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https://github.com/overte-org/overte.git
synced 2025-04-23 18:13:29 +02:00
wip hud layering and fix crashes
This commit is contained in:
parent
fa838e4715
commit
477dfdff1e
13 changed files with 111 additions and 47 deletions
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@ -88,6 +88,10 @@ void ModelOverlay::update(float deltatime) {
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_drawInFrontDirty = false;
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_model->setLayeredInFront(getDrawInFront(), scene);
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}
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if (_drawInHUDDirty) {
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_drawInHUDDirty = false;
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_model->setLayeredInHUD(getDrawHUDLayer(), scene);
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}
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scene->enqueueTransaction(transaction);
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}
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@ -112,6 +116,11 @@ void ModelOverlay::setDrawInFront(bool drawInFront) {
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_drawInFrontDirty = true;
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}
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void ModelOverlay::setDrawHUDLayer(bool drawHUDLayer) {
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Base3DOverlay::setDrawHUDLayer(drawHUDLayer);
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_drawInHUDDirty = true;
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}
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void ModelOverlay::setProperties(const QVariantMap& properties) {
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auto origPosition = getPosition();
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auto origRotation = getRotation();
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@ -51,6 +51,7 @@ public:
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void setVisible(bool visible) override;
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void setDrawInFront(bool drawInFront) override;
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void setDrawHUDLayer(bool drawHUDLayer) override;
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protected:
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Transform evalRenderTransform() override;
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@ -98,6 +99,7 @@ private:
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bool _visibleDirty { false };
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bool _drawInFrontDirty { false };
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bool _drawInHUDDirty { false };
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};
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@ -50,20 +50,17 @@ namespace render {
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return overlay->getBounds();
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}
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template <> int payloadGetLayer(const Overlay::Pointer& overlay) {
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// Magic number while we are defining the layering mechanism:
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const int LAYER_2D = 2;
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const int LAYER_3D_FRONT = 1;
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const int LAYER_3D = 0;
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if (overlay->is3D()) {
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auto overlay3D = std::dynamic_pointer_cast<Base3DOverlay>(overlay);
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if (overlay3D->getDrawInFront()) {
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return LAYER_3D_FRONT;
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return Item::LAYER_3D_FRONT;
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} else if (overlay3D->getDrawHUDLayer()) {
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return Item::LAYER_3D_HUD;
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} else {
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return LAYER_3D;
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return Item::LAYER_3D;
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}
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} else {
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return LAYER_2D;
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return Item::LAYER_2D;
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}
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}
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template <> void payloadRender(const Overlay::Pointer& overlay, RenderArgs* args) {
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@ -569,11 +569,11 @@ std::function<void(gpu::Batch&, const gpu::TexturePointer&)> OpenGLDisplayPlugin
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batch.setResourceTexture(0, hudTexture);
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if (isStereo()) {
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for_each_eye([&](Eye eye) {
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batch.setViewportTransform(eyeViewport(eye));
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batch.setViewportTransform(eyeViewport(eye, getRecommendedRenderSize()));
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batch.draw(gpu::TRIANGLE_STRIP, 4);
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});
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} else {
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batch.setViewportTransform(ivec4(uvec2(0), _compositeFramebuffer->getSize()));
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batch.setViewportTransform(ivec4(uvec2(0), getRecommendedRenderSize()));
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batch.draw(gpu::TRIANGLE_STRIP, 4);
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}
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};
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@ -838,6 +838,15 @@ ivec4 OpenGLDisplayPlugin::eyeViewport(Eye eye) const {
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return ivec4(vpPos, vpSize);
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}
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ivec4 OpenGLDisplayPlugin::eyeViewport(Eye eye, uvec2 vpSize) const {
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vpSize.x /= 2;
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uvec2 vpPos;
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if (eye == Eye::Right) {
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vpPos.x = vpSize.x;
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}
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return ivec4(vpPos, vpSize);
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}
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gpu::gl::GLBackend* OpenGLDisplayPlugin::getGLBackend() {
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if (!_gpuContext || !_gpuContext->getBackend()) {
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return nullptr;
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@ -125,6 +125,7 @@ protected:
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void present();
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virtual void swapBuffers();
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ivec4 eyeViewport(Eye eye) const;
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ivec4 eyeViewport(Eye eye, uvec2 vpSize) const;
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void render(std::function<void(gpu::Batch& batch)> f);
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@ -430,23 +430,25 @@ void HmdDisplayPlugin::HUDRenderer::updatePipeline() {
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std::function<void(gpu::Batch&, const gpu::TexturePointer&)> HmdDisplayPlugin::HUDRenderer::render(HmdDisplayPlugin& plugin) {
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updatePipeline();
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return [this](gpu::Batch& batch, const gpu::TexturePointer& hudTexture) {
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batch.setPipeline(pipeline);
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if (pipeline) {
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batch.setInputFormat(format);
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gpu::BufferView posView(vertices, VERTEX_OFFSET, vertices->getSize(), VERTEX_STRIDE, format->getAttributes().at(gpu::Stream::POSITION)._element);
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gpu::BufferView uvView(vertices, TEXTURE_OFFSET, vertices->getSize(), VERTEX_STRIDE, format->getAttributes().at(gpu::Stream::TEXCOORD)._element);
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batch.setInputBuffer(gpu::Stream::POSITION, posView);
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batch.setInputBuffer(gpu::Stream::TEXCOORD, uvView);
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batch.setIndexBuffer(gpu::UINT16, indices, 0);
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batch.setPipeline(pipeline);
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batch.setInputFormat(format);
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gpu::BufferView posView(vertices, VERTEX_OFFSET, vertices->getSize(), VERTEX_STRIDE, format->getAttributes().at(gpu::Stream::POSITION)._element);
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gpu::BufferView uvView(vertices, TEXTURE_OFFSET, vertices->getSize(), VERTEX_STRIDE, format->getAttributes().at(gpu::Stream::TEXCOORD)._element);
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batch.setInputBuffer(gpu::Stream::POSITION, posView);
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batch.setInputBuffer(gpu::Stream::TEXCOORD, uvView);
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batch.setIndexBuffer(gpu::UINT16, indices, 0);
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uniformsBuffer->setSubData(0, uniforms);
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batch.setUniformBuffer(uniformsLocation, uniformsBuffer);
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uniformsBuffer->setSubData(0, uniforms);
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batch.setUniformBuffer(uniformsLocation, uniformsBuffer);
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auto compositorHelper = DependencyManager::get<CompositorHelper>();
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batch.setModelTransform(compositorHelper->getUiTransform());
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batch.setResourceTexture(0, hudTexture);
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auto compositorHelper = DependencyManager::get<CompositorHelper>();
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batch.setModelTransform(compositorHelper->getUiTransform());
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batch.setResourceTexture(0, hudTexture);
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batch.drawIndexed(gpu::TRIANGLES, indexCount);
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batch.drawIndexed(gpu::TRIANGLES, indexCount);
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}
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};
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}
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@ -404,15 +404,15 @@ ItemKey ModelMeshPartPayload::getKey() const {
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}
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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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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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if (model) {
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if (model->isLayeredInFront()) {
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return Item::LAYER_3D_FRONT;
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} else if (model->isLayeredInHUD()) {
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return Item::LAYER_3D_HUD;
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}
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}
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return Item::LAYER_3D;
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}
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ShapeKey ModelMeshPartPayload::getShapeKey() const {
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@ -598,6 +598,21 @@ void Model::setLayeredInFront(bool layered, const render::ScenePointer& scene) {
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}
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}
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void Model::setLayeredInHUD(bool layered, const render::ScenePointer& scene) {
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if (_isLayeredInHUD != layered) {
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_isLayeredInHUD = layered;
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render::Transaction transaction;
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foreach(auto item, _modelMeshRenderItemsMap.keys()) {
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transaction.resetItem(item, _modelMeshRenderItemsMap[item]);
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}
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foreach(auto item, _collisionRenderItemsMap.keys()) {
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transaction.resetItem(item, _collisionRenderItemsMap[item]);
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}
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scene->enqueueTransaction(transaction);
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}
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}
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bool Model::addToScene(const render::ScenePointer& scene,
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render::Transaction& transaction,
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render::Item::Status::Getters& statusGetters) {
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@ -84,6 +84,7 @@ public:
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// new Scene/Engine rendering support
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void setVisibleInScene(bool newValue, const render::ScenePointer& scene);
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void setLayeredInFront(bool layered, const render::ScenePointer& scene);
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void setLayeredInHUD(bool layered, const render::ScenePointer& scene);
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bool needsFixupInScene() const;
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bool needsReload() const { return _needsReload; }
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@ -187,14 +187,19 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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}
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// Overlays
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const auto overlayOpaquesInputs = DrawOverlay3D::Inputs(overlayOpaques, lightingModel).asVarying();
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const auto overlayTransparentsInputs = DrawOverlay3D::Inputs(overlayTransparents, lightingModel).asVarying();
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task.addJob<DrawOverlay3D>("DrawOverlay3DOpaque", overlayOpaquesInputs, true);
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task.addJob<DrawOverlay3D>("DrawOverlay3DTransparent", overlayTransparentsInputs, false);
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const auto filteredOverlaysOpaque = task.addJob<FilterLayeredItems>("FilterOverlaysLayeredOpaque", overlayOpaques, Item::LAYER_3D_FRONT);
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const auto filteredOverlaysTransparent = task.addJob<FilterLayeredItems>("FilterOverlaysLayeredTransparent", overlayTransparents, Item::LAYER_3D_FRONT);
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const auto overlaysInFrontOpaque = filteredOverlaysOpaque.getN<FilterLayeredItems::Outputs>(0);
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const auto overlaysInFrontTransparent = filteredOverlaysTransparent.getN<FilterLayeredItems::Outputs>(0);
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{ // Debug the bounds of the rendered Overlay items, still look at the zbuffer
