mirror of
https://github.com/overte-org/overte.git
synced 2025-04-14 04:07:11 +02:00
commit
9ee49c3e1e
7 changed files with 513 additions and 515 deletions
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@ -154,9 +154,9 @@ public:
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DEFINE_PROPERTY_REF(PROP_HREF, Href, href, QString);
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DEFINE_PROPERTY_REF(PROP_DESCRIPTION, Description, description, QString);
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DEFINE_PROPERTY(PROP_FACE_CAMERA, FaceCamera, faceCamera, bool);
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DEFINE_PROPERTY_REF(PROP_ACTION_DATA, ActionData, actionData, QByteArray);
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DEFINE_PROPERTY(PROP_NORMALS, Normals, normals, QVector<glm::vec3>);
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DEFINE_PROPERTY(PROP_STROKE_WIDTHS, StrokeWidths, strokeWidths, QVector<float>);
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DEFINE_PROPERTY_REF(PROP_ACTION_DATA, ActionData, actionData, QByteArray);
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DEFINE_PROPERTY_REF(PROP_X_TEXTURE_URL, XTextureURL, xTextureURL, QString);
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DEFINE_PROPERTY_REF(PROP_Y_TEXTURE_URL, YTextureURL, yTextureURL, QString);
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DEFINE_PROPERTY_REF(PROP_Z_TEXTURE_URL, ZTextureURL, zTextureURL, QString);
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@ -170,9 +170,10 @@ bool PolyLineEntityItem::setLinePoints(const QVector<glm::vec3>& points) {
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for (int i = 0; i < points.size(); i++) {
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glm::vec3 point = points.at(i);
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glm::vec3 pos = getPosition();
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glm::vec3 halfBox = getDimensions() * 0.5f;
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if ( (point.x < - halfBox.x || point.x > halfBox.x) || (point.y < -halfBox.y || point.y > halfBox.y) || (point.z < - halfBox.z || point.z > halfBox.z) ) {
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if ((point.x < - halfBox.x || point.x > halfBox.x) ||
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(point.y < -halfBox.y || point.y > halfBox.y) ||
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(point.z < - halfBox.z || point.z > halfBox.z)) {
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qDebug() << "Point is outside entity's bounding box";
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return false;
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}
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@ -1108,11 +1108,10 @@ ExtractedMesh extractMesh(const FBXNode& object, unsigned int& meshIndex) {
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if (subdata.name == "Materials") {
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materials = getIntVector(subdata);
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} else if (subdata.name == "MappingInformationType") {
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if (subdata.properties.at(0) == "ByPolygon") {
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if (subdata.properties.at(0) == "ByPolygon")
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isMaterialPerPolygon = true;
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} else {
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isMaterialPerPolygon = false;
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}
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} else {
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isMaterialPerPolygon = false;
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}
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}
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@ -1126,7 +1125,6 @@ ExtractedMesh extractMesh(const FBXNode& object, unsigned int& meshIndex) {
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}
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}
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bool isMultiMaterial = false;
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if (isMaterialPerPolygon) {
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isMultiMaterial = true;
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@ -1,408 +1,408 @@
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//
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// State
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// libraries/gpu/src/gpu
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//
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// Created by Sam Gateau on 3/8/2015.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#ifndef hifi_gpu_State_h
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#define hifi_gpu_State_h
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#include "Format.h"
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#include <memory>
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#include <vector>
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#include <unordered_map>
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#include <bitset>
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// Why a macro and not a fancy template you will ask me ?
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// Because some of the fields are bool packed tightly in the State::Cache class
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// and it s just not good anymore for template T& variable manipulation...
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#define SET_FIELD(field, defaultValue, value, dest) {\
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dest = value;\
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if (value == defaultValue) {\
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_signature.reset(field);\
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} else {\
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_signature.set(field);\
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}\
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_stamp++;\
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}\
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namespace gpu {
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class GPUObject;
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class State {
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public:
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State();
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virtual ~State();
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Stamp getStamp() const { return _stamp; }
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typedef ::gpu::ComparisonFunction ComparisonFunction;
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enum FillMode {
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FILL_POINT = 0,
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FILL_LINE,
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FILL_FACE,
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NUM_FILL_MODES,
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};
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enum CullMode {
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CULL_NONE = 0,
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CULL_FRONT,
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CULL_BACK,
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NUM_CULL_MODES,
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};
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enum StencilOp {
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STENCIL_OP_KEEP = 0,
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STENCIL_OP_ZERO,
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STENCIL_OP_REPLACE,
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STENCIL_OP_INCR_SAT,
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STENCIL_OP_DECR_SAT,
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STENCIL_OP_INVERT,
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STENCIL_OP_INCR,
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STENCIL_OP_DECR,
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NUM_STENCIL_OPS,
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};
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enum BlendArg {
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ZERO = 0,
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ONE,
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SRC_COLOR,
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INV_SRC_COLOR,
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SRC_ALPHA,
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INV_SRC_ALPHA,
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DEST_ALPHA,
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INV_DEST_ALPHA,
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DEST_COLOR,
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INV_DEST_COLOR,
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SRC_ALPHA_SAT,
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FACTOR_COLOR,
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INV_FACTOR_COLOR,
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FACTOR_ALPHA,
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INV_FACTOR_ALPHA,
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NUM_BLEND_ARGS,
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};
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enum BlendOp {
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BLEND_OP_ADD = 0,
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BLEND_OP_SUBTRACT,
