mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 04:24:07 +02:00
remove a bunch of cruft from Model
This commit is contained in:
parent
e0adb8e38a
commit
2c6ebcb06a
2 changed files with 1 additions and 440 deletions
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@ -927,206 +927,6 @@ void Model::removeFromScene(std::shared_ptr<render::Scene> scene, render::Pendin
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_readyWhenAdded = false;
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}
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bool Model::render(RenderArgs* renderArgs, float alpha) {
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return true; //
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PROFILE_RANGE(__FUNCTION__);
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if (_meshStates.isEmpty()) {
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return false;
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}
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renderSetup(renderArgs);
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return renderCore(renderArgs, alpha);
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}
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bool Model::renderCore(RenderArgs* args, float alpha) {
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return true;
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PROFILE_RANGE(__FUNCTION__);
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if (!_viewState) {
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return false;
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}
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auto mode = args->_renderMode;
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// Let's introduce a gpu::Batch to capture all the calls to the graphics api
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_renderBatch.clear();
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gpu::Batch& batch = _renderBatch;
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// Setup the projection matrix
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if (args && args->_viewFrustum) {
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glm::mat4 proj;
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// If for easier debug depending on the pass
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if (mode == RenderArgs::SHADOW_RENDER_MODE) {
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args->_viewFrustum->evalProjectionMatrix(proj);
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} else {
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args->_viewFrustum->evalProjectionMatrix(proj);
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}
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batch.setProjectionTransform(proj);
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}
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// Capture the view matrix once for the rendering of this model
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if (_transforms.empty()) {
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_transforms.push_back(Transform());
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}
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_transforms[0] = _viewState->getViewTransform();
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// apply entity translation offset to the viewTransform in one go (it's a preTranslate because viewTransform goes from world to eye space)
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_transforms[0].preTranslate(-_translation);
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batch.setViewTransform(_transforms[0]);
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/*DependencyManager::get<TextureCache>()->setPrimaryDrawBuffers(
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mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::DIFFUSE_RENDER_MODE,
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mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::NORMAL_RENDER_MODE,
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mode == RenderArgs::DEFAULT_RENDER_MODE);
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*/
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/*if (mode != RenderArgs::SHADOW_RENDER_MODE)*/ {
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GLenum buffers[3];
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int bufferCount = 0;
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// if (mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::DIFFUSE_RENDER_MODE) {
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if (mode != RenderArgs::SHADOW_RENDER_MODE) {
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buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
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}
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// if (mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::NORMAL_RENDER_MODE) {
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if (mode != RenderArgs::SHADOW_RENDER_MODE) {
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buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
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}
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// if (mode == RenderArgs::DEFAULT_RENDER_MODE) {
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if (mode != RenderArgs::SHADOW_RENDER_MODE) {
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buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
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}
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GLBATCH(glDrawBuffers)(bufferCount, buffers);
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// batch.setFramebuffer(DependencyManager::get<TextureCache>()->getPrimaryOpaqueFramebuffer());
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}
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const float DEFAULT_ALPHA_THRESHOLD = 0.5f;
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//renderMeshes(batch, mode, translucent, alphaThreshold, hasTangents, hasSpecular, isSkinned, args, forceRenderMeshes);
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int opaqueMeshPartsRendered = 0;
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, false, false, args, true);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, true, false, args, true);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, true, false, false, args, true);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, true, true, false, args, true);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, false, false, false, args, true);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, false, true, false, args, true);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, true, false, false, args, true);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, true, true, false, args, true);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, false, false, false, args, true);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, true, false, false, args, true);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, false, false, false, args, true);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, true, false, false, args, true);
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// render translucent meshes afterwards
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//DependencyManager::get<TextureCache>()->setPrimaryDrawBuffers(false, true, true);
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{
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GLenum buffers[2];
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int bufferCount = 0;
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buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
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buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
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GLBATCH(glDrawBuffers)(bufferCount, buffers);
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}
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int translucentMeshPartsRendered = 0;
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const float MOSTLY_OPAQUE_THRESHOLD = 0.75f;
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translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, false, false, false, args, true);
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translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, false, true, false, args, true);
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translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, true, false, false, args, true);
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translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, true, true, false, args, true);
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translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, false, false, false, args, true);
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translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, false, true, false, args, true);
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translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, false, false, args, true);
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translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, true, false, args, true);
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{
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GLenum buffers[1];
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int bufferCount = 0;
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buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
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GLBATCH(glDrawBuffers)(bufferCount, buffers);
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}
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// if (mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::DIFFUSE_RENDER_MODE) {
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if (mode != RenderArgs::SHADOW_RENDER_MODE) {
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// batch.setFramebuffer(DependencyManager::get<TextureCache>()->getPrimaryTransparentFramebuffer());
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const float MOSTLY_TRANSPARENT_THRESHOLD = 0.0f;
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translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, false, false, args, true);