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task.addJob<DrawBounds>("DrawOverlayOpaqueBounds", overlayOpaques);
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task.addJob<DrawBounds>("DrawOverlayTransparentBounds", overlayTransparents);
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const auto overlayInFrontOpaquesInputs = DrawOverlay3D::Inputs(overlaysInFrontOpaque, lightingModel).asVarying();
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const auto overlayInFrontTransparentsInputs = DrawOverlay3D::Inputs(overlaysInFrontTransparent, lightingModel).asVarying();
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task.addJob<DrawOverlay3D>("DrawOverlayInFrontOpaque", overlayInFrontOpaquesInputs, true);
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task.addJob<DrawOverlay3D>("DrawOverlayInFrontTransparent", overlayInFrontTransparentsInputs, false);
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{ // Debug the bounds of the rendered Overlay items that are marked drawInFront, still look at the zbuffer
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task.addJob<DrawBounds>("DrawOverlayInFrontOpaqueBounds", overlaysInFrontOpaque);
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task.addJob<DrawBounds>("DrawOverlayInFrontTransparentBounds", overlaysInFrontTransparent);
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}
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// Debugging stages
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@ -233,9 +238,22 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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// AA job to be revisited
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task.addJob<Antialiasing>("Antialiasing", primaryFramebuffer);
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// Composite the HUD
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// Composite the HUD and HUD overlays
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task.addJob<CompositeHUD>("HUD");
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const auto overlaysHUDOpaque = filteredOverlaysOpaque.getN<FilterLayeredItems::Outputs>(1);
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const auto overlaysHUDTransparent = filteredOverlaysTransparent.getN<FilterLayeredItems::Outputs>(1);
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const auto overlayHUDOpaquesInputs = DrawOverlay3D::Inputs(overlaysHUDOpaque, lightingModel).asVarying();
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const auto overlayHUDTransparentsInputs = DrawOverlay3D::Inputs(overlaysHUDTransparent, lightingModel).asVarying();
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task.addJob<DrawOverlay3D>("DrawOverlayHUDOpaque", overlayHUDOpaquesInputs, true);
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task.addJob<DrawOverlay3D>("DrawOverlayHUDTransparent", overlayHUDTransparentsInputs, false);
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{ // Debug the bounds of the rendered Overlay items that are marked drawHUDLayer, still look at the zbuffer
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task.addJob<DrawBounds>("DrawOverlayHUDOpaqueBounds", overlaysHUDOpaque);
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task.addJob<DrawBounds>("DrawOverlayHUDOpaqueBounds", overlaysHUDTransparent);
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}
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task.addJob<EndGPURangeTimer>("ToneAndPostRangeTimer", toneAndPostRangeTimer);
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// Blit!
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@ -21,19 +21,24 @@
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using namespace render;
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void FilterLayeredItems::run(const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems) {
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void FilterLayeredItems::run(const RenderContextPointer& renderContext, const ItemBounds& inItems, Outputs& outputs) {
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auto& scene = renderContext->_scene;
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// Clear previous values
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outItems.clear();
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ItemBounds matchedItems;
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ItemBounds nonMatchItems;
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// For each item, filter it into one bucket
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for (auto& itemBound : inItems) {
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auto& item = scene->getItem(itemBound.id);
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if (item.getLayer() == _keepLayer) {
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outItems.emplace_back(itemBound);
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matchedItems.emplace_back(itemBound);
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} else {
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nonMatchItems.emplace_back(itemBound);
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}
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}
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outputs.edit0() = matchedItems;
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outputs.edit1() = nonMatchItems;
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}
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void SliceItems::run(const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems) {
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@ -65,15 +65,15 @@ namespace render {
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// Filter the items belonging to the job's keep layer
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class FilterLayeredItems {
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public:
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using JobModel = Job::ModelIO<FilterLayeredItems, ItemBounds, ItemBounds>;
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using Outputs = render::VaryingSet2<ItemBounds, ItemBounds>;
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using JobModel = Job::ModelIO<FilterLayeredItems, ItemBounds, Outputs>;
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FilterLayeredItems() {}
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FilterLayeredItems(int keepLayer) :
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_keepLayer(keepLayer) {}
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int _keepLayer { 0 };
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int _keepLayer;
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void run(const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems);
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void run(const RenderContextPointer& renderContext, const ItemBounds& inItems, Outputs& outputs);
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};
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// SliceItems job config defining the slice range
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@ -356,9 +356,14 @@ public:
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// Get the bound of the item expressed in world space (or eye space depending on the key.isWorldSpace())
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const Bound getBound() const { return _payload->getBound(); }
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// Get the layer where the item belongs. 0 by default meaning NOT LAYERED
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// Get the layer where the item belongs.
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int getLayer() const { return _payload->getLayer(); }
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static const int LAYER_2D = 0;
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static const int LAYER_3D = 1;
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static const int LAYER_3D_FRONT = 2;
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static const int LAYER_3D_HUD = 3;
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// Render call for the item
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void render(RenderArgs* args) const { _payload->render(args); }
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