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BLEND_OP_REV_SUBTRACT,
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BLEND_OP_MIN,
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BLEND_OP_MAX,
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NUM_BLEND_OPS,
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};
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enum ColorMask
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{
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WRITE_NONE = 0,
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WRITE_RED = 1,
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WRITE_GREEN = 2,
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WRITE_BLUE = 4,
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WRITE_ALPHA = 8,
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WRITE_ALL = (WRITE_RED | WRITE_GREEN | WRITE_BLUE | WRITE_ALPHA ),
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};
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class DepthTest {
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uint8 _function = LESS;
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uint8 _writeMask = true;
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uint8 _enabled = false;
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uint8 _spare = 0;
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public:
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DepthTest(bool enabled = false, bool writeMask = true, ComparisonFunction func = LESS) :
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_function(func), _writeMask(writeMask), _enabled(enabled) {}
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bool isEnabled() const { return _enabled; }
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ComparisonFunction getFunction() const { return ComparisonFunction(_function); }
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bool getWriteMask() const { return _writeMask; }
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int32 getRaw() const { return *(reinterpret_cast<const int32*>(this)); }
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DepthTest(int32 raw) { *(reinterpret_cast<int32*>(this)) = raw; }
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bool operator== (const DepthTest& right) const { return getRaw() == right.getRaw(); }
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bool operator!= (const DepthTest& right) const { return getRaw() != right.getRaw(); }
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};
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class StencilTest {
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static const int FUNC_MASK = 0x000f;
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static const int FAIL_OP_MASK = 0x00f0;
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static const int DEPTH_FAIL_OP_MASK = 0x0f00;
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static const int PASS_OP_MASK = 0xf000;
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static const int FAIL_OP_OFFSET = 4;
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static const int DEPTH_FAIL_OP_OFFSET = 8;
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static const int PASS_OP_OFFSET = 12;
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uint16 _functionAndOperations;
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uint8 _reference = 0;
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uint8 _readMask = 0xff;
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public:
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StencilTest(uint8 reference = 0, uint8 readMask =0xFF, ComparisonFunction func = ALWAYS, StencilOp failOp = STENCIL_OP_KEEP, StencilOp depthFailOp = STENCIL_OP_KEEP, StencilOp passOp = STENCIL_OP_KEEP) :
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_functionAndOperations(func | (failOp << FAIL_OP_OFFSET) | (depthFailOp << DEPTH_FAIL_OP_OFFSET) | (passOp << PASS_OP_OFFSET)),
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_reference(reference), _readMask(readMask)
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{}
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ComparisonFunction getFunction() const { return ComparisonFunction(_functionAndOperations & FUNC_MASK); }
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StencilOp getFailOp() const { return StencilOp((_functionAndOperations & FAIL_OP_MASK) >> FAIL_OP_OFFSET); }
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StencilOp getDepthFailOp() const { return StencilOp((_functionAndOperations & DEPTH_FAIL_OP_MASK) >> DEPTH_FAIL_OP_OFFSET); }
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StencilOp getPassOp() const { return StencilOp((_functionAndOperations & PASS_OP_MASK) >> PASS_OP_OFFSET); }
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uint8 getReference() const { return _reference; }
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uint8 getReadMask() const { return _readMask; }
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int32 getRaw() const { return *(reinterpret_cast<const int32*>(this)); }
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StencilTest(int32 raw) { *(reinterpret_cast<int32*>(this)) = raw; }
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bool operator== (const StencilTest& right) const { return getRaw() == right.getRaw(); }
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bool operator!= (const StencilTest& right) const { return getRaw() != right.getRaw(); }
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};
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class StencilActivation {
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uint8 _frontWriteMask = 0xFF;
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uint8 _backWriteMask = 0xFF;
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uint16 _enabled = 0;
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public:
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StencilActivation(bool enabled, uint8 frontWriteMask = 0xFF, uint8 backWriteMask = 0xFF) :
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_frontWriteMask(frontWriteMask), _backWriteMask(backWriteMask), _enabled(enabled) {}
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bool isEnabled() const { return (_enabled != 0); }
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uint8 getWriteMaskFront() const { return _frontWriteMask; }
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uint8 getWriteMaskBack() const { return _backWriteMask; }
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int32 getRaw() const { return *(reinterpret_cast<const int32*>(this)); }
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StencilActivation(int32 raw) { *(reinterpret_cast<int32*>(this)) = raw; }
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bool operator== (const StencilActivation& right) const { return getRaw() == right.getRaw(); }
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bool operator!= (const StencilActivation& right) const { return getRaw() != right.getRaw(); }
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};
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class BlendFunction {
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static const int COLOR_MASK = 0x0f;
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static const int ALPHA_MASK = 0xf0;
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static const int ALPHA_OFFSET = 4;
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uint8 _enabled;
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uint8 _source;
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uint8 _destination;
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uint8 _operation;
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public:
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BlendFunction(bool enabled,
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BlendArg sourceColor, BlendOp operationColor, BlendArg destinationColor,
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BlendArg sourceAlpha, BlendOp operationAlpha, BlendArg destinationAlpha) :
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_enabled(enabled),
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_source(sourceColor | (sourceAlpha << ALPHA_OFFSET)),
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_destination(destinationColor | (destinationAlpha << ALPHA_OFFSET)),
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_operation(operationColor | (operationAlpha << ALPHA_OFFSET)) {}
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BlendFunction(bool enabled, BlendArg source = ONE, BlendOp operation = BLEND_OP_ADD, BlendArg destination = ZERO) :
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_enabled(enabled),
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_source(source | (source << ALPHA_OFFSET)),
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_destination(destination | (destination << ALPHA_OFFSET)),
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_operation(operation | (operation << ALPHA_OFFSET)) {}
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bool isEnabled() const { return (_enabled != 0); }
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BlendArg getSourceColor() const { return BlendArg(_source & COLOR_MASK); }
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BlendArg getDestinationColor() const { return BlendArg(_destination & COLOR_MASK); }
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BlendOp getOperationColor() const { return BlendOp(_operation & COLOR_MASK); }
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BlendArg getSourceAlpha() const { return BlendArg((_source & ALPHA_MASK) >> ALPHA_OFFSET); }
