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cleanup Model::renderPart()
This commit is contained in:
parent
1b8572640b
commit
4b46fc3ad9
3 changed files with 123 additions and 262 deletions
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@ -3180,12 +3180,12 @@ namespace render {
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if (args->_renderMode != CAMERA_MODE_MIRROR && Menu::getInstance()->isOptionChecked(MenuOption::Stats)) {
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PerformanceTimer perfTimer("worldBox");
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renderWorldBox();
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// FIXME: there's currently a bug in the new render engine, if this origin dot is rendered out of view it will
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// screw up the state of textures on models so they all end up rendering in the incorrect tint/color/texture
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float originSphereRadius = 0.05f;
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DependencyManager::get<GeometryCache>()->renderSphere(originSphereRadius, 15, 15, glm::vec4(1.0f, 0.0f, 0.0f, 1.0f));
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}
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// never the less
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float originSphereRadius = 0.05f;
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DependencyManager::get<GeometryCache>()->renderSphere(originSphereRadius, 15, 15, glm::vec4(1.0f, 0.0f, 0.0f, 1.0f));
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}
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}
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@ -115,12 +115,9 @@ bool RenderableModelEntityItem::readyToAddToScene(RenderArgs* renderArgs) {
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// TODO: this getModel() appears to be about 3% of model render time. We should optimize
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PerformanceTimer perfTimer("getModel");
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EntityTreeRenderer* renderer = static_cast<EntityTreeRenderer*>(renderArgs->_renderer);
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qDebug() << "RenderableModelEntityItem::readyToAddToScene().... renderer:" << renderer;
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getModel(renderer);
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}
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if (renderArgs && _model && _needsInitialSimulation && _model->isActive() && _model->isLoadedWithTextures()) {
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qDebug() << "RenderableModelEntityItem::readyToAddToScene().... doing initial simulation";
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_model->setScaleToFit(true, getDimensions());
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_model->setSnapModelToRegistrationPoint(true, getRegistrationPoint());
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_model->setRotation(getRotation());
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@ -136,18 +133,11 @@ bool RenderableModelEntityItem::readyToAddToScene(RenderArgs* renderArgs) {
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_model->renderSetup(renderArgs);
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}
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bool ready = !_needsInitialSimulation && _model && _model->readyToAddToScene(renderArgs);
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/*
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qDebug() << "RenderableModelEntityItem::readyToAddToScene().... id:" << getEntityItemID()
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<< "ready:" << ready << "renderArgs:" << renderArgs
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<< "areMeshGroupsKnown():" << (_model ? _model->areMeshGroupsKnown() : false);
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*/
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return ready;
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}
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bool RenderableModelEntityItem::addToScene(EntityItemPointer self, std::shared_ptr<render::Scene> scene,
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render::PendingChanges& pendingChanges) {
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qDebug() << "RenderableModelEntityItem::addToScene().... id:" << getEntityItemID();
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if (_model) {
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return _model->addToScene(scene, pendingChanges);
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}
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@ -156,14 +146,12 @@ bool RenderableModelEntityItem::addToScene(EntityItemPointer self, std::shared_p
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void RenderableModelEntityItem::removeFromScene(EntityItemPointer self, std::shared_ptr<render::Scene> scene,
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render::PendingChanges& pendingChanges) {
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qDebug() << "RenderableModelEntityItem::removeFromScene().... id:" << getEntityItemID();
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if (_model) {
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_model->removeFromScene(scene, pendingChanges);
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}
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}
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void RenderableModelEntityItem::render(RenderArgs* args) {
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qDebug() << "RenderableModelEntityItem::render().... id:" << getEntityItemID();
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PerformanceTimer perfTimer("RMEIrender");
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assert(getType() == EntityTypes::Model);
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@ -783,7 +783,6 @@ namespace render {
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}
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template <> const Item::Bound payloadGetBound(const TransparentMeshPart::Pointer& payload) {
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//qDebug() << "payloadGetBound(TransparentMeshPart) url:" << payload->model->getURL();
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if (payload) {
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//return payload->model->getPartBounds(payload->meshIndex, payload->partIndex);
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}
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@ -791,7 +790,6 @@ namespace render {
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}
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template <> void payloadRender(const TransparentMeshPart::Pointer& payload, RenderArgs* args) {
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if (args) {
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// qDebug() << "payloadRender(TransparentMeshPart) url:" << payload->model->getURL();
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args->_elementsTouched++;
