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https://thingvellir.net/git/overte
synced 2025-03-27 23:52:03 +01:00
First Item really rendering , for the WorldBox, desigining more of the RenderContext and task interface
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b90e04e451
commit
a5c5cc9b70
7 changed files with 69 additions and 48 deletions
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@ -3174,25 +3174,35 @@ const ViewFrustum* Application::getDisplayViewFrustum() const {
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return &_displayViewFrustum;
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return &_displayViewFrustum;
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}
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}
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class MyFirstStuff {
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// WorldBox Render Data & rendering functions
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public:
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typedef render::Payload<MyFirstStuff> Payload;
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typedef std::shared_ptr<render::Item::PayloadInterface> PayloadPointer;
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typedef Payload::DataPointer Pointer;
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};
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// For Ubuntu, the compiler want's the Payload's functions to be specialized in the "render" namespace explicitely...
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namespace render {
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namespace render {
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template <> const ItemKey payloadGetKey(const MyFirstStuff::Pointer& stuff) { return ItemKey::Builder::opaqueShape(); }
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class WorldBoxRenderData {
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template <> const Item::Bound payloadGetBound(const MyFirstStuff::Pointer& stuff) { return Item::Bound(); }
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public:
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template <> void payloadRender(const MyFirstStuff::Pointer& stuff, RenderArgs* args) {
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typedef Payload<WorldBoxRenderData> Payload;
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if (args) {
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typedef Payload::DataPointer Pointer;
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args->_elementsTouched ++;
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static ItemID _item; // unique WorldBoxRenderData
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};
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ItemID WorldBoxRenderData::_item = 0;
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template <> const ItemKey payloadGetKey(const WorldBoxRenderData::Pointer& stuff) { return ItemKey::Builder::opaqueShape(); }
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template <> const Item::Bound payloadGetBound(const WorldBoxRenderData::Pointer& stuff) { return Item::Bound(); }
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template <> void payloadRender(const WorldBoxRenderData::Pointer& stuff, RenderArgs* args) {
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if (args->_renderMode != CAMERA_MODE_MIRROR && Menu::getInstance()->isOptionChecked(MenuOption::Stats)) {
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PerformanceTimer perfTimer("worldBox");
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renderWorldBox();
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}
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}
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// never the less
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float originSphereRadius = 0.05f;
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DependencyManager::get<GeometryCache>()->renderSphere(originSphereRadius, 15, 15, glm::vec4(1.0f, 0.0f, 0.0f, 1.0f));
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}
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}
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}
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}
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void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool selfAvatarOnly) {
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void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool selfAvatarOnly) {
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activeRenderingThread = QThread::currentThread();
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activeRenderingThread = QThread::currentThread();
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PROFILE_RANGE(__FUNCTION__);
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PROFILE_RANGE(__FUNCTION__);
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@ -3355,11 +3365,7 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
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DependencyManager::get<DeferredLightingEffect>()->prepare();
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DependencyManager::get<DeferredLightingEffect>()->prepare();
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if (!selfAvatarOnly) {
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if (!selfAvatarOnly) {
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// draw a red sphere
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float originSphereRadius = 0.05f;
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DependencyManager::get<GeometryCache>()->renderSphere(originSphereRadius, 15, 15, glm::vec4(1.0f, 0.0f, 0.0f, 1.0f));
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// render JS/scriptable overlays
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// render JS/scriptable overlays
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{
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{
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PerformanceTimer perfTimer("3dOverlays");
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PerformanceTimer perfTimer("3dOverlays");
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@ -3413,22 +3419,28 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
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renderArgs->_renderMode = RenderArgs::NORMAL_RENDER_MODE;
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renderArgs->_renderMode = RenderArgs::NORMAL_RENDER_MODE;
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}
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}
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static render::ItemID myFirstRenderItem = 0;
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render::Scene::PendingChanges pendingChanges;
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if (myFirstRenderItem == 0) {
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// Make sure the WorldBox is in the scene
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auto myVeryFirstStuff = MyFirstStuff::Pointer(new MyFirstStuff());
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if (render::WorldBoxRenderData::_item == 0) {
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auto myVeryFirstPayload = new MyFirstStuff::Payload(myVeryFirstStuff);
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auto worldBoxRenderData = render::WorldBoxRenderData::Pointer(new render::WorldBoxRenderData());
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auto myFirstPayload = MyFirstStuff::PayloadPointer(myVeryFirstPayload);
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auto worldBoxRenderPayload = render::PayloadPointer(new render::WorldBoxRenderData::Payload(worldBoxRenderData));
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myFirstRenderItem = _main3DScene->allocateID();