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BlendArg getDestinationAlpha() const { return BlendArg((_destination & ALPHA_MASK) >> ALPHA_OFFSET); }
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BlendOp getOperationAlpha() const { return BlendOp((_operation & ALPHA_MASK) >> ALPHA_OFFSET); }
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int32 getRaw() const { return *(reinterpret_cast<const int32*>(this)); }
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BlendFunction(int32 raw) { *(reinterpret_cast<int32*>(this)) = raw; }
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bool operator== (const BlendFunction& right) const { return getRaw() == right.getRaw(); }
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bool operator!= (const BlendFunction& right) const { return getRaw() != right.getRaw(); }
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};
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// The Data class is the full explicit description of the State class fields value.
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// Useful for having one const static called Default for reference or for the gpu::Backend to keep track of the current value
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class Data {
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public:
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float depthBias = 0.0f;
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float depthBiasSlopeScale = 0.0f;
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DepthTest depthTest = DepthTest(false, true, LESS);
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StencilActivation stencilActivation = StencilActivation(false);
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StencilTest stencilTestFront = StencilTest(0, 0xff, ALWAYS, STENCIL_OP_KEEP, STENCIL_OP_KEEP, STENCIL_OP_KEEP);
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StencilTest stencilTestBack = StencilTest(0, 0xff, ALWAYS, STENCIL_OP_KEEP, STENCIL_OP_KEEP, STENCIL_OP_KEEP);
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uint32 sampleMask = 0xFFFFFFFF;
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BlendFunction blendFunction = BlendFunction(false);
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uint8 fillMode = FILL_FACE;
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uint8 cullMode = CULL_NONE;
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uint8 colorWriteMask = WRITE_ALL;
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bool frontFaceClockwise : 1;
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bool depthClampEnable : 1;
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bool scissorEnable : 1;
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bool multisampleEnable : 1;
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bool antialisedLineEnable : 1;
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bool alphaToCoverageEnable : 1;
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Data() :
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frontFaceClockwise(false),
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depthClampEnable(false),
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scissorEnable(false),
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multisampleEnable(false),
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antialisedLineEnable(true),
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alphaToCoverageEnable(false)
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{}
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};
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// The unique default values for all the fields
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static const Data DEFAULT;
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void setFillMode(FillMode fill) { SET_FIELD(FILL_MODE, DEFAULT.fillMode, fill, _values.fillMode); }
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FillMode getFillMode() const { return FillMode(_values.fillMode); }
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void setCullMode(CullMode cull) { SET_FIELD(CULL_MODE, DEFAULT.cullMode, cull, _values.cullMode); }
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CullMode getCullMode() const { return CullMode(_values.cullMode); }
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void setFrontFaceClockwise(bool isClockwise) { SET_FIELD(FRONT_FACE_CLOCKWISE, DEFAULT.frontFaceClockwise, isClockwise, _values.frontFaceClockwise); }
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bool isFrontFaceClockwise() const { return _values.frontFaceClockwise; }
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void setDepthClampEnable(bool enable) { SET_FIELD(DEPTH_CLAMP_ENABLE, DEFAULT.depthClampEnable, enable, _values.depthClampEnable); }
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bool isDepthClampEnable() const { return _values.depthClampEnable; }
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void setScissorEnable(bool enable) { SET_FIELD(SCISSOR_ENABLE, DEFAULT.scissorEnable, enable, _values.scissorEnable); }
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bool isScissorEnable() const { return _values.scissorEnable; }
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void setMultisampleEnable(bool enable) { SET_FIELD(MULTISAMPLE_ENABLE, DEFAULT.multisampleEnable, enable, _values.multisampleEnable); }
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bool isMultisampleEnable() const { return _values.multisampleEnable; }
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void setAntialiasedLineEnable(bool enable) { SET_FIELD(ANTIALISED_LINE_ENABLE, DEFAULT.antialisedLineEnable, enable, _values.antialisedLineEnable); }
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bool isAntialiasedLineEnable() const { return _values.antialisedLineEnable; }
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// Depth Bias
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void setDepthBias(float bias) { SET_FIELD(DEPTH_BIAS, DEFAULT.depthBias, bias, _values.depthBias); }
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float getDepthBias() const { return _values.depthBias; }
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void setDepthBiasSlopeScale(float scale) { SET_FIELD(DEPTH_BIAS_SLOPE_SCALE, DEFAULT.depthBiasSlopeScale, scale, _values.depthBiasSlopeScale); }
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float getDepthBiasSlopeScale() const { return _values.depthBiasSlopeScale; }
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// Depth Test
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void setDepthTest(DepthTest depthTest) { SET_FIELD(DEPTH_TEST, DEFAULT.depthTest, depthTest, _values.depthTest); }
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void setDepthTest(bool enable, bool writeMask, ComparisonFunction func) { setDepthTest(DepthTest(enable, writeMask, func)); }
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DepthTest getDepthTest() const { return _values.depthTest; }
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bool isDepthTestEnabled() const { return getDepthTest().isEnabled(); }
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bool getDepthTestWriteMask() const { return getDepthTest().getWriteMask(); }
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ComparisonFunction getDepthTestFunc() const { return getDepthTest().getFunction(); }
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// Stencil test
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void setStencilTest(bool enabled, uint8 frontWriteMask, StencilTest frontTest, uint8 backWriteMask, StencilTest backTest) {
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SET_FIELD(STENCIL_ACTIVATION, DEFAULT.stencilActivation, StencilActivation(enabled, frontWriteMask, backWriteMask), _values.stencilActivation);
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SET_FIELD(STENCIL_TEST_FRONT, DEFAULT.stencilTestFront, frontTest, _values.stencilTestFront);
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SET_FIELD(STENCIL_TEST_BACK, DEFAULT.stencilTestBack, backTest, _values.stencilTestBack); }
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void setStencilTest(bool enabled, uint8 frontWriteMask, StencilTest frontTest) {
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setStencilTest(enabled, frontWriteMask, frontTest, frontWriteMask, frontTest); }
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StencilActivation getStencilActivation() const { return _values.stencilActivation; }
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StencilTest getStencilTestFront() const { return _values.stencilTestFront; }
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StencilTest getStencilTestBack() const { return _values.stencilTestBack; }
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bool isStencilEnabled() const { return getStencilActivation().isEnabled(); }
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uint8 getStencilWriteMaskFront() const { return getStencilActivation().getWriteMaskFront(); }
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uint8 getStencilWriteMaskBack() const { return getStencilActivation().getWriteMaskBack(); }
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// Alpha to coverage
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void setAlphaToCoverageEnable(bool enable) { SET_FIELD(ALPHA_TO_COVERAGE_ENABLE, DEFAULT.alphaToCoverageEnable, enable, _values.alphaToCoverageEnable); }
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bool isAlphaToCoverageEnabled() const { return _values.alphaToCoverageEnable; }
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// Sample mask
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void setSampleMask(uint32 mask) { SET_FIELD(SAMPLE_MASK, DEFAULT.sampleMask, mask, _values.sampleMask); }
