs* args, int lightBufferUnit);
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@ -1804,6 +1804,7 @@ AABox Model::getPartBounds(int meshIndex, int partIndex) {
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}
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void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool translucent) {
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PerformanceTimer perfTimer("Model::renderPart");
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if (!_readyWhenAdded) {
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return; // bail asap
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}
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@ -19,42 +19,54 @@
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#include <PerfStat.h>
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#include "overlay3D_vert.h"
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#include "overlay3D_vert.h"
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#include "overlay3D_frag.h"
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using namespace render;
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template <> void render::jobRun(const PrepareDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
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PerformanceTimer perfTimer("PrepareDeferred");
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DependencyManager::get<DeferredLightingEffect>()->prepare();
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void PrepareDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
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DependencyManager::get<DeferredLightingEffect>()->prepare(renderContext->args);
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}
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template <> void render::jobRun(const RenderDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
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PerformanceTimer perfTimer("RenderDeferred");
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DependencyManager::get<DeferredLightingEffect>()->render();
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// renderContext->args->_context->syncCache();
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void RenderDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
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DependencyManager::get<DeferredLightingEffect>()->render(renderContext->args);
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}
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template <> void render::jobRun(const ResolveDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
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void ResolveDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
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PerformanceTimer perfTimer("ResolveDeferred");
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DependencyManager::get<DeferredLightingEffect>()->copyBack(renderContext->args);
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renderContext->args->_context->syncCache();
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}
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RenderDeferredTask::RenderDeferredTask() : Task() {
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_jobs.push_back(Job(PrepareDeferred()));
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_jobs.push_back(Job(DrawBackground()));
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_jobs.push_back(Job(DrawOpaqueDeferred()));
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_jobs.push_back(Job(DrawLight()));
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_jobs.push_back(Job(ResetGLState()));
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_jobs.push_back(Job(RenderDeferred()));
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_jobs.push_back(Job(ResolveDeferred()));
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_jobs.push_back(Job(DrawTransparentDeferred()));
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_jobs.push_back(Job(DrawOverlay3D()));
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_jobs.push_back(Job(ResetGLState()));
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_jobs.push_back(Job(new PrepareDeferred::JobModel("PrepareDeferred")));
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_jobs.push_back(Job(new DrawBackground::JobModel("DrawBackground")));
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_jobs.push_back(Job(new FetchItems::JobModel("FetchOpaque",
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FetchItems(
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[] (const RenderContextPointer& context, int count) {
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context->_numFeedOpaqueItems = count;
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}
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)
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)));
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_jobs.push_back(Job(new CullItems::JobModel("CullOpaque", _jobs.back().getOutput())));
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_jobs.push_back(Job(new DepthSortItems::JobModel("DepthSortOpaque", _jobs.back().getOutput())));
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_jobs.push_back(Job(new DrawOpaqueDeferred::JobModel("DrawOpaqueDeferred", _jobs.back().getOutput())));
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_jobs.push_back(Job(new DrawLight::JobModel("DrawLight")));
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_jobs.push_back(Job(new ResetGLState::JobModel()));
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_jobs.push_back(Job(new RenderDeferred::JobModel("RenderDeferred")));
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_jobs.push_back(Job(new ResolveDeferred::JobModel("ResolveDeferred")));
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_jobs.push_back(Job(new FetchItems::JobModel("FetchTransparent",
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FetchItems(
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ItemFilter::Builder::transparentShape().withoutLayered(),
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[] (const RenderContextPointer& context, int count) {
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context->_numFeedTransparentItems = count;
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}
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)
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)));
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_jobs.push_back(Job(new CullItems::JobModel("CullTransparent", _jobs.back().getOutput())));
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_jobs.push_back(Job(new DepthSortItems::JobModel("DepthSortTransparent", _jobs.back().getOutput(), DepthSortItems(false))));
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_jobs.push_back(Job(new DrawTransparentDeferred::JobModel("TransparentDeferred", _jobs.back().getOutput())));
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_jobs.push_back(Job(new DrawOverlay3D::JobModel("DrawOverlay3D")));
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_jobs.push_back(Job(new ResetGLState::JobModel()));
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}
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RenderDeferredTask::~RenderDeferredTask() {
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@ -80,181 +92,102 @@ void RenderDeferredTask::run(const SceneContextPointer& sceneContext, const Rend
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}
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};
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template <> void render::jobRun(const DrawOpaqueDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
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PerformanceTimer perfTimer("DrawOpaqueDeferred");
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void DrawOpaqueDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems) {
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assert(renderContext->args);
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assert(renderContext->args->_viewFrustum);
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// render opaques
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auto& scene = sceneContext->_scene;
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auto& items = scene->getMasterBucket().at(ItemFilter::Builder::opaqueShape().withoutLayered());
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auto& renderDetails = renderContext->args->_details;
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RenderArgs* args = renderContext->args;
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gpu::Batch batch;
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args->_batch = &batch;
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ItemIDsBounds inItems;
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inItems.reserve(items.size());
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for (auto id : items) {
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inItems.emplace_back(ItemIDAndBounds(id));
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renderContext->_numDrawnOpaqueItems = inItems.size();
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glm::mat4 projMat;
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Transform viewMat;
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args->_viewFrustum->evalProjectionMatrix(projMat);
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args->_viewFrustum->evalViewTransform(viewMat);
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if (args->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {
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viewMat.postScale(glm::vec3(-1.0f, 1.0f, 1.0f));
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}
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ItemIDsBounds& renderedItems = inItems;
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batch.setProjectionTransform(projMat);
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batch.setViewTransform(viewMat);
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renderContext->_numFeedOpaqueItems = renderedItems.size();
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ItemIDsBounds culledItems;
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culledItems.reserve(inItems.size());
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if (renderContext->_cullOpaque) {
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renderDetails.pointTo(RenderDetails::OPAQUE_ITEM);
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cullItems(sceneContext, renderContext, renderedItems, culledItems);
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renderDetails.pointTo(RenderDetails::OTHER_ITEM);
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renderedItems = culledItems;
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{
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GLenum buffers[3];
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int bufferCount = 0;
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buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
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buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
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buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
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batch._glDrawBuffers(bufferCount, buffers);
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}
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renderContext->_numDrawnOpaqueItems = renderedItems.size();
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renderItems(sceneContext, renderContext, inItems, renderContext->_maxDrawnOpaqueItems);
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ItemIDsBounds sortedItems;
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sortedItems.reserve(culledItems.size());
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if (renderContext->_sortOpaque) {
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depthSortItems(sceneContext, renderContext, true, renderedItems, sortedItems); // Sort Front to back opaque items!
