INtroduce RenderConstants header file to define the alias names for Tag and Layer for Hifi REnder Engine

This commit is contained in:
Sam Gateau 2018-05-30 23:31:54 -07:00
parent 37c1f4fc06
commit 513acc529e
14 changed files with 120 additions and 95 deletions

View file

@ -1126,14 +1126,6 @@ void MyAvatar::setEnableDebugDrawIKChains(bool isEnabled) {
_enableDebugDrawIKChains = isEnabled;
}
bool MyAvatar::getEnableMeshVisible() const {
return Avatar::getEnableMeshVisible();
}
void MyAvatar::setEnableMeshVisible(bool isEnabled) {
Avatar::setEnableMeshVisible(isEnabled);
}
void MyAvatar::setEnableInverseKinematics(bool isEnabled) {
_skeletonModel->getRig().setEnableInverseKinematics(isEnabled);
}
@ -1483,7 +1475,7 @@ void MyAvatar::setSkeletonModelURL(const QUrl& skeletonModelURL) {
_skeletonModelChangeCount++;
int skeletonModelChangeCount = _skeletonModelChangeCount;
Avatar::setSkeletonModelURL(skeletonModelURL);
_skeletonModel->setViewMask(Model::NoView);
_skeletonModel->setTagMask(Render::TAG_NONE);
_skeletonModel->setGroupCulled(true);
_skeletonModel->setVisibleInScene(true, qApp->getMain3DScene());
@ -2061,10 +2053,9 @@ void MyAvatar::preDisplaySide(const RenderArgs* renderArgs) {
_attachmentData[i].jointName.compare("RightEye", Qt::CaseInsensitive) == 0 ||
_attachmentData[i].jointName.compare("HeadTop_End", Qt::CaseInsensitive) == 0 ||
_attachmentData[i].jointName.compare("Face", Qt::CaseInsensitive) == 0) {
uint8_t modelRenderTagBits = shouldDrawHead ? Model::MainView : Model::NoView;
modelRenderTagBits |= Model::SecondaryView;
uint8_t modelRenderTagBits = shouldDrawHead ? Render::TAG_ALL_VIEWS : Render::TAG_SECONDARY_VIEW;
_attachmentModels[i]->setViewMask(modelRenderTagBits);
_attachmentModels[i]->setTagMask(modelRenderTagBits);
_attachmentModels[i]->setGroupCulled(false);
_attachmentModels[i]->setCanCastShadow(true);
_attachmentModels[i]->setVisibleInScene(true, qApp->getMain3DScene());

View file

@ -1159,7 +1159,6 @@ public slots:
* @function MyAvatar.getEnableMeshVisible
* @returns {boolean} <code>true</code> if your avatar's mesh is visible, otherwise <code>false</code>.
*/
bool getEnableMeshVisible() const override;
/**jsdoc
* Set whether or not your avatar mesh is visible.
@ -1171,7 +1170,6 @@ public slots:
* MyAvatar.setEnableMeshVisible(true);
* }, 10000);
*/
void setEnableMeshVisible(bool isEnabled) override;
/**jsdoc
* @function MyAvatar.setEnableInverseKinematics

View file

@ -103,8 +103,8 @@ void ModelOverlay::update(float deltatime) {
if (_visibleDirty) {
_visibleDirty = false;
// don't show overlays in mirrors or spectator-cam unless _isVisibleInSecondaryCamera is true
uint8_t modelRenderTagBits = Model::MainView | (_isVisibleInSecondaryCamera ? Model::SecondaryView : Model::NoView);
_model->setViewMask(modelRenderTagBits, scene);
uint8_t modelRenderTagMak = (_isVisibleInSecondaryCamera ? Render::TAG_ALL_VIEWS : Render::TAG_MAIN_VIEW);
_model->setTagMask(modelRenderTagMak, scene);
_model->setVisibleInScene(getVisible(), scene);
}
if (_drawInFrontDirty) {