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uint32 getSampleMask() const { return _values.sampleMask; }
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// Blend Function
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void setBlendFunction(BlendFunction function) { SET_FIELD(BLEND_FUNCTION, DEFAULT.blendFunction, function, _values.blendFunction); }
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BlendFunction getBlendFunction() const { return _values.blendFunction; }
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void setBlendFunction(bool enabled, BlendArg sourceColor, BlendOp operationColor, BlendArg destinationColor, BlendArg sourceAlpha, BlendOp operationAlpha, BlendArg destinationAlpha) {
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setBlendFunction(BlendFunction(enabled, sourceColor, operationColor, destinationColor, sourceAlpha, operationAlpha, destinationAlpha)); }
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void setBlendFunction(bool enabled, BlendArg source, BlendOp operation, BlendArg destination) {
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setBlendFunction(BlendFunction(enabled, source, operation, destination)); }
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bool isBlendEnabled() const { return getBlendFunction().isEnabled(); }
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// Color write mask
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void setColorWriteMask(uint8 mask) { SET_FIELD(COLOR_WRITE_MASK, DEFAULT.colorWriteMask, mask, _values.colorWriteMask); }
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void setColorWriteMask(bool red, bool green, bool blue, bool alpha) { uint32 value = ((WRITE_RED * red) | (WRITE_GREEN * green) | (WRITE_BLUE * blue) | (WRITE_ALPHA * alpha)); SET_FIELD(COLOR_WRITE_MASK, DEFAULT.colorWriteMask, value, _values.colorWriteMask); }
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uint8 getColorWriteMask() const { return _values.colorWriteMask; }
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// All the possible fields
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||||
enum Field {
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FILL_MODE,
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CULL_MODE,
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FRONT_FACE_CLOCKWISE,
|
||||
DEPTH_CLAMP_ENABLE,
|
||||
SCISSOR_ENABLE,
|
||||
MULTISAMPLE_ENABLE,
|
||||
ANTIALISED_LINE_ENABLE,
|
||||
|
||||
DEPTH_BIAS,
|
||||
DEPTH_BIAS_SLOPE_SCALE,
|
||||
|
||||
DEPTH_TEST,
|
||||
|
||||
STENCIL_ACTIVATION,
|
||||
STENCIL_TEST_FRONT,
|
||||
STENCIL_TEST_BACK,
|
||||
|
||||
SAMPLE_MASK,
|
||||
ALPHA_TO_COVERAGE_ENABLE,
|
||||
|
||||
BLEND_FUNCTION,
|
||||
|
||||
COLOR_WRITE_MASK,
|
||||
|
||||
NUM_FIELDS, // not a valid field, just the count
|
||||
};
|
||||
|
||||
// The signature of the state tells which fields of the state are not default
|
||||
// this way during rendering the Backend can compare it's current state and try to minimize the job to do
|
||||
typedef std::bitset<NUM_FIELDS> Signature;
|
||||
|
||||
Signature getSignature() const { return _signature; }
|
||||
|
||||
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);
|
||||
|
||||
Data _values;
|
||||
Signature _signature{0};
|
||||
Stamp _stamp{0};
|
||||
|
||||
// This shouldn't be used by anything else than the Backend class with the proper casting.
|
||||
mutable GPUObject* _gpuObject = nullptr;
|
||||
void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; }
|
||||
GPUObject* getGPUObject() const { return _gpuObject; }
|
||||
friend class Backend;
|
||||
};
|
||||
|
||||
typedef std::shared_ptr< State > StatePointer;
|
||||
typedef std::vector< StatePointer > States;
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
//
|
||||
// State
|
||||
// libraries/gpu/src/gpu
|
||||
//
|
||||
// Created by Sam Gateau on 3/8/2015.
|
||||
// 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_State_h
|
||||
#define hifi_gpu_State_h
|
||||
|
||||
#include "Format.h"
|
||||
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
#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) {\
|
||||
_signature.reset(field);\
|
||||
} else {\
|
||||
_signature.set(field);\
|
||||
}\
|
||||
_stamp++;\
|
||||
}\
|
||||
|
||||
|
||||
namespace gpu {
|
||||
|
||||
class GPUObject;
|
||||
|
||||
class State {
|
||||
public:
|
||||
State();
|
||||
virtual ~State();
|
||||
|
||||
Stamp getStamp() const { return _stamp; }
|
||||
|
||||
typedef ::gpu::ComparisonFunction ComparisonFunction;
|
||||
|
||||
enum FillMode {
|
||||
FILL_POINT = 0,
|
||||
FILL_LINE,
|
||||
FILL_FACE,
|
||||
|
||||
NUM_FILL_MODES,
|
||||
};
|
||||
|
||||
enum CullMode {
|
||||
CULL_NONE = 0,
|
||||
CULL_FRONT,
|
||||
CULL_BACK,
|
||||
|
||||
NUM_CULL_MODES,
|
||||
};
|
||||
|
||||
enum StencilOp {
|
||||
STENCIL_OP_KEEP = 0,
|
||||
STENCIL_OP_ZERO,
|
||||
STENCIL_OP_REPLACE,
|
||||
STENCIL_OP_INCR_SAT,
|
||||
STENCIL_OP_DECR_SAT,
|
||||
STENCIL_OP_INVERT,
|
||||
STENCIL_OP_INCR,
|
||||
STENCIL_OP_DECR,
|
||||
|
||||
NUM_STENCIL_OPS,
|
||||
};
|
||||
|
||||
enum BlendArg {
|
||||
ZERO = 0,
|
||||
ONE,
|
||||
SRC_COLOR,
|
||||
INV_SRC_COLOR,
|
||||
SRC_ALPHA,
|
||||
INV_SRC_ALPHA,
|
||||
DEST_ALPHA,
|
||||
INV_DEST_ALPHA,
|
||||
DEST_COLOR,
|
||||
INV_DEST_COLOR,
|
||||
SRC_ALPHA_SAT,
|
||||
FACTOR_COLOR,
|
||||
INV_FACTOR_COLOR,
|
||||
FACTOR_ALPHA,
|
||||
INV_FACTOR_ALPHA,
|
||||
|
||||
NUM_BLEND_ARGS,
|
||||
};
|
||||
|
||||
enum BlendOp {
|
||||
BLEND_OP_ADD = 0,
|
||||
BLEND_OP_SUBTRACT,
|
||||
BLEND_OP_REV_SUBTRACT,
|
||||
BLEND_OP_MIN,
|
||||
BLEND_OP_MAX,
|
||||
|
||||
NUM_BLEND_OPS,
|
||||
};
|
||||
|
||||
enum ColorMask
|
||||
{
|
||||
WRITE_NONE = 0,
|
||||
WRITE_RED = 1,
|
||||
WRITE_GREEN = 2,
|
||||
WRITE_BLUE = 4,
|
||||
WRITE_ALPHA = 8,
|
||||
WRITE_ALL = (WRITE_RED | WRITE_GREEN | WRITE_BLUE | WRITE_ALPHA ),
|
||||
};
|
||||
|
||||
class DepthTest {
|
||||
uint8 _function = LESS;
|
||||
uint8 _writeMask = true;
|
||||
uint8 _enabled = false;
|
||||
uint8 _spare = 0;
|
||||
public:
|
||||
DepthTest(bool enabled = false, bool writeMask = true, ComparisonFunction func = LESS) :
|
||||
_function(func), _writeMask(writeMask), _enabled(enabled) {}
|
||||
|
||||
bool isEnabled() const { return _enabled != 0; }
|
||||
ComparisonFunction getFunction() const { return ComparisonFunction(_function); }
|
||||
uint8 getWriteMask() const { return _writeMask; }
|
||||
|
||||
int32 getRaw() const { return *(reinterpret_cast<const int32*>(this)); }
|
||||
DepthTest(int32 raw) { *(reinterpret_cast<int32*>(this)) = raw; }
|
||||
bool operator== (const DepthTest& right) const { return getRaw() == right.getRaw(); }
|
||||
bool operator!= (const DepthTest& right) const { return getRaw() != right.getRaw(); }
|
||||
};
|
||||
|
||||
class StencilTest {
|
||||
static const int FUNC_MASK = 0x000f;
|
||||
static const int FAIL_OP_MASK = 0x00f0;
|
||||
static const int DEPTH_FAIL_OP_MASK = 0x0f00;
|
||||
static const int PASS_OP_MASK = 0xf000;
|
||||
static const int FAIL_OP_OFFSET = 4;
|
||||
static const int DEPTH_FAIL_OP_OFFSET = 8;
|
||||
static const int PASS_OP_OFFSET = 12;
|
||||
|
||||
uint16 _functionAndOperations;
|
||||
uint8 _reference = 0;
|
||||
uint8 _readMask = 0xff;
|
||||
public:
|
||||
|
||||
StencilTest(uint8 reference = 0, uint8 readMask =0xFF, ComparisonFunction func = ALWAYS, StencilOp failOp = STENCIL_OP_KEEP, StencilOp depthFailOp = STENCIL_OP_KEEP, StencilOp passOp = STENCIL_OP_KEEP) :
|
||||
_functionAndOperations(func | (failOp << FAIL_OP_OFFSET) | (depthFailOp << DEPTH_FAIL_OP_OFFSET) | (passOp << PASS_OP_OFFSET)),
|
||||
_reference(reference), _readMask(readMask)
|
||||
{}
|
||||
|
||||
ComparisonFunction getFunction() const { return ComparisonFunction(_functionAndOperations & FUNC_MASK); }
|
||||
StencilOp getFailOp() const { return StencilOp((_functionAndOperations & FAIL_OP_MASK) >> FAIL_OP_OFFSET); }
|
||||
StencilOp getDepthFailOp() const { return StencilOp((_functionAndOperations & DEPTH_FAIL_OP_MASK) >> DEPTH_FAIL_OP_OFFSET); }
|
||||
StencilOp getPassOp() const { return StencilOp((_functionAndOperations & PASS_OP_MASK) >> PASS_OP_OFFSET); }
|
||||
|
||||
uint8 getReference() const { return _reference; }
|
||||
uint8 getReadMask() const { return _readMask; }
|
||||
|
||||
int32 getRaw() const { return *(reinterpret_cast<const int32*>(this)); }
|
||||
StencilTest(int32 raw) { *(reinterpret_cast<int32*>(this)) = raw; }
|
||||
bool operator== (const StencilTest& right) const { return getRaw() == right.getRaw(); }
|
||||
bool operator!= (const StencilTest& right) const { return getRaw() != right.getRaw(); }
|
||||
};
|
||||
|
||||
class StencilActivation {
|
||||
uint8 _frontWriteMask = 0xFF;
|
||||
uint8 _backWriteMask = 0xFF;
|
||||
uint16 _enabled = 0;
|
||||
public:
|
||||
|
||||
StencilActivation(bool enabled, uint8 frontWriteMask = 0xFF, uint8 backWriteMask = 0xFF) :
|
||||
_frontWriteMask(frontWriteMask), _backWriteMask(backWriteMask), _enabled(enabled) {}
|
||||
|
||||
bool isEnabled() const { return (_enabled != 0); }
|
||||
uint8 getWriteMaskFront() const { return _frontWriteMask; }
|
||||
uint8 getWriteMaskBack() const { return _backWriteMask; }
|
||||
|
||||
int32 getRaw() const { return *(reinterpret_cast<const int32*>(this)); }
|
||||
StencilActivation(int32 raw) { *(reinterpret_cast<int32*>(this)) = raw; }
|
||||
bool operator== (const StencilActivation& right) const { return getRaw() == right.getRaw(); }
|
||||
bool operator!= (const StencilActivation& right) const { return getRaw() != right.getRaw(); }
|
||||
};
|
||||
|
||||
class BlendFunction {
|
||||
static const int COLOR_MASK = 0x0f;
|
||||
static const int ALPHA_MASK = 0xf0;
|
||||
static const int ALPHA_OFFSET = 4;
|
||||
|
||||
uint8 _enabled;
|
||||
uint8 _source;
|
||||
uint8 _destination;
|
||||
uint8 _operation;
|
||||
public:
|
||||
|
||||
BlendFunction(bool enabled,
|
||||
