mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 11:45:36 +02:00
Merge pull request #3799 from samcake/temp0
improvement on stereo rendering (but not Occulus....)
This commit is contained in:
commit
8485a07352
12 changed files with 152 additions and 139 deletions
|
@ -2878,7 +2878,7 @@ QImage Application::renderAvatarBillboard() {
|
|||
return image;
|
||||
}
|
||||
|
||||
void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
|
||||
void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly, RenderArgs::RenderSide renderSide) {
|
||||
PROFILE_RANGE(__FUNCTION__);
|
||||
PerformanceTimer perfTimer("display");
|
||||
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "Application::displaySide()");
|
||||
|
@ -3025,7 +3025,7 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly) {
|
|||
PerformanceTimer perfTimer("entities");
|
||||
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
|
||||
"Application::displaySide() ... entities...");
|
||||
_entities.render();
|
||||
_entities.render(RenderArgs::DEFAULT_RENDER_MODE, renderSide);
|
||||
}
|
||||
|
||||
// render JS/scriptable overlays
|
||||
|
|
|
@ -265,7 +265,7 @@ public:
|
|||
|
||||
QImage renderAvatarBillboard();
|
||||
|
||||
void displaySide(Camera& whichCamera, bool selfAvatarOnly = false);
|
||||
void displaySide(Camera& whichCamera, bool selfAvatarOnly = false, RenderArgs::RenderSide renderSide = RenderArgs::MONO);
|
||||
|
||||
/// Stores the current modelview matrix as the untranslated view matrix to use for transforms and the supplied vector as
|
||||
/// the view matrix translation.
|
||||
|
|
|
@ -126,7 +126,7 @@ void TV3DManager::display(Camera& whichCamera) {
|
|||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
Application::getInstance()->displaySide(whichCamera);
|
||||
Application::getInstance()->displaySide(whichCamera, false, RenderArgs::STEREO_LEFT);
|
||||
|
||||
if (displayOverlays) {
|
||||
applicationOverlay.displayOverlayTexture3DTV(whichCamera, _aspect, fov);
|
||||
|
@ -156,7 +156,7 @@ void TV3DManager::display(Camera& whichCamera) {
|
|||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
Application::getInstance()->displaySide(whichCamera);
|
||||
Application::getInstance()->displaySide(whichCamera, false, RenderArgs::STEREO_RIGHT);
|
||||
|
||||
if (displayOverlays) {
|
||||
applicationOverlay.displayOverlayTexture3DTV(whichCamera, _aspect, fov);
|
||||
|
|
|
@ -252,15 +252,15 @@ void EntityTreeRenderer::checkEnterLeaveEntities() {
|
|||
}
|
||||
}
|
||||
|
||||
void EntityTreeRenderer::render(RenderArgs::RenderMode renderMode) {
|
||||
void EntityTreeRenderer::render(RenderArgs::RenderMode renderMode, RenderArgs::RenderSide renderSide) {
|
||||
bool dontRenderAsScene = !Menu::getInstance()->isOptionChecked(MenuOption::RenderEntitiesAsScene);
|
||||
|
||||
if (dontRenderAsScene) {
|
||||
OctreeRenderer::render(renderMode);
|
||||
OctreeRenderer::render(renderMode, renderSide);
|
||||
} else {
|
||||
if (_tree) {
|
||||
Model::startScene();
|
||||
RenderArgs args = { this, _viewFrustum, getSizeScale(), getBoundaryLevelAdjust(), renderMode,
|
||||
Model::startScene(renderSide);
|
||||
RenderArgs args = { this, _viewFrustum, getSizeScale(), getBoundaryLevelAdjust(), renderMode, renderSide,
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
|
||||
_tree->lockForRead();
|
||||
_tree->recurseTreeWithOperation(renderOperation, &args);
|
||||
|
|
|
@ -56,7 +56,7 @@ public:
|
|||
void processEraseMessage(const QByteArray& dataByteArray, const SharedNodePointer& sourceNode);
|
||||
|
||||
virtual void init();
|
||||
virtual void render(RenderArgs::RenderMode renderMode = RenderArgs::DEFAULT_RENDER_MODE);
|
||||
virtual void render(RenderArgs::RenderMode renderMode = RenderArgs::DEFAULT_RENDER_MODE, RenderArgs::RenderSide renderSide = RenderArgs::MONO);