View file

@ -36,9 +36,9 @@ namespace render {
if (overlay->is3D()) {
auto overlay3D = std::static_pointer_cast<Base3DOverlay>(overlay);
if (overlay3D->getDrawInFront()) {
builder.withLayer(render::Item::LAYER_3D_FRONT);
builder.withLayer(Render::LAYER_3D_FRONT);
} else if (overlay3D->getDrawHUDLayer()) {
builder.withLayer(render::Item::LAYER_3D_HUD);
builder.withLayer(Render::LAYER_3D_HUD);
}
if (overlay->isTransparent()) {
@ -46,7 +46,7 @@ namespace render {
}
} else {
builder.withViewSpace();
builder.withLayer(render::Item::LAYER_2D);
builder.withLayer(Render::LAYER_2D);
}
if (!overlay->getVisible()) {
@ -54,8 +54,8 @@ namespace render {
}
// always visible in primary view. if isVisibleInSecondaryCamera, also draw in secondary view
uint32_t viewTaskBits = render::ItemKey::TAG_BITS_0 |
(overlay->getIsVisibleInSecondaryCamera() ? render::ItemKey::TAG_BITS_1 : render::ItemKey::TAG_BITS_NONE);
uint32_t viewTaskBits = Render::TAG_MAIN_VIEW |
(overlay->getIsVisibleInSecondaryCamera() ? Render::TAG_SECONDARY_VIEW : Render::TAG_NONE);
builder.withTagBits(viewTaskBits);

View file

@ -52,9 +52,8 @@ const glm::vec3 HAND_TO_PALM_OFFSET(0.0f, 0.12f, 0.08f);
namespace render {
template <> const ItemKey payloadGetKey(const AvatarSharedPointer& avatar) {
ItemKey::Builder keyBuilder = ItemKey::Builder::opaqueShape().withTypeMeta().withTagBits(Model::AllViews).withMetaCullGroup();
ItemKey::Builder keyBuilder = ItemKey::Builder::opaqueShape().withTypeMeta().withTagBits(Render::TAG_ALL_VIEWS).withMetaCullGroup();
auto avatarPtr = static_pointer_cast<Avatar>(avatar);
auto model = avatarPtr->getSkeletonModel();
if (!avatarPtr->getEnableMeshVisible()) {
keyBuilder.withInvisible();
}
@ -588,18 +587,18 @@ void Avatar::addToScene(AvatarSharedPointer self, const render::ScenePointer& sc
_renderBound = getBounds();
transaction.resetItem(_renderItemID, avatarPayloadPointer);
_skeletonModel->addToScene(scene, transaction);
_skeletonModel->setViewMask(Model::AllViews);
_skeletonModel->setTagMask(Render::TAG_ALL_VIEWS);
_skeletonModel->setGroupCulled(true);
_skeletonModel->setCanCastShadow(true);
_skeletonModel->setVisibleInScene(_isMeshEnableVisible, scene);
_skeletonModel->setVisibleInScene(_isMeshVisible, scene);
processMaterials();
for (auto& attachmentModel : _attachmentModels) {
attachmentModel->addToScene(scene, transaction);
attachmentModel->setViewMask(Model::AllViews);
attachmentModel->setTagMask(Render::TAG_ALL_VIEWS);
attachmentModel->setGroupCulled(false);
attachmentModel->setCanCastShadow(true);
attachmentModel->setVisibleInScene(_isMeshEnableVisible, scene);
attachmentModel->setVisibleInScene(_isMeshVisible, scene);
}
_mustFadeIn = true;
@ -790,14 +789,14 @@ void Avatar::render(RenderArgs* renderArgs) {
void Avatar::setEnableMeshVisible(bool isEnabled) {
if (_isMeshEnableVisible != isEnabled) {
_isMeshEnableVisible = isEnabled;
if (_isMeshVisible != isEnabled) {
_isMeshVisible = isEnabled;
_needMeshVisibleSwitch = true;
}
}
bool Avatar::getEnableMeshVisible() const {
return _isMeshEnableVisible;
return _isMeshVisible;
}
void Avatar::fixupModelsInScene(const render::ScenePointer& scene) {
@ -812,10 +811,10 @@ void Avatar::fixupModelsInScene(const render::ScenePointer& scene) {
_skeletonModel->removeFromScene(scene, transaction);
_skeletonModel->addToScene(scene, transaction);
_skeletonModel->setViewMask(Model::AllViews);
_skeletonModel->setTagMask(Render::TAG_ALL_VIEWS);
_skeletonModel->setGroupCulled(true);
_skeletonModel->setCanCastShadow(true);
_skeletonModel->setVisibleInScene(_isMeshEnableVisible, scene);
_skeletonModel->setVisibleInScene(_isMeshVisible, scene);
processMaterials();
canTryFade = true;
@ -826,18 +825,18 @@ void Avatar::fixupModelsInScene(const render::ScenePointer& scene) {
attachmentModel->removeFromScene(scene, transaction);
attachmentModel->addToScene(scene, transaction);
attachmentModel->setViewMask(Model::AllViews);
attachmentModel->setTagMask(Render::TAG_ALL_VIEWS);
attachmentModel->setGroupCulled(false);
attachmentModel->setCanCastShadow(true);
attachmentModel->setVisibleInScene(_isMeshEnableVisible, scene);
attachmentModel->setVisibleInScene(_isMeshVisible, scene);
}
}
if (_needMeshVisibleSwitch) {
_skeletonModel->setVisibleInScene(_isMeshEnableVisible, scene);
_skeletonModel->setVisibleInScene(_isMeshVisible, scene);
for (auto attachmentModel : _attachmentModels) {
if (attachmentModel->isRenderable()) {
attachmentModel->setVisibleInScene(_isMeshEnableVisible, scene);
attachmentModel->setVisibleInScene(_isMeshVisible, scene);
}
}
updateRenderItem(transaction);

View file

@ -538,7 +538,7 @@ protected:
void processMaterials();
AABox _renderBound;
bool _isMeshEnableVisible{ true };
bool _isMeshVisible{ true };
bool _needMeshVisibleSwitch{ true };
};

View file

@ -1387,9 +1387,9 @@ void ModelEntityRenderer::doRenderUpdateSynchronousTyped(const ScenePointer& sce
entity->stopModelOverrideIfNoParent();
// Default behavior for model is to not be visible in main view if cauterized (aka parented to the avatar's neck joint)
auto viewMask = _cauterized ?
Model::SecondaryView : // draw in every view except the main one (view zero)
Model::AllViews; // draw in all views
auto tagMask = _cauterized ?
Render::TAG_SECONDARY_VIEW : // draw in every view except the main one (view zero)
Render::TAG_ALL_VIEWS; // draw in all views
if (model->isVisible() != _visible) {
// FIXME: this seems like it could be optimized if we tracked our last known visible state in
@ -1398,8 +1398,8 @@ void ModelEntityRenderer::doRenderUpdateSynchronousTyped(const ScenePointer& sce
model->setVisibleInScene(_visible, scene);
}
if (model->getViewMask() != viewMask) {
model->setViewMask(viewMask, scene);
if (model->getTagMask() != tagMask) {
model->setTagMask(tagMask, scene);
}
// TODO? early exit here when not visible?

View file

@ -106,7 +106,7 @@ Model::Model(QObject* parent, SpatiallyNestable* spatiallyNestableOverride) :
_blendNumber(0),
_appliedBlendNumber(0),
_isWireframe(false),
_renderItemKeyGlobalFlags(render::ItemKey::Builder().withVisible().withTagBits(AllViews).build())
_renderItemKeyGlobalFlags(render::ItemKey::Builder().withVisible().withTagBits(Render::TAG_ALL_VIEWS).build())
{
// we may have been created in the network thread, but we live in the main thread
if (_viewState) {
@ -785,10 +785,10 @@ void Model::updateRenderItemsKey(const render::ScenePointer& scene) {
scene->enqueueTransaction(transaction);
}
void Model::setVisibleInScene(bool isVisible, const render::ScenePointer& scene) {
if (Model::isVisible() != isVisible) {
void Model::setVisibleInScene(bool visible, const render::ScenePointer& scene) {
if (Model::isVisible() != visible) {
auto keyBuilder = render::ItemKey::Builder(_renderItemKeyGlobalFlags);
_renderItemKeyGlobalFlags = (isVisible ? keyBuilder.withVisible() : keyBuilder.withInvisible());
_renderItemKeyGlobalFlags = (visible ? keyBuilder.withVisible() : keyBuilder.withInvisible());
updateRenderItemsKey(scene);
}
}
@ -797,10 +797,10 @@ bool Model::isVisible() const {
return _renderItemKeyGlobalFlags.isVisible();
}
void Model::setCanCastShadow(bool canCastShadow, const render::ScenePointer& scene) {
if (Model::canCastShadow() != canCastShadow) {
void Model::setCanCastShadow(bool castShadow, const render::ScenePointer& scene) {
if (Model::canCastShadow() != castShadow) {
auto keyBuilder = render::ItemKey::Builder(_renderItemKeyGlobalFlags);
_renderItemKeyGlobalFlags = (canCastShadow ? keyBuilder.withShadowCaster() : keyBuilder.withoutShadowCaster());
_renderItemKeyGlobalFlags = (castShadow ? keyBuilder.withShadowCaster() : keyBuilder.withoutShadowCaster());
updateRenderItemsKey(scene);
}
}
@ -809,45 +809,45 @@ bool Model::canCastShadow() const {
return _renderItemKeyGlobalFlags.isShadowCaster();
}
void Model::setLayeredInFront(bool isLayeredInFront, const render::ScenePointer& scene) {
if (Model::isLayeredInFront() != isLayeredInFront) {
void Model::setLayeredInFront(bool layeredInFront, const render::ScenePointer& scene) {
if (Model::isLayeredInFront() != layeredInFront) {
auto keyBuilder = render::ItemKey::Builder(_renderItemKeyGlobalFlags);
_renderItemKeyGlobalFlags = (isLayeredInFront ? keyBuilder.withLayer(render::Item::LAYER_3D_FRONT) : keyBuilder.withoutLayer());
_renderItemKeyGlobalFlags = (layeredInFront ? keyBuilder.withLayer(Render::LAYER_3D_FRONT) : keyBuilder.withoutLayer());
updateRenderItemsKey(scene);
}
}
bool Model::isLayeredInFront() const {
return _renderItemKeyGlobalFlags.isLayer(render::Item::LAYER_3D_FRONT);
return _renderItemKeyGlobalFlags.isLayer(Render::LAYER_3D_FRONT);
}
void Model::setLayeredInHUD(bool isLayeredInHUD, const render::ScenePointer& scene) {
if (Model::isLayeredInHUD() != isLayeredInHUD) {
void Model::setLayeredInHUD(bool layeredInHUD, const render::ScenePointer& scene) {
if (Model::isLayeredInHUD() != layeredInHUD) {
auto keyBuilder = render::ItemKey::Builder(_renderItemKeyGlobalFlags);
_renderItemKeyGlobalFlags = (isLayeredInHUD ? keyBuilder.withLayer(render::Item::LAYER_3D_HUD) : keyBuilder.withoutLayer());
_renderItemKeyGlobalFlags = (layeredInHUD ? keyBuilder.withLayer(Render::LAYER_3D_HUD) : keyBuilder.withoutLayer());
updateRenderItemsKey(scene);
}
}
bool Model::isLayeredInHUD() const {
return _renderItemKeyGlobalFlags.isLayer(render::Item::LAYER_3D_HUD);
return _renderItemKeyGlobalFlags.isLayer(Render::LAYER_3D_HUD);
}
void Model::setViewMask(uint8_t mask, const render::ScenePointer& scene) {
if (Model::getViewMask() != mask) {
void Model::setTagMask(uint8_t mask, const render::ScenePointer& scene) {
if (Model::getTagMask() != mask) {
auto keyBuilder = render::ItemKey::Builder(_renderItemKeyGlobalFlags);
_renderItemKeyGlobalFlags = keyBuilder.withTagBits(mask);
updateRenderItemsKey(scene);
}
}
Model::ViewMask Model::getViewMask() const {
return (Model::ViewMask) _renderItemKeyGlobalFlags.getTagBits();
Render::Tag Model::getTagMask() const {
return (Render::Tag) _renderItemKeyGlobalFlags.getTagBits();
}
void Model::setGroupCulled(bool isGroupCulled, const render::ScenePointer& scene) {
if (Model::isGroupCulled() != isGroupCulled) {
void Model::setGroupCulled(bool groupCulled, const render::ScenePointer& scene) {
if (Model::isGroupCulled() != groupCulled) {
auto keyBuilder = render::ItemKey::Builder(_renderItemKeyGlobalFlags);
_renderItemKeyGlobalFlags = (isGroupCulled ? keyBuilder.withSubMetaCulled() : keyBuilder.withoutSubMetaCulled());
_renderItemKeyGlobalFlags = (groupCulled ? keyBuilder.withSubMetaCulled() : keyBuilder.withoutSubMetaCulled());
updateRenderItemsKey(scene);
}
}

View file

@ -33,6 +33,7 @@
#include <TriangleSet.h>
#include <DualQuaternion.h>
#include "RenderConstants.h"
#include "GeometryCache.h"
#include "TextureCache.h"
#include "Rig.h"
@ -90,14 +91,8 @@ public:
void setVisibleInScene(bool isVisible, const render::ScenePointer& scene = nullptr);
bool isVisible() const;
enum ViewMask : uint8_t {
NoView = 0x00, // Not drawn at all
MainView = 0x01, //render::ItemKey::TAG_BITS_0,
SecondaryView = 0x02, //render::ItemKey::TAG_BITS_1,
AllViews = 0xFF, //render::ItemKey::TAG_BITS_ALL,
};
ViewMask getViewMask() const;
void setViewMask(uint8_t mask, const render::ScenePointer& scene = nullptr);
Render::Tag getTagMask() const;
void setTagMask(uint8_t mask, const render::ScenePointer& scene = nullptr);
bool isGroupCulled() const;
void setGroupCulled(bool isGroupCulled, const render::ScenePointer& scene = nullptr);

View file

@ -0,0 +1,37 @@
//
// RenderConstants.h
// libraries/render-utils/src
//
// Created by Sam Gateau on 5/30/2018.
// Copyright 2018 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_RenderConstants_h
#define hifi_RenderConstants_h
#include <render/Item.h>
class Render {
public:
// Tag is the alias names of render::ItemKey::Tag combinations used in the Hifi Render Engine
enum Tag : uint8_t {
TAG_NONE = render::ItemKey::TAG_BITS_NONE, // No Tags at all
TAG_MAIN_VIEW = render::ItemKey::TAG_BITS_0, // Main view
TAG_SECONDARY_VIEW = render::ItemKey::TAG_BITS_1, // Secondary View
TAG_ALL_VIEWS = TAG_MAIN_VIEW | TAG_SECONDARY_VIEW, // All views
};
// Layer is the alias names of the render::ItemKey::Layer used in the Hifi Render Engine
enum Layer : uint8_t {
LAYER_3D = render::ItemKey::LAYER_DEFAULT,
LAYER_3D_FRONT = render::ItemKey::LAYER_1,
LAYER_3D_HUD = render::ItemKey::LAYER_2,
LAYER_2D = render::ItemKey::LAYER_3,
LAYER_BACKGROUND = render::ItemKey::LAYER_BACKGROUND,
};
};
#endif // hifi_RenderConstants_h

View file

@ -27,6 +27,7 @@
#include <render/DrawSceneOctree.h>
#include <render/BlurTask.h>
#include "RenderConstants.h"
#include "RenderCommonTask.h"
#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);

View file

@ -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);

View file

@ -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;

View file

@ -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); }