BlendArg sourceColor, BlendOp operationColor, BlendArg destinationColor,
|
||||
BlendArg sourceAlpha, BlendOp operationAlpha, BlendArg destinationAlpha) :
|
||||
_enabled(enabled),
|
||||
_source(sourceColor | (sourceAlpha << ALPHA_OFFSET)),
|
||||
_destination(destinationColor | (destinationAlpha << ALPHA_OFFSET)),
|
||||
_operation(operationColor | (operationAlpha << ALPHA_OFFSET)) {}
|
||||
|
||||
BlendFunction(bool enabled, BlendArg source = ONE, BlendOp operation = BLEND_OP_ADD, BlendArg destination = ZERO) :
|
||||
_enabled(enabled),
|
||||
_source(source | (source << ALPHA_OFFSET)),
|
||||
_destination(destination | (destination << ALPHA_OFFSET)),
|
||||
_operation(operation | (operation << ALPHA_OFFSET)) {}
|
||||
|
||||
bool isEnabled() const { return (_enabled != 0); }
|
||||
|
||||
BlendArg getSourceColor() const { return BlendArg(_source & COLOR_MASK); }
|
||||
BlendArg getDestinationColor() const { return BlendArg(_destination & COLOR_MASK); }
|
||||
BlendOp getOperationColor() const { return BlendOp(_operation & COLOR_MASK); }
|
||||
|
||||
BlendArg getSourceAlpha() const { return BlendArg((_source & ALPHA_MASK) >> ALPHA_OFFSET); }
|
||||
BlendArg getDestinationAlpha() const { return BlendArg((_destination & ALPHA_MASK) >> ALPHA_OFFSET); }
|
||||
BlendOp getOperationAlpha() const { return BlendOp((_operation & ALPHA_MASK) >> ALPHA_OFFSET); }
|
||||
|
||||
int32 getRaw() const { return *(reinterpret_cast<const int32*>(this)); }
|
||||
BlendFunction(int32 raw) { *(reinterpret_cast<int32*>(this)) = raw; }
|
||||
bool operator== (const BlendFunction& right) const { return getRaw() == right.getRaw(); }
|
||||
bool operator!= (const BlendFunction& right) const { return getRaw() != right.getRaw(); }
|
||||
};
|
||||
|
||||
// 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 Data {
|
||||
public:
|
||||
float depthBias = 0.0f;
|
||||
float depthBiasSlopeScale = 0.0f;
|
||||
|
||||
DepthTest depthTest = DepthTest(false, true, LESS);
|
||||
|
||||
StencilActivation stencilActivation = StencilActivation(false);
|
||||
StencilTest stencilTestFront = StencilTest(0, 0xff, ALWAYS, STENCIL_OP_KEEP, STENCIL_OP_KEEP, STENCIL_OP_KEEP);
|
||||
StencilTest stencilTestBack = StencilTest(0, 0xff, ALWAYS, STENCIL_OP_KEEP, STENCIL_OP_KEEP, STENCIL_OP_KEEP);
|
||||
|
||||
uint32 sampleMask = 0xFFFFFFFF;
|
||||
|
||||
BlendFunction blendFunction = BlendFunction(false);
|
||||
|
||||
uint8 fillMode = FILL_FACE;
|
||||
uint8 cullMode = CULL_NONE;
|
||||
|
||||
uint8 colorWriteMask = WRITE_ALL;
|
||||
|
||||
bool frontFaceClockwise : 1;
|
||||
bool depthClampEnable : 1;
|
||||
bool scissorEnable : 1;
|
||||
bool multisampleEnable : 1;
|
||||
bool antialisedLineEnable : 1;
|
||||
bool alphaToCoverageEnable : 1;
|
||||
|
||||
Data() :
|
||||
frontFaceClockwise(false),
|
||||
depthClampEnable(false),
|
||||
scissorEnable(false),
|
||||
multisampleEnable(false),
|
||||
antialisedLineEnable(true),
|
||||
alphaToCoverageEnable(false)
|
||||
{}
|
||||
};
|
||||
|
||||
// The unique default values for all the fields
|
||||
static const Data DEFAULT;
|
||||
void setFillMode(FillMode fill) { SET_FIELD(FILL_MODE, DEFAULT.fillMode, fill, _values.fillMode); }
|
||||
FillMode getFillMode() const { return FillMode(_values.fillMode); }
|
||||
|
||||
void setCullMode(CullMode cull) { SET_FIELD(CULL_MODE, DEFAULT.cullMode, cull, _values.cullMode); }
|
||||
CullMode getCullMode() const { return CullMode(_values.cullMode); }
|
||||
|
||||
void setFrontFaceClockwise(bool isClockwise) { SET_FIELD(FRONT_FACE_CLOCKWISE, DEFAULT.frontFaceClockwise, isClockwise, _values.frontFaceClockwise); }
|
||||
bool isFrontFaceClockwise() const { return _values.frontFaceClockwise; }
|
||||
|
||||
void setDepthClampEnable(bool enable) { SET_FIELD(DEPTH_CLAMP_ENABLE, DEFAULT.depthClampEnable, enable, _values.depthClampEnable); }
|
||||
bool isDepthClampEnable() const { return _values.depthClampEnable; }
|
||||
|
||||
void setScissorEnable(bool enable) { SET_FIELD(SCISSOR_ENABLE, DEFAULT.scissorEnable, enable, _values.scissorEnable); }
|
||||
bool isScissorEnable() const { return _values.scissorEnable; }
|
||||
|
||||
void setMultisampleEnable(bool enable) { SET_FIELD(MULTISAMPLE_ENABLE, DEFAULT.multisampleEnable, enable, _values.multisampleEnable); }
|
||||
bool isMultisampleEnable() const { return _values.multisampleEnable; }
|
||||
|
||||
void setAntialiasedLineEnable(bool enable) { SET_FIELD(ANTIALISED_LINE_ENABLE, DEFAULT.antialisedLineEnable, enable, _values.antialisedLineEnable); }
|
||||
bool isAntialiasedLineEnable() const { return _values.antialisedLineEnable; }
|
||||
|
||||
// Depth Bias
|
||||
void setDepthBias(float bias) { SET_FIELD(DEPTH_BIAS, DEFAULT.depthBias, bias, _values.depthBias); }
|
||||
float getDepthBias() const { return _values.depthBias; }
|
||||
|
||||
void setDepthBiasSlopeScale(float scale) { SET_FIELD(DEPTH_BIAS_SLOPE_SCALE, DEFAULT.depthBiasSlopeScale, scale, _values.depthBiasSlopeScale); }
|
||||
float getDepthBiasSlopeScale() const { return _values.depthBiasSlopeScale; }
|
||||
|
||||
// Depth Test
|
||||
void setDepthTest(DepthTest depthTest) { SET_FIELD(DEPTH_TEST, DEFAULT.depthTest, depthTest, _values.depthTest); }
|
||||
void setDepthTest(bool enable, bool writeMask, ComparisonFunction func) { setDepthTest(DepthTest(enable, writeMask, func)); }
|
||||
DepthTest getDepthTest() const { return _values.depthTest; }
|
||||
|
||||
bool isDepthTestEnabled() const { return getDepthTest().isEnabled(); }
|
||||
uint8 getDepthTestWriteMask() const { return getDepthTest().getWriteMask(); }
|
||||
ComparisonFunction getDepthTestFunc() const { return getDepthTest().getFunction(); }
|
||||
|
||||
// Stencil test
|
||||
void setStencilTest(bool enabled, uint8 frontWriteMask, StencilTest frontTest, uint8 backWriteMask, StencilTest backTest) {
|
||||
SET_FIELD(STENCIL_ACTIVATION, DEFAULT.stencilActivation, StencilActivation(enabled, frontWriteMask, backWriteMask), _values.stencilActivation);
|
||||
SET_FIELD(STENCIL_TEST_FRONT, DEFAULT.stencilTestFront, frontTest, _values.stencilTestFront);
|
||||
SET_FIELD(STENCIL_TEST_BACK, DEFAULT.stencilTestBack, backTest, _values.stencilTestBack); }
|
||||
void setStencilTest(bool enabled, uint8 frontWriteMask, StencilTest frontTest) {
|
||||
setStencilTest(enabled, frontWriteMask, frontTest, frontWriteMask, frontTest); }
|
||||
|
||||
StencilActivation getStencilActivation() const { return _values.stencilActivation; }
|
||||
StencilTest getStencilTestFront() const { return _values.stencilTestFront; }
|
||||
StencilTest getStencilTestBack() const { return _values.stencilTestBack; }
|
||||
|
||||
bool isStencilEnabled() const { return getStencilActivation().isEnabled(); }
|
||||
uint8 getStencilWriteMaskFront() const { return getStencilActivation().getWriteMaskFront(); }
|
||||
uint8 getStencilWriteMaskBack() const { return getStencilActivation().getWriteMaskBack(); }
|
||||
|
||||
// Alpha to coverage
|
||||
void setAlphaToCoverageEnable(bool enable) { SET_FIELD(ALPHA_TO_COVERAGE_ENABLE, DEFAULT.alphaToCoverageEnable, enable, _values.alphaToCoverageEnable); }
|
||||
bool isAlphaToCoverageEnabled() const { return _values.alphaToCoverageEnable; }
|
||||
|
||||
// Sample mask
|
||||
void setSampleMask(uint32 mask) { SET_FIELD(SAMPLE_MASK, DEFAULT.sampleMask, mask, _values.sampleMask); }
|
||||
uint32 getSampleMask() const { return _values.sampleMask; }
|
||||
|
||||
// Blend Function
|
||||
void setBlendFunction(BlendFunction function) { SET_FIELD(BLEND_FUNCTION, DEFAULT.blendFunction, function, _values.blendFunction); }
|
||||
BlendFunction getBlendFunction() const { return _values.blendFunction; }
|
||||
|
||||
void setBlendFunction(bool enabled, BlendArg sourceColor, BlendOp operationColor, BlendArg destinationColor, BlendArg sourceAlpha, BlendOp operationAlpha, BlendArg destinationAlpha) {
|
||||
setBlendFunction(BlendFunction(enabled, sourceColor, operationColor, destinationColor, sourceAlpha, operationAlpha, destinationAlpha)); }
|
||||
void setBlendFunction(bool enabled, BlendArg source, BlendOp operation, BlendArg destination) {
|
||||
setBlendFunction(BlendFunction(enabled, source, operation, destination)); }
|
||||
|
||||
bool isBlendEnabled() const { return getBlendFunction().isEnabled(); }
|
||||
|
||||
// Color write mask
|
||||
void setColorWriteMask(uint8 mask) { SET_FIELD(COLOR_WRITE_MASK, DEFAULT.colorWriteMask, mask, _values.colorWriteMask); }
|
||||
void setColorWriteMask(bool red, bool green, bool blue, bool alpha) { uint32 value = ((WRITE_RED * red) | (WRITE_GREEN * green) | (WRITE_BLUE * blue) | (WRITE_ALPHA * alpha)); SET_FIELD(COLOR_WRITE_MASK, DEFAULT.colorWriteMask, value, _values.colorWriteMask); }
|
||||
uint8 getColorWriteMask() const { return _values.colorWriteMask; }
|
||||
|
||||
// All the possible fields
|
||||
enum Field {
|
||||
FILL_MODE,
|
||||
CULL_MODE,
|
||||
FRONT_FACE_CLOCKWISE,
|
||||
DEPTH_CLAMP_ENABLE,
|
||||
SCISSOR_ENABLE,
|
||||
MULTISAMPLE_ENABLE,
|
||||
ANTIALISED_LINE_ENABLE,
|
||||
|
||||
DEPTH_BIAS,
|
||||
DEPTH_BIAS_SLOPE_SCALE,
|
||||
|
||||
DEPTH_TEST,
|
||||
|
||||
STENCIL_ACTIVATION,
|
||||
STENCIL_TEST_FRONT,
|
||||
STENCIL_TEST_BACK,
|
||||
|
||||
SAMPLE_MASK,
|
||||
ALPHA_TO_COVERAGE_ENABLE,
|
||||
|
||||
BLEND_FUNCTION,
|
||||
|
||||
COLOR_WRITE_MASK,
|
||||
|
||||
NUM_FIELDS, // not a valid field, just the count
|
||||
};
|
||||
|
||||
// The signature of the state tells which fields of the state are not default
|
||||
// this way during rendering the Backend can compare it's current state and try to minimize the job to do
|
||||
typedef std::bitset<NUM_FIELDS> Signature;
|
||||
|
||||
Signature getSignature() const { return _signature; }
|
||||
|
||||
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);
|
||||
|
||||
Data _values;
|
||||
Signature _signature{0};
|
||||
Stamp _stamp{0};
|
||||
|
||||
// This shouldn't be used by anything else than the Backend class with the proper casting.
|
||||
mutable GPUObject* _gpuObject = nullptr;
|
||||
void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; }
|
||||
GPUObject* getGPUObject() const { return _gpuObject; }
|
||||
friend class Backend;
|
||||
};
|
||||
|
||||
typedef std::shared_ptr< State > StatePointer;
|
||||
typedef std::vector< StatePointer > States;
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -92,7 +92,7 @@ void ObjectActionSpring::updateActionWorker(btScalar deltaTimeStep) {
|
|||
// dQ = Q1 * Q0^
|
||||
btQuaternion deltaQ = target * bodyRotation.inverse();
|
||||
float angle = deltaQ.getAngle();
|
||||
const float MIN_ANGLE = 1.0e-4;
|
||||
const float MIN_ANGLE = 1.0e-4f;
|
||||
if (angle > MIN_ANGLE) {
|
||||
targetVelocity = (angle / _angularTimeScale) * deltaQ.getAxis();
|
||||
}
|
||||
|
|
|
@ -112,14 +112,14 @@ void Model::RenderPipelineLib::addRenderPipeline(Model::RenderKey key,
|
|||
|
||||
gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(vertexShader, pixelShader));
|
||||
gpu::Shader::makeProgram(*program, slotBindings);
|
||||
|
||||
|
||||
|
||||
|
||||
auto locations = std::make_shared<Locations>();
|
||||
initLocations(program, *locations);
|
||||
|
||||
|
||||
|
||||
auto state = std::make_shared<gpu::State>();
|
||||
|
||||
|
||||
// Backface on shadow
|
||||
if (key.isShadow()) {
|
||||
state->setCullMode(gpu::State::CULL_FRONT);
|
||||
|
@ -140,36 +140,36 @@ void Model::RenderPipelineLib::addRenderPipeline(Model::RenderKey key,
|
|||
// Good to go add the brand new pipeline
|
||||
auto pipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
|
||||
insert(value_type(key.getRaw(), RenderPipeline(pipeline, locations)));
|
||||
|
||||
|
||||
|
||||
|
||||
if (!key.isWireFrame()) {
|
||||
|
||||
|
||||
RenderKey wireframeKey(key.getRaw() | RenderKey::IS_WIREFRAME);
|
||||
auto wireframeState = std::make_shared<gpu::State>(state->getValues());
|
||||
|
||||
|
||||
wireframeState->setFillMode(gpu::State::FILL_LINE);
|
||||
|
||||
|
||||
// create a new RenderPipeline with the same shader side and the mirrorState
|
||||
auto wireframePipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, wireframeState));
|
||||
insert(value_type(wireframeKey.getRaw(), RenderPipeline(wireframePipeline, 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);
|
||||
auto mirrorState = std::make_shared<gpu::State>(state->getValues());
|
||||
|
||||
// create a new RenderPipeline with the same shader side and the mirrorState
|
||||
auto mirrorPipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, mirrorState));
|
||||
insert(value_type(mirrorKey.getRaw(), RenderPipeline(mirrorPipeline, locations)));
|
||||
|
||||
|
||||
if (!key.isWireFrame()) {
|
||||
RenderKey wireframeKey(key.getRaw() | RenderKey::IS_MIRROR | RenderKey::IS_WIREFRAME);
|
||||
auto wireframeState = std::make_shared<gpu::State>(state->getValues());
|
||||
|
||||
|
||||
wireframeState->setFillMode(gpu::State::FILL_LINE);
|
||||
|
||||
|
||||
// create a new RenderPipeline with the same shader side and the mirrorState
|
||||
auto wireframePipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, wireframeState));
|
||||
insert(value_type(wireframeKey.getRaw(), RenderPipeline(wireframePipeline, locations)));
|
||||
|
@ -214,12 +214,12 @@ void Model::setScaleInternal(const glm::vec3& scale) {
|
|||
}
|
||||
}
|
||||
|
||||
void Model::setOffset(const glm::vec3& offset) {
|
||||
_offset = offset;
|
||||
|
||||
void Model::setOffset(const glm::vec3& offset) {
|
||||
_offset = offset;
|
||||
|
||||
// if someone manually sets our offset, then we are no longer snapped to center
|
||||
_snapModelToRegistrationPoint = false;
|
||||
_snappedToRegistrationPoint = false;
|
||||
_snapModelToRegistrationPoint = false;
|
||||
_snappedToRegistrationPoint = false;
|
||||
}
|
||||
|
||||
QVector<JointState> Model::createJointStates(const FBXGeometry& geometry) {
|
||||
|
@ -267,7 +267,7 @@ 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);
|
||||
|
@ -284,7 +284,7 @@ void Model::init() {
|
|||
RenderKey(RenderKey::HAS_TANGENTS | RenderKey::HAS_SPECULAR),
|
||||
modelNormalMapVertex, modelNormalSpecularMapPixel);
|
||||
|
||||
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::IS_TRANSLUCENT),
|
||||
modelVertex, modelTranslucentPixel);
|
||||
|
@ -292,7 +292,7 @@ void Model::init() {
|
|||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::IS_TRANSLUCENT | RenderKey::HAS_LIGHTMAP),
|
||||
modelVertex, modelTranslucentPixel);
|
||||
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::HAS_TANGENTS | RenderKey::IS_TRANSLUCENT),
|
||||
modelNormalMapVertex, modelTranslucentPixel);
|
||||
|
@ -440,15 +440,15 @@ bool Model::updateGeometry() {
|
|||
}
|
||||
_geometry->setLoadPriority(this, -_lodDistance);
|
||||
_geometry->ensureLoading();
|
||||
|
||||
|
||||
if (needToRebuild) {
|
||||
const FBXGeometry& fbxGeometry = geometry->getFBXGeometry();
|
||||
foreach (const FBXMesh& mesh, fbxGeometry.meshes) {
|
||||
MeshState state;
|
||||
state.clusterMatrices.resize(mesh.clusters.size());
|
||||
state.cauterizedClusterMatrices.resize(mesh.clusters.size());
|
||||
_meshStates.append(state);
|
||||
|
||||
_meshStates.append(state);
|
||||
|
||||
auto buffer = std::make_shared<gpu::Buffer>();
|
||||
if (!mesh.blendshapes.isEmpty()) {
|
||||
buffer->resize((mesh.vertices.size() + mesh.normals.size()) * sizeof(glm::vec3));
|
||||
|
@ -486,7 +486,7 @@ void Model::initJointStates(QVector<JointState> states) {
|
|||
rightShoulderJointIndex);
|
||||
}
|
||||
|
||||
bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const glm::vec3& direction, float& distance,
|
||||
bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const glm::vec3& direction, float& distance,
|
||||
BoxFace& face, QString& extraInfo, bool pickAgainstTriangles) {
|
||||
|
||||
bool intersectedSomething = false;
|
||||
|
@ -495,7 +495,7 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g
|
|||
if (!isActive()) {
|
||||
return intersectedSomething;
|
||||
}
|
||||
|
||||
|
||||
// extents is the entity relative, scaled, centered extents of the entity
|
||||
glm::vec3 position = _translation;
|
||||
glm::mat4 rotation = glm::mat4_cast(_rotation);
|
||||
|
@ -504,7 +504,7 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g
|
|||
glm::mat4 worldToModelMatrix = glm::inverse(modelToWorldMatrix);
|
||||
|
||||
Extents modelExtents = getMeshExtents(); // NOTE: unrotated
|
||||
|
||||
|
||||
glm::vec3 dimensions = modelExtents.maximum - modelExtents.minimum;
|
||||
glm::vec3 corner = -(dimensions * _registrationPoint); // since we're going to do the ray picking in the model frame of reference
|
||||
AABox modelFrameBox(corner, dimensions);
|
||||
|
@ -543,7 +543,7 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g
|
|||
int t = 0;
|
||||
foreach (const Triangle& triangle, meshTriangles) {
|
||||
t++;
|
||||
|
||||
|
||||
float thisTriangleDistance;
|
||||
if (findRayTriangleIntersection(origin, direction, triangle, thisTriangleDistance)) {
|
||||
if (thisTriangleDistance < bestDistance) {
|
||||
|
@ -562,7 +562,7 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g
|
|||
extraInfo = geometry.getModelNameOfMesh(subMeshIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
subMeshIndex++;
|
||||
}
|
||||
_mutex.unlock();
|
||||
|
@ -570,7 +570,7 @@ bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const g
|
|||
if (intersectedSomething) {
|
||||
distance = bestDistance;
|
||||
}
|
||||
|
||||
|
||||
return intersectedSomething;
|
||||
}
|
||||
|
||||
|
@ -582,22 +582,22 @@ bool Model::convexHullContains(glm::vec3 point) {
|
|||
if (!isActive()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
// extents is the entity relative, scaled, centered extents of the entity
|
||||
glm::vec3 position = _translation;
|
||||
glm::mat4 rotation = glm::mat4_cast(_rotation);
|
||||
glm::mat4 translation = glm::translate(position);
|
||||
glm::mat4 modelToWorldMatrix = translation * rotation;
|
||||
glm::mat4 worldToModelMatrix = glm::inverse(modelToWorldMatrix);
|
||||
|
||||
|
||||
Extents modelExtents = getMeshExtents(); // NOTE: unrotated
|
||||
|
||||
|
||||
glm::vec3 dimensions = modelExtents.maximum - modelExtents.minimum;
|
||||
glm::vec3 corner = -(dimensions * _registrationPoint);
|
||||
AABox modelFrameBox(corner, dimensions);
|
||||
|
||||
|
||||
glm::vec3 modelFramePoint = glm::vec3(worldToModelMatrix * glm::vec4(point, 1.0f));
|
||||
|
||||
|
||||
// we can use the AABox's contains() by mapping our point into the model frame
|
||||
// and testing there.
|
||||
if (modelFrameBox.contains(modelFramePoint)){
|
||||
|
@ -605,7 +605,7 @@ bool Model::convexHullContains(glm::vec3 point) {
|
|||
if (!_calculatedMeshTrianglesValid) {
|
||||
recalculateMeshBoxes(true);
|
||||
}
|
||||
|
||||
|
||||
// If we are inside the models box, then consider the submeshes...