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renderedItems = sortedItems;
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}
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// ItemIDsBounds sortedItems;
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/* ItemMaterialBucketMap stateSortedItems;
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stateSortedItems.allocateStandardMaterialBuckets();
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if (true) {
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for (auto& itemIDAndBound : renderedItems) {
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stateSortedItems.insert(itemIDAndBound.id, scene->getItem(itemIDAndBound.id).getMaterialKey());
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}
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}
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*/
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if (renderContext->_renderOpaque) {
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RenderArgs* args = renderContext->args;
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gpu::Batch batch;
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args->_batch = &batch;
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glm::mat4 projMat;
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Transform viewMat;
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args->_viewFrustum->evalProjectionMatrix(projMat);
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args->_viewFrustum->evalViewTransform(viewMat);
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if (args->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {
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viewMat.postScale(glm::vec3(-1.0f, 1.0f, 1.0f));
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}
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batch.setProjectionTransform(projMat);
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batch.setViewTransform(viewMat);
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{
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GLenum buffers[3];
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int bufferCount = 0;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
|
||||
batch._glDrawBuffers(bufferCount, buffers);
|
||||
}
|
||||
|
||||
renderItems(sceneContext, renderContext, renderedItems, renderContext->_maxDrawnOpaqueItems);
|
||||
|
||||
args->_context->render((*args->_batch));
|
||||
args->_batch = nullptr;
|
||||
}
|
||||
// Before rendering the batch make sure we re in sync with gl state
|
||||
args->_context->syncCache();
|
||||
renderContext->args->_context->syncCache();
|
||||
args->_context->render((*args->_batch));
|
||||
args->_batch = nullptr;
|
||||
}
|
||||
|
||||
|
||||
template <> void render::jobRun(const DrawTransparentDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
PerformanceTimer perfTimer("DrawTransparentDeferred");
|
||||
void DrawTransparentDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems) {
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->_viewFrustum);
|
||||
|
||||
// render transparents
|
||||
auto& scene = sceneContext->_scene;
|
||||
auto& items = scene->getMasterBucket().at(ItemFilter::Builder::transparentShape().withoutLayered());
|
||||
auto& renderDetails = renderContext->args->_details;
|
||||
|
||||
RenderArgs* args = renderContext->args;
|
||||
gpu::Batch batch;
|
||||
args->_batch = &batch;
|
||||
|
||||
ItemIDsBounds inItems;
|
||||
inItems.reserve(items.size());
|
||||
for (auto id : items) {
|
||||
inItems.push_back(id);
|
||||
renderContext->_numDrawnTransparentItems = inItems.size();
|
||||
|
||||
glm::mat4 projMat;
|
||||
Transform viewMat;
|
||||
args->_viewFrustum->evalProjectionMatrix(projMat);
|
||||
args->_viewFrustum->evalViewTransform(viewMat);
|
||||
if (args->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {
|
||||
viewMat.postScale(glm::vec3(-1.0f, 1.0f, 1.0f));
|
||||
}
|
||||
ItemIDsBounds& renderedItems = inItems;
|
||||
|
||||
renderContext->_numFeedTransparentItems = renderedItems.size();
|
||||
|
||||
ItemIDsBounds culledItems;
|
||||
if (renderContext->_cullTransparent) {
|
||||
renderDetails.pointTo(RenderDetails::TRANSLUCENT_ITEM);
|
||||
cullItems(sceneContext, renderContext, inItems, culledItems);
|
||||
renderDetails.pointTo(RenderDetails::OTHER_ITEM);
|
||||
renderedItems = culledItems;
|
||||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewMat);
|
||||
const float TRANSPARENT_ALPHA_THRESHOLD = 0.0f;
|
||||
|
||||
{
|
||||
GLenum buffers[3];
|
||||
int bufferCount = 0;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
|
||||
batch._glDrawBuffers(bufferCount, buffers);
|
||||
args->_alphaThreshold = TRANSPARENT_ALPHA_THRESHOLD;
|
||||
}
|
||||
|
||||
renderContext->_numDrawnTransparentItems = renderedItems.size();
|
||||
|
||||
ItemIDsBounds sortedItems;
|
||||
if (renderContext->_sortTransparent) {
|
||||
depthSortItems(sceneContext, renderContext, false, renderedItems, sortedItems); // Sort Back to front transparent items!
|
||||
renderedItems = sortedItems;
|
||||
}
|
||||
|
||||
if (renderContext->_renderTransparent) {
|
||||
RenderArgs* args = renderContext->args;
|
||||
gpu::Batch batch;
|
||||
args->_batch = &batch;
|
||||
|
||||
renderItems(sceneContext, renderContext, inItems, renderContext->_maxDrawnTransparentItems);
|
||||
|
||||
// Before rendering the batch make sure we re in sync with gl state
|
||||
args->_context->syncCache();
|
||||
args->_context->render((*args->_batch));
|
||||
args->_batch = nullptr;
|
||||
|
||||
// reset blend function to standard...