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return payload->model->renderPart(args, payload->meshIndex, payload->partIndex, true);
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}
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@ -815,7 +813,6 @@ namespace render {
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}
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template <> const Item::Bound payloadGetBound(const OpaqueMeshPart::Pointer& payload) {
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// qDebug() << "payloadGetBound(OpaqueMeshPart) url:" << payload->model->getURL();
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if (payload) {
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//return payload->model->getPartBounds(payload->meshIndex, payload->partIndex);
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}
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@ -823,7 +820,6 @@ namespace render {
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}
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template <> void payloadRender(const OpaqueMeshPart::Pointer& payload, RenderArgs* args) {
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if (args) {
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// qDebug() << "payloadRender(OpaqueMeshPart) url:" << payload->model->getURL();
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args->_elementsTouched++;
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return payload->model->renderPart(args, payload->meshIndex, payload->partIndex, false);
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}
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@ -832,7 +828,6 @@ namespace render {
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bool Model::addToScene(std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges) {
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qDebug() << "Model::addToScene() url:" << getURL();
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bool somethingAdded = false;
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// allow the attachments to add to scene
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foreach (Model* attachment, _attachments) {
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@ -846,7 +841,6 @@ bool Model::addToScene(std::shared_ptr<render::Scene> scene, render::PendingChan
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auto renderPayload = render::PayloadPointer(new TransparentMeshPart::Payload(renderData));
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pendingChanges.resetItem(item, renderPayload);
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_renderItems << item;
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qDebug() << "Model::addToScene() added transparent item:" << item << "url:" << getURL();
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somethingAdded = true;
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}
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foreach (auto renderItem, _opaqueRenderItems) {
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@ -855,7 +849,6 @@ bool Model::addToScene(std::shared_ptr<render::Scene> scene, render::PendingChan
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auto renderPayload = render::PayloadPointer(new OpaqueMeshPart::Payload(renderData));
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pendingChanges.resetItem(item, renderPayload);
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_renderItems << item;
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qDebug() << "Model::addToScene() added opaque item:" << item << "url:" << getURL();
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somethingAdded = true;
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}
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@ -863,7 +856,6 @@ bool Model::addToScene(std::shared_ptr<render::Scene> scene, render::PendingChan
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}
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void Model::removeFromScene(std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges) {
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qDebug() << "Model::removeFromScene() url:" << getURL();
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// allow the attachments to remove to scene
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foreach (Model* attachment, _attachments) {
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attachment->removeFromScene(scene, pendingChanges);
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@ -2188,37 +2180,20 @@ AABox Model::getPartBounds(int meshIndex, int partIndex) {
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AABox partBox = mesh._mesh.evalPartBound(partIndex);
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// FIX ME!
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// TODO: needs to translate to world space, these values are in model space
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// 1) needs to translate to world space, these values are in model space
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// 2) mesh._mesh.parts doesn't always have the correct values in it... so we
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// need to just use mesh.parts or find/fix whatever is causing mesh._mesh
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// to not contain data
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return partBox;
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}
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void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool translucent) {
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//renderCore(args, 1.0f);
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//return;
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//qDebug() << "Model::renderPart()... meshIndex:" << meshIndex << "partIndex:" << partIndex << "url:" << _url;
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renderSetup(args);
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auto textureCache = DependencyManager::get<TextureCache>();
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int i = meshIndex;
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int j = partIndex;
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gpu::Batch& batch = *(args->_batch);
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auto mode = args->_renderMode;
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// Setup the projection matrix
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/*
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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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*/
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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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@ -2232,23 +2207,6 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
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batch.setViewTransform(_transforms[0]);
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// FIXME: Do I need this? it doesn't seem to do anything.
