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https://github.com/overte-org/overte.git
synced 2025-04-08 08:14:48 +02:00
Merge pull request #10528 from AndrewMeadows/payload-gets-weak-pointer
MeshPartPayload keeps weak pointer to Model
This commit is contained in:
commit
207c13c3c3
6 changed files with 85 additions and 61 deletions
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@ -17,7 +17,7 @@
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using namespace render;
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CauterizedMeshPartPayload::CauterizedMeshPartPayload(Model* model, int meshIndex, int partIndex, int shapeIndex, const Transform& transform, const Transform& offsetTransform)
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CauterizedMeshPartPayload::CauterizedMeshPartPayload(ModelPointer model, int meshIndex, int partIndex, int shapeIndex, const Transform& transform, const Transform& offsetTransform)
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: ModelMeshPartPayload(model, meshIndex, partIndex, shapeIndex, transform, offsetTransform) {}
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void CauterizedMeshPartPayload::updateTransformForCauterizedMesh(
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@ -29,8 +29,16 @@ void CauterizedMeshPartPayload::updateTransformForCauterizedMesh(
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void CauterizedMeshPartPayload::bindTransform(gpu::Batch& batch, const render::ShapePipeline::LocationsPointer locations, RenderArgs::RenderMode renderMode) const {
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// Still relying on the raw data from the model
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CauterizedModel* skeleton = static_cast<CauterizedModel*>(_model);
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bool useCauterizedMesh = (renderMode != RenderArgs::RenderMode::SHADOW_RENDER_MODE) && skeleton->getEnableCauterization();
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bool useCauterizedMesh = (renderMode != RenderArgs::RenderMode::SHADOW_RENDER_MODE);
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if (useCauterizedMesh) {
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ModelPointer model = _model.lock();
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if (model) {
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CauterizedModel* skeleton = static_cast<CauterizedModel*>(model.get());
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useCauterizedMesh = useCauterizedMesh && skeleton->getEnableCauterization();
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} else {
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useCauterizedMesh = false;
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}
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}
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if (useCauterizedMesh) {
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if (_cauterizedClusterBuffer) {
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@ -13,7 +13,7 @@
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class CauterizedMeshPartPayload : public ModelMeshPartPayload {
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public:
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CauterizedMeshPartPayload(Model* model, int meshIndex, int partIndex, int shapeIndex, const Transform& transform, const Transform& offsetTransform);
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CauterizedMeshPartPayload(ModelPointer model, int meshIndex, int partIndex, int shapeIndex, const Transform& transform, const Transform& offsetTransform);
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void updateTransformForCauterizedMesh(const Transform& renderTransform, const gpu::BufferPointer& buffer);
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@ -78,7 +78,7 @@ void CauterizedModel::createVisibleRenderItemSet() {
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// Create the render payloads
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int numParts = (int)mesh->getNumParts();
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for (int partIndex = 0; partIndex < numParts; partIndex++) {
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auto ptr = std::make_shared<CauterizedMeshPartPayload>(this, i, partIndex, shapeID, transform, offset);
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auto ptr = std::make_shared<CauterizedMeshPartPayload>(shared_from_this(), i, partIndex, shapeID, transform, offset);
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_modelMeshRenderItems << std::static_pointer_cast<ModelMeshPartPayload>(ptr);
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shapeID++;
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}
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@ -207,11 +207,12 @@ void CauterizedModel::updateRenderItems() {
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QList<render::ItemID> keys = self->getRenderItems().keys();
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foreach (auto itemID, keys) {
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transaction.updateItem<CauterizedMeshPartPayload>(itemID, [modelTransform, deleteGeometryCounter](CauterizedMeshPartPayload& data) {
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if (data._model && data._model->isLoaded()) {
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ModelPointer model = data._model.lock();
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if (model && model->isLoaded()) {
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// Ensure the model geometry was not reset between frames
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if (deleteGeometryCounter == data._model->getGeometryCounter()) {
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if (deleteGeometryCounter == model->getGeometryCounter()) {
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// this stuff identical to what happens in regular Model
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const Model::MeshState& state = data._model->getMeshState(data._meshIndex);
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const Model::MeshState& state = model->getMeshState(data._meshIndex);
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Transform renderTransform = modelTransform;
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if (state.clusterMatrices.size() == 1) {
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renderTransform = modelTransform.worldTransform(Transform(state.clusterMatrices[0]));
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@ -219,7 +220,7 @@ void CauterizedModel::updateRenderItems() {
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data.updateTransformForSkinnedMesh(renderTransform, modelTransform, state.clusterBuffer);
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// this stuff for cauterized mesh
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CauterizedModel* cModel = static_cast<CauterizedModel*>(data._model);
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CauterizedModel* cModel = static_cast<CauterizedModel*>(model.get());
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const Model::MeshState& cState = cModel->getCauterizeMeshState(data._meshIndex);
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renderTransform = modelTransform;
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if (cState.clusterMatrices.size() == 1) {
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@ -14,7 +14,6 @@
