cleanup model fade logic

This commit is contained in:
Andrew Meadows 2017-01-19 14:17:50 -08:00
parent b7c1bfaf58
commit 10cdea9cd8
6 changed files with 58 additions and 57 deletions

View file

@ -225,9 +225,6 @@ void CauterizedModel::updateRenderItems() {
foreach (auto itemID, keys) {
pendingChanges.updateItem<CauterizedMeshPartPayload>(itemID, [modelTransform, deleteGeometryCounter](CauterizedMeshPartPayload& data) {
if (data._model && data._model->isLoaded()) {
if (!data.hasStartedFade() && data._model->getGeometry()->areTexturesLoaded()) {
data.startFade();
}
// Ensure the model geometry was not reset between frames
if (deleteGeometryCounter == data._model->getGeometryCounter()) {
// lazy update of cluster matrices used for rendering. We need to update them here, so we can correctly update the bounding box.

View file

@ -402,7 +402,7 @@ ItemKey ModelMeshPartPayload::getKey() const {
}
}
if (!_hasFinishedFade) {
if (_fadeState != FADE_COMPLETE) {
builder.withTransparent();
}
@ -472,7 +472,7 @@ ShapeKey ModelMeshPartPayload::getShapeKey() const {
}
ShapeKey::Builder builder;
if (isTranslucent || !_hasFinishedFade) {
if (isTranslucent || _fadeState != FADE_COMPLETE) {
builder.withTranslucent();
}
if (hasTangents) {
@ -513,9 +513,10 @@ void ModelMeshPartPayload::bindMesh(gpu::Batch& batch) const {
batch.setInputStream(2, _drawMesh->getVertexStream().makeRangedStream(2));
}
float fadeRatio = _isFading ? Interpolate::calculateFadeRatio(_fadeStartTime) : 1.0f;
if (!_hasColorAttrib || fadeRatio < 1.0f) {
batch._glColor4f(1.0f, 1.0f, 1.0f, fadeRatio);
if (_fadeState != FADE_COMPLETE) {
batch._glColor4f(1.0f, 1.0f, 1.0f, computeFadeAlpha());
} else if (!_hasColorAttrib) {
batch._glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
}
@ -528,17 +529,23 @@ void ModelMeshPartPayload::bindTransform(gpu::Batch& batch, const ShapePipeline:
batch.setModelTransform(_transform);
}
void ModelMeshPartPayload::startFade() {
bool shouldFade = EntityItem::getEntitiesShouldFadeFunction()();
if (shouldFade) {
_fadeStartTime = usecTimestampNow();
_hasStartedFade = true;
_hasFinishedFade = false;
} else {
_isFading = true;
_hasStartedFade = true;
_hasFinishedFade = true;
float ModelMeshPartPayload::computeFadeAlpha() const {
if (_fadeState == FADE_WAITING_TO_START) {
return 0.0f;
}
float fadeAlpha = 1.0f;
const float INV_FADE_PERIOD = 1.0f / (float)(1 * USECS_PER_SECOND);
float fraction = (float)(usecTimestampNow() - _fadeStartTime) * INV_FADE_PERIOD;
if (fraction < 1.0f) {
fadeAlpha = Interpolate::simpleNonLinearBlend(fraction);
}
if (fadeAlpha >= 1.0f) {
_fadeState = FADE_COMPLETE;
// when fade-in completes we flag model for one last "render item update"
_model->setRenderItemsNeedUpdate();
return 1.0f;
}
return Interpolate::simpleNonLinearBlend(fadeAlpha);
}
void ModelMeshPartPayload::render(RenderArgs* args) const {
@ -548,33 +555,28 @@ void ModelMeshPartPayload::render(RenderArgs* args) const {
return; // bail asap
}
// If we didn't start the fade in, check if we are ready to now....
if (!_hasStartedFade && _model->isLoaded() && _model->getGeometry()->areTexturesLoaded()) {
const_cast<ModelMeshPartPayload&>(*this).startFade();
if (_fadeState == FADE_WAITING_TO_START) {
if (_model->isLoaded() && _model->getGeometry()->areTexturesLoaded()) {
if (EntityItem::getEntitiesShouldFadeFunction()()) {
_fadeStartTime = usecTimestampNow();
_fadeState = FADE_IN_PROGRESS;
} else {
_fadeState = FADE_COMPLETE;
}
_model->setRenderItemsNeedUpdate();
} else {
return;
}
}
// If we still didn't start the fade in, bail
if (!_hasStartedFade) {
if (!args) {
return;
}
// When an individual mesh parts like this finishes its fade, we will mark the Model as
// having render items that need updating
bool nextIsFading = _isFading ? isStillFading() : false;
bool startFading = !_isFading && !_hasFinishedFade && _hasStartedFade;
bool endFading = _isFading && !nextIsFading;
if (startFading || endFading) {
_isFading = startFading;
_hasFinishedFade = endFading;
_model->setRenderItemsNeedUpdate();
}
gpu::Batch& batch = *(args->_batch);
if (!getShapeKey().isValid()) {
return;
}
gpu::Batch& batch = *(args->_batch);
auto locations = args->_pipeline->locations;
assert(locations);
@ -588,9 +590,7 @@ void ModelMeshPartPayload::render(RenderArgs* args) const {
// apply material properties
bindMaterial(batch, locations);
if (args) {
args->_details._materialSwitches++;
}
args->_details._materialSwitches++;
// Draw!
{
@ -598,8 +598,6 @@ void ModelMeshPartPayload::render(RenderArgs* args) const {
drawCall(batch);
}
if (args) {
const int INDICES_PER_TRIANGLE = 3;
args->_details._trianglesRendered += _drawPart._numIndices / INDICES_PER_TRIANGLE;
}
const int INDICES_PER_TRIANGLE = 3;
args->_details._trianglesRendered += _drawPart._numIndices / INDICES_PER_TRIANGLE;
}