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translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, true, false, args, true);
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translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, true, false, false, args, true);
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translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, true, true, false, args, true);
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translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, false, false, false, args, true);
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translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, false, true, false, args, true);
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translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, false, false, args, true);
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translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, true, false, args, true);
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// batch.setFramebuffer(DependencyManager::get<TextureCache>()->getPrimaryOpaqueFramebuffer());
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}
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GLBATCH(glDepthMask)(true);
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GLBATCH(glDepthFunc)(GL_LESS);
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GLBATCH(glDisable)(GL_CULL_FACE);
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if (mode == RenderArgs::SHADOW_RENDER_MODE) {
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GLBATCH(glCullFace)(GL_BACK);
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}
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GLBATCH(glActiveTexture)(GL_TEXTURE0 + 1);
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GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
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GLBATCH(glActiveTexture)(GL_TEXTURE0 + 2);
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GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
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GLBATCH(glActiveTexture)(GL_TEXTURE0 + 3);
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GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
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GLBATCH(glActiveTexture)(GL_TEXTURE0);
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GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
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// deactivate vertex arrays after drawing
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GLBATCH(glDisableClientState)(GL_NORMAL_ARRAY);
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GLBATCH(glDisableClientState)(GL_VERTEX_ARRAY);
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GLBATCH(glDisableClientState)(GL_TEXTURE_COORD_ARRAY);
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GLBATCH(glDisableClientState)(GL_COLOR_ARRAY);
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GLBATCH(glDisableVertexAttribArray)(gpu::Stream::TANGENT);
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GLBATCH(glDisableVertexAttribArray)(gpu::Stream::SKIN_CLUSTER_INDEX);
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GLBATCH(glDisableVertexAttribArray)(gpu::Stream::SKIN_CLUSTER_WEIGHT);
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// bind with 0 to switch back to normal operation
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GLBATCH(glBindBuffer)(GL_ARRAY_BUFFER, 0);
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GLBATCH(glBindBuffer)(GL_ELEMENT_ARRAY_BUFFER, 0);
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GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
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// Back to no program
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GLBATCH(glUseProgram)(0);
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// Render!
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{
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PROFILE_RANGE("render Batch");
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#if defined(ANDROID)
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#else
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glPushMatrix();
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#endif
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::gpu::GLBackend::renderBatch(batch, true); // force sync with gl state here
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#if defined(ANDROID)
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#else
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glPopMatrix();
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#endif
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}
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// restore all the default material settings
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_viewState->setupWorldLight();
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#ifdef WANT_DEBUG_MESHBOXES
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renderDebugMeshBoxes();
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#endif
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return true;
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}
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void Model::renderDebugMeshBoxes() {
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int colorNdx = 0;
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_mutex.lock();
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@ -2295,22 +2095,6 @@ void Model::segregateMeshGroups() {
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_meshGroupsKnown = true;
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}
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QVector<int>* Model::pickMeshList(bool translucent, float alphaThreshold, bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, bool isWireframe) {
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PROFILE_RANGE(__FUNCTION__);
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// depending on which parameters we were called with, pick the correct mesh group to render
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QVector<int>* whichList = NULL;
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RenderKey key(translucent, hasLightmap, hasTangents, hasSpecular, isSkinned, isWireframe);
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auto bucket = _renderBuckets.find(key.getRaw());
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if (bucket != _renderBuckets.end()) {
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whichList = &(*bucket).second._meshes;
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}
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return whichList;
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}
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void Model::pickPrograms(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
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bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, bool isWireframe, RenderArgs* args,
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Locations*& locations) {
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@ -2339,212 +2123,6 @@ void Model::pickPrograms(gpu::Batch& batch, RenderMode mode, bool translucent, f
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}
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}
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int Model::renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
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bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, bool isWireframe, RenderArgs* args,
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bool forceRenderSomeMeshes) {
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PROFILE_RANGE(__FUNCTION__);
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int meshPartsRendered = 0;
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//Pick the mesh list with the requested render flags
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QVector<int>* whichList = pickMeshList(translucent, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned, isWireframe);
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if (!whichList) {
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return 0;
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}
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QVector<int>& list = *whichList;
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// If this list has nothing to render, then don't bother proceeding. This saves us on binding to programs
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if (list.empty()) {
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return 0;
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}
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Locations* locations = nullptr;
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pickPrograms(batch, mode, translucent, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned, isWireframe,
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args, locations);
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meshPartsRendered = renderMeshesFromList(list, batch, mode, translucent, alphaThreshold,
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args, locations, forceRenderSomeMeshes);
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return meshPartsRendered;
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}
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int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold, RenderArgs* args,
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Locations* locations, bool forceRenderMeshes) {
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PROFILE_RANGE(__FUNCTION__);
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auto textureCache = DependencyManager::get<TextureCache>();
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QString lastMaterialID;
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int meshPartsRendered = 0;
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updateVisibleJointStates();
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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const QVector<NetworkMesh>& networkMeshes = _geometry->getMeshes();
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// i is the "index" from the original networkMeshes QVector...