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#include <PerfStat.h>
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#include "DeferredLightingEffect.h"
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#include "Model.h"
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#include "EntityItem.h"
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using namespace render;
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@ -321,13 +320,13 @@ template <> void payloadRender(const ModelMeshPartPayload::Pointer& payload, Ren
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}
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}
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ModelMeshPartPayload::ModelMeshPartPayload(Model* model, int _meshIndex, int partIndex, int shapeIndex, const Transform& transform, const Transform& offsetTransform) :
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_model(model),
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ModelMeshPartPayload::ModelMeshPartPayload(ModelPointer model, int _meshIndex, int partIndex, int shapeIndex, const Transform& transform, const Transform& offsetTransform) :
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_meshIndex(_meshIndex),
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_shapeID(shapeIndex) {
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assert(_model && _model->isLoaded());
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auto& modelMesh = _model->getGeometry()->getMeshes().at(_meshIndex);
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assert(model && model->isLoaded());
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_model = model;
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auto& modelMesh = model->getGeometry()->getMeshes().at(_meshIndex);
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updateMeshPart(modelMesh, partIndex);
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updateTransform(transform, offsetTransform);
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@ -335,20 +334,21 @@ ModelMeshPartPayload::ModelMeshPartPayload(Model* model, int _meshIndex, int par
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}
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void ModelMeshPartPayload::initCache() {
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assert(_model->isLoaded());
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ModelPointer model = _model.lock();
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assert(model && model->isLoaded());
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if (_drawMesh) {
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auto vertexFormat = _drawMesh->getVertexFormat();
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_hasColorAttrib = vertexFormat->hasAttribute(gpu::Stream::COLOR);
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_isSkinned = vertexFormat->hasAttribute(gpu::Stream::SKIN_CLUSTER_WEIGHT) && vertexFormat->hasAttribute(gpu::Stream::SKIN_CLUSTER_INDEX);
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const FBXGeometry& geometry = _model->getFBXGeometry();
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const FBXGeometry& geometry = model->getFBXGeometry();
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const FBXMesh& mesh = geometry.meshes.at(_meshIndex);
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_isBlendShaped = !mesh.blendshapes.isEmpty();
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}
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auto networkMaterial = _model->getGeometry()->getShapeMaterial(_shapeID);
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auto networkMaterial = model->getGeometry()->getShapeMaterial(_shapeID);
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if (networkMaterial) {
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_drawMaterial = networkMaterial;
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}
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@ -370,29 +370,31 @@ ItemKey ModelMeshPartPayload::getKey() const {
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ItemKey::Builder builder;
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builder.withTypeShape();
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if (!_model->isVisible()) {
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builder.withInvisible();
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}
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ModelPointer model = _model.lock();
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if (model) {
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if (!model->isVisible()) {
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builder.withInvisible();
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}
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if (_model->isLayeredInFront()) {
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builder.withLayered();
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}
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if (model->isLayeredInFront()) {
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builder.withLayered();
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}
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if (_isBlendShaped || _isSkinned) {
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builder.withDeformed();
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}
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if (_isBlendShaped || _isSkinned) {
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builder.withDeformed();
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}
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if (_drawMaterial) {
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auto matKey = _drawMaterial->getKey();
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if (matKey.isTranslucent()) {
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if (_drawMaterial) {
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auto matKey = _drawMaterial->getKey();
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if (matKey.isTranslucent()) {
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builder.withTransparent();
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}
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}
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if (_fadeState != FADE_COMPLETE) {
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builder.withTransparent();
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}
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}
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if (_fadeState != FADE_COMPLETE) {
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builder.withTransparent();
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}
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return builder.build();
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}
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@ -400,7 +402,8 @@ int ModelMeshPartPayload::getLayer() const {
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// MAgic number while we are defining the layering mechanism:
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const int LAYER_3D_FRONT = 1;
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const int LAYER_3D = 0;
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if (_model->isLayeredInFront()) {