|
||||
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
|
||||
}
|
||||
|
||||
const gpu::PipelinePointer& DrawOverlay3D::getOpaquePipeline() const {
|
||||
if (!_opaquePipeline) {
|
||||
auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(overlay3D_vert)));
|
||||
auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(overlay3D_frag)));
|
||||
|
||||
auto program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));
|
||||
|
||||
auto state = gpu::StatePointer(new gpu::State());
|
||||
state->setDepthTest(true, true, gpu::LESS_EQUAL);
|
||||
|
||||
glm::mat4 projMat;
|
||||
Transform viewMat;
|
||||
args->_viewFrustum->evalProjectionMatrix(projMat);
|
||||
args->_viewFrustum->evalViewTransform(viewMat);
|
||||
if (args->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {
|
||||
viewMat.postScale(glm::vec3(-1.0f, 1.0f, 1.0f));
|
||||
}
|
||||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewMat);
|
||||
|
||||
const float TRANSPARENT_ALPHA_THRESHOLD = 0.0f;
|
||||
|
||||
{
|
||||
GLenum buffers[3];
|
||||
int bufferCount = 0;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
|
||||
batch._glDrawBuffers(bufferCount, buffers);
|
||||
args->_alphaThreshold = TRANSPARENT_ALPHA_THRESHOLD;
|
||||
}
|
||||
|
||||
|
||||
renderItems(sceneContext, renderContext, renderedItems, renderContext->_maxDrawnTransparentItems);
|
||||
|
||||
// Before rendering the batch make sure we re in sync with gl state
|
||||
args->_context->syncCache();
|
||||
args->_context->render((*args->_batch));
|
||||
args->_batch = nullptr;
|
||||
|
||||
// reset blend function to standard...
|
||||
// glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
|
||||
_opaquePipeline.reset(gpu::Pipeline::create(program, state));
|
||||
}
|
||||
return _opaquePipeline;
|
||||
}
|
||||
|
||||
const gpu::PipelinePointer& DrawOverlay3D::getOpaquePipeline() const {
|
||||
if (!_opaquePipeline) {
|
||||
auto vs = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(overlay3D_vert)));
|
||||
auto ps = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(overlay3D_frag)));
|
||||
|
||||
auto program = gpu::ShaderPointer(gpu::Shader::createProgram(vs, ps));
|
||||
|
||||
auto state = gpu::StatePointer(new gpu::State());
|
||||
state->setDepthTest(true, true, gpu::LESS_EQUAL);
|
||||
|
||||
_opaquePipeline.reset(gpu::Pipeline::create(program, state));
|
||||
}
|
||||
return _opaquePipeline;
|
||||
}
|
||||
|
||||
template <> void render::jobRun(const DrawOverlay3D& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
PerformanceTimer perfTimer("DrawOverlay3D");
|
||||
void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->_viewFrustum);
|
||||
|
||||
|
@ -271,13 +204,14 @@ template <> void render::jobRun(const DrawOverlay3D& job, const SceneContextPoin
|
|||
inItems.emplace_back(id);
|
||||
}
|
||||
}
|
||||
|
||||
renderContext->_numFeedOverlay3DItems = inItems.size();
|
||||
renderContext->_numDrawnOverlay3DItems = inItems.size();
|
||||
|
||||
RenderArgs* args = renderContext->args;
|
||||
gpu::Batch batch;
|
||||
args->_batch = &batch;
|
||||
args->_whiteTexture = DependencyManager::get<TextureCache>()->getWhiteTexture();
|
||||
|
||||
|
||||
glm::mat4 projMat;
|
||||
Transform viewMat;
|
||||
args->_viewFrustum->evalProjectionMatrix(projMat);
|
||||
|
@ -287,12 +221,13 @@ template <> void render::jobRun(const DrawOverlay3D& job, const SceneContextPoin
|
|||
}
|
||||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewMat);
|
||||
batch.setPipeline(job.getOpaquePipeline());
|
||||
|
||||
batch.setPipeline(getOpaquePipeline());
|
||||
batch.setUniformTexture(0, args->_whiteTexture);
|
||||
|
||||
if (!inItems.empty()) {
|
||||
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0);
|
||||
renderItems(sceneContext, renderContext, inItems);
|
||||
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0);
|
||||
renderItems(sceneContext, renderContext, inItems, renderContext->_maxDrawnOverlay3DItems);
|
||||
}
|
||||
|
||||
// Before rendering the batch make sure we re in sync with gl state
|
||||
|
@ -301,3 +236,4 @@ template <> void render::jobRun(const DrawOverlay3D& job, const SceneContextPoin
|
|||
args->_batch = nullptr;
|
||||
args->_whiteTexture.reset();
|
||||
}
|
||||
|
||||
|
|
|
@ -18,48 +18,49 @@
|
|||
|
||||
class PrepareDeferred {
|
||||
public:
|
||||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
|
||||
|
||||
typedef render::Job::Model<PrepareDeferred> JobModel;
|
||||
};
|
||||
namespace render {
|
||||
template <> void jobRun(const PrepareDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
|
||||
}
|
||||
|
||||
|
||||
class RenderDeferred {
|
||||
public:
|
||||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
|
||||
|
||||
typedef render::Job::Model<RenderDeferred> JobModel;
|
||||
};
|
||||
namespace render {
|
||||
template <> void jobRun(const RenderDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
|
||||
}
|
||||
|
||||
class ResolveDeferred {
|
||||
public:
|
||||
};
|
||||
namespace render {
|
||||
template <> void jobRun(const ResolveDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
|
||||
}
|
||||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
|
||||
|
||||
typedef render::Job::Model<ResolveDeferred> JobModel;
|
||||
};
|
||||
|
||||
class DrawOpaqueDeferred {
|
||||
public:
|
||||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const render::ItemIDsBounds& inItems);
|
||||
|
||||
typedef render::Job::ModelI<DrawOpaqueDeferred, render::ItemIDsBounds> JobModel;
|
||||
};
|
||||
namespace render {
|
||||