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/* {
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GLenum buffers[3];
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int bufferCount = 0;
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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::SHADOW_RENDER_MODE) {
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buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
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}
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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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}*/
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const float DEFAULT_ALPHA_THRESHOLD = 0.5f; //
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auto alphaThreshold = DEFAULT_ALPHA_THRESHOLD; // FIX ME
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const FBXGeometry& geometry = _geometry->getFBXGeometry();
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@ -2258,9 +2216,6 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
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const FBXMesh& mesh = geometry.meshes.at(meshIndex);
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const MeshState& state = _meshStates.at(meshIndex);
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int vertexCount = mesh.vertices.size(); // NOTE: This seems wrong, shouldn't it be the part's vertex count?
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bool translucentMesh = networkMesh.getTranslucentPartCount(mesh) == networkMesh.parts.size();
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bool hasTangents = !mesh.tangents.isEmpty();
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bool hasSpecular = mesh.hasSpecularTexture();
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@ -2277,226 +2232,147 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
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args, locations);
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QString lastMaterialID;
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int meshPartsRendered = 0;
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updateVisibleJointStates();
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// i is the "index" from the original networkMeshes QVector...
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{
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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 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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// qDebug() << "if (i < 0 || i >= networkMeshes.size() || i > geometry.meshes.size()) {.... BAIL!!!";
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return; // FIXME!
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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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if (meshIndex < 0 || meshIndex >= networkMeshes.size() || meshIndex > geometry.meshes.size()) {
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_meshGroupsKnown = false; // regenerate these lists next time around.
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return; // FIXME!
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}
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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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return; // FIXME!
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}
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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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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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// qDebug() << "if (vertexCount == 0) {.... BAIL!!!";
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return; // FIXME!
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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[meshIndex], 0, sizeof(glm::vec3));
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batch.setInputBuffer(1, _blendedVertexBuffers[meshIndex], 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.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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if (mesh.colors.isEmpty()) {
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// qDebug() << " colors empty ... meshIndex:" << meshIndex << "partIndex:" << partIndex << "url:" << _url;
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GLBATCH(glColor4f)(1.0f, 1.0f, 1.0f, 1.0f);
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} else {
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// qDebug() << " colors size:" << mesh.colors.size() << " ... meshIndex:" << meshIndex << "partIndex:" << partIndex << "url:" << _url;
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}
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qint64 offset = 0;
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qint64 offset = 0;
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{ // 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 (material != nullptr) {
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/*
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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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return; // FIXME!
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const NetworkMeshPart& networkPart = networkMesh.parts.at(partIndex);
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const FBXMeshPart& part = mesh.parts.at(partIndex);
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model::MaterialPointer material = part._material;
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if (material == nullptr) {
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qCDebug(renderutils) << "WARNING: material == nullptr!!!";
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}
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if (material != nullptr) {
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// apply material properties
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if (mode != RenderArgs::SHADOW_RENDER_MODE) {
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#ifdef WANT_DEBUG
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qCDebug(renderutils) << "Material Changed ---------------------------------------------";
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qCDebug(renderutils) << "part INDEX:" << partIndex;
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qCDebug(renderutils) << "NEW part.materialID:" << part.materialID;
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#endif //def WANT_DEBUG
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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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*/
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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 (true) { //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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Texture* diffuseMap = networkPart.diffuseTexture.data();
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if (mesh.isEye && diffuseMap) {
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diffuseMap = (_dilatedTextures[meshIndex][partIndex] =
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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->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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// qCDebug(renderutils) << " batch.setUniformTexture(0, diffuseMap->getGPUTexture());";
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batch.setUniformTexture(0, diffuseMap->getGPUTexture());
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} else {
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// qCDebug(renderutils) << " batch.setUniformTexture(0, textureCache->getWhiteTexture());";
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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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// qCDebug(renderutils) << " part.diffuseTexture.transform.getMatrix(texcoordTransform[0]);";
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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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// qCDebug(renderutils) << " part.emissiveTexture.transform.getMatrix(texcoordTransform[1]);";
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part.emissiveTexture.transform.getMatrix(texcoordTransform[1]);
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}
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// qCDebug(renderutils) << " GLBATCH(glUniformMatrix4fv)(locations->texcoordMatrices, 2, false, (const float*) &texcoordTransform);";
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GLBATCH(glUniformMatrix4fv)(locations->texcoordMatrices, 2, false, (const float*) &texcoordTransform);
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}
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if (!mesh.tangents.isEmpty()) {
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Texture* normalMap = networkPart.normalTexture.data();
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// qCDebug(renderutils) << " batch.setUniformTexture(1, !normalMap ? textureCache->getBlueTexture() : normalMap->getGPUTexture());";
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batch.setUniformTexture(1, !normalMap ?
