first cut at rendering avatars as individual model items

This commit is contained in:
ZappoMan 2015-06-02 16:54:47 -07:00
parent 507158e510
commit 4ce27f1483
7 changed files with 84 additions and 35 deletions

View file

@ -292,6 +292,20 @@ static TextRenderer* textRenderer(TextRendererType type) {
return displayNameRenderer;
}
bool Avatar::addToScene(AvatarSharedPointer self, std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges) {
auto avatarPayload = new render::Payload<AvatarData>(self);
auto avatarPayloadPointer = Avatar::PayloadPointer(avatarPayload);
_renderItemID = scene->allocateID();
pendingChanges.resetItem(_renderItemID, avatarPayloadPointer);
_skeletonModel.addToScene(scene, pendingChanges);
return true;
}
void Avatar::removeFromScene(AvatarSharedPointer self, std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges) {
pendingChanges.removeItem(_renderItemID);
_skeletonModel.removeFromScene(scene, pendingChanges);
}
void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition, bool postLighting) {
if (_referential) {
_referential->update();
@ -504,6 +518,17 @@ glm::quat Avatar::computeRotationFromBodyToWorldUp(float proportion) const {
}
void Avatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bool postLighting, float glowLevel) {
// check to see if when we added our models to the scene they were ready, if they were not ready, then
// fix them up in the scene
if (_skeletonModel.needsFixupInScene()) {
qDebug() << "Avatar::renderBody() FIXING _skeletonModel";
render::ScenePointer scene = Application::getInstance()->getMain3DScene();
render::PendingChanges pendingChanges;
_skeletonModel.removeFromScene(scene, pendingChanges);
_skeletonModel.addToScene(scene, pendingChanges);
scene->enqueuePendingChanges(pendingChanges);
}
{
Glower glower(renderArgs, glowLevel);
@ -518,7 +543,8 @@ void Avatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bool
if (postLighting) {
getHand()->render(renderArgs, false);
} else {
_skeletonModel.render(renderArgs, 1.0f);
// NOTE: we no longer call this here, because we've added all the model parts as renderable items in the scene
//_skeletonModel.render(renderArgs, 1.0f);
renderAttachments(renderArgs);
}
}

View file

@ -83,6 +83,12 @@ public:
virtual void render(RenderArgs* renderArgs, const glm::vec3& cameraPosition,
bool postLighting = false);
bool addToScene(AvatarSharedPointer self, std::shared_ptr<render::Scene> scene,
render::PendingChanges& pendingChanges);
void removeFromScene(AvatarSharedPointer self, std::shared_ptr<render::Scene> scene,
render::PendingChanges& pendingChanges);
//setters
void setDisplayingLookatVectors(bool displayingLookatVectors) { getHead()->setRenderLookatVectors(displayingLookatVectors); }
void setIsLookAtTarget(const bool isLookAtTarget) { _isLookAtTarget = isLookAtTarget; }

View file

@ -63,13 +63,8 @@ void AvatarManager::init() {
_avatarHash.insert(MY_AVATAR_KEY, _myAvatar);
render::ScenePointer scene = Application::getInstance()->getMain3DScene();
auto avatarPayload = new render::Payload<AvatarData>(_myAvatar);
auto avatarPayloadPointer = Avatar::PayloadPointer(avatarPayload);
static_cast<Avatar*>(_myAvatar.get())->_renderItemID = scene->allocateID();
render::PendingChanges pendingChanges;
pendingChanges.resetItem(static_cast<Avatar*>(_myAvatar.get())->_renderItemID, avatarPayloadPointer);
_myAvatar->addToScene(_myAvatar, scene, pendingChanges);
scene->enqueuePendingChanges(pendingChanges);
}
@ -145,18 +140,11 @@ AvatarSharedPointer AvatarManager::newSharedAvatar() {
// virtual
AvatarSharedPointer AvatarManager::addAvatar(const QUuid& sessionUUID, const QWeakPointer<Node>& mixerWeakPointer) {
AvatarSharedPointer avatar = AvatarHashMap::addAvatar(sessionUUID, mixerWeakPointer);
std::shared_ptr<Avatar> avatar = std::dynamic_pointer_cast<Avatar>(AvatarHashMap::addAvatar(sessionUUID, mixerWeakPointer));
render::ScenePointer scene = Application::getInstance()->getMain3DScene();
auto avatarPayload = new render::Payload<AvatarData>(avatar);
auto avatarPayloadPointer = Avatar::PayloadPointer(avatarPayload);
static_cast<Avatar*>(avatar.get())->_renderItemID = scene->allocateID();
render::PendingChanges pendingChanges;
pendingChanges.resetItem(static_cast<Avatar*>(avatar.get())->_renderItemID, avatarPayloadPointer);
avatar->addToScene(avatar, scene, pendingChanges);
scene->enqueuePendingChanges(pendingChanges);
return avatar;
}
@ -177,17 +165,19 @@ void AvatarManager::removeAvatarMotionState(Avatar* avatar) {
void AvatarManager::removeAvatar(const QUuid& sessionUUID) {
AvatarHash::iterator avatarIterator = _avatarHash.find(sessionUUID);
if (avatarIterator != _avatarHash.end()) {
Avatar* avatar = reinterpret_cast<Avatar*>(avatarIterator.value().get());
if (avatar != _myAvatar.get() && avatar->isInitialized()) {
removeAvatarMotionState(avatar);
//Avatar* avatar = reinterpret_cast<Avatar*>(avatarIterator.value().get());
std::shared_ptr<Avatar> avatar = std::dynamic_pointer_cast<Avatar>(avatarIterator.value());
// FIX ME! Can we just say (avatar != _myAvatar)
if (avatar != _myAvatar && avatar->isInitialized()) {
removeAvatarMotionState(avatar.get());
_avatarFades.push_back(avatarIterator.value());
_avatarHash.erase(avatarIterator);
}
render::ScenePointer scene = Application::getInstance()->getMain3DScene();
render::PendingChanges pendingChanges;
pendingChanges.removeItem(avatar->_renderItemID);
avatar->removeFromScene(avatar, scene, pendingChanges);
scene->enqueuePendingChanges(pendingChanges);
}
}

View file

@ -1168,10 +1168,21 @@ void MyAvatar::attach(const QString& modelURL, const QString& jointName, const g
}
void MyAvatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bool postLighting, float glowLevel) {
if (!(_skeletonModel.isRenderable() && getHead()->getFaceModel().isRenderable())) {
return; // wait until both models are loaded
}
// check to see if when we added our models to the scene they were ready, if they were not ready, then
// fix them up in the scene
if (_skeletonModel.needsFixupInScene()) {
render::ScenePointer scene = Application::getInstance()->getMain3DScene();
render::PendingChanges pendingChanges;
_skeletonModel.removeFromScene(scene, pendingChanges);
_skeletonModel.addToScene(scene, pendingChanges);
scene->enqueuePendingChanges(pendingChanges);
}
Camera *camera = Application::getInstance()->getCamera();
const glm::vec3 cameraPos = camera->getPosition();
@ -1192,7 +1203,9 @@ void MyAvatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bo
// Render the body's voxels and head
if (!postLighting) {
_skeletonModel.render(renderArgs, 1.0f);
// NOTE: we no longer call this here, because we've added all the model parts as renderable items in the scene
//_skeletonModel.render(renderArgs, 1.0f);
renderAttachments(renderArgs);
}

View file

@ -255,9 +255,12 @@ void SkeletonModel::applyPalmData(int jointIndex, PalmData& palm) {
}
void SkeletonModel::updateJointState(int index) {
if (index > _jointStates.size()) {
return; // bail
}
JointState& state = _jointStates[index];
const FBXJoint& joint = state.getFBXJoint();
if (joint.parentIndex != -1) {
if (joint.parentIndex != -1 && joint.parentIndex <= _jointStates.size()) {
const JointState& parentState = _jointStates.at(joint.parentIndex);
const FBXGeometry& geometry = _geometry->getFBXGeometry();
if (index == geometry.leanJointIndex) {

View file

@ -406,6 +406,7 @@ void Model::reset() {
}
_meshGroupsKnown = false;
_readyWhenAdded = false; // in case any of our users are using scenes
}
bool Model::updateGeometry() {
@ -456,6 +457,7 @@ bool Model::updateGeometry() {
_dilatedTextures.clear();
_geometry = geometry;
_meshGroupsKnown = false;
_readyWhenAdded = false; // in case any of our users are using scenes
initJointStates(newJointStates);
needToRebuild = true;
} else if (_jointStates.isEmpty()) {
@ -812,7 +814,7 @@ namespace render {
template <> const Item::Bound payloadGetBound(const TransparentMeshPart::Pointer& payload) {
if (payload) {
return payload->model->getPartBounds(payload->meshIndex, payload->partIndex);
//return payload->model->getPartBounds(payload->meshIndex, payload->partIndex);
}
return render::Item::Bound();
}
@ -857,6 +859,10 @@ namespace render {
bool Model::addToScene(std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges) {
if (!_meshGroupsKnown && isLoadedWithTextures()) {
segregateMeshGroups();
}
bool somethingAdded = false;
// allow the attachments to add to scene
foreach (Model* attachment, _attachments) {
@ -880,6 +886,8 @@ bool Model::addToScene(std::shared_ptr<render::Scene> scene, render::PendingChan
_renderItems << item;
somethingAdded = true;
}
_readyWhenAdded = readyToAddToScene();
return somethingAdded;
}
@ -894,6 +902,7 @@ void Model::removeFromScene(std::shared_ptr<render::Scene> scene, render::Pendin
pendingChanges.removeItem(item);
}
_renderItems.clear();
_readyWhenAdded = false;
}
bool Model::render(RenderArgs* renderArgs, float alpha) {
@ -1921,6 +1930,7 @@ void Model::applyNextGeometry() {
_baseGeometry = _nextBaseGeometry;
_geometry = _nextGeometry;
_meshGroupsKnown = false;
_readyWhenAdded = false; // in case any of our users are using scenes
_nextBaseGeometry.reset();
_nextGeometry.reset();
}
@ -2210,21 +2220,16 @@ AABox Model::getPartBounds(int meshIndex, int partIndex) {
if (_calculatedMeshPartBoxesValid && _calculatedMeshPartBoxes.contains(QPair<int,int>(meshIndex, partIndex))) {
return _calculatedMeshPartBoxes[QPair<int,int>(meshIndex, partIndex)];
}
if (!_calculatedMeshBoxesValid) {
if (!_calculatedMeshBoxesValid && _calculatedMeshBoxes.size() > meshIndex) {
return _calculatedMeshBoxes[meshIndex];
}
return AABox();
}
void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool translucent) {
renderSetup(args);
/*
if (translucent) {
renderCore(args, 1.0f);
return;
if (!_readyWhenAdded) {
return; // bail asap
}
*/
auto textureCache = DependencyManager::get<TextureCache>();
gpu::Batch& batch = *(args->_batch);
@ -2236,23 +2241,25 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
}
_transforms[0] = _viewState->getViewTransform();
// apply entity translation offset to the viewTransform in one go (it's a preTranslate because viewTransform goes from world to eye space)
_transforms[0].preTranslate(-_translation);
batch.setViewTransform(_transforms[0]);
const float OPAQUE_ALPHA_THRESHOLD = 0.5f;
const float TRANSPARENT_ALPHA_THRESHOLD = 0.0f;
auto alphaThreshold = translucent ? TRANSPARENT_ALPHA_THRESHOLD : OPAQUE_ALPHA_THRESHOLD; // FIX ME
const FBXGeometry& geometry = _geometry->getFBXGeometry();
const QVector<NetworkMesh>& networkMeshes = _geometry->getMeshes();
// guard against partially loaded meshes
if (meshIndex >= networkMeshes.size() || meshIndex >= geometry.meshes.size() || meshIndex >= _meshStates.size() ) {
return;
}
const NetworkMesh& networkMesh = networkMeshes.at(meshIndex);
const FBXMesh& mesh = geometry.meshes.at(meshIndex);
const MeshState& state = _meshStates.at(meshIndex);
bool translucentMesh = translucent; // networkMesh.getTranslucentPartCount(mesh) == networkMesh.parts.size();
bool hasTangents = !mesh.tangents.isEmpty();
bool hasSpecular = mesh.hasSpecularTexture();
@ -2277,6 +2284,7 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
if (meshIndex < 0 || meshIndex >= networkMeshes.size() || meshIndex > geometry.meshes.size()) {
_meshGroupsKnown = false; // regenerate these lists next time around.
_readyWhenAdded = false; // in case any of our users are using scenes
return; // FIXME!
}
@ -2606,6 +2614,7 @@ int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMod
if (i < 0 || i >= networkMeshes.size() || i > geometry.meshes.size()) {
_meshGroupsKnown = false; // regenerate these lists next time around.
_readyWhenAdded = false; // in case any of our users are using scenes
continue;
}

View file

@ -123,6 +123,7 @@ public:
static void endScene(RenderArgs* args);
// new Scene/Engine rendering support
bool needsFixupInScene() { return !_readyWhenAdded && readyToAddToScene(); }
bool readyToAddToScene(RenderArgs* renderArgs = nullptr) { return isRenderable() && isActive() && isLoadedWithTextures(); }
bool addToScene(std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges);
void removeFromScene(std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges);
@ -542,6 +543,7 @@ private:
QSet<std::shared_ptr<TransparentMeshPart>> _transparentRenderItems;
QSet<std::shared_ptr<OpaqueMeshPart>> _opaqueRenderItems;
QSet<render::ItemID> _renderItems;
bool _readyWhenAdded = false;
};
Q_DECLARE_METATYPE(QPointer<Model>)