|
||||
|
||||
virtual const FBXGeometry* getGeometryForEntity(const EntityItem* entityItem);
|
||||
virtual const Model* getModelForEntityItem(const EntityItem* entityItem);
|
||||
|
|
|
@ -1484,8 +1484,10 @@ void Model::deleteGeometry() {
|
|||
// Scene rendering support
|
||||
QVector<Model*> Model::_modelsInScene;
|
||||
gpu::Batch Model::_sceneRenderBatch;
|
||||
void Model::startScene() {
|
||||
_modelsInScene.clear();
|
||||
void Model::startScene(RenderArgs::RenderSide renderSide) {
|
||||
if (renderSide != RenderArgs::STEREO_RIGHT) {
|
||||
_modelsInScene.clear();
|
||||
}
|
||||
}
|
||||
|
||||
void Model::setupBatchTransform(gpu::Batch& batch) {
|
||||
|
@ -1503,146 +1505,155 @@ void Model::setupBatchTransform(gpu::Batch& batch) {
|
|||
void Model::endScene(RenderMode mode, RenderArgs* args) {
|
||||
PROFILE_RANGE(__FUNCTION__);
|
||||
|
||||
// Let's introduce a gpu::Batch to capture all the calls to the graphics api
|
||||
_sceneRenderBatch.clear();
|
||||
gpu::Batch& batch = _sceneRenderBatch;
|
||||
RenderArgs::RenderSide renderSide = RenderArgs::MONO;
|
||||
if (args) {
|
||||
renderSide = args->_renderSide;
|
||||
}
|
||||
|
||||
GLBATCH(glDisable)(GL_COLOR_MATERIAL);
|
||||
// Do the rendering batch creation for mono or left eye, not for right eye
|
||||
if (renderSide != RenderArgs::STEREO_RIGHT) {
|
||||
// Let's introduce a gpu::Batch to capture all the calls to the graphics api
|
||||
_sceneRenderBatch.clear();
|
||||
gpu::Batch& batch = _sceneRenderBatch;
|
||||
|
||||
GLBATCH(glDisable)(GL_COLOR_MATERIAL);
|
||||
|
||||
if (mode == DIFFUSE_RENDER_MODE || mode == NORMAL_RENDER_MODE) {
|
||||
GLBATCH(glDisable)(GL_CULL_FACE);
|
||||
} else {
|
||||
GLBATCH(glEnable)(GL_CULL_FACE);
|
||||
if (mode == SHADOW_RENDER_MODE) {
|
||||
GLBATCH(glCullFace)(GL_FRONT);
|
||||
}
|
||||
}
|
||||
|
||||
// render opaque meshes with alpha testing
|
||||
|
||||
GLBATCH(glDisable)(GL_BLEND);
|
||||
GLBATCH(glEnable)(GL_ALPHA_TEST);
|
||||
|
||||
if (mode == DIFFUSE_RENDER_MODE || mode == NORMAL_RENDER_MODE) {
|
||||
GLBATCH(glDisable)(GL_CULL_FACE);
|
||||
} else {
|
||||
GLBATCH(glEnable)(GL_CULL_FACE);
|
||||
if (mode == SHADOW_RENDER_MODE) {
|
||||
GLBATCH(glCullFace)(GL_FRONT);
|
||||
GLBATCH(glAlphaFunc)(GL_EQUAL, 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
// render opaque meshes with alpha testing
|
||||
|
||||
GLBATCH(glDisable)(GL_BLEND);
|
||||
GLBATCH(glEnable)(GL_ALPHA_TEST);
|
||||
|
||||
if (mode == SHADOW_RENDER_MODE) {
|
||||
GLBATCH(glAlphaFunc)(GL_EQUAL, 0.0f);
|
||||
}
|
||||
|
||||
|
||||
/*Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(
|
||||
mode == DEFAULT_RENDER_MODE || mode == DIFFUSE_RENDER_MODE,
|
||||
mode == DEFAULT_RENDER_MODE || mode == NORMAL_RENDER_MODE,
|
||||
mode == DEFAULT_RENDER_MODE);
|
||||
*/
|
||||
{
|
||||
GLenum buffers[3];
|
||||
int bufferCount = 0;
|
||||
if (mode == DEFAULT_RENDER_MODE || mode == DIFFUSE_RENDER_MODE) {
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
|
||||
/*Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(
|
||||
mode == DEFAULT_RENDER_MODE || mode == DIFFUSE_RENDER_MODE,
|
||||
mode == DEFAULT_RENDER_MODE || mode == NORMAL_RENDER_MODE,
|
||||
mode == DEFAULT_RENDER_MODE);
|
||||
*/
|
||||
{
|
||||
GLenum buffers[3];
|
||||
int bufferCount = 0;
|
||||
if (mode == DEFAULT_RENDER_MODE || mode == DIFFUSE_RENDER_MODE) {
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
|
||||
}
|
||||
if (mode == DEFAULT_RENDER_MODE || mode == NORMAL_RENDER_MODE) {
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
|
||||
}
|
||||
if (mode == DEFAULT_RENDER_MODE) {
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
|
||||
}
|
||||
GLBATCH(glDrawBuffers)(bufferCount, buffers);
|
||||
}
|
||||
if (mode == DEFAULT_RENDER_MODE || mode == NORMAL_RENDER_MODE) {
|
||||