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render::Scene::PendingChanges pendingChanges;
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render::WorldBoxRenderData::_item = _main3DScene->allocateID();
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pendingChanges.resetItem(myFirstRenderItem, myFirstPayload);
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_main3DScene->enqueuePendingChanges(pendingChanges);
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pendingChanges.resetItem(render::WorldBoxRenderData::_item, worldBoxRenderPayload);
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}
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}
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_main3DScene->enqueuePendingChanges(pendingChanges);
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_main3DScene->processPendingChangesQueue();
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_main3DScene->processPendingChangesQueue();
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// FOr now every frame pass the renderCOntext
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render::RenderContext renderContext;
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renderContext.args = renderArgs;
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_renderEngine->setRenderContext(renderContext);
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// Before the deferred pass, let's try to use the render engine
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// Before the deferred pass, let's try to use the render engine
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_renderEngine->run();
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_renderEngine->run();
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@ -3458,12 +3470,6 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
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if (!selfAvatarOnly) {
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if (!selfAvatarOnly) {
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_nodeBoundsDisplay.draw();
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_nodeBoundsDisplay.draw();
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// Render the world box
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if (theCamera.getMode() != CAMERA_MODE_MIRROR && Menu::getInstance()->isOptionChecked(MenuOption::Stats)) {
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PerformanceTimer perfTimer("worldBox");
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renderWorldBox();
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}
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// render octree fades if they exist
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// render octree fades if they exist
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if (_octreeFades.size() > 0) {
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if (_octreeFades.size() > 0) {
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@ -17,7 +17,7 @@ using namespace render;
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DrawSceneTask::~DrawSceneTask() {
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DrawSceneTask::~DrawSceneTask() {
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}
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}
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void DrawSceneTask::run(const SceneContextPointer& sceneContext) {
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void DrawSceneTask::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
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// sanity checks
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// sanity checks
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assert(sceneContext);
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assert(sceneContext);
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if (!sceneContext->_scene) {
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if (!sceneContext->_scene) {
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@ -27,14 +27,14 @@ void DrawSceneTask::run(const SceneContextPointer& sceneContext) {
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auto& itemBucketMap = scene->getMasterBucket();
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auto& itemBucketMap = scene->getMasterBucket();
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RenderArgs args;
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RenderArgs* args = renderContext->args;
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// render opaques
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// render opaques
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auto filter = ItemFilter::Builder::opaqueShape();
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auto filter = ItemFilter::Builder::opaqueShape();
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auto& opaqueShapeItems = itemBucketMap.at(filter);
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auto& opaqueShapeItems = itemBucketMap.at(filter);
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for (auto id : opaqueShapeItems) {
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for (auto id : opaqueShapeItems) {
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auto item = scene->getItem(id);
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auto item = scene->getItem(id);
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item.render(&args);
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item.render(args);
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}
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}
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};
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};
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@ -23,7 +23,7 @@ public:
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DrawSceneTask() : Task() {}
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DrawSceneTask() : Task() {}
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~DrawSceneTask();
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~DrawSceneTask();
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virtual void run(const SceneContextPointer& sceneContext);
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virtual void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext);
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};
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};
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@ -15,7 +15,8 @@ using namespace render;
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Engine::Engine() :
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Engine::Engine() :
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_sceneContext(new SceneContext())
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_sceneContext(new SceneContext()),
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_renderContext(new RenderContext())
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{
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{
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}
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}
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@ -23,6 +24,10 @@ void Engine::registerScene(const ScenePointer& scene) {
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_sceneContext->_scene = scene;
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_sceneContext->_scene = scene;
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}
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}
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void Engine::setRenderContext(const RenderContext& renderContext) {
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(*_renderContext) = renderContext;
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}