|
||||
int subMeshIndex = 0;
|
||||
foreach(const AABox& subMeshBox, _calculatedMeshBoxes) {
|
||||
|
@ -619,7 +619,7 @@ bool Model::convexHullContains(glm::vec3 point) {
|
|||
insideMesh = false;
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
if (insideMesh) {
|
||||
// It's inside this mesh, return true.
|
||||
|
@ -658,7 +658,7 @@ void Model::recalculateMeshPartOffsets() {
|
|||
// Any script might trigger findRayIntersectionAgainstSubMeshes (and maybe convexHullContains), so these
|
||||
// can occur multiple times. In addition, rendering does it's own ray picking in order to decide which
|
||||
// entity-scripts to call. I think it would be best to do the picking once-per-frame (in cpu, or gpu if possible)
|
||||
// and then the calls use the most recent such result.
|
||||
// and then the calls use the most recent such result.
|
||||
void Model::recalculateMeshBoxes(bool pickAgainstTriangles) {
|
||||
PROFILE_RANGE(__FUNCTION__);
|
||||
bool calculatedMeshTrianglesNeeded = pickAgainstTriangles && !_calculatedMeshTrianglesValid;
|
||||
|
@ -703,7 +703,7 @@ void Model::recalculateMeshBoxes(bool pickAgainstTriangles) {
|
|||
glm::vec3 mv1 = glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i1], 1.0f));
|
||||
glm::vec3 mv2 = glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i2], 1.0f));
|
||||
glm::vec3 mv3 = glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i3], 1.0f));
|
||||
|
||||
|
||||
// track the mesh parts in model space
|
||||
if (!atLeastOnePointInBounds) {
|
||||
thisPartBounds.setBox(mv0, 0.0f);
|
||||
|
@ -719,18 +719,18 @@ void Model::recalculateMeshBoxes(bool pickAgainstTriangles) {
|
|||
glm::vec3 v1 = calculateScaledOffsetPoint(mv1);
|
||||
glm::vec3 v2 = calculateScaledOffsetPoint(mv2);
|
||||
glm::vec3 v3 = calculateScaledOffsetPoint(mv3);
|
||||
|
||||
|
||||
// Sam's recommended triangle slices
|
||||
Triangle tri1 = { v0, v1, v3 };
|
||||
Triangle tri2 = { v1, v2, v3 };
|
||||
|
||||
|
||||
// NOTE: Random guy on the internet's recommended triangle slices
|
||||
//Triangle tri1 = { v0, v1, v2 };
|
||||
//Triangle tri2 = { v2, v3, v0 };
|
||||
|
||||
|
||||
thisMeshTriangles.push_back(tri1);
|
||||
thisMeshTriangles.push_back(tri2);
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -792,7 +792,7 @@ void Model::renderSetup(RenderArgs* args) {
|
|||
_dilatedTextures.append(dilated);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (!_meshGroupsKnown && isLoaded()) {
|
||||
segregateMeshGroups();
|
||||
}
|
||||
|
@ -805,7 +805,7 @@ public:
|
|||
transparent(transparent), model(model), url(model->getURL()), meshIndex(meshIndex), partIndex(partIndex) { }
|
||||
typedef render::Payload<MeshPartPayload> Payload;
|
||||
typedef Payload::DataPointer Pointer;
|
||||
|
||||
|
||||
bool transparent;
|
||||
Model* model;
|
||||
QUrl url;
|
||||
|
@ -814,14 +814,14 @@ public:
|
|||
};
|
||||
|
||||
namespace render {
|
||||
template <> const ItemKey payloadGetKey(const MeshPartPayload::Pointer& payload) {
|
||||
template <> const ItemKey payloadGetKey(const MeshPartPayload::Pointer& payload) {
|
||||
if (!payload->model->isVisible()) {
|
||||
return ItemKey::Builder().withInvisible().build();
|
||||
}
|
||||
return payload->transparent ? ItemKey::Builder::transparentShape() : ItemKey::Builder::opaqueShape();
|
||||
}
|
||||
|
||||
template <> const Item::Bound payloadGetBound(const MeshPartPayload::Pointer& payload) {
|
||||
|
||||
template <> const Item::Bound payloadGetBound(const MeshPartPayload::Pointer& payload) {
|
||||
if (payload) {
|
||||
return payload->model->getPartBounds(payload->meshIndex, payload->partIndex);
|
||||
}
|
||||
|
@ -875,7 +875,7 @@ bool Model::addToScene(std::shared_ptr<render::Scene> scene, render::PendingChan
|
|||
_renderItems.insert(item, renderPayload);
|
||||
somethingAdded = true;
|
||||
}
|
||||
|
||||
|
||||
_readyWhenAdded = readyToAddToScene();
|
||||
|
||||
return somethingAdded;
|
||||
|
@ -907,7 +907,7 @@ bool Model::addToScene(std::shared_ptr<render::Scene> scene, render::PendingChan
|
|||
_renderItems.insert(item, renderPayload);
|
||||
somethingAdded = true;
|
||||
}
|
||||
|
||||
|
||||
_readyWhenAdded = readyToAddToScene();
|
||||
|
||||
return somethingAdded;
|
||||
|
@ -929,7 +929,7 @@ void Model::renderDebugMeshBoxes(gpu::Batch& batch) {
|
|||
_debugMeshBoxesID = DependencyManager::get<GeometryCache>()->allocateID();
|
||||
}
|
||||
QVector<glm::vec3> points;
|
||||
|
||||
|
||||
glm::vec3 brn = box.getCorner();
|
||||
glm::vec3 bln = brn + glm::vec3(box.getDimensions().x, 0, 0);
|
||||
glm::vec3 brf = brn + glm::vec3(0, 0, box.getDimensions().z);
|
||||
|
@ -963,12 +963,12 @@ void Model::renderDebugMeshBoxes(gpu::Batch& batch) {
|
|||
{ 1.0f, 1.0f, 0.0f, 1.0f }, // yellow
|
||||
{ 0.0f, 1.0f, 1.0f, 1.0f }, // cyan
|
||||
{ 1.0f, 1.0f, 1.0f, 1.0f }, // white
|
||||
{ 0.0f, 0.5f, 0.0f, 1.0f },
|
||||
{ 0.0f, 0.0f, 0.5f, 1.0f },
|
||||
{ 0.5f, 0.0f, 0.5f, 1.0f },
|
||||
{ 0.5f, 0.5f, 0.0f, 1.0f },
|
||||
{ 0.0f, 0.5f, 0.0f, 1.0f },
|
||||
{ 0.0f, 0.0f, 0.5f, 1.0f },
|
||||
{ 0.5f, 0.0f, 0.5f, 1.0f },
|
||||
{ 0.5f, 0.5f, 0.0f, 1.0f },
|
||||
{ 0.0f, 0.5f, 0.5f, 1.0f } };
|
||||
|
||||
|
||||
DependencyManager::get<GeometryCache>()->updateVertices(_debugMeshBoxesID, points, color[colorNdx]);
|
||||
DependencyManager::get<GeometryCache>()->renderVertices(batch, gpu::LINES, _debugMeshBoxesID);
|
||||
colorNdx++;
|
||||
|
@ -1003,7 +1003,7 @@ Extents Model::getUnscaledMeshExtents() const {
|
|||
if (!isActive()) {
|
||||
return Extents();
|
||||
}
|
||||
|
||||
|
||||
const Extents& extents = _geometry->getFBXGeometry().meshExtents;
|
||||
|
||||
// even though our caller asked for "unscaled" we need to include any fst scaling, translation, and rotation, which
|
||||
|
@ -1011,7 +1011,7 @@ Extents Model::getUnscaledMeshExtents() const {
|
|||
glm::vec3 minimum = glm::vec3(_geometry->getFBXGeometry().offset * glm::vec4(extents.minimum, 1.0f));
|
||||
glm::vec3 maximum = glm::vec3(_geometry->getFBXGeometry().offset * glm::vec4(extents.maximum, 1.0f));
|
||||
Extents scaledExtents = { minimum, maximum };
|
||||
|
||||
|
||||
return scaledExtents;
|
||||
}
|
||||
|
||||
|
@ -1020,12 +1020,12 @@ Extents Model::calculateScaledOffsetExtents(const Extents& extents) const {
|
|||
glm::vec3 minimum = glm::vec3(_geometry->getFBXGeometry().offset * glm::vec4(extents.minimum, 1.0f));
|
||||
glm::vec3 maximum = glm::vec3(_geometry->getFBXGeometry().offset * glm::vec4(extents.maximum, 1.0f));
|
||||
|
||||
Extents scaledOffsetExtents = { ((minimum + _offset) * _scale),
|
||||
Extents scaledOffsetExtents = { ((minimum + _offset) * _scale),
|
||||
((maximum + _offset) * _scale) };
|
||||
|
||||
Extents rotatedExtents = scaledOffsetExtents.getRotated(_rotation);
|
||||
|
||||
Extents translatedExtents = { rotatedExtents.minimum + _translation,
|
||||
Extents translatedExtents = { rotatedExtents.minimum + _translation,
|
||||
rotatedExtents.maximum + _translation };
|
||||
|
||||
return translatedExtents;
|
||||
|
@ -1084,7 +1084,7 @@ void Model::setURL(const QUrl& url, const QUrl& fallback, bool retainCurrent, bo
|
|||
|
||||
onInvalidate();
|
||||
|
||||
// if so instructed, keep the current geometry until the new one is loaded
|
||||
// if so instructed, keep the current geometry until the new one is loaded
|
||||
_nextGeometry = DependencyManager::get<GeometryCache>()->getGeometry(url, fallback, delayLoad);
|
||||
_nextLODHysteresis = NetworkGeometry::NO_HYSTERESIS;
|
||||
if (!retainCurrent || !isActive() || (_nextGeometry && _nextGeometry->isLoaded())) {
|
||||
|
@ -1094,14 +1094,14 @@ void Model::setURL(const QUrl& url, const QUrl& fallback, bool retainCurrent, bo
|
|||
|
||||
void Model::geometryRefreshed() {
|
||||
QObject* sender = QObject::sender();
|
||||
|
||||
|
||||
if (sender == _geometry) {
|
||||
_readyWhenAdded = false; // reset out render items.
