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fade on texture load
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parent
217a102926
commit
313ba87fce
3 changed files with 14 additions and 12 deletions
libraries/render-utils/src
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@ -329,8 +329,6 @@ ModelMeshPartPayload::ModelMeshPartPayload(Model* model, int _meshIndex, int par
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updateTransform(transform, offsetTransform);
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initCache();
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_fadeStartTime = usecTimestampNow();
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}
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void ModelMeshPartPayload::initCache() {
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@ -357,7 +355,7 @@ void ModelMeshPartPayload::initCache() {
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float ModelMeshPartPayload::calcFadeRatio() const {
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const float FADE_TIME = 0.5f;
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float t = std::min(((float)(usecTimestampNow() - _fadeStartTime)) / ((float)(FADE_TIME * USECS_PER_SECOND)), 1.0f);
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return -0.5f * (cosf(M_PI*t) - 1.0f);
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return -(cosf(M_PI_2*t) - 1.0f);
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}
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void ModelMeshPartPayload::notifyLocationChanged() {
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@ -495,9 +493,9 @@ void ModelMeshPartPayload::bindMesh(gpu::Batch& batch) const {
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batch.setInputStream(2, _drawMesh->getVertexStream().makeRangedStream(2));
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}
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// TODO: Get rid of that extra call
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if (!_hasColorAttrib) {
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batch._glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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float fadeRatio = calcFadeRatio();
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if (!_hasColorAttrib || fadeRatio < 1.0f) {
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batch._glColor4f(1.0f, 1.0f, 1.0f, fadeRatio);
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}
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}
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@ -528,7 +526,7 @@ void ModelMeshPartPayload::bindTransform(gpu::Batch& batch, const ShapePipeline:
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void ModelMeshPartPayload::render(RenderArgs* args) const {
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PerformanceTimer perfTimer("ModelMeshPartPayload::render");
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if (!_model->_readyWhenAdded || !_model->_isVisible) {
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if (!_model->_readyWhenAdded || !_model->_isVisible || !_hasStartedFade) {
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return; // bail asap
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}
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@ -552,9 +550,6 @@ void ModelMeshPartPayload::render(RenderArgs* args) const {
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// apply material properties
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bindMaterial(batch, locations);
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// model fading
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batch._glColor4f(1.0f, 1.0f, 1.0f, calcFadeRatio());
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if (args) {
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args->_details._materialSwitches++;
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}
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@ -83,6 +83,9 @@ public:
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// Entity fade in
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float calcFadeRatio() const;
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void startFade() { _fadeStartTime = usecTimestampNow(); }
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bool hasStartedFade() { return _hasStartedFade; }
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void setHasStartedFade(bool hasStartedFade) { _hasStartedFade = hasStartedFade; }
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// Render Item interface
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render::ItemKey getKey() const override;
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@ -104,8 +107,8 @@ public:
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bool _isBlendShaped{ false };
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private:
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quint64 _fadeStartTime { usecTimestampNow() };
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bool _hasFadeStarted { false };
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quint64 _fadeStartTime { 0 };
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bool _hasStartedFade { false };
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};
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namespace render {
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@ -207,6 +207,10 @@ void Model::updateRenderItems() {
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render::PendingChanges pendingChanges;
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foreach (auto itemID, self->_modelMeshRenderItems.keys()) {
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pendingChanges.updateItem<ModelMeshPartPayload>(itemID, [modelTransform, modelMeshOffset, deleteGeometryCounter](ModelMeshPartPayload& data) {
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if (!data.hasStartedFade() && data._model && data._model->isLoaded() && data._model->getGeometry()->areTexturesLoaded()) {
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data.startFade();
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data.setHasStartedFade(true);
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}
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// Ensure the model geometry was not reset between frames
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if (data._model && data._model->isLoaded() && deleteGeometryCounter == data._model->_deleteGeometryCounter) {
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// lazy update of cluster matrices used for rendering. We need to update them here, so we can correctly update the bounding box.
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