Merge pull request #7523 from zzmp/fix/tex-load-fixup

Render alpha textures immediately
This commit is contained in:
Brad Hefta-Gaub 2016-03-31 21:04:04 -07:00
commit 1e7a69fb90
5 changed files with 108 additions and 119 deletions

View file

@ -116,11 +116,18 @@ QVariantMap RenderableModelEntityItem::parseTexturesToMap(QString textures) {
QJsonParseError error;
QJsonDocument texturesJson = QJsonDocument::fromJson(textures.toUtf8(), &error);
// If textures are invalid, revert to original textures
if (error.error != QJsonParseError::NoError) {
qCWarning(entitiesrenderer) << "Could not evaluate textures property value:" << textures;
return _originalTextures;
}
QVariantMap texturesMap = texturesJson.toVariant().toMap();
// If textures are unset, revert to original textures
if (texturesMap.isEmpty()) {
return _originalTextures;
}
return texturesJson.toVariant().toMap();
}
@ -133,10 +140,8 @@ void RenderableModelEntityItem::remapTextures() {
return; // nothing to do if the model has not yet loaded
}
auto& geometry = _model->getGeometry()->getGeometry();
if (!_originalTexturesRead) {
_originalTextures = geometry->getTextures();
_originalTextures = _model->getTextures();
_originalTexturesRead = true;
// Default to _originalTextures to avoid remapping immediately and lagging on load
@ -152,7 +157,7 @@ void RenderableModelEntityItem::remapTextures() {
auto newTextures = parseTexturesToMap(textures);
if (newTextures != _currentTextures) {
geometry->setTextures(newTextures);
_model->setTextures(newTextures);
_currentTextures = newTextures;
}
}
@ -366,41 +371,16 @@ void RenderableModelEntityItem::render(RenderArgs* args) {
assert(getType() == EntityTypes::Model);
if (hasModel()) {
if (_model) {
render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();
// check to see if when we added our models to the scene they were ready, if they were not ready, then
// fix them up in the scene
bool shouldShowCollisionHull = (args->_debugFlags & (int)RenderArgs::RENDER_DEBUG_HULLS) > 0;
if (_model->needsFixupInScene() || _showCollisionHull != shouldShowCollisionHull) {
_showCollisionHull = shouldShowCollisionHull;
render::PendingChanges pendingChanges;
_model->removeFromScene(scene, pendingChanges);
render::Item::Status::Getters statusGetters;
makeEntityItemStatusGetters(getThisPointer(), statusGetters);
_model->addToScene(scene, pendingChanges, statusGetters, _showCollisionHull);
scene->enqueuePendingChanges(pendingChanges);
}
// FIXME: this seems like it could be optimized if we tracked our last known visible state in
// the renderable item. As it stands now the model checks it's visible/invisible state
// so most of the time we don't do anything in this function.
_model->setVisibleInScene(getVisible(), scene);
}
remapTextures();
// Prepare the current frame
{
// float alpha = getLocalRenderAlpha();
if (!_model || _needsModelReload) {
// TODO: this getModel() appears to be about 3% of model render time. We should optimize
PerformanceTimer perfTimer("getModel");
EntityTreeRenderer* renderer = static_cast<EntityTreeRenderer*>(args->_renderer);
getModel(renderer);
// Remap textures immediately after loading to avoid flicker
remapTextures();
}
if (_model) {
@ -431,15 +411,40 @@ void RenderableModelEntityItem::render(RenderArgs* args) {
}
});
updateModelBounds();
}
}
// Check if the URL has changed
// Do this last as the getModel is queued for the next frame,
// and we need to keep state directing the model to reinitialize
auto& currentURL = getParsedModelURL();
if (currentURL != _model->getURL()) {
// Defer setting the url to the render thread
getModel(_myRenderer);
}
// Enqueue updates for the next frame
if (_model) {
render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();
// FIXME: this seems like it could be optimized if we tracked our last known visible state in
// the renderable item. As it stands now the model checks it's visible/invisible state
// so most of the time we don't do anything in this function.
_model->setVisibleInScene(getVisible(), scene);
// Remap textures for the next frame to avoid flicker
remapTextures();
// check to see if when we added our models to the scene they were ready, if they were not ready, then
// fix them up in the scene
bool shouldShowCollisionHull = (args->_debugFlags & (int)RenderArgs::RENDER_DEBUG_HULLS) > 0;
if (_model->needsFixupInScene() || _showCollisionHull != shouldShowCollisionHull) {
_showCollisionHull = shouldShowCollisionHull;
render::PendingChanges pendingChanges;
render::Item::Status::Getters statusGetters;
makeEntityItemStatusGetters(getThisPointer(), statusGetters);
_model->addToScene(scene, pendingChanges, statusGetters, _showCollisionHull);
scene->enqueuePendingChanges(pendingChanges);
}
auto& currentURL = getParsedModelURL();
if (currentURL != _model->getURL()) {
// Defer setting the url to the render thread
getModel(_myRenderer);
}
}
} else {