template <> void jobRun(const DrawOpaqueDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
|
||||
}
|
||||
|
||||
class DrawTransparentDeferred {
|
||||
public:
|
||||
};
|
||||
namespace render {
|
||||
template <> void jobRun(const DrawTransparentDeferred& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
|
||||
}
|
||||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const render::ItemIDsBounds& inItems);
|
||||
|
||||
class DrawOverlay3D {
|
||||
mutable gpu::PipelinePointer _opaquePipeline; //lazy evaluation hence mutable
|
||||
public:
|
||||
const gpu::PipelinePointer& getOpaquePipeline() const;
|
||||
typedef render::Job::ModelI<DrawTransparentDeferred, render::ItemIDsBounds> JobModel;
|
||||
};
|
||||
|
||||
class DrawOverlay3D {
|
||||
mutable gpu::PipelinePointer _opaquePipeline; //lazy evaluation hence mutable
|
||||
public:
|
||||
const gpu::PipelinePointer& getOpaquePipeline() const;
|
||||
|
||||
void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
|
||||
|
||||
typedef render::Job::Model<DrawOverlay3D> JobModel;
|
||||
};
|
||||
namespace render {
|
||||
template <> void jobRun(const DrawOverlay3D& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
|
||||
}
|
||||
|
||||
class RenderDeferredTask : public render::Task {
|
||||
public:
|
||||
|
|
|
@ -25,11 +25,6 @@
|
|||
using namespace render;
|
||||
|
||||
DrawSceneTask::DrawSceneTask() : Task() {
|
||||
|
||||
_jobs.push_back(Job(DrawOpaque()));
|
||||
_jobs.push_back(Job(DrawLight()));
|
||||
_jobs.push_back(Job(DrawTransparent()));
|
||||
_jobs.push_back(Job(ResetGLState()));
|
||||
}
|
||||
|
||||
DrawSceneTask::~DrawSceneTask() {
|
||||
|
@ -56,8 +51,11 @@ void DrawSceneTask::run(const SceneContextPointer& sceneContext, const RenderCon
|
|||
Job::~Job() {
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void render::cullItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, ItemIDsBounds& outItems) {
|
||||
PerformanceTimer perfTimer("cullItems");
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->_viewFrustum);
|
||||
|
||||
|
@ -68,17 +66,9 @@ void render::cullItems(const SceneContextPointer& sceneContext, const RenderCont
|
|||
renderDetails->_considered += inItems.size();
|
||||
|
||||
// Culling / LOD
|
||||
for (auto itemDetails : inItems) {
|
||||
auto item = scene->getItem(itemDetails.id);
|
||||
AABox bound;
|
||||
{
|
||||
PerformanceTimer perfTimer("getBound");
|
||||
|
||||
bound = item.getBound();
|
||||
}
|
||||
|
||||
if (bound.isNull()) {
|
||||
outItems.emplace_back(ItemIDAndBounds(itemDetails.id)); // One more Item to render
|
||||
for (auto item : inItems) {
|
||||
if (item.bounds.isNull()) {
|
||||
outItems.emplace_back(item); // One more Item to render
|
||||
continue;
|
||||
}
|
||||
|
||||
|
@ -87,16 +77,16 @@ void render::cullItems(const SceneContextPointer& sceneContext, const RenderCont
|
|||
bool outOfView;
|
||||
{
|
||||
PerformanceTimer perfTimer("boxInFrustum");
|
||||
outOfView = args->_viewFrustum->boxInFrustum(bound) == ViewFrustum::OUTSIDE;
|
||||
outOfView = args->_viewFrustum->boxInFrustum(item.bounds) == ViewFrustum::OUTSIDE;
|
||||
}
|
||||
if (!outOfView) {
|
||||
bool bigEnoughToRender;
|
||||
{
|
||||
PerformanceTimer perfTimer("shouldRender");
|
||||
bigEnoughToRender = (args->_shouldRender) ? args->_shouldRender(args, bound) : true;
|
||||
bigEnoughToRender = (args->_shouldRender) ? args->_shouldRender(args, item.bounds) : true;
|
||||
}
|
||||
if (bigEnoughToRender) {
|
||||
outItems.emplace_back(ItemIDAndBounds(itemDetails.id, bound)); // One more Item to render
|
||||
outItems.emplace_back(item); // One more Item to render
|
||||
} else {
|
||||
renderDetails->_tooSmall++;
|
||||
}
|
||||
|
@ -107,6 +97,32 @@ void render::cullItems(const SceneContextPointer& sceneContext, const RenderCont
|
|||
renderDetails->_rendered += outItems.size();
|
||||
}
|
||||
|
||||
|
||||
void FetchItems::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, ItemIDsBounds& outItems) {
|
||||
auto& scene = sceneContext->_scene;
|
||||
auto& items = scene->getMasterBucket().at(_filter);
|
||||
auto& renderDetails = renderContext->args->_details;
|
||||
|
||||
outItems.clear();
|
||||
outItems.reserve(items.size());
|
||||
for (auto id : items) {
|
||||
auto& item = scene->getItem(id);
|
||||
outItems.emplace_back(ItemIDAndBounds(id, item.getBound()));
|
||||
}
|
||||
|
||||
if (_probeNumItems) {
|
||||
_probeNumItems(renderContext, outItems.size());
|
||||
}
|
||||
}
|
||||
|
||||
void CullItems::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, ItemIDsBounds& outItems) {
|
||||
|
||||
outItems.clear();
|
||||
outItems.reserve(inItems.size());
|
||||
cullItems(sceneContext, renderContext, inItems, outItems);
|
||||
}
|
||||
|
||||
|
||||
struct ItemBound {
|
||||
float _centerDepth = 0.0f;
|
||||
float _nearDepth = 0.0f;
|
||||
|
@ -130,7 +146,6 @@ struct BackToFrontSort {
|
|||
};
|
||||
|
||||
void render::depthSortItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, bool frontToBack, const ItemIDsBounds& inItems, ItemIDsBounds& outItems) {
|
||||
PerformanceTimer perfTimer("depthSortItems");
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->_viewFrustum);
|
||||
|
||||
|
@ -139,9 +154,10 @@ void render::depthSortItems(const SceneContextPointer& sceneContext, const Rende
|
|||
|
||||
|
||||
// Allocate and simply copy
|
||||
outItems.clear();
|
||||
outItems.reserve(inItems.size());
|
||||
|
||||
|
||||
|
||||
// Make a local dataset of the center distance and closest point distance
|
||||
std::vector<ItemBound> itemBounds;
|
||||
