mirror of
https://github.com/overte-org/overte.git
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Trying to clen up the REnderMode usage in connection with the needed gpu::State for all the different variations
This commit is contained in:
parent
d4dac0477b
commit
9b63739a72
20 changed files with 190 additions and 129 deletions
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@ -2705,7 +2705,7 @@ void Application::updateShadowMap() {
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{
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PerformanceTimer perfTimer("avatarManager");
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DependencyManager::get<AvatarManager>()->renderAvatars(Avatar::SHADOW_RENDER_MODE);
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DependencyManager::get<AvatarManager>()->renderAvatars(RenderArgs::SHADOW_RENDER_MODE);
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}
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{
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@ -2975,7 +2975,7 @@ void Application::displaySide(Camera& theCamera, bool selfAvatarOnly, RenderArgs
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bool mirrorMode = (theCamera.getMode() == CAMERA_MODE_MIRROR);
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{
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PerformanceTimer perfTimer("avatars");
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DependencyManager::get<AvatarManager>()->renderAvatars(mirrorMode ? Avatar::MIRROR_RENDER_MODE : Avatar::NORMAL_RENDER_MODE,
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DependencyManager::get<AvatarManager>()->renderAvatars(mirrorMode ? RenderArgs::MIRROR_RENDER_MODE : RenderArgs::NORMAL_RENDER_MODE,
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false, selfAvatarOnly);
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}
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@ -2993,7 +2993,7 @@ void Application::displaySide(Camera& theCamera, bool selfAvatarOnly, RenderArgs
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{
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PerformanceTimer perfTimer("avatarsPostLighting");
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DependencyManager::get<AvatarManager>()->renderAvatars(mirrorMode ? Avatar::MIRROR_RENDER_MODE : Avatar::NORMAL_RENDER_MODE,
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DependencyManager::get<AvatarManager>()->renderAvatars(mirrorMode ? RenderArgs::MIRROR_RENDER_MODE : RenderArgs::NORMAL_RENDER_MODE,
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true, selfAvatarOnly);
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}
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@ -267,7 +267,7 @@ static TextRenderer* textRenderer(TextRendererType type) {
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return displayNameRenderer;
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}
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void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode, bool postLighting) {
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void Avatar::render(const glm::vec3& cameraPosition, RenderArgs::RenderMode renderMode, bool postLighting) {
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if (_referential) {
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_referential->update();
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}
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@ -337,7 +337,7 @@ void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode, bool
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// simple frustum check
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float boundingRadius = getBillboardSize();
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ViewFrustum* frustum = (renderMode == Avatar::SHADOW_RENDER_MODE) ?
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ViewFrustum* frustum = (renderMode == RenderArgs::SHADOW_RENDER_MODE) ?
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Application::getInstance()->getShadowViewFrustum() : Application::getInstance()->getDisplayViewFrustum();
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if (frustum->sphereInFrustum(getPosition(), boundingRadius) == ViewFrustum::OUTSIDE) {
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return;
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@ -359,7 +359,7 @@ void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode, bool
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GLOW_FROM_AVERAGE_LOUDNESS = 0.0f;
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}
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float glowLevel = _moving && distanceToTarget > GLOW_DISTANCE && renderMode == NORMAL_RENDER_MODE
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float glowLevel = _moving && distanceToTarget > GLOW_DISTANCE && renderMode == RenderArgs::NORMAL_RENDER_MODE
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? 1.0f
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: GLOW_FROM_AVERAGE_LOUDNESS;
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@ -368,7 +368,7 @@ void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode, bool
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renderBody(frustum, renderMode, postLighting, glowLevel);
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}
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if (!postLighting && renderMode != SHADOW_RENDER_MODE) {
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if (!postLighting && renderMode != RenderArgs::SHADOW_RENDER_MODE) {
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// add local lights
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const float BASE_LIGHT_DISTANCE = 2.0f;
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const float LIGHT_EXPONENT = 1.0f;
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@ -432,7 +432,7 @@ void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode, bool
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float angle = abs(angleBetween(toTarget + delta, toTarget - delta));
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float sphereRadius = getHead()->getAverageLoudness() * SPHERE_LOUDNESS_SCALING;
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if (renderMode == NORMAL_RENDER_MODE && (sphereRadius > MIN_SPHERE_SIZE) &&
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if (renderMode == RenderArgs::NORMAL_RENDER_MODE && (sphereRadius > MIN_SPHERE_SIZE) &&
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(angle < MAX_SPHERE_ANGLE) && (angle > MIN_SPHERE_ANGLE)) {
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glPushMatrix();
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glTranslatef(_position.x, _position.y, _position.z);
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@ -451,8 +451,8 @@ void Avatar::render(const glm::vec3& cameraPosition, RenderMode renderMode, bool
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}
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const float DISPLAYNAME_DISTANCE = 20.0f;
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setShowDisplayName(renderMode == NORMAL_RENDER_MODE && distanceToTarget < DISPLAYNAME_DISTANCE);
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if (!postLighting || renderMode != NORMAL_RENDER_MODE || (isMyAvatar() &&
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setShowDisplayName(renderMode == RenderArgs::NORMAL_RENDER_MODE && distanceToTarget < DISPLAYNAME_DISTANCE);
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if (!postLighting || renderMode != RenderArgs::NORMAL_RENDER_MODE || (isMyAvatar() &&
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Application::getInstance()->getCamera()->getMode() == CAMERA_MODE_FIRST_PERSON)) {
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return;
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}
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@ -475,14 +475,13 @@ glm::quat Avatar::computeRotationFromBodyToWorldUp(float proportion) const {
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return glm::angleAxis(angle * proportion, axis);
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}
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void Avatar::renderBody(ViewFrustum* renderFrustum, RenderMode renderMode, bool postLighting, float glowLevel) {
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Model::RenderMode modelRenderMode = (renderMode == SHADOW_RENDER_MODE) ?
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Model::SHADOW_RENDER_MODE : Model::DEFAULT_RENDER_MODE;
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void Avatar::renderBody(ViewFrustum* renderFrustum, RenderArgs::RenderMode renderMode, bool postLighting, float glowLevel) {
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Model::RenderMode modelRenderMode = renderMode;
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{
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Glower glower(glowLevel);
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if (_shouldRenderBillboard || !(_skeletonModel.isRenderable() && getHead()->getFaceModel().isRenderable())) {
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if (postLighting || renderMode == SHADOW_RENDER_MODE) {
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if (postLighting || renderMode == RenderArgs::SHADOW_RENDER_MODE) {
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// render the billboard until both models are loaded
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renderBillboard();
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}
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@ -501,7 +500,7 @@ void Avatar::renderBody(ViewFrustum* renderFrustum, RenderMode renderMode, bool
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getHead()->render(1.0f, renderFrustum, modelRenderMode, postLighting);
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}
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bool Avatar::shouldRenderHead(const glm::vec3& cameraPosition, RenderMode renderMode) const {
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bool Avatar::shouldRenderHead(const glm::vec3& cameraPosition, RenderArgs::RenderMode renderMode) const {
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return true;
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}
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@ -525,9 +524,9 @@ void Avatar::simulateAttachments(float deltaTime) {
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}
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}
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void Avatar::renderAttachments(RenderMode renderMode, RenderArgs* args) {
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Model::RenderMode modelRenderMode = (renderMode == SHADOW_RENDER_MODE) ?
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Model::SHADOW_RENDER_MODE : Model::DEFAULT_RENDER_MODE;
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void Avatar::renderAttachments(RenderArgs::RenderMode renderMode, RenderArgs* args) {
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RenderArgs::RenderMode modelRenderMode = (renderMode == RenderArgs::SHADOW_RENDER_MODE) ?
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RenderArgs::SHADOW_RENDER_MODE : RenderArgs::DEFAULT_RENDER_MODE;
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foreach (Model* model, _attachmentModels) {
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model->render(1.0f, modelRenderMode, args);
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}
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@ -67,10 +67,8 @@ public:
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void init();
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void simulate(float deltaTime);
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enum RenderMode { NORMAL_RENDER_MODE, SHADOW_RENDER_MODE, MIRROR_RENDER_MODE };
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virtual void render(const glm::vec3& cameraPosition, RenderMode renderMode = NORMAL_RENDER_MODE,
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virtual void render(const glm::vec3& cameraPosition, RenderArgs::RenderMode renderMode = RenderArgs::NORMAL_RENDER_MODE,
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bool postLighting = false);
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//setters
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@ -208,11 +206,11 @@ protected:
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float calculateDisplayNameScaleFactor(const glm::vec3& textPosition, bool inHMD);
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void renderDisplayName();
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virtual void renderBody(ViewFrustum* renderFrustum, RenderMode renderMode, bool postLighting, float glowLevel = 0.0f);
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virtual bool shouldRenderHead(const glm::vec3& cameraPosition, RenderMode renderMode) const;
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virtual void renderBody(ViewFrustum* renderFrustum, RenderArgs::RenderMode renderMode, bool postLighting, float glowLevel = 0.0f);
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virtual bool shouldRenderHead(const glm::vec3& cameraPosition, RenderArgs::RenderMode renderMode) const;
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void simulateAttachments(float deltaTime);
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virtual void renderAttachments(RenderMode renderMode, RenderArgs* args);
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virtual void renderAttachments(RenderArgs::RenderMode renderMode, RenderArgs* args);
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virtual void updateJointMappings();
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@ -114,7 +114,7 @@ void AvatarManager::updateOtherAvatars(float deltaTime) {
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simulateAvatarFades(deltaTime);
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}
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void AvatarManager::renderAvatars(Avatar::RenderMode renderMode, bool postLighting, bool selfAvatarOnly) {
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void AvatarManager::renderAvatars(RenderArgs::RenderMode renderMode, bool postLighting, bool selfAvatarOnly) {
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PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings),
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"Application::renderAvatars()");
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bool renderLookAtVectors = Menu::getInstance()->isOptionChecked(MenuOption::RenderLookAtVectors);
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@ -156,9 +156,9 @@ void AvatarManager::simulateAvatarFades(float deltaTime) {
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}
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}
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void AvatarManager::renderAvatarFades(const glm::vec3& cameraPosition, Avatar::RenderMode renderMode) {
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void AvatarManager::renderAvatarFades(const glm::vec3& cameraPosition, RenderArgs::RenderMode renderMode) {
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// render avatar fades
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Glower glower(renderMode == Avatar::NORMAL_RENDER_MODE ? 1.0f : 0.0f);
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Glower glower(renderMode == RenderArgs::NORMAL_RENDER_MODE ? 1.0f : 0.0f);
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foreach(const AvatarSharedPointer& fadingAvatar, _avatarFades) {
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Avatar* avatar = static_cast<Avatar*>(fadingAvatar.data());
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@ -37,7 +37,7 @@ public:
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void updateMyAvatar(float deltaTime);
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void updateOtherAvatars(float deltaTime);
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void renderAvatars(Avatar::RenderMode renderMode, bool postLighting = false, bool selfAvatarOnly = false);
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void renderAvatars(RenderArgs::RenderMode renderMode, bool postLighting = false, bool selfAvatarOnly = false);
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void clearOtherAvatars();
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AvatarManager(const AvatarManager& other);
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void simulateAvatarFades(float deltaTime);
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void renderAvatarFades(const glm::vec3& cameraPosition, Avatar::RenderMode renderMode);
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void renderAvatarFades(const glm::vec3& cameraPosition, RenderArgs::RenderMode renderMode);
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AvatarSharedPointer newSharedAvatar();
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@ -103,7 +103,7 @@ void Hand::resolvePenetrations() {
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}
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void Hand::render(bool isMine, Model::RenderMode renderMode) {
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if (renderMode != Model::SHADOW_RENDER_MODE &&
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if (renderMode != RenderArgs::SHADOW_RENDER_MODE &&
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Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionShapes)) {
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// draw a green sphere at hand joint location, which is actually near the wrist)
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for (size_t i = 0; i < getNumPalms(); i++) {
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}
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}
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if (renderMode != Model::SHADOW_RENDER_MODE && Menu::getInstance()->isOptionChecked(MenuOption::DisplayHands)) {
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if (renderMode != RenderArgs::SHADOW_RENDER_MODE && Menu::getInstance()->isOptionChecked(MenuOption::DisplayHands)) {
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renderHandTargets(isMine);
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}
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@ -52,7 +52,7 @@ public:
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};
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void simulate(float deltaTime, bool isMine);
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void render(bool isMine, Model::RenderMode renderMode = Model::DEFAULT_RENDER_MODE);
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void render(bool isMine, Model::RenderMode renderMode = RenderArgs::DEFAULT_RENDER_MODE);
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void collideAgainstAvatar(Avatar* avatar, bool isMyHand);
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@ -326,7 +326,7 @@ void MyAvatar::renderDebugBodyPoints() {
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}
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// virtual
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void MyAvatar::render(const glm::vec3& cameraPosition, RenderMode renderMode, bool postLighting) {
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void MyAvatar::render(const glm::vec3& cameraPosition, RenderArgs::RenderMode renderMode, bool postLighting) {
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// don't render if we've been asked to disable local rendering
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if (!_shouldRender) {
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return; // exit early
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@ -997,7 +997,7 @@ void MyAvatar::attach(const QString& modelURL, const QString& jointName, const g
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Avatar::attach(modelURL, jointName, translation, rotation, scale, allowDuplicates, useSaved);
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}
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void MyAvatar::renderBody(ViewFrustum* renderFrustum, RenderMode renderMode, bool postLighting, float glowLevel) {
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void MyAvatar::renderBody(ViewFrustum* renderFrustum, RenderArgs::RenderMode renderMode, bool postLighting, float glowLevel) {
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if (!(_skeletonModel.isRenderable() && getHead()->getFaceModel().isRenderable())) {
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return; // wait until both models are loaded
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}
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@ -1024,8 +1024,7 @@ void MyAvatar::renderBody(ViewFrustum* renderFrustum, RenderMode renderMode, boo
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}
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// Render the body's voxels and head
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Model::RenderMode modelRenderMode = (renderMode == SHADOW_RENDER_MODE) ?
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Model::SHADOW_RENDER_MODE : Model::DEFAULT_RENDER_MODE;
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RenderArgs::RenderMode modelRenderMode = renderMode;
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if (!postLighting) {
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RenderArgs args;
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args._viewFrustum = renderFrustum;
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@ -1044,9 +1043,9 @@ void MyAvatar::renderBody(ViewFrustum* renderFrustum, RenderMode renderMode, boo
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const float RENDER_HEAD_CUTOFF_DISTANCE = 0.50f;
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bool MyAvatar::shouldRenderHead(const glm::vec3& cameraPosition, RenderMode renderMode) const {
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bool MyAvatar::shouldRenderHead(const glm::vec3& cameraPosition, RenderArgs::RenderMode renderMode) const {
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const Head* head = getHead();
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return (renderMode != NORMAL_RENDER_MODE) || (Application::getInstance()->getCamera()->getMode() != CAMERA_MODE_FIRST_PERSON) ||
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return (renderMode != RenderArgs::NORMAL_RENDER_MODE) || (Application::getInstance()->getCamera()->getMode() != CAMERA_MODE_FIRST_PERSON) ||
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(glm::length(cameraPosition - head->getEyePosition()) > RENDER_HEAD_CUTOFF_DISTANCE * _scale);
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}
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_feetTouchFloor = menu->isOptionChecked(MenuOption::ShiftHipsForIdleAnimations);
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}
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void MyAvatar::renderAttachments(RenderMode renderMode, RenderArgs* args) {
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if (Application::getInstance()->getCamera()->getMode() != CAMERA_MODE_FIRST_PERSON || renderMode == MIRROR_RENDER_MODE) {
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void MyAvatar::renderAttachments(RenderArgs::RenderMode renderMode, RenderArgs* args) {
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if (Application::getInstance()->getCamera()->getMode() != CAMERA_MODE_FIRST_PERSON || renderMode == RenderArgs::MIRROR_RENDER_MODE) {
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Avatar::renderAttachments(renderMode, args);
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return;
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}
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const FBXGeometry& geometry = _skeletonModel.getGeometry()->getFBXGeometry();
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QString headJointName = (geometry.headJointIndex == -1) ? QString() : geometry.joints.at(geometry.headJointIndex).name;
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Model::RenderMode modelRenderMode = (renderMode == SHADOW_RENDER_MODE) ?
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Model::SHADOW_RENDER_MODE : Model::DEFAULT_RENDER_MODE;
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RenderArgs::RenderMode modelRenderMode = (renderMode == RenderArgs::SHADOW_RENDER_MODE) ?
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RenderArgs::SHADOW_RENDER_MODE : RenderArgs::DEFAULT_RENDER_MODE;
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for (int i = 0; i < _attachmentData.size(); i++) {
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const QString& jointName = _attachmentData.at(i).jointName;
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if (jointName != headJointName && jointName != "Head") {
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void simulate(float deltaTime);
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void updateFromTrackers(float deltaTime);
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void render(const glm::vec3& cameraPosition, RenderMode renderMode = NORMAL_RENDER_MODE, bool postLighting = false);
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void renderBody(ViewFrustum* renderFrustum, RenderMode renderMode, bool postLighting, float glowLevel = 0.0f);
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bool shouldRenderHead(const glm::vec3& cameraPosition, RenderMode renderMode) const;
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void render(const glm::vec3& cameraPosition, RenderArgs::RenderMode renderMode = RenderArgs::NORMAL_RENDER_MODE, bool postLighting = false);
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void renderBody(ViewFrustum* renderFrustum, RenderArgs::RenderMode renderMode, bool postLighting, float glowLevel = 0.0f);
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bool shouldRenderHead(const glm::vec3& cameraPosition, RenderArgs::RenderMode renderMode) const;
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void renderDebugBodyPoints();
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// setters
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void transformChanged();
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protected:
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virtual void renderAttachments(RenderMode renderMode, RenderArgs* args);
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virtual void renderAttachments(RenderArgs::RenderMode renderMode, RenderArgs* args);
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private:
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float _turningKeyPressTime;
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@ -68,7 +68,7 @@ void ModelOverlay::render(RenderArgs* args) {
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if (glowLevel > 0.0f) {
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glower = new Glower(glowLevel);
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}
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_model.render(getAlpha(), Model::DEFAULT_RENDER_MODE, args);
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_model.render(getAlpha(), RenderArgs::DEFAULT_RENDER_MODE, args);
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if (glower) {
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delete glower;
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}
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@ -364,7 +364,7 @@ void EntityTreeRenderer::render(RenderArgs::RenderMode renderMode, RenderArgs::R
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_tree->recurseTreeWithOperation(renderOperation, &args);
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Model::RenderMode modelRenderMode = renderMode == RenderArgs::SHADOW_RENDER_MODE
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? Model::SHADOW_RENDER_MODE : Model::DEFAULT_RENDER_MODE;
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? RenderArgs::SHADOW_RENDER_MODE : RenderArgs::DEFAULT_RENDER_MODE;
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// we must call endScene while we still have the tree locked so that no one deletes a model
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// on us while rendering the scene
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@ -263,7 +263,7 @@ protected:
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// Synchronize the state cache of this Backend with the actual real state of the GL Context
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void syncPipelineStateCache();
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// Grab the actual gl state into it's gpu::State equivalent. THis is used by the above call syncPipleineStateCache()
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void getCurrentGLState(State::Cache& state);
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void getCurrentGLState(State::Data& state);
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struct PipelineStageState {
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@ -272,7 +272,7 @@ protected:
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GLuint _program;
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bool _invalidProgram;
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State::Cache _stateCache;
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State::Data _stateCache;
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State::Signature _stateSignatureCache;
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GLState* _state;
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@ -112,7 +112,7 @@ void GLBackend::do_setPipeline(Batch& batch, uint32 paramOffset) {
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void GLBackend::updatePipeline() {
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#ifdef DEBUG_GLSTATE
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if (_pipeline._needStateSync) {
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State::Cache state;
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State::Data state;
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getCurrentGLState(state);
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State::Signature signature = State::evalSignature(state);
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}
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|
|
@ -401,7 +401,7 @@ State::BlendArg blendArgFromGL(GLenum blendArg) {
|
|||
return State::ONE;
|
||||
}
|
||||
|
||||
void GLBackend::getCurrentGLState(State::Cache& state) {
|
||||
void GLBackend::getCurrentGLState(State::Data& state) {
|
||||
{
|
||||
GLint modes[2];
|
||||
glGetIntegerv(GL_POLYGON_MODE, modes);
|
||||
|
@ -532,7 +532,7 @@ void GLBackend::getCurrentGLState(State::Cache& state) {
|
|||
}
|
||||
|
||||
void GLBackend::syncPipelineStateCache() {
|
||||
State::Cache state;
|
||||
State::Data state;
|
||||
|
||||
getCurrentGLState(state);
|
||||
State::Signature signature = State::evalSignature(state);
|
||||
|
|
|
@ -20,9 +20,9 @@ State::State() {
|
|||
State::~State() {
|
||||
}
|
||||
|
||||
const State::Cache State::DEFAULT = State::Cache();
|
||||
const State::Data State::DEFAULT = State::Data();
|
||||
|
||||
State::Signature State::evalSignature(const Cache& state) {
|
||||
State::Signature State::evalSignature(const Data& state) {
|
||||
Signature signature(0);
|
||||
|
||||
if (state.fillMode != State::DEFAULT.fillMode) {
|
||||
|
@ -79,3 +79,8 @@ State::Signature State::evalSignature(const Cache& state) {
|
|||
|
||||
return signature;
|
||||
}
|
||||
|
||||
State::State(const Data& values) :
|
||||
_values(values) {
|
||||
_signature = evalSignature(_values);
|
||||
}
|
||||
|
|
|
@ -18,6 +18,9 @@
|
|||
#include <unordered_map>
|
||||
#include <bitset>
|
||||
|
||||
// Why a macro and not a fancy template you will ask me ?
|
||||
// Because some of the fields are bool packed tightly in the State::Cache class
|
||||
// and it s just not good anymore for template T& variable manipulation...
|
||||
#define SET_FIELD(field, defaultValue, value, dest) {\
|
||||
dest = value;\
|
||||
if (value == defaultValue) {\
|
||||
|
@ -39,7 +42,7 @@ public:
|
|||
virtual ~State();
|
||||
|
||||
const Stamp getStamp() const { return _stamp; }
|
||||
|
||||
|
||||
enum ComparisonFunction {
|
||||
NEVER = 0,
|
||||
LESS,
|
||||
|
@ -233,9 +236,9 @@ public:
|
|||
bool operator!= (const BlendFunction& right) const { return getRaw() != right.getRaw(); }
|
||||
};
|
||||
|
||||
// The Cache class is the full explicit description of the State class fields value.
|
||||
// The Data class is the full explicit description of the State class fields value.
|
||||
// Useful for having one const static called Default for reference or for the gpu::Backend to keep track of the current value
|
||||
class Cache {
|
||||
class Data {
|
||||
public:
|
||||
float depthBias = 0.0f;
|
||||
float depthBiasSlopeScale = 0.0f;
|
||||
|
@ -262,7 +265,7 @@ public:
|
|||
bool antialisedLineEnable : 1;
|
||||
bool alphaToCoverageEnable : 1;
|
||||
|
||||
Cache() :
|
||||
Data() :
|
||||
frontFaceClockwise(false),
|
||||
depthClipEnable(false),
|
||||
scissorEnable(false),
|
||||
|
@ -273,7 +276,7 @@ public:
|
|||
};
|
||||
|
||||
// The unique default values for all the fields
|
||||
static const Cache DEFAULT;
|
||||
static const Data DEFAULT;
|
||||
void setFillMode(FillMode fill) { SET_FIELD(FILL_MODE, DEFAULT.fillMode, fill, _values.fillMode); }
|
||||
FillMode getFillMode() const { return FillMode(_values.fillMode); }
|
||||
|
||||
|
@ -385,13 +388,17 @@ public:
|
|||
|
||||
Signature getSignature() const { return _signature; }
|
||||
|
||||
static Signature evalSignature(const Cache& state);
|
||||
static Signature evalSignature(const Data& state);
|
||||
|
||||
// For convenience, create a State from the values directly
|
||||
State(const Data& values);
|
||||
const Data& getValues() const { return _values; }
|
||||
|
||||
protected:
|
||||
State(const State& state);
|
||||
State& operator=(const State& state);
|
||||
|
||||
Cache _values;
|
||||
Data _values;
|
||||
Signature _signature{0};
|
||||
Stamp _stamp{0};
|
||||
|
||||
|
|
|
@ -22,12 +22,19 @@ float evalOpaqueFinalAlpha(float alpha, float mapAlpha) {
|
|||
}
|
||||
|
||||
void packDeferredFragment(vec3 normal, float alpha, vec3 diffuse, vec3 specular, float shininess) {
|
||||
if (alpha != glowIntensity) {
|
||||
discard;
|
||||
}
|
||||
gl_FragData[0] = vec4(diffuse.rgb, alpha);
|
||||
gl_FragData[1] = vec4(normal, 0.0) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
|
||||
gl_FragData[2] = vec4(specular, shininess / 128.0);
|
||||
}
|
||||
|
||||
void packDeferredFragmentLightmap(vec3 normal, float alpha, vec3 diffuse, vec3 specular, float shininess, vec3 emissive) {
|
||||
if (alpha != glowIntensity) {
|
||||
discard;
|
||||
}
|
||||
|
||||
gl_FragData[0] = vec4(diffuse.rgb, alpha);
|
||||
//gl_FragData[1] = vec4(normal, 0.0) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
|
||||
gl_FragData[1] = vec4(normal, 0.0) * 0.5 + vec4(0.5, 0.5, 0.5, 0.5);
|
||||
|
@ -35,6 +42,10 @@ void packDeferredFragmentLightmap(vec3 normal, float alpha, vec3 diffuse, vec3 s
|
|||
}
|
||||
|
||||
void packDeferredFragmentTranslucent(vec3 normal, float alpha, vec3 diffuse, vec3 specular, float shininess) {
|
||||
if (alpha <= alphaThreshold) {
|
||||
discard;
|
||||
}
|
||||
|
||||
gl_FragData[0] = vec4(diffuse.rgb, alpha);
|
||||
// gl_FragData[1] = vec4(normal, 0.0) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
|
||||
// gl_FragData[2] = vec4(specular, shininess / 128.0);
|
||||
|
|
|
@ -115,8 +115,9 @@ void Model::RenderPipelineLib::addRenderPipeline(Model::RenderKey key,
|
|||
Locations* locations = new Locations();
|
||||
initLocations(program, *locations);
|
||||
|
||||
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
|
||||
|
||||
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
|
||||
|
||||
// Backface on shadow
|
||||
if (key.isShadow()) {
|
||||
state->setCullMode(gpu::State::CULL_FRONT);
|
||||
|
@ -133,9 +134,23 @@ void Model::RenderPipelineLib::addRenderPipeline(Model::RenderKey key,
|
|||
state->setBlendFunction(key.isTranslucent(),
|
||||
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
|
||||
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
|
||||
|
||||
// Good to go add the brand new pipeline
|
||||
auto pipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
|
||||
auto it = insert(value_type(key.getRaw(), RenderPipeline(pipeline, std::shared_ptr<Locations>(locations))));
|
||||
|
||||
// If not a shadow pass, create the mirror version from the same state, just change the FrontFace
|
||||
if (!key.isShadow()) {
|
||||
|
||||
RenderKey mirrorKey(key.getRaw() | RenderKey::IS_MIRROR);
|
||||
gpu::StatePointer mirrorState = gpu::StatePointer(new gpu::State(state->getValues()));
|
||||
|
||||
// mirrorState->setFrontFaceClockwise(true);
|
||||
|
||||
// create a new RenderPipeline with the same shader side and the mirrorState
|
||||
auto mirrorPipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, mirrorState));
|
||||
auto it = insert(value_type(mirrorKey.getRaw(), RenderPipeline(mirrorPipeline, std::shared_ptr<Locations>(locations))));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -257,6 +272,7 @@ void Model::init() {
|
|||
auto modelLightmapNormalSpecularMapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_lightmap_normal_specular_map_frag)));
|
||||
|
||||
// Fill the renderPipelineLib
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(0),
|
||||
modelVertex, modelPixel);
|
||||
|
@ -265,7 +281,7 @@ void Model::init() {
|
|||
RenderKey(RenderKey::HAS_TANGENTS),
|
||||
modelNormalMapVertex, modelNormalMapPixel);
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::HAS_SPECULAR),
|
||||
modelVertex, modelSpecularMapPixel);
|
||||
|
||||
|
@ -276,15 +292,11 @@ void Model::init() {
|
|||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::IS_TRANSLUCENT),
|
||||
modelVertex, modelTranslucentPixel);
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::IS_DEPTH_ONLY | RenderKey::IS_SHADOW),
|
||||
modelShadowVertex, modelShadowPixel);
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::HAS_LIGHTMAP),
|
||||
modelLightmapVertex, modelLightmapPixel);
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::HAS_LIGHTMAP | RenderKey::HAS_TANGENTS),
|
||||
modelLightmapNormalMapVertex, modelLightmapNormalMapPixel);
|
||||
|
||||
|
@ -312,13 +324,18 @@ void Model::init() {
|
|||
RenderKey(RenderKey::IS_SKINNED | RenderKey::HAS_TANGENTS | RenderKey::HAS_SPECULAR),
|
||||
skinModelNormalMapVertex, modelNormalSpecularMapPixel);
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::IS_SKINNED | RenderKey::IS_DEPTH_ONLY | RenderKey::IS_SHADOW),
|
||||
skinModelShadowVertex, modelShadowPixel);
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::IS_SKINNED | RenderKey::IS_TRANSLUCENT),
|
||||
skinModelVertex, modelTranslucentPixel);
|
||||
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::IS_DEPTH_ONLY | RenderKey::IS_SHADOW),
|
||||
modelShadowVertex, modelShadowPixel);
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::IS_SKINNED | RenderKey::IS_DEPTH_ONLY | RenderKey::IS_SHADOW),
|
||||
skinModelShadowVertex, modelShadowPixel);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -654,6 +671,8 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
|
|||
return false;
|
||||
}
|
||||
|
||||
// auto glowEffectIntensity = DependencyManager::get<GlowEffect>()->getIntensity();
|
||||
|
||||
// Let's introduce a gpu::Batch to capture all the calls to the graphics api
|
||||
_renderBatch.clear();
|
||||
gpu::Batch& batch = _renderBatch;
|
||||
|
@ -675,14 +694,14 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
|
|||
|
||||
batch.setViewTransform(_transforms[0]);
|
||||
|
||||
GLBATCH(glDisable)(GL_COLOR_MATERIAL);
|
||||
// GLBATCH(glDisable)(GL_COLOR_MATERIAL);
|
||||
|
||||
// taking care of by the state?
|
||||
/* if (mode == DIFFUSE_RENDER_MODE || mode == NORMAL_RENDER_MODE) {
|
||||
/* if (mode == RenderArgs::DIFFUSE_RENDER_MODE || mode == RenderArgs::NORMAL_RENDER_MODE) {
|
||||
GLBATCH(glDisable)(GL_CULL_FACE);
|
||||
} else {
|
||||
GLBATCH(glEnable)(GL_CULL_FACE);
|
||||
if (mode == SHADOW_RENDER_MODE) {
|
||||
if (mode == RenderArgs::SHADOW_RENDER_MODE) {
|
||||
GLBATCH(glCullFace)(GL_FRONT);
|
||||
}
|
||||
}
|
||||
|
@ -691,28 +710,31 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
|
|||
// render opaque meshes with alpha testing
|
||||
|
||||
// GLBATCH(glDisable)(GL_BLEND);
|
||||
GLBATCH(glEnable)(GL_ALPHA_TEST);
|
||||
// GLBATCH(glEnable)(GL_ALPHA_TEST);
|
||||
|
||||
if (mode == SHADOW_RENDER_MODE) {
|
||||
/* if (mode == RenderArgs::SHADOW_RENDER_MODE) {
|
||||
GLBATCH(glAlphaFunc)(GL_EQUAL, 0.0f);
|
||||
}
|
||||
|
||||
*/
|
||||
|
||||
/*DependencyManager::get<TextureCache>()->setPrimaryDrawBuffers(
|
||||
mode == DEFAULT_RENDER_MODE || mode == DIFFUSE_RENDER_MODE,
|
||||
mode == DEFAULT_RENDER_MODE || mode == NORMAL_RENDER_MODE,
|
||||
mode == DEFAULT_RENDER_MODE);
|
||||
mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::DIFFUSE_RENDER_MODE,
|
||||
mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::NORMAL_RENDER_MODE,
|
||||
mode == RenderArgs::DEFAULT_RENDER_MODE);
|
||||
*/
|
||||
{
|
||||
GLenum buffers[3];
|
||||
int bufferCount = 0;
|
||||
if (mode == DEFAULT_RENDER_MODE || mode == DIFFUSE_RENDER_MODE) {
|
||||
// if (mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::DIFFUSE_RENDER_MODE) {
|
||||
if (mode != RenderArgs::SHADOW_RENDER_MODE) {
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
|
||||
}
|
||||
if (mode == DEFAULT_RENDER_MODE || mode == NORMAL_RENDER_MODE) {
|
||||
// if (mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::NORMAL_RENDER_MODE) {
|
||||
if (mode != RenderArgs::SHADOW_RENDER_MODE) {
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
|
||||
}
|
||||
if (mode == DEFAULT_RENDER_MODE) {
|
||||
// if (mode == RenderArgs::DEFAULT_RENDER_MODE) {
|
||||
if (mode != RenderArgs::SHADOW_RENDER_MODE) {
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
|
||||
}
|
||||
GLBATCH(glDrawBuffers)(bufferCount, buffers);
|
||||
|
@ -758,7 +780,7 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
|
|||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, false, args, true);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, true, args, true);
|
||||
|
||||
GLBATCH(glDisable)(GL_ALPHA_TEST);
|
||||
// GLBATCH(glDisable)(GL_ALPHA_TEST);
|
||||
/* GLBATCH(glEnable)(GL_BLEND);
|
||||
GLBATCH(glDepthMask)(false);
|
||||
GLBATCH(glDepthFunc)(GL_LEQUAL);
|
||||
|
@ -771,7 +793,8 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
|
|||
GLBATCH(glDrawBuffers)(bufferCount, buffers);
|
||||
}
|
||||
|
||||
if (mode == DEFAULT_RENDER_MODE || mode == DIFFUSE_RENDER_MODE) {
|
||||
// if (mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::DIFFUSE_RENDER_MODE) {
|
||||
if (mode != RenderArgs::SHADOW_RENDER_MODE) {
|
||||
const float MOSTLY_TRANSPARENT_THRESHOLD = 0.0f;
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, false, args, true);
|
||||
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, true, args, true);
|
||||
|
@ -790,7 +813,7 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
|
|||
GLBATCH(glDepthFunc)(GL_LESS);
|
||||
GLBATCH(glDisable)(GL_CULL_FACE);
|
||||
|
||||
if (mode == SHADOW_RENDER_MODE) {
|
||||
if (mode == RenderArgs::SHADOW_RENDER_MODE) {
|
||||
GLBATCH(glCullFace)(GL_BACK);
|
||||
}
|
||||
|
||||
|
@ -1713,6 +1736,9 @@ void Model::setupBatchTransform(gpu::Batch& batch) {
|
|||
void Model::endScene(RenderMode mode, RenderArgs* args) {
|
||||
PROFILE_RANGE(__FUNCTION__);
|
||||
|
||||
// auto glowEffectIntensity = DependencyManager::get<GlowEffect>()->getIntensity();
|
||||
|
||||
|
||||
#if defined(ANDROID)
|
||||
#else
|
||||
glPushMatrix();
|
||||
|
@ -1739,13 +1765,13 @@ void Model::endScene(RenderMode mode, RenderArgs* args) {
|
|||
_sceneRenderBatch.clear();
|
||||
gpu::Batch& batch = _sceneRenderBatch;
|
||||
|
||||
GLBATCH(glDisable)(GL_COLOR_MATERIAL);
|
||||
// GLBATCH(glDisable)(GL_COLOR_MATERIAL);
|
||||
|
||||
/* if (mode == DIFFUSE_RENDER_MODE || mode == NORMAL_RENDER_MODE) {
|
||||
/* if (mode == RenderArgs::DIFFUSE_RENDER_MODE || mode == RenderArgs::NORMAL_RENDER_MODE) {
|
||||
GLBATCH(glDisable)(GL_CULL_FACE);
|
||||
} else {
|
||||
GLBATCH(glEnable)(GL_CULL_FACE);
|
||||
if (mode == SHADOW_RENDER_MODE) {
|
||||
if (mode == RenderArgs::SHADOW_RENDER_MODE) {
|
||||
GLBATCH(glCullFace)(GL_FRONT);
|
||||
}
|
||||
}*/
|
||||
|
@ -1753,28 +1779,31 @@ void Model::endScene(RenderMode mode, RenderArgs* args) {
|
|||
// render opaque meshes with alpha testing
|
||||
|
||||
// GLBATCH(glDisable)(GL_BLEND);
|
||||
GLBATCH(glEnable)(GL_ALPHA_TEST);
|
||||
// GLBATCH(glEnable)(GL_ALPHA_TEST);
|
||||
|
||||
if (mode == SHADOW_RENDER_MODE) {
|
||||
/* if (mode == RenderArgs::SHADOW_RENDER_MODE) {
|
||||
GLBATCH(glAlphaFunc)(GL_EQUAL, 0.0f);
|
||||
}
|
||||
|
||||
*/
|
||||
|
||||
/*DependencyManager::get<TextureCache>()->setPrimaryDrawBuffers(
|
||||
mode == DEFAULT_RENDER_MODE || mode == DIFFUSE_RENDER_MODE,
|
||||
mode == DEFAULT_RENDER_MODE || mode == NORMAL_RENDER_MODE,
|
||||
mode == DEFAULT_RENDER_MODE);
|
||||
mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::DIFFUSE_RENDER_MODE,
|
||||
mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::NORMAL_RENDER_MODE,
|
||||
mode == RenderArgs::DEFAULT_RENDER_MODE);
|
||||
*/
|
||||
{
|
||||
GLenum buffers[3];
|
||||
int bufferCount = 0;
|
||||
if (mode == DEFAULT_RENDER_MODE || mode == DIFFUSE_RENDER_MODE) {
|
||||
// if (mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::DIFFUSE_RENDER_MODE) {
|
||||
if (mode != RenderArgs::SHADOW_RENDER_MODE) {
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
|
||||
}
|
||||
if (mode == DEFAULT_RENDER_MODE || mode == NORMAL_RENDER_MODE) {
|
||||
//if (mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::NORMAL_RENDER_MODE) {
|
||||
if (mode != RenderArgs::SHADOW_RENDER_MODE) {
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
|
||||
}
|
||||
if (mode == DEFAULT_RENDER_MODE) {
|
||||
// if (mode == RenderArgs::DEFAULT_RENDER_MODE) {
|
||||
if (mode != RenderArgs::SHADOW_RENDER_MODE) {
|
||||
buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
|
||||
}
|
||||
GLBATCH(glDrawBuffers)(bufferCount, buffers);
|
||||
|
@ -1820,7 +1849,7 @@ void Model::endScene(RenderMode mode, RenderArgs* args) {
|
|||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, false, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, true, args);
|
||||
|
||||
GLBATCH(glDisable)(GL_ALPHA_TEST);
|
||||
// GLBATCH(glDisable)(GL_ALPHA_TEST);
|
||||
/* GLBATCH(glEnable)(GL_BLEND);
|
||||
GLBATCH(glDepthMask)(false);
|
||||
GLBATCH(glDepthFunc)(GL_LEQUAL);
|
||||
|
@ -1833,7 +1862,8 @@ void Model::endScene(RenderMode mode, RenderArgs* args) {
|
|||
GLBATCH(glDrawBuffers)(bufferCount, buffers);
|
||||
}
|
||||
|
||||
if (mode == DEFAULT_RENDER_MODE || mode == DIFFUSE_RENDER_MODE) {
|
||||
// if (mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::DIFFUSE_RENDER_MODE) {
|
||||
if (mode != RenderArgs::SHADOW_RENDER_MODE) {
|
||||
const float MOSTLY_TRANSPARENT_THRESHOLD = 0.0f;
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, false, args);
|
||||
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, true, args);
|
||||
|
@ -1849,7 +1879,7 @@ void Model::endScene(RenderMode mode, RenderArgs* args) {
|
|||
GLBATCH(glDepthFunc)(GL_LESS);
|
||||
GLBATCH(glDisable)(GL_CULL_FACE);
|
||||
|
||||
if (mode == SHADOW_RENDER_MODE) {
|
||||
if (mode == RenderArgs::SHADOW_RENDER_MODE) {
|
||||
GLBATCH(glCullFace)(GL_BACK);
|
||||
}
|
||||
|
||||
|
@ -2273,9 +2303,16 @@ void Model::pickPrograms(gpu::Batch& batch, RenderMode mode, bool translucent, f
|
|||
// dare!
|
||||
batch.setPipeline((*pipeline).second._pipeline);
|
||||
|
||||
if ((locations->alphaThreshold > -1) && (mode != SHADOW_RENDER_MODE)) {
|
||||
if ((locations->alphaThreshold > -1) && (mode != RenderArgs::SHADOW_RENDER_MODE)) {
|
||||
GLBATCH(glUniform1f)(locations->alphaThreshold, alphaThreshold);
|
||||
}
|
||||
|
||||
if ((locations->glowIntensity > -1) && (mode != RenderArgs::SHADOW_RENDER_MODE)) {
|
||||
GLBATCH(glUniform1f)(locations->glowIntensity, DependencyManager::get<GlowEffect>()->getIntensity());
|
||||
}
|
||||
// if (!(translucent && alphaThreshold == 0.0f) && (mode != RenderArgs::SHADOW_RENDER_MODE)) {
|
||||
// GLBATCH(glAlphaFunc)(GL_EQUAL, DependencyManager::get<GlowEffect>()->getIntensity());
|
||||
// }
|
||||
}
|
||||
|
||||
int Model::renderMeshesForModelsInScene(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
|
||||
|
@ -2344,7 +2381,7 @@ int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMod
|
|||
PROFILE_RANGE(__FUNCTION__);
|
||||
|
||||
auto textureCache = DependencyManager::get<TextureCache>();
|
||||
auto glowEffect = DependencyManager::get<GlowEffect>();
|
||||
// auto glowEffect = DependencyManager::get<GlowEffect>();
|
||||
QString lastMaterialID;
|
||||
int meshPartsRendered = 0;
|
||||
updateVisibleJointStates();
|
||||
|
@ -2443,7 +2480,7 @@ int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMod
|
|||
}
|
||||
|
||||
// apply material properties
|
||||
if (mode == SHADOW_RENDER_MODE) {
|
||||
if (mode == RenderArgs::SHADOW_RENDER_MODE) {
|
||||
/// GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
|
||||
|
||||
} else {
|
||||
|
@ -2455,13 +2492,13 @@ int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMod
|
|||
qDebug() << "NEW part.materialID:" << part.materialID;
|
||||
}
|
||||
|
||||
if (locations->glowIntensity >= 0) {
|
||||
/* if (locations->glowIntensity >= 0) {
|
||||
GLBATCH(glUniform1f)(locations->glowIntensity, glowEffect->getIntensity());
|
||||
}
|
||||
if (!(translucent && alphaThreshold == 0.0f)) {
|
||||
GLBATCH(glAlphaFunc)(GL_EQUAL, glowEffect->getIntensity());
|
||||
}
|
||||
|
||||
*/
|
||||
if (locations->materialBufferUnit >= 0) {
|
||||
batch.setUniformBuffer(locations->materialBufferUnit, material->getSchemaBuffer());
|
||||
}
|
||||
|
|
|
@ -51,6 +51,8 @@ class Model : public QObject, public PhysicsEntity {
|
|||
|
||||
public:
|
||||
|
||||
typedef RenderArgs::RenderMode RenderMode;
|
||||
|
||||
static void setAbstractViewStateInterface(AbstractViewStateInterface* viewState) { _viewState = viewState; }
|
||||
|
||||
Model(QObject* parent = NULL);
|
||||
|
@ -94,15 +96,13 @@ public:
|
|||
void init();
|
||||
void reset();
|
||||
virtual void simulate(float deltaTime, bool fullUpdate = true);
|
||||
|
||||
enum RenderMode { DEFAULT_RENDER_MODE, SHADOW_RENDER_MODE, DIFFUSE_RENDER_MODE, NORMAL_RENDER_MODE };
|
||||
|
||||
bool render(float alpha = 1.0f, RenderMode mode = DEFAULT_RENDER_MODE, RenderArgs* args = NULL);
|
||||
|
||||
bool render(float alpha = 1.0f, RenderArgs::RenderMode mode = RenderArgs::DEFAULT_RENDER_MODE, RenderArgs* args = NULL);
|
||||
|
||||
// Scene rendering support
|
||||
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);
|
||||
static void endScene(RenderArgs::RenderMode mode = RenderArgs::DEFAULT_RENDER_MODE, RenderArgs* args = NULL);
|
||||
|
||||
/// Sets the URL of the model to render.
|
||||
/// \param fallback the URL of a fallback model to render if the requested model fails to load
|
||||
|
@ -410,28 +410,28 @@ private:
|
|||
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);
|
||||
static void endSceneSimple(RenderArgs::RenderMode mode = RenderArgs::DEFAULT_RENDER_MODE, RenderArgs* args = NULL);
|
||||
static void endSceneSplitPass(RenderArgs::RenderMode mode = RenderArgs::DEFAULT_RENDER_MODE, RenderArgs* args = NULL);
|
||||
|
||||
// helper functions used by render() or renderInScene()
|
||||
void renderSetup(RenderArgs* args);
|
||||
bool renderCore(float alpha, RenderMode mode, RenderArgs* args);
|
||||
int renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
|
||||
bool renderCore(float alpha, RenderArgs::RenderMode mode, RenderArgs* args);
|
||||
int renderMeshes(gpu::Batch& batch, RenderArgs::RenderMode mode, bool translucent, float alphaThreshold,
|
||||
bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args = NULL,
|
||||
bool forceRenderSomeMeshes = false);
|
||||
|
||||
void setupBatchTransform(gpu::Batch& batch);
|
||||
QVector<int>* pickMeshList(bool translucent, float alphaThreshold, bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned);
|
||||
|
||||
int renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
|
||||
int renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderArgs::RenderMode mode, bool translucent, float alphaThreshold,
|
||||
RenderArgs* args, Locations* locations,
|
||||
bool forceRenderSomeMeshes = false);
|
||||
|
||||
static void pickPrograms(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
|
||||
static void pickPrograms(gpu::Batch& batch, RenderArgs::RenderMode mode, bool translucent, float alphaThreshold,
|
||||
bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args,
|
||||
Locations*& locations);
|
||||
|
||||
static int renderMeshesForModelsInScene(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
|
||||
static int renderMeshesForModelsInScene(gpu::Batch& batch, RenderArgs::RenderMode mode, bool translucent, float alphaThreshold,
|
||||
bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args);
|
||||
|
||||
|
||||
|
@ -449,6 +449,7 @@ private:
|
|||
IS_STEREO_FLAG,
|
||||
IS_DEPTH_ONLY_FLAG,
|
||||
IS_SHADOW_FLAG,
|
||||
IS_MIRROR_FLAG, //THis means that the mesh is rendered mirrored, not the same as "Rear view mirror"
|
||||
|
||||
NUM_FLAGS,
|
||||
};
|
||||
|
@ -463,6 +464,7 @@ private:
|
|||
IS_STEREO = (1 << IS_STEREO_FLAG),
|
||||
IS_DEPTH_ONLY = (1 << IS_DEPTH_ONLY_FLAG),
|
||||
IS_SHADOW = (1 << IS_SHADOW_FLAG),
|
||||
IS_MIRROR = (1 << IS_MIRROR_FLAG),
|
||||
|
||||
};
|
||||
typedef unsigned short Flags;
|
||||
|
@ -480,22 +482,25 @@ private:
|
|||
bool isStereo() const { return isFlag(IS_STEREO); }
|
||||
bool isDepthOnly() const { return isFlag(IS_DEPTH_ONLY); }
|
||||
bool isShadow() const { return isFlag(IS_SHADOW); } // = depth only but with back facing
|
||||
bool isMirror() const { return isFlag(IS_MIRROR); }
|
||||
|
||||
Flags _flags = 0;
|
||||
short _spare = 0;
|
||||
|
||||
int getRaw() { return *reinterpret_cast<int*>(this); }
|
||||
|
||||
RenderKey(RenderMode mode,
|
||||
RenderKey(RenderArgs::RenderMode mode,
|
||||
bool translucent, float alphaThreshold, bool hasLightmap,
|
||||
bool hasTangents, bool hasSpecular, bool isSkinned) :
|
||||
RenderKey( ((translucent && (alphaThreshold == 0.0f) && (mode != SHADOW_RENDER_MODE)) ? IS_TRANSLUCENT : 0)
|
||||
| (hasLightmap && (mode != SHADOW_RENDER_MODE) ? HAS_LIGHTMAP : 0) // Lightmap, tangents and specular don't matter for depthOnly
|
||||
| (hasTangents && (mode != SHADOW_RENDER_MODE) ? HAS_TANGENTS : 0)
|
||||
| (hasSpecular && (mode != SHADOW_RENDER_MODE) ? HAS_SPECULAR : 0)
|
||||
RenderKey( ((translucent && (alphaThreshold == 0.0f) && (mode != RenderArgs::SHADOW_RENDER_MODE)) ? IS_TRANSLUCENT : 0)
|
||||
| (hasLightmap && (mode != RenderArgs::SHADOW_RENDER_MODE) ? HAS_LIGHTMAP : 0) // Lightmap, tangents and specular don't matter for depthOnly
|
||||
| (hasTangents && (mode != RenderArgs::SHADOW_RENDER_MODE) ? HAS_TANGENTS : 0)
|
||||
| (hasSpecular && (mode != RenderArgs::SHADOW_RENDER_MODE) ? HAS_SPECULAR : 0)
|
||||
| (isSkinned ? IS_SKINNED : 0)
|
||||
| ((mode == SHADOW_RENDER_MODE) ? IS_DEPTH_ONLY : 0)
|
||||
| ((mode == SHADOW_RENDER_MODE) ? IS_SHADOW : 0)) {}
|
||||
| ((mode == RenderArgs::SHADOW_RENDER_MODE) ? IS_DEPTH_ONLY : 0)
|
||||
| ((mode == RenderArgs::SHADOW_RENDER_MODE) ? IS_SHADOW : 0)
|
||||
| ((mode == RenderArgs::MIRROR_RENDER_MODE) ? IS_MIRROR :0)
|
||||
) {}
|
||||
|
||||
RenderKey(int bitmask) : _flags(bitmask) {}
|
||||
};
|
||||
|
|
|
@ -17,7 +17,7 @@ class OctreeRenderer;
|
|||
|
||||
class RenderArgs {
|
||||
public:
|
||||
enum RenderMode { DEFAULT_RENDER_MODE, SHADOW_RENDER_MODE, DIFFUSE_RENDER_MODE, NORMAL_RENDER_MODE };
|
||||
enum RenderMode { DEFAULT_RENDER_MODE, SHADOW_RENDER_MODE, DIFFUSE_RENDER_MODE, NORMAL_RENDER_MODE, MIRROR_RENDER_MODE };
|
||||
enum RenderSide { MONO, STEREO_LEFT, STEREO_RIGHT };
|
||||
|
||||
OctreeRenderer* _renderer;
|
||||
|
|
Loading…
Reference in a new issue