|
||||
const float DEFAULT_ALPHA_THRESHOLD = 0.5f;
|
||||
|
||||
int opaqueMeshPartsRendered = 0;
|
||||
|
||||
// now, for each model in the scene, render the mesh portions
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, true, args);
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, true, args);
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, true, args);
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, true, args);
|
||||
|
||||
// render translucent meshes afterwards
|
||||
//Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(false, true, true);
|
||||
{
|
||||
GLenum buffers[2];
|
||||
int bufferCount = 0;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
|
||||
}
|
||||
if (mode == DEFAULT_RENDER_MODE) {
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
|
||||
GLBATCH(glDrawBuffers)(bufferCount, buffers);
|
||||
}
|
||||
GLBATCH(glDrawBuffers)(bufferCount, buffers);
|
||||
|
||||
int translucentParts = 0;
|
||||
const float MOSTLY_OPAQUE_THRESHOLD = 0.75f;
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, false, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, true, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, false, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, true, false, false, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, true, false, true, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, true, true, false, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, true, true, true, args);
|
||||
|
||||
GLBATCH(glDisable)(GL_ALPHA_TEST);
|
||||
GLBATCH(glEnable)(GL_BLEND);
|
||||
GLBATCH(glDepthMask)(false);
|
||||
GLBATCH(glDepthFunc)(GL_LEQUAL);
|
||||
|
||||
//Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(true);
|
||||
{
|
||||
GLenum buffers[1];
|
||||
int bufferCount = 0;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
|
||||
GLBATCH(glDrawBuffers)(bufferCount, buffers);
|
||||
}
|
||||
|
||||
if (mode == DEFAULT_RENDER_MODE || mode == DIFFUSE_RENDER_MODE) {
|
||||
const float MOSTLY_TRANSPARENT_THRESHOLD = 0.0f;
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, true, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, false, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, false, false, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, false, true, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, true, false, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, true, true, args);
|
||||
}
|
||||
|
||||
GLBATCH(glDepthMask)(true);
|
||||
GLBATCH(glDepthFunc)(GL_LESS);
|
||||
GLBATCH(glDisable)(GL_CULL_FACE);
|
||||
|
||||
if (mode == SHADOW_RENDER_MODE) {
|
||||
GLBATCH(glCullFace)(GL_BACK);
|
||||
}
|
||||
|
||||
// deactivate vertex arrays after drawing
|
||||
GLBATCH(glDisableClientState)(GL_NORMAL_ARRAY);
|
||||
GLBATCH(glDisableClientState)(GL_VERTEX_ARRAY);
|
||||
GLBATCH(glDisableClientState)(GL_TEXTURE_COORD_ARRAY);
|
||||
GLBATCH(glDisableClientState)(GL_COLOR_ARRAY);
|
||||
GLBATCH(glDisableVertexAttribArray)(gpu::Stream::TANGENT);
|
||||
GLBATCH(glDisableVertexAttribArray)(gpu::Stream::SKIN_CLUSTER_INDEX);
|
||||
GLBATCH(glDisableVertexAttribArray)(gpu::Stream::SKIN_CLUSTER_WEIGHT);
|
||||
|
||||
// bind with 0 to switch back to normal operation
|
||||
GLBATCH(glBindBuffer)(GL_ARRAY_BUFFER, 0);
|
||||
GLBATCH(glBindBuffer)(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
if (args) {
|
||||
args->_translucentMeshPartsRendered = translucentParts;
|
||||
args->_opaqueMeshPartsRendered = opaqueMeshPartsRendered;
|
||||
}
|
||||
|
||||
const float DEFAULT_ALPHA_THRESHOLD = 0.5f;
|
||||
|
||||
int opaqueMeshPartsRendered = 0;
|
||||
|
||||
// now, for each model in the scene, render the mesh portions
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, true, args);
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, true, args);
