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https://github.com/overte-org/overte.git
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INtroduce RenderConstants header file to define the alias names for Tag and Layer for Hifi REnder Engine
This commit is contained in:
parent
37c1f4fc06
commit
513acc529e
14 changed files with 120 additions and 95 deletions
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@ -1126,14 +1126,6 @@ void MyAvatar::setEnableDebugDrawIKChains(bool isEnabled) {
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_enableDebugDrawIKChains = isEnabled;
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}
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bool MyAvatar::getEnableMeshVisible() const {
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return Avatar::getEnableMeshVisible();
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}
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void MyAvatar::setEnableMeshVisible(bool isEnabled) {
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Avatar::setEnableMeshVisible(isEnabled);
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}
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void MyAvatar::setEnableInverseKinematics(bool isEnabled) {
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_skeletonModel->getRig().setEnableInverseKinematics(isEnabled);
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}
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@ -1483,7 +1475,7 @@ void MyAvatar::setSkeletonModelURL(const QUrl& skeletonModelURL) {
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_skeletonModelChangeCount++;
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int skeletonModelChangeCount = _skeletonModelChangeCount;
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Avatar::setSkeletonModelURL(skeletonModelURL);
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_skeletonModel->setViewMask(Model::NoView);
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_skeletonModel->setTagMask(Render::TAG_NONE);
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_skeletonModel->setGroupCulled(true);
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_skeletonModel->setVisibleInScene(true, qApp->getMain3DScene());
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@ -2061,10 +2053,9 @@ void MyAvatar::preDisplaySide(const RenderArgs* renderArgs) {
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_attachmentData[i].jointName.compare("RightEye", Qt::CaseInsensitive) == 0 ||
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_attachmentData[i].jointName.compare("HeadTop_End", Qt::CaseInsensitive) == 0 ||
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_attachmentData[i].jointName.compare("Face", Qt::CaseInsensitive) == 0) {
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uint8_t modelRenderTagBits = shouldDrawHead ? Model::MainView : Model::NoView;
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modelRenderTagBits |= Model::SecondaryView;
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uint8_t modelRenderTagBits = shouldDrawHead ? Render::TAG_ALL_VIEWS : Render::TAG_SECONDARY_VIEW;
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_attachmentModels[i]->setViewMask(modelRenderTagBits);
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_attachmentModels[i]->setTagMask(modelRenderTagBits);
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_attachmentModels[i]->setGroupCulled(false);
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_attachmentModels[i]->setCanCastShadow(true);
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_attachmentModels[i]->setVisibleInScene(true, qApp->getMain3DScene());
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@ -1159,7 +1159,6 @@ public slots:
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* @function MyAvatar.getEnableMeshVisible
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* @returns {boolean} <code>true</code> if your avatar's mesh is visible, otherwise <code>false</code>.
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*/
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bool getEnableMeshVisible() const override;
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/**jsdoc
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* Set whether or not your avatar mesh is visible.
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@ -1171,7 +1170,6 @@ public slots:
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* MyAvatar.setEnableMeshVisible(true);
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* }, 10000);
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*/
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void setEnableMeshVisible(bool isEnabled) override;
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/**jsdoc
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* @function MyAvatar.setEnableInverseKinematics
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@ -103,8 +103,8 @@ void ModelOverlay::update(float deltatime) {
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if (_visibleDirty) {
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_visibleDirty = false;
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// don't show overlays in mirrors or spectator-cam unless _isVisibleInSecondaryCamera is true
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uint8_t modelRenderTagBits = Model::MainView | (_isVisibleInSecondaryCamera ? Model::SecondaryView : Model::NoView);
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_model->setViewMask(modelRenderTagBits, scene);
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uint8_t modelRenderTagMak = (_isVisibleInSecondaryCamera ? Render::TAG_ALL_VIEWS : Render::TAG_MAIN_VIEW);
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_model->setTagMask(modelRenderTagMak, scene);
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_model->setVisibleInScene(getVisible(), scene);
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}
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if (_drawInFrontDirty) {
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@ -36,9 +36,9 @@ namespace render {
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if (overlay->is3D()) {
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auto overlay3D = std::static_pointer_cast<Base3DOverlay>(overlay);
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if (overlay3D->getDrawInFront()) {
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builder.withLayer(render::Item::LAYER_3D_FRONT);
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builder.withLayer(Render::LAYER_3D_FRONT);
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} else if (overlay3D->getDrawHUDLayer()) {
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builder.withLayer(render::Item::LAYER_3D_HUD);
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builder.withLayer(Render::LAYER_3D_HUD);
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}
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if (overlay->isTransparent()) {
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@ -46,7 +46,7 @@ namespace render {
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}
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} else {
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builder.withViewSpace();
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builder.withLayer(render::Item::LAYER_2D);
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builder.withLayer(Render::LAYER_2D);
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}
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if (!overlay->getVisible()) {
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@ -54,8 +54,8 @@ namespace render {
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}
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// always visible in primary view. if isVisibleInSecondaryCamera, also draw in secondary view
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uint32_t viewTaskBits = render::ItemKey::TAG_BITS_0 |
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(overlay->getIsVisibleInSecondaryCamera() ? render::ItemKey::TAG_BITS_1 : render::ItemKey::TAG_BITS_NONE);
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uint32_t viewTaskBits = Render::TAG_MAIN_VIEW |
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(overlay->getIsVisibleInSecondaryCamera() ? Render::TAG_SECONDARY_VIEW : Render::TAG_NONE);
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builder.withTagBits(viewTaskBits);
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@ -52,9 +52,8 @@ const glm::vec3 HAND_TO_PALM_OFFSET(0.0f, 0.12f, 0.08f);
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namespace render {
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template <> const ItemKey payloadGetKey(const AvatarSharedPointer& avatar) {
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ItemKey::Builder keyBuilder = ItemKey::Builder::opaqueShape().withTypeMeta().withTagBits(Model::AllViews).withMetaCullGroup();
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ItemKey::Builder keyBuilder = ItemKey::Builder::opaqueShape().withTypeMeta().withTagBits(Render::TAG_ALL_VIEWS).withMetaCullGroup();
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auto avatarPtr = static_pointer_cast<Avatar>(avatar);
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auto model = avatarPtr->getSkeletonModel();
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if (!avatarPtr->getEnableMeshVisible()) {
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keyBuilder.withInvisible();
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}
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@ -588,18 +587,18 @@ void Avatar::addToScene(AvatarSharedPointer self, const render::ScenePointer& sc
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_renderBound = getBounds();
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transaction.resetItem(_renderItemID, avatarPayloadPointer);
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_skeletonModel->addToScene(scene, transaction);
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_skeletonModel->setViewMask(Model::AllViews);
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_skeletonModel->setTagMask(Render::TAG_ALL_VIEWS);
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_skeletonModel->setGroupCulled(true);
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_skeletonModel->setCanCastShadow(true);
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_skeletonModel->setVisibleInScene(_isMeshEnableVisible, scene);
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_skeletonModel->setVisibleInScene(_isMeshVisible, scene);
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processMaterials();
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for (auto& attachmentModel : _attachmentModels) {
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attachmentModel->addToScene(scene, transaction);
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attachmentModel->setViewMask(Model::AllViews);
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attachmentModel->setTagMask(Render::TAG_ALL_VIEWS);
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attachmentModel->setGroupCulled(false);
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attachmentModel->setCanCastShadow(true);
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attachmentModel->setVisibleInScene(_isMeshEnableVisible, scene);
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attachmentModel->setVisibleInScene(_isMeshVisible, scene);
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}
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_mustFadeIn = true;
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@ -790,14 +789,14 @@ void Avatar::render(RenderArgs* renderArgs) {
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void Avatar::setEnableMeshVisible(bool isEnabled) {
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if (_isMeshEnableVisible != isEnabled) {
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_isMeshEnableVisible = isEnabled;
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if (_isMeshVisible != isEnabled) {
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_isMeshVisible = isEnabled;
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_needMeshVisibleSwitch = true;
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}
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}
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bool Avatar::getEnableMeshVisible() const {
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return _isMeshEnableVisible;
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return _isMeshVisible;
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}
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void Avatar::fixupModelsInScene(const render::ScenePointer& scene) {
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@ -812,10 +811,10 @@ void Avatar::fixupModelsInScene(const render::ScenePointer& scene) {
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_skeletonModel->removeFromScene(scene, transaction);
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_skeletonModel->addToScene(scene, transaction);
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_skeletonModel->setViewMask(Model::AllViews);
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_skeletonModel->setTagMask(Render::TAG_ALL_VIEWS);
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_skeletonModel->setGroupCulled(true);
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_skeletonModel->setCanCastShadow(true);
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_skeletonModel->setVisibleInScene(_isMeshEnableVisible, scene);
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_skeletonModel->setVisibleInScene(_isMeshVisible, scene);
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processMaterials();
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canTryFade = true;
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@ -826,18 +825,18 @@ void Avatar::fixupModelsInScene(const render::ScenePointer& scene) {
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attachmentModel->removeFromScene(scene, transaction);
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attachmentModel->addToScene(scene, transaction);
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attachmentModel->setViewMask(Model::AllViews);
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attachmentModel->setTagMask(Render::TAG_ALL_VIEWS);
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attachmentModel->setGroupCulled(false);
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attachmentModel->setCanCastShadow(true);
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attachmentModel->setVisibleInScene(_isMeshEnableVisible, scene);
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attachmentModel->setVisibleInScene(_isMeshVisible, scene);
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}
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}
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if (_needMeshVisibleSwitch) {
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_skeletonModel->setVisibleInScene(_isMeshEnableVisible, scene);
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_skeletonModel->setVisibleInScene(_isMeshVisible, scene);
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for (auto attachmentModel : _attachmentModels) {
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if (attachmentModel->isRenderable()) {
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attachmentModel->setVisibleInScene(_isMeshEnableVisible, scene);
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attachmentModel->setVisibleInScene(_isMeshVisible, scene);
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}
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}
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updateRenderItem(transaction);
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@ -538,7 +538,7 @@ protected:
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void processMaterials();
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AABox _renderBound;
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bool _isMeshEnableVisible{ true };
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bool _isMeshVisible{ true };
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bool _needMeshVisibleSwitch{ true };
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};
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@ -1387,9 +1387,9 @@ void ModelEntityRenderer::doRenderUpdateSynchronousTyped(const ScenePointer& sce
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entity->stopModelOverrideIfNoParent();
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// Default behavior for model is to not be visible in main view if cauterized (aka parented to the avatar's neck joint)
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auto viewMask = _cauterized ?
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Model::SecondaryView : // draw in every view except the main one (view zero)
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Model::AllViews; // draw in all views
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auto tagMask = _cauterized ?
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Render::TAG_SECONDARY_VIEW : // draw in every view except the main one (view zero)
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Render::TAG_ALL_VIEWS; // draw in all views
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if (model->isVisible() != _visible) {
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// FIXME: this seems like it could be optimized if we tracked our last known visible state in
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@ -1398,8 +1398,8 @@ void ModelEntityRenderer::doRenderUpdateSynchronousTyped(const ScenePointer& sce
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model->setVisibleInScene(_visible, scene);
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}
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if (model->getViewMask() != viewMask) {
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model->setViewMask(viewMask, scene);
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if (model->getTagMask() != tagMask) {
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model->setTagMask(tagMask, scene);
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}
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// TODO? early exit here when not visible?
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@ -106,7 +106,7 @@ Model::Model(QObject* parent, SpatiallyNestable* spatiallyNestableOverride) :
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_blendNumber(0),
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_appliedBlendNumber(0),
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_isWireframe(false),
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_renderItemKeyGlobalFlags(render::ItemKey::Builder().withVisible().withTagBits(AllViews).build())
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_renderItemKeyGlobalFlags(render::ItemKey::Builder().withVisible().withTagBits(Render::TAG_ALL_VIEWS).build())
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{
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// we may have been created in the network thread, but we live in the main thread
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if (_viewState) {
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@ -785,10 +785,10 @@ void Model::updateRenderItemsKey(const render::ScenePointer& scene) {
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scene->enqueueTransaction(transaction);
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}
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void Model::setVisibleInScene(bool isVisible, const render::ScenePointer& scene) {
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if (Model::isVisible() != isVisible) {
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void Model::setVisibleInScene(bool visible, const render::ScenePointer& scene) {
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if (Model::isVisible() != visible) {
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auto keyBuilder = render::ItemKey::Builder(_renderItemKeyGlobalFlags);
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_renderItemKeyGlobalFlags = (isVisible ? keyBuilder.withVisible() : keyBuilder.withInvisible());
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_renderItemKeyGlobalFlags = (visible ? keyBuilder.withVisible() : keyBuilder.withInvisible());
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updateRenderItemsKey(scene);
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}
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}
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@ -797,10 +797,10 @@ bool Model::isVisible() const {
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return _renderItemKeyGlobalFlags.isVisible();
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}
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void Model::setCanCastShadow(bool canCastShadow, const render::ScenePointer& scene) {
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if (Model::canCastShadow() != canCastShadow) {
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void Model::setCanCastShadow(bool castShadow, const render::ScenePointer& scene) {
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if (Model::canCastShadow() != castShadow) {
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auto keyBuilder = render::ItemKey::Builder(_renderItemKeyGlobalFlags);
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_renderItemKeyGlobalFlags = (canCastShadow ? keyBuilder.withShadowCaster() : keyBuilder.withoutShadowCaster());
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_renderItemKeyGlobalFlags = (castShadow ? keyBuilder.withShadowCaster() : keyBuilder.withoutShadowCaster());
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updateRenderItemsKey(scene);
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}
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}
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@ -809,45 +809,45 @@ bool Model::canCastShadow() const {
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return _renderItemKeyGlobalFlags.isShadowCaster();
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}
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void Model::setLayeredInFront(bool isLayeredInFront, const render::ScenePointer& scene) {
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if (Model::isLayeredInFront() != isLayeredInFront) {
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void Model::setLayeredInFront(bool layeredInFront, const render::ScenePointer& scene) {
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if (Model::isLayeredInFront() != layeredInFront) {
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auto keyBuilder = render::ItemKey::Builder(_renderItemKeyGlobalFlags);
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_renderItemKeyGlobalFlags = (isLayeredInFront ? keyBuilder.withLayer(render::Item::LAYER_3D_FRONT) : keyBuilder.withoutLayer());
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_renderItemKeyGlobalFlags = (layeredInFront ? keyBuilder.withLayer(Render::LAYER_3D_FRONT) : keyBuilder.withoutLayer());
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updateRenderItemsKey(scene);
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}
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}
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bool Model::isLayeredInFront() const {
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return _renderItemKeyGlobalFlags.isLayer(render::Item::LAYER_3D_FRONT);
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return _renderItemKeyGlobalFlags.isLayer(Render::LAYER_3D_FRONT);
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}
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void Model::setLayeredInHUD(bool isLayeredInHUD, const render::ScenePointer& scene) {
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if (Model::isLayeredInHUD() != isLayeredInHUD) {
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void Model::setLayeredInHUD(bool layeredInHUD, const render::ScenePointer& scene) {
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if (Model::isLayeredInHUD() != layeredInHUD) {
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auto keyBuilder = render::ItemKey::Builder(_renderItemKeyGlobalFlags);
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_renderItemKeyGlobalFlags = (isLayeredInHUD ? keyBuilder.withLayer(render::Item::LAYER_3D_HUD) : keyBuilder.withoutLayer());
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_renderItemKeyGlobalFlags = (layeredInHUD ? keyBuilder.withLayer(Render::LAYER_3D_HUD) : keyBuilder.withoutLayer());
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updateRenderItemsKey(scene);
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}
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}
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bool Model::isLayeredInHUD() const {
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return _renderItemKeyGlobalFlags.isLayer(render::Item::LAYER_3D_HUD);
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return _renderItemKeyGlobalFlags.isLayer(Render::LAYER_3D_HUD);
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}
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void Model::setViewMask(uint8_t mask, const render::ScenePointer& scene) {
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if (Model::getViewMask() != mask) {
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void Model::setTagMask(uint8_t mask, const render::ScenePointer& scene) {
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if (Model::getTagMask() != mask) {
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auto keyBuilder = render::ItemKey::Builder(_renderItemKeyGlobalFlags);
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_renderItemKeyGlobalFlags = keyBuilder.withTagBits(mask);
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updateRenderItemsKey(scene);
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}
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}
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Model::ViewMask Model::getViewMask() const {
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return (Model::ViewMask) _renderItemKeyGlobalFlags.getTagBits();
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Render::Tag Model::getTagMask() const {
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return (Render::Tag) _renderItemKeyGlobalFlags.getTagBits();
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}
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void Model::setGroupCulled(bool isGroupCulled, const render::ScenePointer& scene) {
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if (Model::isGroupCulled() != isGroupCulled) {
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void Model::setGroupCulled(bool groupCulled, const render::ScenePointer& scene) {
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if (Model::isGroupCulled() != groupCulled) {
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auto keyBuilder = render::ItemKey::Builder(_renderItemKeyGlobalFlags);
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_renderItemKeyGlobalFlags = (isGroupCulled ? keyBuilder.withSubMetaCulled() : keyBuilder.withoutSubMetaCulled());
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_renderItemKeyGlobalFlags = (groupCulled ? keyBuilder.withSubMetaCulled() : keyBuilder.withoutSubMetaCulled());
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updateRenderItemsKey(scene);
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}
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}
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@ -33,6 +33,7 @@
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#include <TriangleSet.h>
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#include <DualQuaternion.h>
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#include "RenderConstants.h"
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#include "GeometryCache.h"
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#include "TextureCache.h"
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#include "Rig.h"
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void setVisibleInScene(bool isVisible, const render::ScenePointer& scene = nullptr);
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bool isVisible() const;
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enum ViewMask : uint8_t {
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NoView = 0x00, // Not drawn at all
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MainView = 0x01, //render::ItemKey::TAG_BITS_0,
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SecondaryView = 0x02, //render::ItemKey::TAG_BITS_1,
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AllViews = 0xFF, //render::ItemKey::TAG_BITS_ALL,
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};
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ViewMask getViewMask() const;
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void setViewMask(uint8_t mask, const render::ScenePointer& scene = nullptr);
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Render::Tag getTagMask() const;
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void setTagMask(uint8_t mask, const render::ScenePointer& scene = nullptr);
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bool isGroupCulled() const;
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void setGroupCulled(bool isGroupCulled, const render::ScenePointer& scene = nullptr);
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37
libraries/render-utils/src/RenderConstants.h
Normal file
37
libraries/render-utils/src/RenderConstants.h
Normal file
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@ -0,0 +1,37 @@
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//
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// RenderConstants.h
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// libraries/render-utils/src
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//
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// Created by Sam Gateau on 5/30/2018.
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// Copyright 2018 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#ifndef hifi_RenderConstants_h
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#define hifi_RenderConstants_h
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#include <render/Item.h>
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class Render {
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public:
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// Tag is the alias names of render::ItemKey::Tag combinations used in the Hifi Render Engine
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enum Tag : uint8_t {
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TAG_NONE = render::ItemKey::TAG_BITS_NONE, // No Tags at all
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TAG_MAIN_VIEW = render::ItemKey::TAG_BITS_0, // Main view
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TAG_SECONDARY_VIEW = render::ItemKey::TAG_BITS_1, // Secondary View
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TAG_ALL_VIEWS = TAG_MAIN_VIEW | TAG_SECONDARY_VIEW, // All views
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};
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// Layer is the alias names of the render::ItemKey::Layer used in the Hifi Render Engine
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enum Layer : uint8_t {
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LAYER_3D = render::ItemKey::LAYER_DEFAULT,
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LAYER_3D_FRONT = render::ItemKey::LAYER_1,
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LAYER_3D_HUD = render::ItemKey::LAYER_2,
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LAYER_2D = render::ItemKey::LAYER_3,
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LAYER_BACKGROUND = render::ItemKey::LAYER_BACKGROUND,
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};
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};
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#endif // hifi_RenderConstants_h
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@ -27,6 +27,7 @@
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#include <render/DrawSceneOctree.h>
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#include <render/BlurTask.h>
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#include "RenderConstants.h"
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#include "RenderCommonTask.h"
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#include "LightingModel.h"
|
||||
#include "StencilMaskPass.h"
|
||||
|
@ -200,8 +201,8 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
|
|||
const auto overlaysInFrontRangeTimer = task.addJob<BeginGPURangeTimer>("BeginOverlaysInFrontRangeTimer", "BeginOverlaysInFrontRangeTimer");
|
||||
|
||||
// Layered Overlays
|
||||
const auto filteredOverlaysOpaque = task.addJob<FilterLayeredItems>("FilterOverlaysLayeredOpaque", overlayOpaques, Item::LAYER_3D_FRONT);
|
||||
const auto filteredOverlaysTransparent = task.addJob<FilterLayeredItems>("FilterOverlaysLayeredTransparent", overlayTransparents, Item::LAYER_3D_FRONT);
|
||||
const auto filteredOverlaysOpaque = task.addJob<FilterLayeredItems>("FilterOverlaysLayeredOpaque", overlayOpaques, Render::LAYER_3D_FRONT);
|
||||
const auto filteredOverlaysTransparent = task.addJob<FilterLayeredItems>("FilterOverlaysLayeredTransparent", overlayTransparents, Render::LAYER_3D_FRONT);
|
||||
const auto overlaysInFrontOpaque = filteredOverlaysOpaque.getN<FilterLayeredItems::Outputs>(0);
|
||||
const auto overlaysInFrontTransparent = filteredOverlaysTransparent.getN<FilterLayeredItems::Outputs>(0);
|
||||
|
||||
|
|
|
@ -23,6 +23,7 @@
|
|||
|
||||
#include <render/FilterTask.h>
|
||||
|
||||
#include "RenderConstants.h"
|
||||
#include "StencilMaskPass.h"
|
||||
#include "ZoneRenderer.h"
|
||||
#include "FadeEffect.h"
|
||||
|
@ -79,8 +80,8 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend
|
|||
task.addJob<PrepareStencil>("PrepareStencil", framebuffer);
|
||||
|
||||
// Layered Overlays
|
||||
const auto filteredOverlaysOpaque = task.addJob<FilterLayeredItems>("FilterOverlaysLayeredOpaque", overlayOpaques, Item::LAYER_3D_FRONT);
|
||||
const auto filteredOverlaysTransparent = task.addJob<FilterLayeredItems>("FilterOverlaysLayeredTransparent", overlayTransparents, Item::LAYER_3D_FRONT);
|
||||
const auto filteredOverlaysOpaque = task.addJob<FilterLayeredItems>("FilterOverlaysLayeredOpaque", overlayOpaques, Render::LAYER_3D_FRONT);
|
||||
const auto filteredOverlaysTransparent = task.addJob<FilterLayeredItems>("FilterOverlaysLayeredTransparent", overlayTransparents, Render::LAYER_3D_FRONT);
|
||||
const auto overlaysInFrontOpaque = filteredOverlaysOpaque.getN<FilterLayeredItems::Outputs>(0);
|
||||
const auto overlaysInFrontTransparent = filteredOverlaysTransparent.getN<FilterLayeredItems::Outputs>(0);
|
||||
|
||||
|
|
|
@ -28,12 +28,7 @@ const float Item::Status::Value::GREEN = 120.0f;
|
|||
const float Item::Status::Value::CYAN = 180.0f;
|
||||
const float Item::Status::Value::BLUE = 240.0f;
|
||||
const float Item::Status::Value::MAGENTA = 300.0f;
|
||||
|
||||
const uint8_t Item::LAYER_3D = ItemKey::LAYER_DEFAULT;
|
||||
const uint8_t Item::LAYER_3D_FRONT = ItemKey::LAYER_1;
|
||||
const uint8_t Item::LAYER_3D_HUD = ItemKey::LAYER_2;
|
||||
const uint8_t Item::LAYER_2D = ItemKey::LAYER_3;
|
||||
|
||||
/*
|
||||
const uint8_t ItemKey::TAG_BITS_ALL { 0xFF };
|
||||
const uint8_t ItemKey::TAG_BITS_NONE { 0x00 };
|
||||
const uint8_t ItemKey::TAG_BITS_0 { 0x01 };
|
||||
|
@ -44,11 +39,11 @@ const uint8_t ItemKey::TAG_BITS_4 { 0x10 };
|
|||
const uint8_t ItemKey::TAG_BITS_5 { 0x20 };
|
||||
const uint8_t ItemKey::TAG_BITS_6 { 0x40 };
|
||||
const uint8_t ItemKey::TAG_BITS_7 { 0x80 };
|
||||
|
||||
*/
|
||||
const uint32_t ItemKey::KEY_TAG_BITS_MASK = ((uint32_t) ItemKey::TAG_BITS_ALL) << FIRST_TAG_BIT;
|
||||
|
||||
// Layer bits are derived from the Layer enum, the number of bits needed to represent integer 0 to NUM_LAYERS
|
||||
const uint8_t ItemKey::LAYER_BITS_ALL { 0x07 };
|
||||
//const uint8_t ItemKey::LAYER_BITS_ALL { 0x07 };
|
||||
|
||||
const uint32_t ItemKey::KEY_LAYER_BITS_MASK = ((uint32_t)ItemKey::LAYER_BITS_ALL) << FIRST_LAYER_BIT;
|
||||
|
||||
|
|
|
@ -52,10 +52,21 @@ public:
|
|||
TAG_6,
|
||||
TAG_7,
|
||||
|
||||
NUM_TAGS
|
||||
NUM_TAGS,
|
||||
|
||||
TAG_BITS_ALL = 0xFF,
|
||||
TAG_BITS_NONE = 0x00,
|
||||
TAG_BITS_0 = 0x01,
|
||||
TAG_BITS_1 = 0x02,
|
||||
TAG_BITS_2 = 0x04,
|
||||
TAG_BITS_3 = 0x08,
|
||||
TAG_BITS_4 = 0x10,
|
||||
TAG_BITS_5 = 0x20,
|
||||
TAG_BITS_6 = 0x40,
|
||||
TAG_BITS_7 = 0x80,
|
||||
};
|
||||
// Tag bits are derived from the Tag enum
|
||||
const static uint8_t TAG_BITS_ALL;
|
||||
/* // Tag bits are derived from the Tag enum
|
||||
constexpr static uint8_t TAG_BITS_ALL;
|
||||
const static uint8_t TAG_BITS_NONE;
|
||||
const static uint8_t TAG_BITS_0;
|
||||
const static uint8_t TAG_BITS_1;
|
||||
|
@ -65,7 +76,7 @@ public:
|
|||
const static uint8_t TAG_BITS_5;
|
||||
const static uint8_t TAG_BITS_6;
|
||||
const static uint8_t TAG_BITS_7;
|
||||
|
||||
*/
|
||||
// Items are organized in layers, an item belongs to one of the 8 Layers available.
|
||||
// By default an item is in the 'LAYER_DEFAULT' meaning that it is NOT layered.
|
||||
// THere is NO ordering relationship between layers.
|
||||
|
@ -80,10 +91,12 @@ public:
|
|||
LAYER_BACKGROUND, // Last Layer is the background by convention
|
||||
|
||||
NUM_LAYERS,
|
||||
NUM_LAYER_BITS = 3
|
||||
|
||||
NUM_LAYER_BITS = 3,
|
||||
LAYER_BITS_ALL = 0x07,
|
||||
};
|
||||
// Layer bits are derived from the Layer enum, the number of bits needed to represent integer 0 to NUM_LAYERS
|
||||
const static uint8_t LAYER_BITS_ALL;
|
||||
// const static uint8_t LAYER_BITS_ALL;
|
||||
|
||||
enum FlagBit : uint32_t {
|
||||
TYPE_SHAPE = 0, // Item is a Shape: Implements the Shape Interface that draw a Geometry rendered with a Material
|
||||
|
@ -457,11 +470,6 @@ public:
|
|||
// Get the layer where the item belongs, simply reflecting the key.
|
||||
int getLayer() const { return _key.getLayer(); }
|
||||
|
||||
static const uint8_t LAYER_3D;
|
||||
static const uint8_t LAYER_3D_FRONT;
|
||||
static const uint8_t LAYER_3D_HUD;
|
||||
static const uint8_t LAYER_2D;
|
||||
|
||||
// Render call for the item
|
||||
void render(RenderArgs* args) const { _payload->render(args); }
|
||||
|
||||
|
|
Loading…
Reference in a new issue