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void Engine::addTask(const TaskPointer& task) {
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void Engine::addTask(const TaskPointer& task) {
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if (task) {
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if (task) {
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_tasks.push_back(task);
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_tasks.push_back(task);
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@ -31,7 +36,7 @@ void Engine::addTask(const TaskPointer& task) {
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void Engine::run() {
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void Engine::run() {
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for (auto task : _tasks) {
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for (auto task : _tasks) {
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task->run(_sceneContext);
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task->run(_sceneContext, _renderContext);
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}
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}
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}
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}
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@ -25,18 +25,25 @@ public:
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};
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};
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typedef std::shared_ptr<SceneContext> SceneContextPointer;
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typedef std::shared_ptr<SceneContext> SceneContextPointer;
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class RenderContext {
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public:
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RenderArgs* args;
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RenderContext() {}
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};
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typedef std::shared_ptr<RenderContext> RenderContextPointer;
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// THe base class for a task that runs on the SceneContext
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// THe base class for a task that runs on the SceneContext
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class Task {
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class Task {
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public:
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public:
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Task() {}
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Task() {}
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~Task() {}
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~Task() {}
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virtual void run(const SceneContextPointer& sceneContext) {}
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virtual void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {}
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protected:
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protected:
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};
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};
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typedef std::shared_ptr<Task> TaskPointer;
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typedef std::shared_ptr<Task> TaskPointer;
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typedef std::vector<TaskPointer> Tasks;
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typedef std::vector<TaskPointer> Tasks;
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@ -51,6 +58,9 @@ public:
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// Register the scene should be [art of the init phase before running the engine
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// Register the scene should be [art of the init phase before running the engine
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void registerScene(const ScenePointer& scene);
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void registerScene(const ScenePointer& scene);
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// Push a RenderContext
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void setRenderContext(const RenderContext& renderContext);
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void addTask(const TaskPointer& task);
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void addTask(const TaskPointer& task);
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const Tasks& getTasks() const { return _tasks; }
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const Tasks& getTasks() const { return _tasks; }
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@ -65,6 +75,7 @@ protected:
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Tasks _tasks;
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Tasks _tasks;
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SceneContextPointer _sceneContext;
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SceneContextPointer _sceneContext;
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RenderContextPointer _renderContext;
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};
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};
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typedef std::shared_ptr<Engine> EnginePointer;
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typedef std::shared_ptr<Engine> EnginePointer;
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@ -89,9 +89,8 @@ void Scene::PendingChanges::merge(PendingChanges& changes) {
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_movedItems.insert(_movedItems.end(), changes._movedItems.begin(), changes._movedItems.end());
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_movedItems.insert(_movedItems.end(), changes._movedItems.begin(), changes._movedItems.end());
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}
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}
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Scene::Scene() :
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Scene::Scene() {
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_IDAllocator(0)
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_items.push_back(Item()); // add the itemID #0 to nothing
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{
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_masterBucketMap.allocateStandardOpaqueTranparentBuckets();
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_masterBucketMap.allocateStandardOpaqueTranparentBuckets();
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}
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}
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@ -368,7 +368,7 @@ public:
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protected:
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protected:
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// Thread safe elements that can be accessed from anywhere
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// Thread safe elements that can be accessed from anywhere
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std::atomic<unsigned int> _IDAllocator;
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std::atomic<unsigned int> _IDAllocator{ 1 }; // first valid itemID will be One
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std::mutex _changeQueueMutex;
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std::mutex _changeQueueMutex;
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PendingChangesQueue _changeQueue;
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PendingChangesQueue _changeQueue;
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