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, true, args);
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, false, args);
|
||||
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, true, args);
|
||||
|
||||
// render translucent meshes afterwards
|
||||
//Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(false, true, true);
|
||||
{
|
||||
GLenum buffers[2];
|
||||
int bufferCount = 0;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
|
||||
GLBATCH(glDrawBuffers)(bufferCount, buffers);
|
||||
}
|
||||
|
||||
int translucentParts = 0;
|
||||
const float MOSTLY_OPAQUE_THRESHOLD = 0.75f;
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, false, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, true, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, false, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, true, false, false, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, true, false, true, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, true, true, false, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, true, true, true, args);
|
||||
|
||||
GLBATCH(glDisable)(GL_ALPHA_TEST);
|
||||
GLBATCH(glEnable)(GL_BLEND);
|
||||
GLBATCH(glDepthMask)(false);
|
||||
GLBATCH(glDepthFunc)(GL_LEQUAL);
|
||||
|
||||
//Application::getInstance()->getTextureCache()->setPrimaryDrawBuffers(true);
|
||||
{
|
||||
GLenum buffers[1];
|
||||
int bufferCount = 0;
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
|
||||
GLBATCH(glDrawBuffers)(bufferCount, buffers);
|
||||
}
|
||||
|
||||
if (mode == DEFAULT_RENDER_MODE || mode == DIFFUSE_RENDER_MODE) {
|
||||
const float MOSTLY_TRANSPARENT_THRESHOLD = 0.0f;
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, true, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, false, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, false, false, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, false, true, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, true, false, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, true, true, args);
|
||||
}
|
||||
|
||||
GLBATCH(glDepthMask)(true);
|
||||
GLBATCH(glDepthFunc)(GL_LESS);
|
||||
GLBATCH(glDisable)(GL_CULL_FACE);
|
||||
|
||||
if (mode == SHADOW_RENDER_MODE) {
|
||||
GLBATCH(glCullFace)(GL_BACK);
|
||||
}
|
||||
|
||||
// deactivate vertex arrays after drawing
|
||||
GLBATCH(glDisableClientState)(GL_NORMAL_ARRAY);
|
||||
GLBATCH(glDisableClientState)(GL_VERTEX_ARRAY);
|
||||
GLBATCH(glDisableClientState)(GL_TEXTURE_COORD_ARRAY);
|
||||
GLBATCH(glDisableClientState)(GL_COLOR_ARRAY);
|
||||
GLBATCH(glDisableVertexAttribArray)(gpu::Stream::TANGENT);
|
||||
GLBATCH(glDisableVertexAttribArray)(gpu::Stream::SKIN_CLUSTER_INDEX);
|
||||
GLBATCH(glDisableVertexAttribArray)(gpu::Stream::SKIN_CLUSTER_WEIGHT);
|
||||
|
||||
// bind with 0 to switch back to normal operation
|
||||
GLBATCH(glBindBuffer)(GL_ARRAY_BUFFER, 0);
|
||||
GLBATCH(glBindBuffer)(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
|
||||
// Render!
|
||||
{
|
||||
PROFILE_RANGE("render Batch");
|
||||
::gpu::GLBackend::renderBatch(batch);
|
||||
::gpu::GLBackend::renderBatch(_sceneRenderBatch);
|
||||
}
|
||||
|
||||
// restore all the default material settings
|
||||
Application::getInstance()->setupWorldLight();
|
||||
|
||||
if (args) {
|
||||
args->_translucentMeshPartsRendered = translucentParts;
|
||||
args->_opaqueMeshPartsRendered = opaqueMeshPartsRendered;
|
||||
}
|
||||
}
|
||||
|
||||
bool Model::renderInScene(float alpha, RenderArgs* args) {
|
||||
|
|
|
@ -31,7 +31,7 @@
|
|||
class QScriptEngine;
|
||||
|
||||
class Shape;
|
||||
class RenderArgs;
|
||||
#include "RenderArgs.h"
|
||||
class ViewFrustum;
|
||||
|
||||
|
||||
|
@ -91,7 +91,7 @@ public:
|
|||
bool render(float alpha = 1.0f, RenderMode mode = DEFAULT_RENDER_MODE, RenderArgs* args = NULL);
