handle per model transforms, default scene mode off

This commit is contained in:
ZappoMan 2014-11-12 20:20:36 -08:00
parent 13f08e65d1
commit 63a8608ac6
6 changed files with 74 additions and 9 deletions

View file

@ -438,7 +438,7 @@ Menu::Menu() :
addCheckableActionToQMenuAndActionHash(entitiesDebugMenu, MenuOption::DisableLightEntities, 0, false);
addCheckableActionToQMenuAndActionHash(entitiesDebugMenu, MenuOption::DontReduceMaterialSwitches, 0, false);
addCheckableActionToQMenuAndActionHash(entitiesDebugMenu, MenuOption::DontRenderEntitiesAsScene, 0, false);
addCheckableActionToQMenuAndActionHash(entitiesDebugMenu, MenuOption::RenderEntitiesAsScene, 0, false);
QMenu* entityCullingMenu = entitiesDebugMenu->addMenu("Culling");
addCheckableActionToQMenuAndActionHash(entityCullingMenu, MenuOption::DontCullOutOfViewMeshParts, 0, false);

View file

@ -377,7 +377,6 @@ namespace MenuOption {
const QString DontCullOutOfViewMeshParts = "Don't Cull Out Of View Mesh Parts";
const QString DontCullTooSmallMeshParts = "Don't Cull Too Small Mesh Parts";
const QString DontReduceMaterialSwitches = "Don't Attempt to Reduce Material Switches";
const QString DontRenderEntitiesAsScene = "Don't Render Entities as Scene";
const QString DecreaseAvatarSize = "Decrease Avatar Size";
const QString DecreaseVoxelSize = "Decrease Voxel Size";
const QString DisableActivityLogger = "Disable Activity Logger";
@ -448,6 +447,7 @@ namespace MenuOption {
const QString ReloadAllScripts = "Reload All Scripts";
const QString RenderBoundingCollisionShapes = "Show Bounding Collision Shapes";
const QString RenderDualContourSurfaces = "Render Dual Contour Surfaces";
const QString RenderEntitiesAsScene = "Render Entities as Scene";
const QString RenderFocusIndicator = "Show Eye Focus";
const QString RenderHeadCollisionShapes = "Show Head Collision Shapes";
const QString RenderHeightfields = "Render Heightfields";

View file

@ -253,7 +253,7 @@ void EntityTreeRenderer::checkEnterLeaveEntities() {
}
void EntityTreeRenderer::render(RenderArgs::RenderMode renderMode) {
bool dontRenderAsScene = Menu::getInstance()->isOptionChecked(MenuOption::DontRenderEntitiesAsScene);
bool dontRenderAsScene = !Menu::getInstance()->isOptionChecked(MenuOption::RenderEntitiesAsScene);
if (dontRenderAsScene) {
OctreeRenderer::render(renderMode);

View file

@ -172,7 +172,7 @@ void RenderableModelEntityItem::render(RenderArgs* args) {
// TODO: this is the majority of model render time. And rendering of a cube model vs the basic Box render
// is significantly more expensive. Is there a way to call this that doesn't cost us as much?
PerformanceTimer perfTimer("model->render");
bool dontRenderAsScene = Menu::getInstance()->isOptionChecked(MenuOption::DontRenderEntitiesAsScene);
bool dontRenderAsScene = !Menu::getInstance()->isOptionChecked(MenuOption::RenderEntitiesAsScene);
if (dontRenderAsScene) {
_model->render(alpha, modelRenderMode, args);
} else {

View file

@ -1483,15 +1483,29 @@ void Model::deleteGeometry() {
// Scene rendering support
QVector<Model*> Model::_modelsInScene;
gpu::Batch Model::_sceneRenderBatch;
void Model::startScene() {
_modelsInScene.clear();
}
void Model::endScene(RenderMode mode, RenderArgs* args) {
void Model::setupBatchTransform(gpu::Batch& batch) {
GLBATCH(glPushMatrix)();
// Capture the view matrix once for the rendering of this model
if (_transforms.empty()) {
_transforms.push_back(gpu::TransformPointer(new gpu::Transform()));
}
(*_transforms[0]) = gpu::Transform((*Application::getInstance()->getViewTransform()));
_transforms[0]->preTranslate(-_translation);
batch.setViewTransform(_transforms[0]);
}
void Model::endScene(RenderMode mode, RenderArgs* args) {
PROFILE_RANGE(__FUNCTION__);
// first, do all the batch/GPU setup work....
// Let's introduce a gpu::Batch to capture all the calls to the graphics api
gpu::Batch batch;
_sceneRenderBatch.clear();
gpu::Batch& batch = _sceneRenderBatch;
GLBATCH(glDisable)(GL_COLOR_MATERIAL);
@ -1540,28 +1554,44 @@ void Model::endScene(RenderMode mode, RenderArgs* args) {
// now, for each model in the scene, render the mesh portions
foreach(Model* model, _modelsInScene) {
model->setupBatchTransform(batch);
opaqueMeshPartsRendered += model->renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, args);
GLBATCH(glPopMatrix)();
}
foreach(Model* model, _modelsInScene) {
model->setupBatchTransform(batch);
opaqueMeshPartsRendered += model->renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, true, args);
GLBATCH(glPopMatrix)();
}
foreach(Model* model, _modelsInScene) {
model->setupBatchTransform(batch);
opaqueMeshPartsRendered += model->renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, false, args);
GLBATCH(glPopMatrix)();
}
foreach(Model* model, _modelsInScene) {
model->setupBatchTransform(batch);
opaqueMeshPartsRendered += model->renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, true, args);
GLBATCH(glPopMatrix)();
}
foreach(Model* model, _modelsInScene) {
model->setupBatchTransform(batch);
opaqueMeshPartsRendered += model->renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, false, args);
GLBATCH(glPopMatrix)();
}
foreach(Model* model, _modelsInScene) {
model->setupBatchTransform(batch);
opaqueMeshPartsRendered += model->renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, true, args);
GLBATCH(glPopMatrix)();
}
foreach(Model* model, _modelsInScene) {
model->setupBatchTransform(batch);
opaqueMeshPartsRendered += model->renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, false, args);
GLBATCH(glPopMatrix)();
}
foreach(Model* model, _modelsInScene) {
model->setupBatchTransform(batch);
opaqueMeshPartsRendered += model->renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, true, args);
GLBATCH(glPopMatrix)();
}
// render translucent meshes afterwards
@ -1577,28 +1607,44 @@ void Model::endScene(RenderMode mode, RenderArgs* args) {
int translucentParts = 0;
const float MOSTLY_OPAQUE_THRESHOLD = 0.75f;
foreach(Model* model, _modelsInScene) {
model->setupBatchTransform(batch);
translucentParts += model->renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, false, args);
GLBATCH(glPopMatrix)();
}
foreach(Model* model, _modelsInScene) {
model->setupBatchTransform(batch);
translucentParts += model->renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, true, args);
GLBATCH(glPopMatrix)();
}
foreach(Model* model, _modelsInScene) {
model->setupBatchTransform(batch);
translucentParts += model->renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, false, args);
GLBATCH(glPopMatrix)();
}
foreach(Model* model, _modelsInScene) {
model->setupBatchTransform(batch);
translucentParts += model->renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, args);
GLBATCH(glPopMatrix)();
}
foreach(Model* model, _modelsInScene) {
model->setupBatchTransform(batch);
translucentParts += model->renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, true, false, false, args);
GLBATCH(glPopMatrix)();
}
foreach(Model* model, _modelsInScene) {
model->setupBatchTransform(batch);
translucentParts += model->renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, true, false, true, args);
GLBATCH(glPopMatrix)();
}
foreach(Model* model, _modelsInScene) {
model->setupBatchTransform(batch);
translucentParts += model->renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, true, true, false, args);
GLBATCH(glPopMatrix)();
}
foreach(Model* model, _modelsInScene) {
model->setupBatchTransform(batch);
translucentParts += model->renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, true, false, true, args);
GLBATCH(glPopMatrix)();
}
GLBATCH(glDisable)(GL_ALPHA_TEST);
@ -1617,28 +1663,44 @@ void Model::endScene(RenderMode mode, RenderArgs* args) {
if (mode == DEFAULT_RENDER_MODE || mode == DIFFUSE_RENDER_MODE) {
const float MOSTLY_TRANSPARENT_THRESHOLD = 0.0f;
foreach(Model* model, _modelsInScene) {
model->setupBatchTransform(batch);
translucentParts += model->renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, args);
GLBATCH(glPopMatrix)();
}
foreach(Model* model, _modelsInScene) {
model->setupBatchTransform(batch);
translucentParts += model->renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, true, args);
GLBATCH(glPopMatrix)();
}
foreach(Model* model, _modelsInScene) {
model->setupBatchTransform(batch);
translucentParts += model->renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, false, args);
GLBATCH(glPopMatrix)();
}
foreach(Model* model, _modelsInScene) {
model->setupBatchTransform(batch);
translucentParts += model->renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, args);
GLBATCH(glPopMatrix)();
}
foreach(Model* model, _modelsInScene) {
model->setupBatchTransform(batch);
translucentParts += model->renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, false, false, args);
GLBATCH(glPopMatrix)();
}
foreach(Model* model, _modelsInScene) {
model->setupBatchTransform(batch);
translucentParts += model->renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, false, true, args);
GLBATCH(glPopMatrix)();
}
foreach(Model* model, _modelsInScene) {
model->setupBatchTransform(batch);
translucentParts += model->renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, true, false, args);
GLBATCH(glPopMatrix)();
}
foreach(Model* model, _modelsInScene) {
model->setupBatchTransform(batch);
translucentParts += model->renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, false, true, args);
GLBATCH(glPopMatrix)();
}
}
@ -1668,7 +1730,6 @@ void Model::endScene(RenderMode mode, RenderArgs* args) {
{
PROFILE_RANGE("render Batch");
::gpu::GLBackend::renderBatch(batch);
batch.clear();
}
// restore all the default material settings

View file

@ -284,7 +284,7 @@ private:
gpu::Buffers _blendedVertexBuffers;
gpu::Transforms _transforms;
gpu::Batch _renderBatch;
gpu::Batch _renderBatch;
QVector<QVector<QSharedPointer<Texture> > > _dilatedTextures;
@ -398,6 +398,8 @@ private:
// Scene rendering support
static QVector<Model*> _modelsInScene;
static gpu::Batch _sceneRenderBatch;
static void endSceneSimple(RenderMode mode = DEFAULT_RENDER_MODE, RenderArgs* args = NULL);
static void endSceneSplitPass(RenderMode mode = DEFAULT_RENDER_MODE, RenderArgs* args = NULL);
@ -406,6 +408,8 @@ private:
bool renderCore(float alpha, RenderMode mode, RenderArgs* args);
int renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args = NULL);
void setupBatchTransform(gpu::Batch& batch);
};
Q_DECLARE_METATYPE(QPointer<Model>)