itemBounds.reserve(outItems.size());
|
||||
|
@ -169,8 +185,14 @@ void render::depthSortItems(const SceneContextPointer& sceneContext, const Rende
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
void DepthSortItems::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, ItemIDsBounds& outItems) {
|
||||
outItems.clear();
|
||||
outItems.reserve(inItems.size());
|
||||
depthSortItems(sceneContext, renderContext, _frontToBack, inItems, outItems);
|
||||
}
|
||||
|
||||
void render::renderItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, int maxDrawnItems) {
|
||||
PerformanceTimer perfTimer("renderItems");
|
||||
auto& scene = sceneContext->_scene;
|
||||
RenderArgs* args = renderContext->args;
|
||||
// render
|
||||
|
@ -183,6 +205,11 @@ void render::renderItems(const SceneContextPointer& sceneContext, const RenderCo
|
|||
int numItems = 0;
|
||||
for (auto itemDetails : inItems) {
|
||||
auto item = scene->getItem(itemDetails.id);
|
||||
if (numItems + 1 >= maxDrawnItems) {
|
||||
item.render(args);
|
||||
|
||||
return;
|
||||
}
|
||||
item.render(args);
|
||||
numItems++;
|
||||
if (numItems >= maxDrawnItems) {
|
||||
|
@ -224,8 +251,7 @@ void addClearStateCommands(gpu::Batch& batch) {
|
|||
// Back to no program
|
||||
batch._glUseProgram(0);
|
||||
}
|
||||
|
||||
template <> void render::jobRun(const ResetGLState& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
void ResetGLState::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
|
||||
gpu::Batch theBatch;
|
||||
addClearStateCommands(theBatch);
|
||||
|
@ -233,160 +259,7 @@ template <> void render::jobRun(const ResetGLState& job, const SceneContextPoint
|
|||
renderContext->args->_context->render(theBatch);
|
||||
}
|
||||
|
||||
template <> void render::jobRun(const DrawOpaque& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
PerformanceTimer perfTimer("DrawOpaque");
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->_viewFrustum);
|
||||
|
||||
// render opaques
|
||||
auto& scene = sceneContext->_scene;
|
||||
auto& items = scene->getMasterBucket().at(ItemFilter::Builder::opaqueShape());
|
||||
auto& renderDetails = renderContext->args->_details;
|
||||
|
||||
ItemIDsBounds inItems;
|
||||
inItems.reserve(items.size());
|
||||
for (auto id : items) {
|
||||
inItems.emplace_back(ItemIDAndBounds(id));
|
||||
}
|
||||
ItemIDsBounds& renderedItems = inItems;
|
||||
|
||||
renderContext->_numFeedOpaqueItems = renderedItems.size();
|
||||
|
||||
ItemIDsBounds culledItems;
|
||||
culledItems.reserve(inItems.size());
|
||||
if (renderContext->_cullOpaque) {
|
||||
renderDetails.pointTo(RenderDetails::OPAQUE_ITEM);
|
||||
cullItems(sceneContext, renderContext, renderedItems, culledItems);
|
||||
renderDetails.pointTo(RenderDetails::OTHER_ITEM);
|
||||
renderedItems = culledItems;
|
||||
}
|
||||
|
||||
renderContext->_numDrawnOpaqueItems = renderedItems.size();
|
||||
|
||||
ItemIDsBounds sortedItems;
|
||||
sortedItems.reserve(culledItems.size());
|
||||
if (renderContext->_sortOpaque) {
|
||||
depthSortItems(sceneContext, renderContext, true, renderedItems, sortedItems); // Sort Front to back opaque items!
|
||||
renderedItems = sortedItems;
|
||||
}
|
||||
|
||||
if (renderContext->_renderOpaque) {
|
||||
RenderArgs* args = renderContext->args;
|
||||
gpu::Batch batch;
|
||||
args->_batch = &batch;
|
||||
|
||||
glm::mat4 projMat;
|
||||
Transform viewMat;
|
||||
args->_viewFrustum->evalProjectionMatrix(projMat);
|
||||
args->_viewFrustum->evalViewTransform(viewMat);
|
||||
if (args->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {
|
||||
viewMat.postScale(glm::vec3(-1.0f, 1.0f, 1.0f));
|
||||
}
|
||||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewMat);
|
||||
|
||||
{
|
||||
GLenum buffers[3];
|
||||
int bufferCount = 0;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
|
||||
batch._glDrawBuffers(bufferCount, buffers);
|
||||
}
|
||||
|
||||
renderItems(sceneContext, renderContext, renderedItems, renderContext->_maxDrawnOpaqueItems);
|
||||
|
||||
args->_context->render((*args->_batch));
|
||||
args->_batch = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
template <> void render::jobRun(const DrawTransparent& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
PerformanceTimer perfTimer("DrawTransparent");
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->_viewFrustum);
|
||||
|
||||
// render transparents
|
||||
auto& scene = sceneContext->_scene;
|
||||
auto& items = scene->getMasterBucket().at(ItemFilter::Builder::transparentShape());
|
||||
auto& renderDetails = renderContext->args->_details;
|
||||
|
||||
ItemIDsBounds inItems;
|
||||
inItems.reserve(items.size());
|
||||
for (auto id : items) {
|
||||
inItems.emplace_back(id);
|
||||
}
|
||||
ItemIDsBounds& renderedItems = inItems;
|
||||
|
||||
renderContext->_numFeedTransparentItems = renderedItems.size();
|
||||
|
||||
ItemIDsBounds culledItems;
|
||||
culledItems.reserve(inItems.size());
|
||||
if (renderContext->_cullTransparent) {
|
||||
renderDetails.pointTo(RenderDetails::TRANSLUCENT_ITEM);
|
||||
cullItems(sceneContext, renderContext, inItems, culledItems);
|
||||
renderDetails.pointTo(RenderDetails::OTHER_ITEM);
|
||||
renderedItems = culledItems;
|
||||
}
|
||||
|
||||
renderContext->_numDrawnTransparentItems = renderedItems.size();
|
||||
|
||||
ItemIDsBounds sortedItems;
|
||||
sortedItems.reserve(culledItems.size());
|
||||
if (renderContext->_sortTransparent) {
|
||||
depthSortItems(sceneContext, renderContext, false, renderedItems, sortedItems); // Sort Back to front transparent items!