View file

@ -279,6 +279,9 @@ void Geometry::setTextures(const QVariantMap& textureMap) {
material->setTextures(textureMap);
_areTexturesLoaded = false;
// If we only use cached textures, they should all be loaded
areTexturesLoaded();
}
}
} else {
@ -288,8 +291,6 @@ void Geometry::setTextures(const QVariantMap& textureMap) {
bool Geometry::areTexturesLoaded() const {
if (!_areTexturesLoaded) {
_hasTransparentTextures = false;
for (auto& material : _materials) {
// Check if material textures are loaded
if (std::any_of(material->_textures.cbegin(), material->_textures.cend(),
@ -302,8 +303,6 @@ bool Geometry::areTexturesLoaded() const {
const auto albedoTexture = material->_textures[NetworkMaterial::MapChannel::ALBEDO_MAP];
if (albedoTexture.texture && albedoTexture.texture->getGPUTexture()) {
material->resetOpacityMap();
_hasTransparentTextures |= material->getKey().isTranslucent();
}
}

View file

@ -74,9 +74,6 @@ public:
void setTextures(const QVariantMap& textureMap);
virtual bool areTexturesLoaded() const;
// Returns true if any albedo texture has a non-masking alpha channel.
// This can only be known after areTexturesLoaded().
bool hasTransparentTextures() const { return _hasTransparentTextures; }
protected:
friend class GeometryMappingResource;
@ -91,7 +88,6 @@ protected:
private:
mutable bool _areTexturesLoaded { false };
mutable bool _hasTransparentTextures { false };
};
/// A geometry loaded from the network.