View file

@ -21,6 +21,10 @@
#include <model/Geometry.h>
const uint8_t FADE_WAITING_TO_START = 0;
const uint8_t FADE_IN_PROGRESS = 1;
const uint8_t FADE_COMPLETE = 2;
class Model;
class MeshPartPayload {
@ -87,10 +91,7 @@ public:
void updateTransformForSkinnedMesh(const Transform& transform,
const QVector<glm::mat4>& clusterMatrices);
// Entity fade in
void startFade();
bool hasStartedFade() { return _hasStartedFade; }
bool isStillFading() const { return Interpolate::calculateFadeRatio(_fadeStartTime) < 1.0f; }
float computeFadeAlpha() const;
// Render Item interface
render::ItemKey getKey() const override;
@ -113,10 +114,8 @@ public:
bool _isBlendShaped{ false };
private:
quint64 _fadeStartTime { 0 };
bool _hasStartedFade { false };
mutable bool _hasFinishedFade { false };
mutable bool _isFading { false };
mutable quint64 _fadeStartTime { 0 };
mutable uint8_t _fadeState { FADE_WAITING_TO_START };
};
namespace render {

View file

@ -227,9 +227,6 @@ void Model::updateRenderItems() {
foreach (auto itemID, self->_modelMeshRenderItems.keys()) {
pendingChanges.updateItem<ModelMeshPartPayload>(itemID, [modelTransform, deleteGeometryCounter](ModelMeshPartPayload& data) {
if (data._model && data._model->isLoaded()) {
if (!data.hasStartedFade() && data._model->getGeometry()->areTexturesLoaded()) {
data.startFade();
}
// Ensure the model geometry was not reset between frames
if (deleteGeometryCounter == data._model->_deleteGeometryCounter) {
// lazy update of cluster matrices used for rendering. We need to update them here, so we can correctly update the bounding box.
@ -1450,7 +1447,6 @@ void ModelBlender::noteRequiresBlend(ModelPointer model) {
{
Lock lock(_mutex);
_modelsRequiringBlends.insert(model);
}
}

View file

@ -61,6 +61,13 @@ float Interpolate::interpolate3Points(float y1, float y2, float y3, float u) {
}
}
float Interpolate::simpleNonLinearBlend(float fraction) {
// uses arctan() to map a linear distribution in domain [0,1] to a non-linear blend (slow out, slow in) in range [0,1]
const float WIDTH = 20.0f;
const float INV_ARCTAN_WIDTH = 0.339875327433f; // 1 / (2 * atan(WIDTH/2))
return 0.5f + atanf(WIDTH * (fraction - 0.5f)) * INV_ARCTAN_WIDTH;
}
float Interpolate::calculateFadeRatio(quint64 start) {
const float FADE_TIME = 1.0f;
float t = 2.0f * std::min(((float)(usecTimestampNow() - start)) / ((float)(FADE_TIME * USECS_PER_SECOND)), 1.0f);
@ -69,4 +76,4 @@ float Interpolate::calculateFadeRatio(quint64 start) {
// The easing function isn't exactly 1 at t = 2, so we need to scale the whole function up slightly
const float EASING_SCALE = 1.001f;
return std::min(EASING_SCALE * fadeRatio, 1.0f);
}
}

View file

@ -25,6 +25,10 @@ public:
// pass through all three y values. Return value lies wholly within the range of y values passed in.
static float interpolate3Points(float y1, float y2, float y3, float u);
// returns smooth in and out blend between 0 and 1
// DANGER: assumes fraction is properly inside range [0, 1]
static float simpleNonLinearBlend(float fraction);
static float calculateFadeRatio(quint64 start);
};