|
||||
|
||||
// Scene rendering support
|
||||
static void startScene();
|
||||
static void startScene(RenderArgs::RenderSide renderSide);
|
||||
bool renderInScene(float alpha = 1.0f, RenderArgs* args = NULL);
|
||||
static void endScene(RenderMode mode = DEFAULT_RENDER_MODE, RenderArgs* args = NULL);
|
||||
|
||||
|
|
|
@ -86,14 +86,14 @@ void Overlays::render2D() {
|
|||
|
||||
RenderArgs args = { NULL, Application::getInstance()->getViewFrustum(),
|
||||
Menu::getInstance()->getVoxelSizeScale(), Menu::getInstance()->getBoundaryLevelAdjust(),
|
||||
RenderArgs::DEFAULT_RENDER_MODE, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
|
||||
RenderArgs::DEFAULT_RENDER_MODE, RenderArgs::MONO, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
|
||||
|
||||
foreach(Overlay* thisOverlay, _overlays2D) {
|
||||
thisOverlay->render(&args);
|
||||
}
|
||||
}
|
||||
|
||||
void Overlays::render3D(RenderArgs::RenderMode renderMode) {
|
||||
void Overlays::render3D(RenderArgs::RenderMode renderMode, RenderArgs::RenderSide renderSide) {
|
||||
QReadLocker lock(&_lock);
|
||||
if (_overlays3D.size() == 0) {
|
||||
return;
|
||||
|
@ -108,7 +108,7 @@ void Overlays::render3D(RenderArgs::RenderMode renderMode) {
|
|||
|
||||
RenderArgs args = { NULL, Application::getInstance()->getViewFrustum(),
|
||||
Menu::getInstance()->getVoxelSizeScale(), Menu::getInstance()->getBoundaryLevelAdjust(),
|
||||
renderMode, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
|
||||
renderMode, renderSide, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
|
||||
|
||||
|
||||
foreach(Overlay* thisOverlay, _overlays3D) {
|
||||
|
|
|
@ -51,7 +51,7 @@ public:
|
|||
~Overlays();
|
||||
void init(QGLWidget* parent);
|
||||
void update(float deltatime);
|
||||
void render3D(RenderArgs::RenderMode renderMode = RenderArgs::DEFAULT_RENDER_MODE);
|
||||
void render3D(RenderArgs::RenderMode renderMode = RenderArgs::DEFAULT_RENDER_MODE, RenderArgs::RenderSide renderSide = RenderArgs::MONO);
|
||||
void render2D();
|
||||
|
||||
public slots:
|
||||
|
|
|
@ -162,8 +162,8 @@ bool OctreeRenderer::renderOperation(OctreeElement* element, void* extraData) {
|
|||
return false;
|
||||
}
|
||||
|
||||
void OctreeRenderer::render(RenderArgs::RenderMode renderMode) {
|
||||
RenderArgs args = { this, _viewFrustum, getSizeScale(), getBoundaryLevelAdjust(), renderMode,
|
||||
void OctreeRenderer::render(RenderArgs::RenderMode renderMode, RenderArgs::RenderSide renderSide) {
|
||||
RenderArgs args = { this, _viewFrustum, getSizeScale(), getBoundaryLevelAdjust(), renderMode, renderSide,
|
||||
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
|
||||
if (_tree) {
|
||||
_tree->lockForRead();
|
||||
|
|
|
@ -52,7 +52,7 @@ public:
|
|||
virtual void init();
|
||||
|
||||
/// render the content of the octree
|
||||
virtual void render(RenderArgs::RenderMode renderMode = RenderArgs::DEFAULT_RENDER_MODE);
|
||||
virtual void render(RenderArgs::RenderMode renderMode = RenderArgs::DEFAULT_RENDER_MODE, RenderArgs::RenderSide renderSide = RenderArgs::MONO);
|
||||
|
||||
ViewFrustum* getViewFrustum() const { return _viewFrustum; }
|
||||
void setViewFrustum(ViewFrustum* viewFrustum) { _viewFrustum = viewFrustum; }
|
||||
|
|
|
@ -18,12 +18,14 @@ class OctreeRenderer;
|
|||
class RenderArgs {
|
||||
public:
|
||||
enum RenderMode { DEFAULT_RENDER_MODE, SHADOW_RENDER_MODE, DIFFUSE_RENDER_MODE, NORMAL_RENDER_MODE };
|
||||
enum RenderSide { MONO, STEREO_LEFT, STEREO_RIGHT };
|
||||
|
||||
OctreeRenderer* _renderer;
|
||||
ViewFrustum* _viewFrustum;
|
||||
float _sizeScale;
|
||||
int _boundaryLevelAdjust;
|
||||
RenderMode _renderMode;
|
||||
RenderSide _renderSide;
|
||||
|
||||
int _elementsTouched;
|
||||
int _itemsRendered;
|
||||
|
|
Loading…
Reference in a new issue