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ModelPointer model = _model.lock();
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if (model && model->isLayeredInFront()) {
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return LAYER_3D_FRONT;
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} else {
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return LAYER_3D;
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@ -410,15 +413,16 @@ int ModelMeshPartPayload::getLayer() const {
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ShapeKey ModelMeshPartPayload::getShapeKey() const {
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// guard against partially loaded meshes
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if (!_model || !_model->isLoaded() || !_model->getGeometry()) {
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ModelPointer model = _model.lock();
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if (!model || !model->isLoaded() || !model->getGeometry()) {
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return ShapeKey::Builder::invalid();
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}
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const FBXGeometry& geometry = _model->getFBXGeometry();
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const auto& networkMeshes = _model->getGeometry()->getMeshes();
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const FBXGeometry& geometry = model->getFBXGeometry();
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const auto& networkMeshes = model->getGeometry()->getMeshes();
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// guard against partially loaded meshes
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if (_meshIndex >= (int)networkMeshes.size() || _meshIndex >= (int)geometry.meshes.size() || _meshIndex >= (int)_model->_meshStates.size()) {
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if (_meshIndex >= (int)networkMeshes.size() || _meshIndex >= (int)geometry.meshes.size() || _meshIndex >= (int)model->_meshStates.size()) {
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return ShapeKey::Builder::invalid();
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}
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@ -427,8 +431,8 @@ ShapeKey ModelMeshPartPayload::getShapeKey() const {
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// if our index is ever out of range for either meshes or networkMeshes, then skip it, and set our _meshGroupsKnown
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// to false to rebuild out mesh groups.
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if (_meshIndex < 0 || _meshIndex >= (int)networkMeshes.size() || _meshIndex > geometry.meshes.size()) {
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_model->_needsFixupInScene = true; // trigger remove/add cycle
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_model->invalidCalculatedMeshBoxes(); // if we have to reload, we need to assume our mesh boxes are all invalid
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model->_needsFixupInScene = true; // trigger remove/add cycle
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model->invalidCalculatedMeshBoxes(); // if we have to reload, we need to assume our mesh boxes are all invalid
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return ShapeKey::Builder::invalid();
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}
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@ -452,7 +456,7 @@ ShapeKey ModelMeshPartPayload::getShapeKey() const {
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bool isUnlit = drawMaterialKey.isUnlit();
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bool isSkinned = _isSkinned;
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bool wireframe = _model->isWireframe();
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bool wireframe = model->isWireframe();
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if (wireframe) {
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isTranslucent = hasTangents = hasSpecular = hasLightmap = isSkinned = false;
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@ -488,18 +492,22 @@ ShapeKey ModelMeshPartPayload::getShapeKey() const {
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void ModelMeshPartPayload::bindMesh(gpu::Batch& batch) {
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if (!_isBlendShaped) {
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batch.setIndexBuffer(gpu::UINT32, (_drawMesh->getIndexBuffer()._buffer), 0);
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batch.setInputFormat((_drawMesh->getVertexFormat()));
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batch.setInputStream(0, _drawMesh->getVertexStream());
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} else {
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batch.setIndexBuffer(gpu::UINT32, (_drawMesh->getIndexBuffer()._buffer), 0);
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batch.setInputFormat((_drawMesh->getVertexFormat()));
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batch.setInputBuffer(0, _model->_blendedVertexBuffers[_meshIndex], 0, sizeof(glm::vec3));
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batch.setInputBuffer(1, _model->_blendedVertexBuffers[_meshIndex], _drawMesh->getNumVertices() * sizeof(glm::vec3), sizeof(glm::vec3));
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batch.setInputStream(2, _drawMesh->getVertexStream().makeRangedStream(2));
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ModelPointer model = _model.lock();
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if (model) {
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batch.setInputBuffer(0, model->_blendedVertexBuffers[_meshIndex], 0, sizeof(glm::vec3));
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batch.setInputBuffer(1, model->_blendedVertexBuffers[_meshIndex], _drawMesh->getNumVertices() * sizeof(glm::vec3), sizeof(glm::vec3));
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batch.setInputStream(2, _drawMesh->getVertexStream().makeRangedStream(2));
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} else {
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batch.setIndexBuffer(gpu::UINT32, (_drawMesh->getIndexBuffer()._buffer), 0);
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batch.setInputFormat((_drawMesh->getVertexFormat()));
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batch.setInputStream(0, _drawMesh->getVertexStream());
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}
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}
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if (_fadeState != FADE_COMPLETE) {
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@ -530,7 +538,10 @@ float ModelMeshPartPayload::computeFadeAlpha() {
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if (fadeAlpha >= 1.0f) {
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_fadeState = FADE_COMPLETE;
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// when fade-in completes we flag model for one last "render item update"
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_model->setRenderItemsNeedUpdate();
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ModelPointer model = _model.lock();
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if (model) {
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model->setRenderItemsNeedUpdate();
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}