|
||||
renderedItems = sortedItems;
|
||||
}
|
||||
|
||||
if (renderContext->_renderTransparent) {
|
||||
RenderArgs* args = renderContext->args;
|
||||
gpu::Batch batch;
|
||||
args->_batch = &batch;
|
||||
|
||||
glm::mat4 projMat;
|
||||
Transform viewMat;
|
||||
args->_viewFrustum->evalProjectionMatrix(projMat);
|
||||
args->_viewFrustum->evalViewTransform(viewMat);
|
||||
if (args->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {
|
||||
viewMat.postScale(glm::vec3(-1.0f, 1.0f, 1.0f));
|
||||
}
|
||||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewMat);
|
||||
|
||||
const float MOSTLY_OPAQUE_THRESHOLD = 0.75f;
|
||||
const float TRANSPARENT_ALPHA_THRESHOLD = 0.0f;
|
||||
|
||||
// render translucent meshes afterwards
|
||||
{
|
||||
GLenum buffers[2];
|
||||
int bufferCount = 0;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
|
||||
batch._glDrawBuffers(bufferCount, buffers);
|
||||
args->_alphaThreshold = MOSTLY_OPAQUE_THRESHOLD;
|
||||
}
|
||||
|
||||
renderItems(sceneContext, renderContext, renderedItems, renderContext->_maxDrawnTransparentItems);
|
||||
|
||||
{
|
||||
GLenum buffers[3];
|
||||
int bufferCount = 0;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
|
||||
batch._glDrawBuffers(bufferCount, buffers);
|
||||
args->_alphaThreshold = TRANSPARENT_ALPHA_THRESHOLD;
|
||||
}
|
||||
|
||||
|
||||
renderItems(sceneContext, renderContext, renderedItems, renderContext->_maxDrawnTransparentItems);
|
||||
|
||||
args->_context->render((*args->_batch));
|
||||
args->_batch = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
template <> void render::jobRun(const DrawLight& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
PerformanceTimer perfTimer("DrawLight");
|
||||
void DrawLight::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->_viewFrustum);
|
||||
|
||||
|
@ -398,7 +271,8 @@ template <> void render::jobRun(const DrawLight& job, const SceneContextPointer&
|
|||
ItemIDsBounds inItems;
|
||||
inItems.reserve(items.size());
|
||||
for (auto id : items) {
|
||||
inItems.emplace_back(id);
|
||||
auto item = scene->getItem(id);
|
||||
inItems.emplace_back(ItemIDAndBounds(id, item.getBound()));
|
||||
}
|
||||
|
||||
ItemIDsBounds culledItems;
|
||||
|
@ -413,8 +287,7 @@ template <> void render::jobRun(const DrawLight& job, const SceneContextPointer&
|
|||
args->_batch = nullptr;
|
||||
}
|
||||
|
||||
template <> void render::jobRun(const DrawBackground& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
PerformanceTimer perfTimer("DrawBackground");
|
||||
void DrawBackground::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->_viewFrustum);
|
||||
|
||||
|
@ -450,53 +323,6 @@ template <> void render::jobRun(const DrawBackground& job, const SceneContextPoi
|
|||
args->_context->syncCache();
|
||||
}
|
||||
|
||||
template <> void render::jobRun(const DrawPostLayered& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
PerformanceTimer perfTimer("DrawPostLayered");
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->_viewFrustum);
|
||||
|
||||
// render backgrounds
|
||||
auto& scene = sceneContext->_scene;
|
||||
auto& items = scene->getMasterBucket().at(ItemFilter::Builder::opaqueShape().withLayered());
|
||||
|
||||
|
||||
ItemIDsBounds inItems;
|
||||
inItems.reserve(items.size());
|
||||
for (auto id : items) {
|
||||
auto& item = scene->getItem(id);
|
||||
if (item.getKey().isVisible() && (item.getLayer() > 0)) {
|
||||
inItems.emplace_back(id);
|
||||
}
|
||||
}
|
||||
if (inItems.empty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
RenderArgs* args = renderContext->args;
|
||||
gpu::Batch batch;
|
||||
args->_batch = &batch;
|
||||
|
||||
glm::mat4 projMat;
|
||||
Transform viewMat;
|
||||
args->_viewFrustum->evalProjectionMatrix(projMat);
|
||||
args->_viewFrustum->evalViewTransform(viewMat);
|
||||
if (args->_renderMode == RenderArgs::MIRROR_RENDER_MODE) {
|
||||
viewMat.postScale(glm::vec3(-1.0f, 1.0f, 1.0f));
|
||||
}
|
||||
batch.setProjectionTransform(projMat);
|
||||
batch.setViewTransform(viewMat);
|
||||
|
||||
batch.clearFramebuffer(gpu::Framebuffer::BUFFER_DEPTH, glm::vec4(), 1.f, 0);
|
||||
|
||||
renderItems(sceneContext, renderContext, inItems);
|
||||
args->_context->render((*args->_batch));
|
||||
args->_batch = nullptr;
|
||||
|
||||
// Force the context sync
|
||||
args->_context->syncCache();
|
||||
}
|
||||
|
||||
|
||||
void ItemMaterialBucketMap::insert(const ItemID& id, const model::MaterialKey& key) {
|
||||
// Insert the itemID in every bucket where it filters true
|
||||
for (auto& bucket : (*this)) {
|
||||
|
|
|
@ -13,42 +13,173 @@
|
|||
#define hifi_render_Task_h
|
||||
|
||||
#include "Engine.h"
|
||||
#include "gpu/Batch.h"
|
||||
#include <PerfStat.h>
|
||||
|
||||
|
||||
namespace render {
|
||||
|
||||
template <class T> void jobRun(const T& jobModel, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { }
|
||||
template <class T> void jobRun(T& jobModel, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
jobModel.run(sceneContext, renderContext);
|
||||
}
|
||||
template <class T, class I> void jobRunI(T& jobModel, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const I& input) {
|
||||
jobModel.run(sceneContext, renderContext, input);
|
||||
}
|
||||
template <class T, class O> void jobRunO(T& jobModel, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, O& output) {
|
||||
jobModel.run(sceneContext, renderContext, output);
|
||||
}
|
||||
template <class T, class I, class O> void jobRunIO(T& jobModel, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const I& input, O& output) {
|
||||
jobModel.run(sceneContext, renderContext, input, output);