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textureCache->getBlueTexture() : normalMap->getGPUTexture());
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}
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if (locations->specularTextureUnit >= 0) {
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Texture* specularMap = networkPart.specularTexture.data();
|
||||
// qCDebug(renderutils) << " batch.setUniformTexture(locations->specularTextureUnit, !specularMap ? textureCache->getWhiteTexture() : specularMap->getGPUTexture());";
|
||||
batch.setUniformTexture(locations->specularTextureUnit, !specularMap ?
|
||||
textureCache->getWhiteTexture() : specularMap->getGPUTexture());
|
||||
}
|
||||
|
||||
if (args) {
|
||||
args->_materialSwitches++;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// 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();
|
||||
// qCDebug(renderutils) << " batch.setUniformTexture(locations->emissiveTextureUnit, !emissiveMap ? textureCache->getWhiteTexture() : emissiveMap->getGPUTexture());";
|
||||
batch.setUniformTexture(locations->emissiveTextureUnit, !emissiveMap ?
|
||||
textureCache->getWhiteTexture() : emissiveMap->getGPUTexture());
|
||||
}
|
||||
if (locations->texcoordMatrices >= 0) {
|
||||
glm::mat4 texcoordTransform[2];
|
||||
if (!part.diffuseTexture.transform.isIdentity()) {
|
||||
part.diffuseTexture.transform.getMatrix(texcoordTransform[0]);
|
||||
}
|
||||
|
||||
|
||||
lastMaterialID = part.materialID;
|
||||
}
|
||||
|
||||
meshPartsRendered++;
|
||||
|
||||
if (part.quadIndices.size() > 0) {
|
||||
// qDebug() << "batch.drawIndexed(gpu::QUADS) size:" << part.quadIndices.size();
|
||||
batch.drawIndexed(gpu::QUADS, part.quadIndices.size(), offset);
|
||||
offset += part.quadIndices.size() * sizeof(int);
|
||||
if (!part.emissiveTexture.transform.isIdentity()) {
|
||||
part.emissiveTexture.transform.getMatrix(texcoordTransform[1]);
|
||||
}
|
||||
GLBATCH(glUniformMatrix4fv)(locations->texcoordMatrices, 2, false, (const float*) &texcoordTransform);
|
||||
}
|
||||
|
||||
if (part.triangleIndices.size() > 0) {
|
||||
// qDebug() << "batch.drawIndexed(gpu::TRIANGLES) size:" << part.triangleIndices.size();
|
||||
batch.drawIndexed(gpu::TRIANGLES, part.triangleIndices.size(), offset);
|
||||
offset += part.triangleIndices.size() * sizeof(int);
|
||||
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());
|
||||
}
|
||||
|
||||
if (args) {
|
||||
const int INDICES_PER_TRIANGLE = 3;
|
||||
const int INDICES_PER_QUAD = 4;
|
||||
args->_trianglesRendered += part.triangleIndices.size() / INDICES_PER_TRIANGLE;
|
||||
args->_quadsRendered += part.quadIndices.size() / INDICES_PER_QUAD;
|
||||
args->_materialSwitches++;
|
||||
}
|
||||
|
||||
// HACK: For unknown 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());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
meshPartsRendered++;
|
||||
|
||||
// NOTE: these don't seem to do anything
|
||||
/*
|
||||
GLBATCH(glDepthMask)(true);
|
||||
GLBATCH(glDepthFunc)(GL_LESS);
|
||||