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foreach (int i, list) {
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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 (i < 0 || i >= networkMeshes.size() || i > geometry.meshes.size()) {
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_meshGroupsKnown = false; // regenerate these lists next time around.
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_readyWhenAdded = false; // in case any of our users are using scenes
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invalidCalculatedMeshBoxes(); // if we have to reload, we need to assume our mesh boxes are all invalid
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continue;
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}
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// exit early if the translucency doesn't match what we're drawing
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const NetworkMesh& networkMesh = networkMeshes.at(i);
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const FBXMesh& mesh = geometry.meshes.at(i);
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batch.setIndexBuffer(gpu::UINT32, (networkMesh._indexBuffer), 0);
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int vertexCount = mesh.vertices.size();
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if (vertexCount == 0) {
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// sanity check
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continue;
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}
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// if we got here, then check to see if this mesh is in view
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if (args) {
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bool shouldRender = true;
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if (args->_viewFrustum) {
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shouldRender = forceRenderMeshes ||
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args->_viewFrustum->boxInFrustum(_calculatedMeshBoxes.at(i)) != ViewFrustum::OUTSIDE;
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if (shouldRender && !forceRenderMeshes) {
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float distance = args->_viewFrustum->distanceToCamera(_calculatedMeshBoxes.at(i).calcCenter());
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shouldRender = !_viewState ? false : _viewState->shouldRenderMesh(_calculatedMeshBoxes.at(i).getLargestDimension(),
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distance);
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}
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}
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if (!shouldRender) {
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continue; // skip this mesh
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}
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}
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const MeshState& state = _meshStates.at(i);
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if (state.clusterMatrices.size() > 1) {
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GLBATCH(glUniformMatrix4fv)(locations->clusterMatrices, state.clusterMatrices.size(), false,
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(const float*)state.clusterMatrices.constData());
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batch.setModelTransform(Transform());
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} else {
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batch.setModelTransform(Transform(state.clusterMatrices[0]));
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}
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if (mesh.blendshapes.isEmpty()) {
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batch.setInputFormat(networkMesh._vertexFormat);
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batch.setInputStream(0, *networkMesh._vertexStream);
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} else {
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batch.setInputFormat(networkMesh._vertexFormat);
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batch.setInputBuffer(0, _blendedVertexBuffers[i], 0, sizeof(glm::vec3));
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batch.setInputBuffer(1, _blendedVertexBuffers[i], vertexCount * sizeof(glm::vec3), sizeof(glm::vec3));
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batch.setInputStream(2, *networkMesh._vertexStream);
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}
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if (mesh.colors.isEmpty()) {
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GLBATCH(glColor4f)(1.0f, 1.0f, 1.0f, 1.0f);
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}
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qint64 offset = 0;
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for (int j = 0; j < networkMesh.parts.size(); j++) {
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const NetworkMeshPart& networkPart = networkMesh.parts.at(j);
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const FBXMeshPart& part = mesh.parts.at(j);
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model::MaterialPointer material = part._material;
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if ((networkPart.isTranslucent() || part.opacity != 1.0f) != translucent) {
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offset += (part.quadIndices.size() + part.triangleIndices.size()) * sizeof(int);
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continue;
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}
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// apply material properties
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if (mode == RenderArgs::SHADOW_RENDER_MODE) {
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/// GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
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} else {
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if (lastMaterialID != part.materialID) {
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const bool wantDebug = false;
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if (wantDebug) {
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qCDebug(renderutils) << "Material Changed ---------------------------------------------";
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qCDebug(renderutils) << "part INDEX:" << j;
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qCDebug(renderutils) << "NEW part.materialID:" << part.materialID;
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}
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if (locations->materialBufferUnit >= 0) {
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batch.setUniformBuffer(locations->materialBufferUnit, material->getSchemaBuffer());
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}
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Texture* diffuseMap = networkPart.diffuseTexture.data();
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if (mesh.isEye && diffuseMap) {
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diffuseMap = (_dilatedTextures[i][j] =
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static_cast<DilatableNetworkTexture*>(diffuseMap)->getDilatedTexture(_pupilDilation)).data();
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}
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static bool showDiffuse = true;
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if (showDiffuse && diffuseMap) {
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batch.setUniformTexture(0, diffuseMap->getGPUTexture());
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} else {
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batch.setUniformTexture(0, textureCache->getWhiteTexture());
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}
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if (locations->texcoordMatrices >= 0) {
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glm::mat4 texcoordTransform[2];
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if (!part.diffuseTexture.transform.isIdentity()) {
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part.diffuseTexture.transform.getMatrix(texcoordTransform[0]);
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}
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if (!part.emissiveTexture.transform.isIdentity()) {
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part.emissiveTexture.transform.getMatrix(texcoordTransform[1]);
|
||||
}
|
||||
GLBATCH(glUniformMatrix4fv)(locations->texcoordMatrices, 2, false, (const float*) &texcoordTransform);
|
||||
}
|
||||
|
||||
if (!mesh.tangents.isEmpty()) {
|
||||
Texture* normalMap = networkPart.normalTexture.data();
|
||||
batch.setUniformTexture(1, !normalMap ?