|
||||
}
|
||||
|
||||
class Job {
|
||||
public:
|
||||
|
||||
template <class T>
|
||||
Job(T data) : _concept(new Model<T>(data)) {}
|
||||
// Varying represent a varying piece of data
|
||||
class Varying {
|
||||
public:
|
||||
|
||||
Varying(const Varying& var): _concept(var._concept) {}
|
||||
|
||||
Varying() {}
|
||||
template <class T>
|
||||
Varying(const T& data) : _concept(new Job::Varying::Model<T>(data)) {}
|
||||
|
||||
// Access the _data contained win the concept explicitely
|
||||
template <class T> T& edit() { return (static_cast<Model<T>*> (_concept.get())->_data); }
|
||||
template <class T> const T& get() const { return (static_cast<const Model<T>*> (_concept.get())->_data); }
|
||||
|
||||
protected:
|
||||
friend class Job;
|
||||
|
||||
std::vector<std::weak_ptr<Job>> _consumerJobs;
|
||||
|
||||
void addJobConsumer(const std::shared_ptr<Job>& job) {
|
||||
_consumerJobs.push_back(job);
|
||||
}
|
||||
|
||||
class Concept {
|
||||
public:
|
||||
virtual ~Concept() = default;
|
||||
};
|
||||
template <class T> class Model : public Concept {
|
||||
public:
|
||||
typedef T Data;
|
||||
Data _data;
|
||||
Model(const Model& source): _data(source.data) {}
|
||||
Model(const Data& data): _data(data) {}
|
||||
virtual ~Model() {}
|
||||
};
|
||||
|
||||
std::shared_ptr<Concept> _concept;
|
||||
};
|
||||
|
||||
Job(const Job& other) : _concept(other._concept) {}
|
||||
~Job();
|
||||
|
||||
virtual void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
if (_concept) {
|
||||
_concept->run(sceneContext, renderContext);
|
||||
}
|
||||
const std::string& getName() const { return _concept->getName(); }
|
||||
const Varying getInput() const { return _concept->getInput(); }
|
||||
const Varying getOutput() const { return _concept->getOutput(); }
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
PerformanceTimer perfTimer(getName().c_str());
|
||||
PROFILE_RANGE(getName().c_str());
|
||||
_concept->run(sceneContext, renderContext);
|
||||
}
|
||||
|
||||
protected:
|
||||
public:
|
||||
|
||||
class Concept {
|
||||
std::string _name;
|
||||
public:
|
||||
Concept() : _name() {}
|
||||
Concept(const std::string& name) : _name(name) {}
|
||||
virtual ~Concept() = default;
|
||||
|
||||
void setName(const std::string& name) { _name = name; }
|
||||
const std::string& getName() const { return _name; }
|
||||
|
||||
virtual const Varying getInput() const { return Varying(); }
|
||||
virtual const Varying getOutput() const { return Varying(); }
|
||||
virtual void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) = 0;
|
||||
};
|
||||
|
||||
Job(Concept* concept) : _concept(concept) {}
|
||||
|
||||
public:
|
||||
template <class T> class Model : public Concept {
|
||||
public:
|
||||
typedef T Data;
|
||||
|
||||
|
||||
Data _data;
|
||||
|
||||
Model() {}
|
||||
Model(const std::string& name): Concept(name) {}
|
||||
Model(Data data): _data(data) {}
|
||||
Model(Data data, const std::string& name): Concept(name), _data(data) {}
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { jobRun(_data, sceneContext, renderContext); }
|
||||
};
|
||||
|
||||
template <class T, class I> class ModelI : public Concept {
|
||||
public:
|
||||
typedef T Data;
|
||||
typedef I Input;
|
||||
|
||||
Data _data;
|
||||
Varying _input;
|
||||
|
||||
const Varying getInput() const { return _input; }
|
||||
|
||||
ModelI(const std::string& name, const Varying& input): Concept(name), _input(input) {}
|
||||
ModelI(const std::string& name, Data data): Concept(name), _data(data) {}
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { jobRunI(_data, sceneContext, renderContext, _input.get<I>()); }
|
||||
};
|
||||
|
||||
template <class T, class O> class ModelO : public Concept {
|
||||
public:
|
||||
typedef T Data;
|
||||
typedef O Output;
|
||||
|
||||
Data _data;
|
||||
Varying _output;
|
||||
|
||||
const Varying getOutput() const { return _output; }
|
||||
|
||||
ModelO(const std::string& name): Concept(name), _output(Output()) {
|
||||
|
||||
}
|
||||
|
||||
ModelO(const std::string& name, Data data): Concept(name), _data(data), _output(Output()) {}
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
|
||||
jobRunO(_data, sceneContext, renderContext, _output.edit<O>());
|
||||
}
|
||||
};
|
||||
|
||||
template <class T, class I, class O> class ModelIO : public Concept {
|
||||
public:
|
||||
typedef T Data;
|
||||
typedef I Input;
|
||||
typedef O Output;
|
||||
|
||||
Data _data;
|
||||
Varying _input;
|
||||
Varying _output;
|
||||
|
||||
const Varying getInput() const { return _input; }
|
||||
const Varying getOutput() const { return _output; }
|
||||
|
||||
ModelIO(const std::string& name, const Varying& input, Data data = Data()): Concept(name), _data(data), _input(input), _output(Output()) {}
|
||||
ModelIO(const std::string& name, Data data, Output output): Concept(name), _data(data), _output(output) {}
|
||||
|
||||
void setInput(const Varying& input) { _input = input; }
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) { jobRunIO(_data, sceneContext, renderContext, _input.get<I>(), _output.edit<O>()); }
|
||||
};
|
||||
|
||||
std::shared_ptr<Concept> _concept;
|
||||
};
|
||||
|
||||
|
@ -62,43 +193,59 @@ void depthSortItems(const SceneContextPointer& sceneContext, const RenderContext
|
|||
void renderItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, int maxDrawnItems = -1);
|
||||
|
||||
|
||||
|
||||
void materialSortItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, ItemIDsBounds& outItems);
|
||||
|
||||
|
||||
class DrawOpaque {
|
||||
class FetchItems {
|
||||
public:
|
||||
typedef std::function<void (const RenderContextPointer& context, int count)> ProbeNumItems;
|
||||
FetchItems(const ProbeNumItems& probe): _probeNumItems(probe) {}
|
||||
FetchItems(const ItemFilter& filter, const ProbeNumItems& probe): _filter(filter), _probeNumItems(probe) {}
|
||||
|
||||
ItemFilter _filter = ItemFilter::Builder::opaqueShape().withoutLayered();
|
||||
ProbeNumItems _probeNumItems;
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, ItemIDsBounds& outItems);
|
||||
|
||||
typedef Job::ModelO<FetchItems, ItemIDsBounds> JobModel;
|
||||
};
|
||||
template <> void jobRun(const DrawOpaque& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
|
||||
|
||||
|
||||
class DrawTransparent {
|
||||
class CullItems {
|
||||
public:
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, ItemIDsBounds& outItems);
|
||||
|
||||
typedef Job::ModelIO<CullItems, ItemIDsBounds, ItemIDsBounds> JobModel;
|
||||
};
|
||||
|
||||
class DepthSortItems {
|
||||
public:
|
||||
bool _frontToBack = true;
|
||||
|
||||
DepthSortItems(bool frontToBack = true) : _frontToBack(frontToBack) {}
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, ItemIDsBounds& outITems);
|
||||
|
||||
typedef Job::ModelIO<DepthSortItems, ItemIDsBounds, ItemIDsBounds> JobModel;
|
||||
};
|
||||
template <> void jobRun(const DrawTransparent& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
|
||||
|
||||
class DrawLight {
|
||||
public:
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
|
||||
|
||||
typedef Job::Model<DrawLight> JobModel;
|
||||
};
|
||||
template <> void jobRun(const DrawLight& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
|
||||
|
||||
class DrawBackground {
|
||||
public:
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
|
||||
|
||||
typedef Job::Model<DrawBackground> JobModel;
|
||||
};
|
||||
template <> void jobRun(const DrawBackground& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
|
||||
|
||||
|
||||
class DrawPostLayered {
|
||||
public:
|
||||
};
|
||||
template <> void jobRun(const DrawPostLayered& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
|
||||
|
||||
|
||||
|
||||
class ResetGLState {
|
||||
public:
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
|
||||
|
||||
typedef Job::Model<ResetGLState> JobModel;
|
||||
};
|
||||
template <> void jobRun(const ResetGLState& job, const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
|
||||
|
||||
|
||||
|
||||
class DrawSceneTask : public Task {
|
||||
|
@ -126,6 +273,7 @@ public:
|
|||
// standard builders allocating the main buckets
|
||||
void allocateStandardMaterialBuckets();
|
||||
};
|
||||
void materialSortItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, ItemIDsBounds& outItems);
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -45,6 +45,10 @@ public:
|
|||
int _numDrawnTransparentItems = 0;
|
||||
int _maxDrawnTransparentItems = -1;
|
||||
|
||||
int _numFeedOverlay3DItems = 0;
|
||||
int _numDrawnOverlay3DItems = 0;
|
||||
int _maxDrawnOverlay3DItems = -1;
|
||||
|
||||
RenderContext() {}
|
||||
};
|
||||
typedef std::shared_ptr<RenderContext> RenderContextPointer;
|
||||
|
|
|
@ -159,4 +159,6 @@ void SceneScriptingInterface::clearEngineCounters() {
|
|||
_numDrawnOpaqueItems = 0;
|
||||
_numFeedTransparentItems = 0;
|
||||
_numDrawnTransparentItems = 0;
|
||||
_numFeedOverlay3DItems = 0;
|
||||
_numDrawnOverlay3DItems = 0;
|
||||
}
|
||||
|
|
|
@ -90,17 +90,22 @@ public:
|
|||
Q_INVOKABLE int getEngineNumDrawnOpaqueItems() { return _numDrawnOpaqueItems; }
|
||||
void setEngineDrawnTransparentItems(int count) { _numDrawnTransparentItems = count; }
|
||||
Q_INVOKABLE int getEngineNumDrawnTransparentItems() { return _numDrawnTransparentItems; }
|
||||
void setEngineDrawnOverlay3DItems(int count) { _numDrawnOverlay3DItems = count; }
|
||||
Q_INVOKABLE int getEngineNumDrawnOverlay3DItems() { return _numDrawnOverlay3DItems; }
|
||||
|
||||
void setEngineFeedOpaqueItems(int count) { _numFeedOpaqueItems = count; }
|
||||
Q_INVOKABLE int getEngineNumFeedOpaqueItems() { return _numFeedOpaqueItems; }
|
||||
void setEngineFeedTransparentItems(int count) { _numFeedTransparentItems = count; }
|
||||
Q_INVOKABLE int getEngineNumFeedTransparentItems() { return _numFeedTransparentItems; }
|
||||
void setEngineFeedOverlay3DItems(int count) { _numFeedOverlay3DItems = count; }
|
||||
Q_INVOKABLE int getEngineNumFeedOverlay3DItems() { return _numFeedOverlay3DItems; }
|
||||
|
||||
Q_INVOKABLE void setEngineMaxDrawnOpaqueItems(int count) { _maxDrawnOpaqueItems = count; }
|
||||
Q_INVOKABLE int getEngineMaxDrawnOpaqueItems() { return _maxDrawnOpaqueItems; }
|
||||
Q_INVOKABLE void setEngineMaxDrawnTransparentItems(int count) { _maxDrawnTransparentItems = count; }
|
||||
Q_INVOKABLE int getEngineMaxDrawnTransparentItems() { return _maxDrawnTransparentItems; }
|
||||
|
||||
Q_INVOKABLE void setEngineMaxDrawnOverlay3DItems(int count) { _maxDrawnOverlay3DItems = count; }
|
||||
Q_INVOKABLE int getEngineMaxDrawnOverlay3DItems() { return _maxDrawnOverlay3DItems; }
|
||||
signals:
|
||||
void shouldRenderAvatarsChanged(bool shouldRenderAvatars);
|
||||
void shouldRenderEntitiesChanged(bool shouldRenderEntities);
|
||||
|
@ -124,9 +129,12 @@ protected:
|
|||
int _numDrawnOpaqueItems = 0;
|
||||
int _numFeedTransparentItems = 0;
|
||||
int _numDrawnTransparentItems = 0;
|
||||
int _numFeedOverlay3DItems = 0;
|
||||
int _numDrawnOverlay3DItems = 0;
|
||||
|
||||
int _maxDrawnOpaqueItems = -1;
|
||||
int _maxDrawnTransparentItems = -1;
|
||||
int _maxDrawnOverlay3DItems = -1;
|
||||
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in a new issue