From 313ba87fce2788ed441c3d3d377f828564e7b91c Mon Sep 17 00:00:00 2001 From: SamGondelman Date: Mon, 1 Aug 2016 14:47:20 -0700 Subject: [PATCH] fade on texture load --- libraries/render-utils/src/MeshPartPayload.cpp | 15 +++++---------- libraries/render-utils/src/MeshPartPayload.h | 7 +++++-- libraries/render-utils/src/Model.cpp | 4 ++++ 3 files changed, 14 insertions(+), 12 deletions(-) diff --git a/libraries/render-utils/src/MeshPartPayload.cpp b/libraries/render-utils/src/MeshPartPayload.cpp index da9ba50271..99fedefc99 100644 --- a/libraries/render-utils/src/MeshPartPayload.cpp +++ b/libraries/render-utils/src/MeshPartPayload.cpp @@ -329,8 +329,6 @@ ModelMeshPartPayload::ModelMeshPartPayload(Model* model, int _meshIndex, int par updateTransform(transform, offsetTransform); initCache(); - - _fadeStartTime = usecTimestampNow(); } void ModelMeshPartPayload::initCache() { @@ -357,7 +355,7 @@ void ModelMeshPartPayload::initCache() { float ModelMeshPartPayload::calcFadeRatio() const { const float FADE_TIME = 0.5f; float t = std::min(((float)(usecTimestampNow() - _fadeStartTime)) / ((float)(FADE_TIME * USECS_PER_SECOND)), 1.0f); - return -0.5f * (cosf(M_PI*t) - 1.0f); + return -(cosf(M_PI_2*t) - 1.0f); } void ModelMeshPartPayload::notifyLocationChanged() { @@ -495,9 +493,9 @@ void ModelMeshPartPayload::bindMesh(gpu::Batch& batch) const { batch.setInputStream(2, _drawMesh->getVertexStream().makeRangedStream(2)); } - // TODO: Get rid of that extra call - if (!_hasColorAttrib) { - batch._glColor4f(1.0f, 1.0f, 1.0f, 1.0f); + float fadeRatio = calcFadeRatio(); + if (!_hasColorAttrib || fadeRatio < 1.0f) { + batch._glColor4f(1.0f, 1.0f, 1.0f, fadeRatio); } } @@ -528,7 +526,7 @@ void ModelMeshPartPayload::bindTransform(gpu::Batch& batch, const ShapePipeline: void ModelMeshPartPayload::render(RenderArgs* args) const { PerformanceTimer perfTimer("ModelMeshPartPayload::render"); - if (!_model->_readyWhenAdded || !_model->_isVisible) { + if (!_model->_readyWhenAdded || !_model->_isVisible || !_hasStartedFade) { return; // bail asap } @@ -552,9 +550,6 @@ void ModelMeshPartPayload::render(RenderArgs* args) const { // apply material properties bindMaterial(batch, locations); - // model fading - batch._glColor4f(1.0f, 1.0f, 1.0f, calcFadeRatio()); - if (args) { args->_details._materialSwitches++; } diff --git a/libraries/render-utils/src/MeshPartPayload.h b/libraries/render-utils/src/MeshPartPayload.h index d5c59a7967..4be6132122 100644 --- a/libraries/render-utils/src/MeshPartPayload.h +++ b/libraries/render-utils/src/MeshPartPayload.h @@ -83,6 +83,9 @@ public: // Entity fade in float calcFadeRatio() const; + void startFade() { _fadeStartTime = usecTimestampNow(); } + bool hasStartedFade() { return _hasStartedFade; } + void setHasStartedFade(bool hasStartedFade) { _hasStartedFade = hasStartedFade; } // Render Item interface render::ItemKey getKey() const override; @@ -104,8 +107,8 @@ public: bool _isBlendShaped{ false }; private: - quint64 _fadeStartTime { usecTimestampNow() }; - bool _hasFadeStarted { false }; + quint64 _fadeStartTime { 0 }; + bool _hasStartedFade { false }; }; namespace render { diff --git a/libraries/render-utils/src/Model.cpp b/libraries/render-utils/src/Model.cpp index b04a1d8023..cc7178587f 100644 --- a/libraries/render-utils/src/Model.cpp +++ b/libraries/render-utils/src/Model.cpp @@ -207,6 +207,10 @@ void Model::updateRenderItems() { render::PendingChanges pendingChanges; foreach (auto itemID, self->_modelMeshRenderItems.keys()) { pendingChanges.updateItem(itemID, [modelTransform, modelMeshOffset, deleteGeometryCounter](ModelMeshPartPayload& data) { + if (!data.hasStartedFade() && data._model && data._model->isLoaded() && data._model->getGeometry()->areTexturesLoaded()) { + data.startFade(); + data.setHasStartedFade(true); + } // Ensure the model geometry was not reset between frames if (data._model && data._model->isLoaded() && 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.