|
||||
textureCache->getBlueTexture() : normalMap->getGPUTexture());
|
||||
|
||||
}
|
||||
|
||||
if (locations->specularTextureUnit >= 0) {
|
||||
Texture* specularMap = networkPart.specularTexture.data();
|
||||
batch.setUniformTexture(locations->specularTextureUnit, !specularMap ?
|
||||
textureCache->getWhiteTexture() : specularMap->getGPUTexture());
|
||||
}
|
||||
}
|
||||
|
||||
// HACK: For unkwon reason (yet!) this code that should be assigned only if the material changes need to be called for every
|
||||
// drawcall with an emissive, so let's do it for now.
|
||||
if (locations->emissiveTextureUnit >= 0) {
|
||||
// assert(locations->emissiveParams >= 0); // we should have the emissiveParams defined in the shader
|
||||
float emissiveOffset = part.emissiveParams.x;
|
||||
float emissiveScale = part.emissiveParams.y;
|
||||
GLBATCH(glUniform2f)(locations->emissiveParams, emissiveOffset, emissiveScale);
|
||||
|
||||
Texture* emissiveMap = networkPart.emissiveTexture.data();
|
||||
batch.setUniformTexture(locations->emissiveTextureUnit, !emissiveMap ?
|
||||
textureCache->getWhiteTexture() : emissiveMap->getGPUTexture());
|
||||
}
|
||||
|
||||
lastMaterialID = part.materialID;
|
||||
}
|
||||
|
||||
meshPartsRendered++;
|
||||
|
||||
if (part.quadIndices.size() > 0) {
|
||||
batch.drawIndexed(gpu::QUADS, part.quadIndices.size(), offset);
|
||||
offset += part.quadIndices.size() * sizeof(int);
|
||||
}
|
||||
|
||||
if (part.triangleIndices.size() > 0) {
|
||||
batch.drawIndexed(gpu::TRIANGLES, part.triangleIndices.size(), offset);
|
||||
offset += part.triangleIndices.size() * sizeof(int);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
return meshPartsRendered;
|
||||
}
|
||||
|
||||
ModelBlender::ModelBlender() :
|
||||
_pendingBlenders(0) {
|
||||
|
|
|
@ -399,18 +399,8 @@ private:
|
|||
int _debugMeshBoxesID = GeometryCache::UNKNOWN_ID;
|
||||
|
||||
// helper functions used by render() or renderInScene()
|
||||
bool renderCore(RenderArgs* args, float alpha);
|
||||
int renderMeshes(gpu::Batch& batch, RenderArgs::RenderMode mode, bool translucent, float alphaThreshold,
|
||||
bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, bool isWireframe, RenderArgs* args = NULL,
|
||||
bool forceRenderMeshes = false);
|
||||
|
||||
|
||||
void setupBatchTransform(gpu::Batch& batch, RenderArgs* args);
|
||||
QVector<int>* pickMeshList(bool translucent, float alphaThreshold, bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, bool isWireframe);
|
||||
|
||||
int renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderArgs::RenderMode mode, bool translucent, float alphaThreshold,
|
||||
RenderArgs* args, Locations* locations,
|
||||
bool forceRenderSomeMeshes = false);
|
||||
|
||||
static void pickPrograms(gpu::Batch& batch, RenderArgs::RenderMode mode, bool translucent, float alphaThreshold,
|
||||
bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, bool isWireframe, RenderArgs* args,
|
||||
Locations*& locations);
|
||||
|
@ -543,13 +533,6 @@ private:
|
|||
bool _readyWhenAdded = false;
|
||||
bool _needsReload = true;
|
||||
|
||||
|
||||
private:
|
||||
// FIX ME - We want to get rid of this interface for rendering...
|
||||
// right now the only remaining user are Avatar attachments.
|
||||
// that usage has been temporarily disabled...
|
||||
bool render(RenderArgs* renderArgs, float alpha = 1.0f);
|
||||
|
||||
};
|
||||
|
||||
Q_DECLARE_METATYPE(QPointer<Model>)
|
||||
|
|
Loading…
Reference in a new issue