View file

@ -76,14 +76,9 @@ AbstractViewStateInterface* Model::_viewState = NULL;
bool Model::needsFixupInScene() const {
if (readyToAddToScene()) {
// Once textures are loaded, fixup if they are now transparent
if (_needsUpdateTransparentTextures && _geometry->getGeometry()->areTexturesLoaded()) {
_needsUpdateTransparentTextures = false;
bool hasTransparentTextures = _geometry->getGeometry()->hasTransparentTextures();
if (_hasTransparentTextures != hasTransparentTextures) {
_hasTransparentTextures = hasTransparentTextures;
return true;
}
if (_needsUpdateTextures && _geometry->getGeometry()->areTexturesLoaded()) {
_needsUpdateTextures = false;
return true;
}
if (!_readyWhenAdded) {
return true;
@ -546,43 +541,6 @@ void Model::setVisibleInScene(bool newValue, std::shared_ptr<render::Scene> scen
}
}
bool Model::addToScene(std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges, bool showCollisionHull) {
if ((!_meshGroupsKnown || showCollisionHull != _showCollisionHull) && isLoaded()) {
_showCollisionHull = showCollisionHull;
segregateMeshGroups();
}
bool somethingAdded = false;
foreach (auto renderItem, _modelMeshRenderItemsSet) {
auto item = scene->allocateID();
auto renderPayload = std::make_shared<ModelMeshPartPayload::Payload>(renderItem);
pendingChanges.resetItem(item, renderPayload);
pendingChanges.updateItem<ModelMeshPartPayload>(item, [](ModelMeshPartPayload& data) {
data.notifyLocationChanged();
});
_modelMeshRenderItems.insert(item, renderPayload);
somethingAdded = true;
}
foreach (auto renderItem, _collisionRenderItemsSet) {
auto item = scene->allocateID();
auto renderPayload = std::make_shared<MeshPartPayload::Payload>(renderItem);
pendingChanges.resetItem(item, renderPayload);
pendingChanges.updateItem<MeshPartPayload>(item, [](MeshPartPayload& data) {
data.notifyLocationChanged();
});
_collisionRenderItems.insert(item, renderPayload);
somethingAdded = true;
}
_readyWhenAdded = readyToAddToScene();
return somethingAdded;
}
bool Model::addToScene(std::shared_ptr<render::Scene> scene,
render::PendingChanges& pendingChanges,
render::Item::Status::Getters& statusGetters,
@ -594,28 +552,48 @@ bool Model::addToScene(std::shared_ptr<render::Scene> scene,
bool somethingAdded = false;
foreach (auto renderItem, _modelMeshRenderItemsSet) {
auto item = scene->allocateID();
auto renderPayload = std::make_shared<ModelMeshPartPayload::Payload>(renderItem);
renderPayload->addStatusGetters(statusGetters);
pendingChanges.resetItem(item, renderPayload);
pendingChanges.updateItem<ModelMeshPartPayload>(item, [](ModelMeshPartPayload& data) {
data.notifyLocationChanged();
});
_modelMeshRenderItems.insert(item, renderPayload);
somethingAdded = true;
if (_modelMeshRenderItems.size()) {
for (auto item : _modelMeshRenderItems.keys()) {
pendingChanges.updateItem<ModelMeshPartPayload>(item, [](ModelMeshPartPayload& data) {
data.notifyLocationChanged();
});
}
} else {
for (auto renderItem : _modelMeshRenderItemsSet) {
auto item = scene->allocateID();
auto renderPayload = std::make_shared<ModelMeshPartPayload::Payload>(renderItem);
if (statusGetters.size()) {
renderPayload->addStatusGetters(statusGetters);
}
pendingChanges.resetItem(item, renderPayload);
pendingChanges.updateItem<ModelMeshPartPayload>(item, [](ModelMeshPartPayload& data) {
data.notifyLocationChanged();
});
_modelMeshRenderItems.insert(item, renderPayload);
somethingAdded = true;
}
}
foreach (auto renderItem, _collisionRenderItemsSet) {
auto item = scene->allocateID();
auto renderPayload = std::make_shared<MeshPartPayload::Payload>(renderItem);
renderPayload->addStatusGetters(statusGetters);
pendingChanges.resetItem(item, renderPayload);
pendingChanges.updateItem<MeshPartPayload>(item, [](MeshPartPayload& data) {
data.notifyLocationChanged();
});
_collisionRenderItems.insert(item, renderPayload);
somethingAdded = true;
if (_collisionRenderItems.size()) {
for (auto item : _collisionRenderItems.keys()) {
pendingChanges.updateItem<MeshPartPayload>(item, [](MeshPartPayload& data) {
data.notifyLocationChanged();
});
}
} else {
for (auto renderItem : _collisionRenderItemsSet) {
auto item = scene->allocateID();
auto renderPayload = std::make_shared<MeshPartPayload::Payload>(renderItem);
if (statusGetters.size()) {
renderPayload->addStatusGetters(statusGetters);
}
pendingChanges.resetItem(item, renderPayload);
pendingChanges.updateItem<MeshPartPayload>(item, [](MeshPartPayload& data) {
data.notifyLocationChanged();
});
_collisionRenderItems.insert(item, renderPayload);
somethingAdded = true;
}
}
_readyWhenAdded = readyToAddToScene();
@ -791,6 +769,13 @@ int Model::getLastFreeJointIndex(int jointIndex) const {
return (isActive() && jointIndex != -1) ? getFBXGeometry().joints.at(jointIndex).freeLineage.last() : -1;
}
void Model::setTextures(const QVariantMap& textures) {
if (isLoaded()) {
_needsUpdateTextures = true;
_geometry->getGeometry()->setTextures(textures);
}
}
void Model::setURL(const QUrl& url) {
// don't recreate the geometry if it's the same URL
if (_url == url && _geometry && _geometry->getURL() == url) {
@ -807,8 +792,7 @@ void Model::setURL(const QUrl& url) {
}
_needsReload = true;
_needsUpdateTransparentTextures = true;
_hasTransparentTextures = false;
_needsUpdateTextures = true;
_meshGroupsKnown = false;
invalidCalculatedMeshBoxes();
deleteGeometry();

View file

@ -87,7 +87,10 @@ public:
bool initWhenReady(render::ScenePointer scene);
bool addToScene(std::shared_ptr<render::Scene> scene,
render::PendingChanges& pendingChanges,
bool showCollisionHull = false);
bool showCollisionHull = false) {
auto getters = render::Item::Status::Getters(0);
return addToScene(scene, pendingChanges, getters, showCollisionHull);
}
bool addToScene(std::shared_ptr<render::Scene> scene,
render::PendingChanges& pendingChanges,
render::Item::Status::Getters& statusGetters,
@ -129,6 +132,9 @@ public:
/// Returns a reference to the shared collision geometry.
const NetworkGeometry::Pointer& getCollisionGeometry() const { return _collisionGeometry; }
const QVariantMap getTextures() const { assert(isLoaded()); return _geometry->getGeometry()->getTextures(); }
void setTextures(const QVariantMap& textures);
/// Provided as a convenience, will crash if !isLoaded()
// And so that getGeometry() isn't chained everywhere
const FBXGeometry& getFBXGeometry() const { assert(isLoaded()); return getGeometry()->getGeometry()->getGeometry(); }
@ -385,9 +391,8 @@ protected:
bool _readyWhenAdded { false };
bool _needsReload { true };
bool _needsUpdateClusterMatrices { true };
mutable bool _needsUpdateTransparentTextures { true };
mutable bool _hasTransparentTextures { false };
bool _showCollisionHull { false };
mutable bool _needsUpdateTextures { true };
friend class ModelMeshPartPayload;
RigPointer _rig;