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return 1.0f;
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}
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return Interpolate::simpleNonLinearBlend(fadeAlpha);
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@ -539,26 +550,27 @@ float ModelMeshPartPayload::computeFadeAlpha() {
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void ModelMeshPartPayload::render(RenderArgs* args) {
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PerformanceTimer perfTimer("ModelMeshPartPayload::render");
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if (!_model->addedToScene() || !_model->isVisible()) {
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ModelPointer model = _model.lock();
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if (!model || !model->addedToScene() || !model->isVisible()) {
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return; // bail asap
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}
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if (_fadeState == FADE_WAITING_TO_START) {
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if (_model->isLoaded()) {
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if (model->isLoaded()) {
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if (EntityItem::getEntitiesShouldFadeFunction()()) {
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_fadeStartTime = usecTimestampNow();
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_fadeState = FADE_IN_PROGRESS;
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} else {
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_fadeState = FADE_COMPLETE;
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}
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_model->setRenderItemsNeedUpdate();
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model->setRenderItemsNeedUpdate();
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} else {
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return;
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}
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}
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if (_materialNeedsUpdate && _model->getGeometry()->areTexturesLoaded()) {
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_model->setRenderItemsNeedUpdate();
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if (_materialNeedsUpdate && model->getGeometry()->areTexturesLoaded()) {
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model->setRenderItemsNeedUpdate();
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_materialNeedsUpdate = false;
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}
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@ -21,6 +21,8 @@
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#include <model/Geometry.h>
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#include "Model.h"
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const uint8_t FADE_WAITING_TO_START = 0;
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const uint8_t FADE_IN_PROGRESS = 1;
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const uint8_t FADE_COMPLETE = 2;
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@ -83,7 +85,7 @@ namespace render {
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class ModelMeshPartPayload : public MeshPartPayload {
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public:
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ModelMeshPartPayload(Model* model, int meshIndex, int partIndex, int shapeIndex, const Transform& transform, const Transform& offsetTransform);
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ModelMeshPartPayload(ModelPointer model, int meshIndex, int partIndex, int shapeIndex, const Transform& transform, const Transform& offsetTransform);
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typedef render::Payload<ModelMeshPartPayload> Payload;
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typedef Payload::DataPointer Pointer;
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@ -110,7 +112,7 @@ public:
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void computeAdjustedLocalBound(const QVector<glm::mat4>& clusterMatrices);
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gpu::BufferPointer _clusterBuffer;
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Model* _model;
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ModelWeakPointer _model;
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int _meshIndex;
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int _shapeID;
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@ -235,13 +235,14 @@ void Model::updateRenderItems() {
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render::Transaction transaction;
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foreach (auto itemID, self->_modelMeshRenderItemsMap.keys()) {
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transaction.updateItem<ModelMeshPartPayload>(itemID, [deleteGeometryCounter](ModelMeshPartPayload& data) {
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if (data._model && data._model->isLoaded()) {
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ModelPointer model = data._model.lock();
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if (model && model->isLoaded()) {
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// Ensure the model geometry was not reset between frames
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if (deleteGeometryCounter == data._model->_deleteGeometryCounter) {
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Transform modelTransform = data._model->getTransform();
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if (deleteGeometryCounter == model->_deleteGeometryCounter) {
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Transform modelTransform = model->getTransform();
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modelTransform.setScale(glm::vec3(1.0f));
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const Model::MeshState& state = data._model->getMeshState(data._meshIndex);
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const Model::MeshState& state = model->getMeshState(data._meshIndex);
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Transform renderTransform = modelTransform;
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if (state.clusterMatrices.size() == 1) {
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renderTransform = modelTransform.worldTransform(Transform(state.clusterMatrices[0]));
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@ -1225,7 +1226,7 @@ void Model::createVisibleRenderItemSet() {
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// Create the render payloads
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int numParts = (int)mesh->getNumParts();
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for (int partIndex = 0; partIndex < numParts; partIndex++) {
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_modelMeshRenderItems << std::make_shared<ModelMeshPartPayload>(this, i, partIndex, shapeID, transform, offset);
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_modelMeshRenderItems << std::make_shared<ModelMeshPartPayload>(shared_from_this(), i, partIndex, shapeID, transform, offset);
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shapeID++;
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}
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}
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