GLBATCH(glDisable)(GL_CULL_FACE);
|
||||
|
||||
if (mode == RenderArgs::SHADOW_RENDER_MODE) {
|
||||
GLBATCH(glCullFace)(GL_BACK);
|
||||
if (part.quadIndices.size() > 0) {
|
||||
batch.drawIndexed(gpu::QUADS, part.quadIndices.size(), offset);
|
||||
offset += part.quadIndices.size() * sizeof(int);
|
||||
}
|
||||
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE0 + 1);
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE0 + 2);
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE0 + 3);
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
GLBATCH(glActiveTexture)(GL_TEXTURE0);
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
|
||||
// deactivate vertex arrays after drawing
|
||||
GLBATCH(glDisableClientState)(GL_NORMAL_ARRAY);
|
||||
GLBATCH(glDisableClientState)(GL_VERTEX_ARRAY);
|
||||
GLBATCH(glDisableClientState)(GL_TEXTURE_COORD_ARRAY);
|
||||
GLBATCH(glDisableClientState)(GL_COLOR_ARRAY);
|
||||
GLBATCH(glDisableVertexAttribArray)(gpu::Stream::TANGENT);
|
||||
GLBATCH(glDisableVertexAttribArray)(gpu::Stream::SKIN_CLUSTER_INDEX);
|
||||
GLBATCH(glDisableVertexAttribArray)(gpu::Stream::SKIN_CLUSTER_WEIGHT);
|
||||
|
||||
// bind with 0 to switch back to normal operation
|
||||
GLBATCH(glBindBuffer)(GL_ARRAY_BUFFER, 0);
|
||||
GLBATCH(glBindBuffer)(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
*/
|
||||
|
||||
// Back to no program
|
||||
// GLBATCH(glUseProgram)(0); // NOTE: We need this or else the avatar will end up with the texture of the last entity
|
||||
if (part.triangleIndices.size() > 0) {
|
||||
batch.drawIndexed(gpu::TRIANGLES, part.triangleIndices.size(), offset);
|
||||
offset += part.triangleIndices.size() * sizeof(int);
|
||||
}
|
||||
|
||||
if (args) {
|
||||
const int INDICES_PER_TRIANGLE = 3;
|
||||
const int INDICES_PER_QUAD = 4;
|
||||
args->_trianglesRendered += part.triangleIndices.size() / INDICES_PER_TRIANGLE;
|
||||
args->_quadsRendered += part.quadIndices.size() / INDICES_PER_QUAD;
|
||||
}
|
||||
}
|
||||
|
||||
void Model::segregateMeshGroups() {
|
||||
|
||||
//qDebug() << "Model::segregateMeshGroups() ------------------------------------------------";
|
||||
|
||||
_renderBuckets.clear();
|
||||
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
|
@ -2528,15 +2404,12 @@ void Model::segregateMeshGroups() {
|
|||
}
|
||||
|
||||
// Debug...
|
||||
qDebug() << "Mesh parts... for " << _url << " count:" << mesh.parts.size();
|
||||
int totalParts = mesh.parts.size();
|
||||
for (int partIndex = 0; partIndex < totalParts; partIndex++) {
|
||||
// this is a good place to create our renderPayloads
|
||||
if (translucentMesh) {
|
||||
qDebug() << "Transparent Mesh parts[" << partIndex << "]";
|
||||
_transparentRenderItems << std::shared_ptr<TransparentMeshPart>(new TransparentMeshPart(this, i, partIndex));
|
||||
} else {
|
||||
qDebug() << "Opaque Mesh parts[" << partIndex << "]";
|
||||
_opaqueRenderItems << std::shared_ptr<OpaqueMeshPart>(new OpaqueMeshPart(this, i, partIndex));
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue