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https://github.com/overte-org/overte.git
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Merge pull request #3778 from samcake/temp1
Introduce the Transform class and use it in the gpu api and for rendering models
This commit is contained in:
commit
65a2aaee9d
11 changed files with 703 additions and 43 deletions
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@ -109,6 +109,7 @@ static unsigned STARFIELD_SEED = 1;
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static const int BANDWIDTH_METER_CLICK_MAX_DRAG_LENGTH = 6; // farther dragged clicks are ignored
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const qint64 MAXIMUM_CACHE_SIZE = 10737418240; // 10GB
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static QTimer* idleTimer = NULL;
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@ -187,7 +188,8 @@ Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) :
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_lastNackTime(usecTimestampNow()),
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_lastSendDownstreamAudioStats(usecTimestampNow()),
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_isVSyncOn(true),
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_aboutToQuit(false)
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_aboutToQuit(false),
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_viewTransform(new gpu::Transform())
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{
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// read the ApplicationInfo.ini file for Name/Version/Domain information
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@ -836,12 +838,14 @@ void Application::controlledBroadcastToNodes(const QByteArray& packet, const Nod
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}
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bool Application::event(QEvent* event) {
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// handle custom URL
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if (event->type() == QEvent::FileOpen) {
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QFileOpenEvent* fileEvent = static_cast<QFileOpenEvent*>(event);
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if (fileEvent->url().isValid()) {
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openUrl(fileEvent->url());
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if (!fileEvent->url().isEmpty()) {
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AddressManager::getInstance().handleLookupString(fileEvent->url().toLocalFile());
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}
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return false;
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@ -2795,6 +2799,8 @@ void Application::updateShadowMap() {
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// store view matrix without translation, which we'll use for precision-sensitive objects
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updateUntranslatedViewMatrix();
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// TODO: assign an equivalent viewTransform object to the application to match the current path which uses glMatrixStack
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// setViewTransform(viewTransform);
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(1.1f, 4.0f); // magic numbers courtesy http://www.eecs.berkeley.edu/~ravir/6160/papers/shadowmaps.ppt
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@ -2902,6 +2908,19 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
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// store view matrix without translation, which we'll use for precision-sensitive objects
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updateUntranslatedViewMatrix(-whichCamera.getPosition());
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// Equivalent to what is happening with _untranslatedViewMatrix and the _viewMatrixTranslation
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// the viewTransofmr object is updatded with the correct values and saved,
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// this is what is used for rendering the Entities and avatars
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gpu::Transform viewTransform;
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viewTransform.setTranslation(whichCamera.getPosition());
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viewTransform.setRotation(rotation);
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viewTransform.postTranslate(eyeOffsetPos);
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viewTransform.postRotate(eyeOffsetOrient);
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if (whichCamera.getMode() == CAMERA_MODE_MIRROR) {
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viewTransform.setScale(gpu::Transform::Vec3(-1.0f, 1.0f, 1.0f));
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}
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setViewTransform(viewTransform);
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glTranslatef(_viewMatrixTranslation.x, _viewMatrixTranslation.y, _viewMatrixTranslation.z);
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// Setup 3D lights (after the camera transform, so that they are positioned in world space)
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@ -3019,13 +3038,16 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
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}
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}
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bool mirrorMode = (whichCamera.getMode() == CAMERA_MODE_MIRROR);
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{
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PerformanceTimer perfTimer("avatars");
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_avatarManager.renderAvatars(mirrorMode ? Avatar::MIRROR_RENDER_MODE : Avatar::NORMAL_RENDER_MODE,
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false, selfAvatarOnly);
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}
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{
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PROFILE_RANGE("DeferredLighting");
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PerformanceTimer perfTimer("lighting");
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@ -3084,7 +3106,7 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
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emit renderingInWorldInterface();
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}
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}
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if (Menu::getInstance()->isOptionChecked(MenuOption::Wireframe)) {
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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}
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@ -3095,6 +3117,10 @@ void Application::updateUntranslatedViewMatrix(const glm::vec3& viewMatrixTransl
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_viewMatrixTranslation = viewMatrixTranslation;
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}
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void Application::setViewTransform(const gpu::Transform& view) {
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(*_viewTransform) = view;
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}
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void Application::loadTranslatedViewMatrix(const glm::vec3& translation) {
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glLoadMatrixf((const GLfloat*)&_untranslatedViewMatrix);
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glTranslatef(translation.x + _viewMatrixTranslation.x, translation.y + _viewMatrixTranslation.y,
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@ -232,6 +232,9 @@ public:
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const glm::vec3& getViewMatrixTranslation() const { return _viewMatrixTranslation; }
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void setViewMatrixTranslation(const glm::vec3& translation) { _viewMatrixTranslation = translation; }
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const gpu::TransformPointer& getViewTransform() const { return _viewTransform; }
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void setViewTransform(const gpu::Transform& view);
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/// if you need to access the application settings, use lockSettings()/unlockSettings()
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QSettings* lockSettings() { _settingsMutex.lock(); return _settings; }
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void unlockSettings() { _settingsMutex.unlock(); }
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@ -523,6 +526,7 @@ private:
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QRect _mirrorViewRect;
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RearMirrorTools* _rearMirrorTools;
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gpu::TransformPointer _viewTransform;
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glm::mat4 _untranslatedViewMatrix;
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glm::vec3 _viewMatrixTranslation;
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glm::mat4 _projectionMatrix;
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@ -21,7 +21,11 @@ Batch::Batch() :
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_commandOffsets(),
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_params(),
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_resources(),
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_data(){
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_data(),
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_buffers(),
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_streamFormats(),
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_transforms()
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{
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}
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Batch::~Batch() {
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@ -32,8 +36,10 @@ void Batch::clear() {
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_commandOffsets.clear();
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_params.clear();
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_resources.clear();
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_buffers.clear();
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_data.clear();
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_buffers.clear();
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_streamFormats.clear();
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_transforms.clear();
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}
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uint32 Batch::cacheResource(Resource* res) {
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@ -128,3 +134,22 @@ void Batch::setIndexBuffer(Type type, const BufferPointer& buffer, Offset offset
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_params.push_back(_buffers.cache(buffer));
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_params.push_back(type);
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}
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void Batch::setModelTransform(const TransformPointer& model) {
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ADD_COMMAND(setModelTransform);
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_params.push_back(_transforms.cache(model));
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}
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void Batch::setViewTransform(const TransformPointer& view) {
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ADD_COMMAND(setViewTransform);
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_params.push_back(_transforms.cache(view));
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}
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void Batch::setProjectionTransform(const TransformPointer& proj) {
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ADD_COMMAND(setProjectionTransform);
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_params.push_back(_transforms.cache(proj));
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}
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@ -14,10 +14,10 @@
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#include <assert.h>
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#include "InterfaceConfig.h"
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#include "Transform.h"
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#include <vector>
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#include "gpu/Format.h"
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#include "gpu/Resource.h"
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#include "gpu/Stream.h"
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#if defined(NSIGHT_FOUND)
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@ -50,6 +50,10 @@ enum Primitive {
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NUM_PRIMITIVES,
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};
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typedef ::Transform Transform;
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typedef QSharedPointer< ::gpu::Transform > TransformPointer;
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typedef std::vector< TransformPointer > Transforms;
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class Batch {
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public:
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typedef Stream::Slot Slot;
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@ -60,11 +64,16 @@ public:
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void clear();
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// Drawcalls
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void draw(Primitive primitiveType, uint32 numVertices, uint32 startVertex = 0);
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void drawIndexed(Primitive primitiveType, uint32 nbIndices, uint32 startIndex = 0);
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void drawInstanced(uint32 nbInstances, Primitive primitiveType, uint32 nbVertices, uint32 startVertex = 0, uint32 startInstance = 0);
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void drawIndexedInstanced(uint32 nbInstances, Primitive primitiveType, uint32 nbIndices, uint32 startIndex = 0, uint32 startInstance = 0);
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// Input Stage
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// InputFormat
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// InputBuffers
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// IndexBuffer
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void setInputFormat(const Stream::FormatPointer& format);
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void setInputStream(Slot startChannel, const BufferStream& stream); // not a command, just unroll into a loop of setInputBuffer
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@ -72,6 +81,16 @@ public:
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void setIndexBuffer(Type type, const BufferPointer& buffer, Offset offset);
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// Transform Stage
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// Vertex position is transformed by ModelTransform from object space to world space
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// Then by the inverse of the ViewTransform from world space to eye space
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// finaly projected into the clip space by the projection transform
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// WARNING: ViewTransform transform from eye space to world space, its inverse is composed
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// with the ModelTransformu to create the equivalent of the glModelViewMatrix
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void setModelTransform(const TransformPointer& model);
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void setViewTransform(const TransformPointer& view);
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void setProjectionTransform(const TransformPointer& proj);
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// TODO: As long as we have gl calls explicitely issued from interface
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// code, we need to be able to record and batch these calls. THe long
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@ -138,11 +157,13 @@ public:
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COMMAND_drawIndexedInstanced,
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COMMAND_setInputFormat,
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COMMAND_setInputBuffer,
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COMMAND_setIndexBuffer,
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COMMAND_setModelTransform,
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COMMAND_setViewTransform,
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COMMAND_setProjectionTransform,
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// TODO: As long as we have gl calls explicitely issued from interface
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// code, we need to be able to record and batch these calls. THe long
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// term strategy is to get rid of any GL calls in favor of the HIFI GPU API
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@ -266,6 +287,7 @@ public:
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typedef Cache<Buffer>::Vector BufferCaches;
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typedef Cache<Stream::Format>::Vector StreamFormatCaches;
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typedef Cache<Transform>::Vector TransformCaches;
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typedef unsigned char Byte;
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typedef std::vector<Byte> Bytes;
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@ -299,11 +321,12 @@ public:
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CommandOffsets _commandOffsets;
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Params _params;
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Resources _resources;
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Bytes _data;
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BufferCaches _buffers;
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StreamFormatCaches _streamFormats;
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TransformCaches _transforms;
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Bytes _data;
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protected:
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};
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@ -24,11 +24,13 @@ GLBackend::CommandCall GLBackend::_commandCalls[Batch::NUM_COMMANDS] =
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(&::gpu::GLBackend::do_drawIndexedInstanced),
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(&::gpu::GLBackend::do_setInputFormat),
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(&::gpu::GLBackend::do_setInputBuffer),
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(&::gpu::GLBackend::do_setIndexBuffer),
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(&::gpu::GLBackend::do_setModelTransform),
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(&::gpu::GLBackend::do_setViewTransform),
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(&::gpu::GLBackend::do_setProjectionTransform),
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(&::gpu::GLBackend::do_glEnable),
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(&::gpu::GLBackend::do_glDisable),
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@ -111,18 +113,16 @@ static const GLenum _elementTypeToGLType[NUM_TYPES]= {
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GLBackend::GLBackend() :
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_needInputFormatUpdate(true),
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_inputFormat(0),
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_inputBuffersState(0),
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_inputBuffers(_inputBuffersState.size(), BufferPointer(0)),
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_inputBufferOffsets(_inputBuffersState.size(), 0),
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_inputBufferStrides(_inputBuffersState.size(), 0),
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_indexBuffer(0),
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_indexBufferOffset(0),
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_inputAttributeActivation(0)
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_inputAttributeActivation(0),
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_transform()
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{
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}
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@ -183,6 +183,7 @@ void GLBackend::checkGLError() {
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void GLBackend::do_draw(Batch& batch, uint32 paramOffset) {
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updateInput();
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updateTransform();
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Primitive primitiveType = (Primitive)batch._params[paramOffset + 2]._uint;
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GLenum mode = _primitiveToGLmode[primitiveType];
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@ -195,6 +196,7 @@ void GLBackend::do_draw(Batch& batch, uint32 paramOffset) {
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void GLBackend::do_drawIndexed(Batch& batch, uint32 paramOffset) {
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updateInput();
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updateTransform();
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Primitive primitiveType = (Primitive)batch._params[paramOffset + 2]._uint;
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GLenum mode = _primitiveToGLmode[primitiveType];
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@ -425,6 +427,82 @@ void GLBackend::do_setIndexBuffer(Batch& batch, uint32 paramOffset) {
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CHECK_GL_ERROR();
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}
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// Transform Stage
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void GLBackend::do_setModelTransform(Batch& batch, uint32 paramOffset) {
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TransformPointer modelTransform = batch._transforms.get(batch._params[paramOffset]._uint);
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if (_transform._model.isNull() || (modelTransform != _transform._model)) {
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_transform._model = modelTransform;
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_transform._invalidModel = true;
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}
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}
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void GLBackend::do_setViewTransform(Batch& batch, uint32 paramOffset) {
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TransformPointer viewTransform = batch._transforms.get(batch._params[paramOffset]._uint);
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if (_transform._view.isNull() || (viewTransform != _transform._view)) {
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_transform._view = viewTransform;
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_transform._invalidView = true;
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}
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}
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void GLBackend::do_setProjectionTransform(Batch& batch, uint32 paramOffset) {
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TransformPointer projectionTransform = batch._transforms.get(batch._params[paramOffset]._uint);
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if (_transform._projection.isNull() || (projectionTransform != _transform._projection)) {
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_transform._projection = projectionTransform;
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_transform._invalidProj = true;
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}
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}
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void GLBackend::updateTransform() {
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if (_transform._invalidProj) {
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// TODO: implement the projection matrix assignment to gl state
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/* if (_transform._lastMode != GL_PROJECTION) {
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glMatrixMode(GL_PROJECTION);
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_transform._lastMode = GL_PROJECTION;
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}
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CHECK_GL_ERROR();*/
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_transform._invalidProj;
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}
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if (_transform._invalidModel || _transform._invalidView) {
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if (!_transform._model.isNull()) {
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if (_transform._lastMode != GL_MODELVIEW) {
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glMatrixMode(GL_MODELVIEW);
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_transform._lastMode = GL_MODELVIEW;
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}
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Transform::Mat4 modelView;
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if (!_transform._view.isNull()) {
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Transform mvx;
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Transform::inverseMult(mvx, (*_transform._view), (*_transform._model));
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mvx.getMatrix(modelView);
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} else {
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_transform._model->getMatrix(modelView);
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}
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glLoadMatrixf(reinterpret_cast< const GLfloat* >(&modelView));
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} else {
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if (!_transform._view.isNull()) {
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if (_transform._lastMode != GL_MODELVIEW) {
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glMatrixMode(GL_MODELVIEW);
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_transform._lastMode = GL_MODELVIEW;
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}
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Transform::Mat4 modelView;
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_transform._view->getInverseMatrix(modelView);
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glLoadMatrixf(reinterpret_cast< const GLfloat* >(&modelView));
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} else {
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// TODO: eventually do something about the matrix when neither view nor model is specified?
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// glLoadIdentity();
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}
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}
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CHECK_GL_ERROR();
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_transform._invalidModel = false;
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_transform._invalidView = false;
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}
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}
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// TODO: As long as we have gl calls explicitely issued from interface
|
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// code, we need to be able to record and batch these calls. THe long
|
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// term strategy is to get rid of any GL calls in favor of the HIFI GPU API
|
||||
|
|
|
@ -52,11 +52,22 @@ public:
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|
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protected:
|
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|
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// Draw Stage
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void do_draw(Batch& batch, uint32 paramOffset);
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void do_drawIndexed(Batch& batch, uint32 paramOffset);
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void do_drawInstanced(Batch& batch, uint32 paramOffset);
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void do_drawIndexedInstanced(Batch& batch, uint32 paramOffset);
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// Input Stage
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void do_setInputFormat(Batch& batch, uint32 paramOffset);
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void do_setInputBuffer(Batch& batch, uint32 paramOffset);
|
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void do_setIndexBuffer(Batch& batch, uint32 paramOffset);
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void updateInput();
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bool _needInputFormatUpdate;
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Stream::FormatPointer _inputFormat;
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typedef std::bitset<MAX_NUM_INPUT_BUFFERS> InputBuffersState;
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InputBuffersState _inputBuffersState;
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Buffers _inputBuffers;
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Offsets _inputBufferOffsets;
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Offsets _inputBufferStrides;
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|
@ -68,18 +79,31 @@ protected:
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typedef std::bitset<MAX_NUM_ATTRIBUTES> InputActivationCache;
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InputActivationCache _inputAttributeActivation;
|
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|
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void do_draw(Batch& batch, uint32 paramOffset);
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void do_drawIndexed(Batch& batch, uint32 paramOffset);
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void do_drawInstanced(Batch& batch, uint32 paramOffset);
|
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void do_drawIndexedInstanced(Batch& batch, uint32 paramOffset);
|
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// Transform Stage
|
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void do_setModelTransform(Batch& batch, uint32 paramOffset);
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void do_setViewTransform(Batch& batch, uint32 paramOffset);
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void do_setProjectionTransform(Batch& batch, uint32 paramOffset);
|
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|
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void updateInput();
|
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void do_setInputFormat(Batch& batch, uint32 paramOffset);
|
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|
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void do_setInputBuffer(Batch& batch, uint32 paramOffset);
|
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void updateTransform();
|
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struct TransformStageState {
|
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TransformPointer _model;
|
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TransformPointer _view;
|
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TransformPointer _projection;
|
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bool _invalidModel;
|
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bool _invalidView;
|
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bool _invalidProj;
|
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|
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void do_setVertexBuffer(Batch& batch, uint32 paramOffset);
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void do_setIndexBuffer(Batch& batch, uint32 paramOffset);
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GLenum _lastMode;
|
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|
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TransformStageState() :
|
||||
_model(0),
|
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_view(0),
|
||||
_projection(0),
|
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_invalidModel(true),
|
||||
_invalidView(true),
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||||
_invalidProj(true),
|
||||
_lastMode(GL_TEXTURE) {}
|
||||
} _transform;
|
||||
|
||||
// TODO: As long as we have gl calls explicitely issued from interface
|
||||
// code, we need to be able to record and batch these calls. THe long
|
||||
|
|
|
@ -551,8 +551,19 @@ bool Model::render(float alpha, RenderMode mode, RenderArgs* args) {
|
|||
}
|
||||
|
||||
// Let's introduce a gpu::Batch to capture all the calls to the graphics api
|
||||
gpu::Batch batch;
|
||||
_renderBatch.clear();
|
||||
gpu::Batch& batch = _renderBatch;
|
||||
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()));
|
||||
// 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]);
|
||||
|
||||
GLBATCH(glDisable)(GL_COLOR_MATERIAL);
|
||||
|
||||
|
@ -677,11 +688,12 @@ bool Model::render(float alpha, RenderMode mode, RenderArgs* args) {
|
|||
GLBATCH(glBindBuffer)(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
|
||||
GLBATCH(glPopMatrix)();
|
||||
|
||||
// Render!
|
||||
{
|
||||
PROFILE_RANGE("render Batch");
|
||||
::gpu::GLBackend::renderBatch(batch);
|
||||
batch.clear();
|
||||
}
|
||||
|
||||
// restore all the default material settings
|
||||
|
@ -1849,20 +1861,17 @@ int Model::renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, fl
|
|||
}
|
||||
|
||||
GLBATCH(glPushMatrix)();
|
||||
//Application::getInstance()->loadTranslatedViewMatrix(_translation);
|
||||
GLBATCH(glLoadMatrixf)((const GLfloat*)&Application::getInstance()->getUntranslatedViewMatrix());
|
||||
glm::vec3 viewMatTranslation = Application::getInstance()->getViewMatrixTranslation();
|
||||
GLBATCH(glTranslatef)(_translation.x + viewMatTranslation.x, _translation.y + viewMatTranslation.y,
|
||||
_translation.z + viewMatTranslation.z);
|
||||
|
||||
const MeshState& state = _meshStates.at(i);
|
||||
if (state.clusterMatrices.size() > 1) {
|
||||
GLBATCH(glUniformMatrix4fv)(skinLocations->clusterMatrices, state.clusterMatrices.size(), false,
|
||||
(const float*)state.clusterMatrices.constData());
|
||||
batch.setModelTransform(gpu::TransformPointer());
|
||||
} else {
|
||||
GLBATCH(glMultMatrixf)((const GLfloat*)&state.clusterMatrices[0]);
|
||||
gpu::TransformPointer modelTransform(new gpu::Transform(state.clusterMatrices[0]));
|
||||
batch.setModelTransform(modelTransform);
|
||||
}
|
||||
|
||||
|
||||
if (mesh.blendshapes.isEmpty()) {
|
||||
batch.setInputFormat(networkMesh._vertexFormat);
|
||||
batch.setInputStream(0, *networkMesh._vertexStream);
|
||||
|
|
|
@ -16,6 +16,7 @@
|
|||
#include <QObject>
|
||||
#include <QUrl>
|
||||
|
||||
#include "Transform.h"
|
||||
#include <AABox.h>
|
||||
#include <AnimationCache.h>
|
||||
#include <PhysicsEntity.h>
|
||||
|
@ -36,11 +37,9 @@ class ViewFrustum;
|
|||
typedef QSharedPointer<AnimationHandle> AnimationHandlePointer;
|
||||
typedef QWeakPointer<AnimationHandle> WeakAnimationHandlePointer;
|
||||
|
||||
namespace gpu {
|
||||
class Batch;
|
||||
}
|
||||
|
||||
#include "gpu/Stream.h"
|
||||
#include "gpu/Batch.h"
|
||||
|
||||
/// A generic 3D model displaying geometry loaded from a URL.
|
||||
class Model : public QObject, public PhysicsEntity {
|
||||
|
@ -283,7 +282,9 @@ private:
|
|||
QUrl _url;
|
||||
|
||||
gpu::Buffers _blendedVertexBuffers;
|
||||
|
||||
gpu::Transforms _transforms;
|
||||
gpu::Batch _renderBatch;
|
||||
|
||||
QVector<QVector<QSharedPointer<Texture> > > _dilatedTextures;
|
||||
|
||||
QVector<Model*> _attachments;
|
||||
|
|
|
@ -919,7 +919,9 @@ void SetSpannerTool::applyEdit(const AttributePointer& attribute, const SharedOb
|
|||
Application::getInstance()->setupWorldLight();
|
||||
|
||||
Application::getInstance()->updateUntranslatedViewMatrix();
|
||||
|
||||
// TODO: assign an equivalent viewTransform object to the application to match the current path which uses glMatrixStack
|
||||
// setViewTransform(viewTransform);
|
||||
|
||||
const glm::vec4 OPAQUE_WHITE(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
spannerData->getRenderer()->render(OPAQUE_WHITE, SpannerRenderer::DIFFUSE_MODE, glm::vec3(), 0.0f);
|
||||
|
||||
|
|
71
libraries/shared/src/Transform.cpp
Normal file
71
libraries/shared/src/Transform.cpp
Normal file
|
@ -0,0 +1,71 @@
|
|||
//
|
||||
// Transform.cpp
|
||||
// shared/src/gpu
|
||||
//
|
||||
// Created by Sam Gateau on 11/4/2014.
|
||||
// Copyright 2014 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
|
||||
//
|
||||
|
||||
#include "Transform.h"
|
||||
|
||||
|
||||
void Transform::evalRotationScale(Quat& rotation, Vec3& scale, const Mat3& rotationScaleMatrix) {
|
||||
const float ACCURACY_THREASHOLD = 0.00001f;
|
||||
|
||||
// Following technique taken from:
|
||||
// http://callumhay.blogspot.com/2010/10/decomposing-affine-transforms.html
|
||||
// Extract the rotation component - this is done using polar decompostion, where
|
||||
// we successively average the matrix with its inverse transpose until there is
|
||||
// no/a very small difference between successive averages
|
||||
float norm;
|
||||
int count = 0;
|
||||
Mat3 rotationMat = rotationScaleMatrix;
|
||||
do {
|
||||
Mat3 currInvTranspose = glm::inverse(glm::transpose(rotationMat));
|
||||
|
||||
Mat3 nextRotation = 0.5f * (rotationMat + currInvTranspose);
|
||||
|
||||
norm = 0.0;
|
||||
for (int i = 0; i < 3; i++) {
|
||||
float n = static_cast<float>(
|
||||
fabs(rotationMat[0][i] - nextRotation[0][i]) +
|
||||
fabs(rotationMat[1][i] - nextRotation[1][i]) +
|
||||
fabs(rotationMat[2][i] - nextRotation[2][i]));
|
||||
norm = (norm > n ? norm : n);
|
||||
}
|
||||
rotationMat = nextRotation;
|
||||
} while (count < 100 && norm > ACCURACY_THREASHOLD);
|
||||
|
||||
|
||||
// extract scale of the matrix as the length of each axis
|
||||
Mat3 scaleMat = glm::inverse(rotationMat) * rotationScaleMatrix;
|
||||
|
||||
scale = glm::max(Vec3(ACCURACY_THREASHOLD), Vec3(scaleMat[0][0], scaleMat[1][1], scaleMat[2][2]));
|
||||
|
||||
// Let's work on a local matrix containing rotation only
|
||||
Mat3 matRot(
|
||||
rotationScaleMatrix[0] / scale.x,
|
||||
rotationScaleMatrix[1] / scale.y,
|
||||
rotationScaleMatrix[2] / scale.z);
|
||||
|
||||
// Beware!!! needs to detect for the case there is a negative scale
|
||||
// Based on the determinant sign we just can flip the scale sign of one component: we choose X axis
|
||||
float determinant = glm::determinant(matRot);
|
||||
if (determinant < 0.f) {
|
||||
scale.x = -scale.x;
|
||||
matRot[0] *= -1.f;
|
||||
}
|
||||
|
||||
// Beware: even though the matRot is supposed to be normalized at that point,
|
||||
// glm::quat_cast doesn't always return a normalized quaternion...
|
||||
// rotation = glm::normalize(glm::quat_cast(matRot));
|
||||
rotation = (glm::quat_cast(matRot));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
397
libraries/shared/src/Transform.h
Normal file
397
libraries/shared/src/Transform.h
Normal file
|
@ -0,0 +1,397 @@
|
|||
//
|
||||
// Transform.h
|
||||
// shared/src/gpu
|
||||
//
|
||||
// Created by Sam Gateau on 11/4/2014.
|
||||
// Copyright 2014 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_gpu_Transform_h
|
||||
#define hifi_gpu_Transform_h
|
||||
|
||||
#include <assert.h>
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/quaternion.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
|
||||
#include <bitset>
|
||||
|
||||
class Transform {
|
||||
public:
|
||||
typedef glm::mat4 Mat4;
|
||||
typedef glm::mat3 Mat3;
|
||||
typedef glm::vec4 Vec4;
|
||||
typedef glm::vec3 Vec3;
|
||||
typedef glm::vec2 Vec2;
|
||||
typedef glm::quat Quat;
|
||||
|
||||
Transform() :
|
||||
_translation(0),
|
||||
_rotation(1.0f, 0, 0, 0),
|
||||
_scale(1.0f),
|
||||
_flags(FLAG_CACHE_INVALID_BITSET) // invalid cache
|
||||
{
|
||||
}
|
||||
Transform(const Transform& transform) :
|
||||
_translation(transform._translation),
|
||||
_rotation(transform._rotation),
|
||||
_scale(transform._scale),
|
||||
_flags(transform._flags)
|
||||
{
|
||||
invalidCache();
|
||||
}
|
||||
Transform(const Mat4& raw) {
|
||||
evalFromRawMatrix(raw);
|
||||
}
|
||||
~Transform() {}
|
||||
|
||||
void setIdentity();
|
||||
|
||||
const Vec3& getTranslation() const;
|
||||
void setTranslation(const Vec3& translation);
|
||||
void preTranslate(const Vec3& translation);
|
||||
void postTranslate(const Vec3& translation);
|
||||
|
||||
const Quat& getRotation() const;
|
||||
void setRotation(const Quat& rotation);
|
||||
void preRotate(const Quat& rotation);
|
||||
void postRotate(const Quat& rotation);
|
||||
|
||||
const Vec3& getScale() const;
|
||||
void setScale(float scale);
|
||||
void setScale(const Vec3& scale);
|
||||
void postScale(float scale);
|
||||
void postScale(const Vec3& scale);
|
||||
|
||||
bool isIdentity() const { return (_flags & ~Flags(FLAG_CACHE_INVALID_BITSET)).none(); }
|
||||
bool isTranslating() const { return _flags[FLAG_TRANSLATION]; }
|
||||
bool isRotating() const { return _flags[FLAG_ROTATION]; }
|
||||
bool isScaling() const { return _flags[FLAG_SCALING]; }
|
||||
bool isUniform() const { return !isNonUniform(); }
|
||||
bool isNonUniform() const { return _flags[FLAG_NON_UNIFORM]; }
|
||||
|
||||
void evalFromRawMatrix(const Mat4& matrix);
|
||||
void evalFromRawMatrix(const Mat3& rotationScalematrix);
|
||||
|
||||
Mat4& getMatrix(Mat4& result) const;
|
||||
Mat4& getInverseMatrix(Mat4& result) const;
|
||||
|
||||
Transform& evalInverse(Transform& result) const;
|
||||
|
||||
static void evalRotationScale(Quat& rotation, Vec3& scale, const Mat3& rotationScaleMatrix);
|
||||
|
||||
static Transform& mult(Transform& result, const Transform& left, const Transform& right);
|
||||
|
||||
// Left will be inversed before the multiplication
|
||||
static Transform& inverseMult(Transform& result, const Transform& left, const Transform& right);
|
||||
|
||||
|
||||
protected:
|
||||
|
||||
enum Flag {
|
||||
FLAG_CACHE_INVALID = 0,
|
||||
|
||||
FLAG_TRANSLATION,
|
||||
FLAG_ROTATION,
|
||||
FLAG_SCALING,
|
||||
FLAG_NON_UNIFORM,
|
||||
FLAG_ZERO_SCALE,
|
||||
|
||||
FLAG_PROJECTION,
|
||||
|
||||
NUM_FLAGS,
|
||||
|
||||
FLAG_CACHE_INVALID_BITSET = 1,
|
||||
};
|
||||
typedef std::bitset<NUM_FLAGS> Flags;
|
||||
|
||||
|
||||
// TRS
|
||||
Vec3 _translation;
|
||||
Quat _rotation;
|
||||
Vec3 _scale;
|
||||
|
||||
mutable Flags _flags;
|
||||
|
||||
// Cached transform
|
||||
mutable Mat4 _matrix;
|
||||
|
||||
bool isCacheInvalid() const { return _flags[FLAG_CACHE_INVALID]; }
|
||||
void validCache() const { _flags.set(FLAG_CACHE_INVALID, false); }
|
||||
void invalidCache() const { _flags.set(FLAG_CACHE_INVALID, true); }
|
||||
|
||||
void flagTranslation() { _flags.set(FLAG_TRANSLATION, true); }
|
||||
void flagRotation() { _flags.set(FLAG_ROTATION, true); }
|
||||
|
||||
void flagScaling() { _flags.set(FLAG_SCALING, true); }
|
||||
void unflagScaling() { _flags.set(FLAG_SCALING, false); }
|
||||
|
||||
|
||||
void flagUniform() { _flags.set(FLAG_NON_UNIFORM, false); }
|
||||
void flagNonUniform() { _flags.set(FLAG_NON_UNIFORM, true); }
|
||||
|
||||
void updateCache() const;
|
||||
};
|
||||
|
||||
inline void Transform::setIdentity() {
|
||||
_translation = Vec3(0);
|
||||
_rotation = Quat(1.0f, 0, 0, 0);
|
||||
_scale = Vec3(1.0f);
|
||||
_flags = Flags(FLAG_CACHE_INVALID_BITSET);
|
||||
}
|
||||
|
||||
inline const Transform::Vec3& Transform::getTranslation() const {
|
||||
return _translation;
|
||||
}
|
||||
|
||||
inline void Transform::setTranslation(const Vec3& translation) {
|
||||
invalidCache();
|
||||
flagTranslation();
|
||||
_translation = translation;
|
||||
}
|
||||
|
||||
inline void Transform::preTranslate(const Vec3& translation) {
|
||||
invalidCache();
|
||||
flagTranslation();
|
||||
_translation += translation;
|
||||
}
|
||||
|
||||
inline void Transform::postTranslate(const Vec3& translation) {
|
||||
invalidCache();
|
||||
flagTranslation();
|
||||
|
||||
Vec3 scaledT = translation;
|
||||
if (isScaling()) scaledT *= _scale;
|
||||
|
||||
if (isRotating()) {
|
||||
_translation += glm::rotate(_rotation, scaledT);
|
||||
} else {
|
||||
_translation += scaledT;
|
||||
}
|
||||
}
|
||||
|
||||
inline const Transform::Quat& Transform::getRotation() const {
|
||||
return _rotation;
|
||||
}
|
||||
|
||||
inline void Transform::setRotation(const Quat& rotation) {
|
||||
invalidCache();
|
||||
flagRotation();
|
||||
_rotation = rotation;
|
||||
}
|
||||
|
||||
inline void Transform::preRotate(const Quat& rotation) {
|
||||
invalidCache();
|
||||
if (isRotating()) {
|
||||
_rotation = rotation * _rotation;
|
||||
} else {
|
||||
_rotation = rotation;
|
||||
}
|
||||
flagRotation();
|
||||
_translation = glm::rotate(rotation, _translation);
|
||||
}
|
||||
|
||||
inline void Transform::postRotate(const Quat& rotation) {
|
||||
invalidCache();
|
||||
|
||||
if (isNonUniform()) {
|
||||
Quat newRot;
|
||||
Vec3 newScale;
|
||||
Mat3 scaleRot(glm::mat3_cast(rotation));
|
||||
scaleRot[0] *= _scale;
|
||||
scaleRot[1] *= _scale;
|
||||
scaleRot[2] *= _scale;
|
||||
evalRotationScale(newRot, newScale, scaleRot);
|
||||
|
||||
if (isRotating()) {
|
||||
_rotation *= newRot;
|
||||
} else {
|
||||
_rotation = newRot;
|
||||
}
|
||||
setScale(newScale);
|
||||
} else {
|
||||
if (isRotating()) {
|
||||
_rotation *= rotation;
|
||||
} else {
|
||||
_rotation = rotation;
|
||||
}
|
||||
}
|
||||
flagRotation();
|
||||
}
|
||||
|
||||
inline const Transform::Vec3& Transform::getScale() const {
|
||||
return _scale;
|
||||
}
|
||||
|
||||
inline void Transform::setScale(float scale) {
|
||||
invalidCache();
|
||||
flagUniform();
|
||||
if (scale == 1.0f) {
|
||||
unflagScaling();
|
||||
} else {
|
||||
flagScaling();
|
||||
}
|
||||
_scale = Vec3(scale);
|
||||
}
|
||||
|
||||
inline void Transform::setScale(const Vec3& scale) {
|
||||
if ((scale.x == scale.y) && (scale.x == scale.z)) {
|
||||
setScale(scale.x);
|
||||
} else {
|
||||
invalidCache();
|
||||
flagScaling();
|
||||
flagNonUniform();
|
||||
_scale = scale;
|
||||
}
|
||||
}
|
||||
|
||||
inline void Transform::postScale(float scale) {
|
||||
if (scale == 1.0f) return;
|
||||
if (isScaling()) {
|
||||
// if already scaling, just invalid cache and aply uniform scale
|
||||
invalidCache();
|
||||
_scale *= scale;
|
||||
} else {
|
||||
setScale(scale);
|
||||
}
|
||||
}
|
||||
|
||||
inline void Transform::postScale(const Vec3& scale) {
|
||||
invalidCache();
|
||||
if (isScaling()) {
|
||||
_scale *= scale;
|
||||
} else {
|
||||
_scale = scale;
|
||||
}
|
||||
flagScaling();
|
||||
}
|
||||
|
||||
inline Transform::Mat4& Transform::getMatrix(Transform::Mat4& result) const {
|
||||
updateCache();
|
||||
result = _matrix;
|
||||
return result;
|
||||
}
|
||||
|
||||
inline Transform::Mat4& Transform::getInverseMatrix(Transform::Mat4& result) const {
|
||||
Transform inverse;
|
||||
evalInverse(inverse);
|
||||
return inverse.getMatrix(result);
|
||||
}
|
||||
|
||||
inline void Transform::evalFromRawMatrix(const Mat4& matrix) {
|
||||
// for now works only in the case of TRS transformation
|
||||
if ((matrix[0][3] == 0) && (matrix[1][3] == 0) && (matrix[2][3] == 0) && (matrix[3][3] == 1.f)) {
|
||||
setTranslation(Vec3(matrix[3]));
|
||||
evalFromRawMatrix(Mat3(matrix));
|
||||
}
|
||||
}
|
||||
|
||||
inline void Transform::evalFromRawMatrix(const Mat3& rotationScaleMatrix) {
|
||||
Quat rotation;
|
||||
Vec3 scale;
|
||||
evalRotationScale(rotation, scale, rotationScaleMatrix);
|
||||
setRotation(rotation);
|
||||
setScale(scale);
|
||||
}
|
||||
|
||||
inline Transform& Transform::evalInverse(Transform& inverse) const {
|
||||
inverse.setIdentity();
|
||||
if (isScaling()) {
|
||||
// TODO: At some point we will face the case when scale is 0 and so 1/0 will blow up...
|
||||
// WHat should we do for this one?
|
||||
assert(_scale.x != 0);
|
||||
assert(_scale.y != 0);
|
||||
assert(_scale.z != 0);
|
||||
if (isNonUniform()) {
|
||||
inverse.setScale(Vec3(1.0f/_scale.x, 1.0f/_scale.y, 1.0f/_scale.z));
|
||||
} else {
|
||||
inverse.setScale(1.0f/_scale.x);
|
||||
}
|
||||
}
|
||||
if (isRotating()) {
|
||||
inverse.postRotate(glm::conjugate(_rotation));
|
||||
}
|
||||
if (isTranslating()) {
|
||||
inverse.postTranslate(-_translation);
|
||||
}
|
||||
return inverse;
|
||||
}
|
||||
|
||||
inline Transform& Transform::mult( Transform& result, const Transform& left, const Transform& right) {
|
||||
result = left;
|
||||
if (right.isTranslating()) {
|
||||
result.postTranslate(right.getTranslation());
|
||||
}
|
||||
if (right.isRotating()) {
|
||||
result.postRotate(right.getRotation());
|
||||
}
|
||||
if (right.isScaling()) {
|
||||
result.postScale(right.getScale());
|
||||
}
|
||||
|
||||
// HACK: In case of an issue in the Transform multiplication results, to make sure this code is
|
||||
// working properly uncomment the next 2 lines and compare the results, they should be the same...
|
||||
// Transform::Mat4 mv = left.getMatrix() * right.getMatrix();
|
||||
// Transform::Mat4 mv2 = result.getMatrix();
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
inline Transform& Transform::inverseMult( Transform& result, const Transform& left, const Transform& right) {
|
||||
result.setIdentity();
|
||||
|
||||
if (left.isScaling()) {
|
||||
const Vec3& s = left.getScale();
|
||||
result.setScale(Vec3(1.0f / s.x, 1.0f / s.y, 1.0f / s.z));
|
||||
}
|
||||
if (left.isRotating()) {
|
||||
result.postRotate(glm::conjugate(left.getRotation()));
|
||||
}
|
||||
if (left.isTranslating() || right.isTranslating()) {
|
||||
result.postTranslate(right.getTranslation() - left.getTranslation());
|
||||
}
|
||||
if (right.isRotating()) {
|
||||
result.postRotate(right.getRotation());
|
||||
}
|
||||
if (right.isScaling()) {
|
||||
result.postScale(right.getScale());
|
||||
}
|
||||
|
||||
// HACK: In case of an issue in the Transform multiplication results, to make sure this code is
|
||||
// working properly uncomment the next 2 lines and compare the results, they should be the same...
|
||||
// Transform::Mat4 mv = left.getMatrix() * right.getMatrix();
|
||||
// Transform::Mat4 mv2 = result.getMatrix();
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
inline void Transform::updateCache() const {
|
||||
if (isCacheInvalid()) {
|
||||
if (isRotating()) {
|
||||
Mat3 rot = glm::mat3_cast(_rotation);
|
||||
|
||||
if (isScaling()) {
|
||||
rot[0] *= _scale.x;
|
||||
rot[1] *= _scale.y;
|
||||
rot[2] *= _scale.z;
|
||||
}
|
||||
|
||||
_matrix[0] = Vec4(rot[0], 0.f);
|
||||
_matrix[1] = Vec4(rot[1], 0.f);
|
||||
_matrix[2] = Vec4(rot[2], 0.f);
|
||||
} else {
|
||||
_matrix[0] = Vec4(_scale.x, 0.f, 0.f, 0.f);
|
||||
_matrix[1] = Vec4(0.f, _scale.y, 0.f, 0.f);
|
||||
_matrix[2] = Vec4(0.f, 0.f, _scale.z, 0.f);
|
||||
}
|
||||
|
||||
_matrix[3] = Vec4(_translation, 1.0f);
|
||||
validCache();
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
Loading…
Reference in a new issue