|
||||
_needsReload = true;
|
||||
invalidCalculatedMeshBoxes();
|
||||
|
||||
|
||||
onInvalidate();
|
||||
|
||||
|
||||
// if so instructed, keep the current geometry until the new one is loaded
|
||||
_nextGeometry = DependencyManager::get<GeometryCache>()->getGeometry(_url);
|
||||
_nextLODHysteresis = NetworkGeometry::NO_HYSTERESIS;
|
||||
|
@ -1121,7 +1121,7 @@ const QSharedPointer<NetworkGeometry> Model::getCollisionGeometry(bool delayLoad
|
|||
if (_collisionGeometry && _collisionGeometry->isLoaded()) {
|
||||
return _collisionGeometry;
|
||||
}
|
||||
|
||||
|
||||
return QSharedPointer<NetworkGeometry>();
|
||||
}
|
||||
|
||||
|
@ -1176,11 +1176,11 @@ public:
|
|||
|
||||
Blender(Model* model, int blendNumber, const QWeakPointer<NetworkGeometry>& geometry,
|
||||
const QVector<FBXMesh>& meshes, const QVector<float>& blendshapeCoefficients);
|
||||
|
||||
|
||||
virtual void run();
|
||||
|
||||
private:
|
||||
|
||||
|
||||
QPointer<Model> _model;
|
||||
int _blendNumber;
|
||||
QWeakPointer<NetworkGeometry> _geometry;
|
||||
|
@ -1254,10 +1254,10 @@ void Model::setScaleToFit(bool scaleToFit, float largestDimension, bool forceRes
|
|||
}
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
if (forceRescale || _scaleToFit != scaleToFit || glm::length(_scaleToFitDimensions) != largestDimension) {
|
||||
_scaleToFit = scaleToFit;
|
||||
|
||||
|
||||
// we only need to do this work if we're "turning on" scale to fit.
|
||||
if (scaleToFit) {
|
||||
Extents modelMeshExtents = getUnscaledMeshExtents();
|
||||
|
@ -1278,7 +1278,7 @@ void Model::scaleToFit() {
|
|||
// we didn't yet have an active mesh. We can only enter this scaleToFit() in this state
|
||||
// if we now do have an active mesh, so we take this opportunity to actually determine
|
||||
// the correct scale.
|
||||
if (_scaleToFit && _scaleToFitDimensions.y == FAKE_DIMENSION_PLACEHOLDER
|
||||
if (_scaleToFit && _scaleToFitDimensions.y == FAKE_DIMENSION_PLACEHOLDER
|
||||
&& _scaleToFitDimensions.z == FAKE_DIMENSION_PLACEHOLDER) {
|
||||
setScaleToFit(_scaleToFit, _scaleToFitDimensions.x);
|
||||
}
|
||||
|
@ -1313,7 +1313,7 @@ void Model::simulate(float deltaTime, bool fullUpdate) {
|
|||
PROFILE_RANGE(__FUNCTION__);
|
||||
fullUpdate = updateGeometry() || fullUpdate || (_scaleToFit && !_scaledToFit)
|
||||
|| (_snapModelToRegistrationPoint && !_snappedToRegistrationPoint);
|
||||
|
||||
|
||||
if (isActive() && fullUpdate) {
|
||||
// NOTE: This is overly aggressive and we are invalidating the MeshBoxes when in fact they may not be invalid
|
||||
// they really only become invalid if something about the transform to world space has changed. This is
|
||||
|
@ -1440,7 +1440,7 @@ void Model::setBlendedVertices(int blendNumber, const QWeakPointer<NetworkGeomet
|
|||
return;
|
||||
}
|
||||
_appliedBlendNumber = blendNumber;
|
||||
const FBXGeometry& fbxGeometry = _geometry->getFBXGeometry();
|
||||
const FBXGeometry& fbxGeometry = _geometry->getFBXGeometry();
|
||||
int index = 0;
|
||||
for (int i = 0; i < fbxGeometry.meshes.size(); i++) {
|
||||
const FBXMesh& mesh = fbxGeometry.meshes.at(i);
|
||||
|
@ -1461,7 +1461,7 @@ void Model::setGeometry(const QSharedPointer<NetworkGeometry>& newGeometry) {
|
|||
if (_geometry == newGeometry) {
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
if (_geometry) {
|
||||
_geometry->disconnect(_geometry.data(), &Resource::onRefresh, this, &Model::geometryRefreshed);
|
||||
}
|
||||
|
@ -1474,10 +1474,10 @@ void Model::applyNextGeometry() {
|
|||
deleteGeometry();
|
||||
_dilatedTextures.clear();
|
||||
_lodHysteresis = _nextLODHysteresis;
|
||||
|
||||
|
||||
// we retain a reference to the base geometry so that its reference count doesn't fall to zero
|
||||
setGeometry(_nextGeometry);
|
||||
|
||||
|
||||
_meshGroupsKnown = false;
|
||||
_readyWhenAdded = false; // in case any of our users are using scenes
|
||||
_needsReload = false; // we are loaded now!
|
||||
|
@ -1509,9 +1509,9 @@ AABox Model::getPartBounds(int meshIndex, int partIndex) {
|
|||
return calculateScaledOffsetAABox(_geometry->getFBXGeometry().meshExtents);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (_geometry->getFBXGeometry().meshes.size() > meshIndex) {
|
||||
|
||||
|
||||
// FIX ME! - This is currently a hack because for some mesh parts our efforts to calculate the bounding
|
||||
// box of the mesh part fails. It seems to create boxes that are not consistent with where the
|
||||
// geometry actually renders. If instead we make all the parts share the bounds of the entire subMesh
|
||||
|
@ -1536,7 +1536,7 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
|
|||
if (!_readyWhenAdded) {
|
||||
return; // bail asap
|
||||
}
|
||||
|
||||
|
||||
// We need to make sure we have valid offsets calculated before we can render
|
||||
if (!_calculatedMeshPartOffsetValid) {
|
||||
_mutex.lock();
|
||||
|
@ -1561,13 +1561,13 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
|
|||
|
||||
// guard against partially loaded meshes
|
||||
if (meshIndex >= networkMeshes.size() || meshIndex >= geometry.meshes.size() || meshIndex >= _meshStates.size() ) {
|
||||
return;
|
||||
return;
|
||||
}
|
||||
|
||||
const NetworkMesh& networkMesh = networkMeshes.at(meshIndex);
|
||||
const FBXMesh& mesh = geometry.meshes.at(meshIndex);
|
||||
const MeshState& state = _meshStates.at(meshIndex);
|
||||
|
||||
|
||||
bool translucentMesh = translucent; // networkMesh.getTranslucentPartCount(mesh) == networkMesh.parts.size();
|
||||
bool hasTangents = !mesh.tangents.isEmpty();
|
||||
bool hasSpecular = mesh.hasSpecularTexture();
|
||||
|
@ -1597,7 +1597,7 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
|
|||
DependencyManager::get<DeferredLightingEffect>()->renderWireCube(batch, 1.0f, cubeColor);
|
||||
}
|
||||
#endif //def DEBUG_BOUNDING_PARTS
|
||||
|
||||
|
||||
if (wireframe) {
|
||||
translucentMesh = hasTangents = hasSpecular = hasLightmap = isSkinned = false;
|
||||
}
|
||||
|
@ -1614,14 +1614,14 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
|
|||
|
||||
// if our index is ever out of range for either meshes or networkMeshes, then skip it, and set our _meshGroupsKnown
|
||||
// to false to rebuild out mesh groups.
|
||||
|
||||
|
||||
if (meshIndex < 0 || meshIndex >= networkMeshes.size() || meshIndex > geometry.meshes.size()) {
|
||||
_meshGroupsKnown = false; // regenerate these lists next time around.
|
||||
_readyWhenAdded = false; // in case any of our users are using scenes
|
||||
invalidCalculatedMeshBoxes(); // if we have to reload, we need to assume our mesh boxes are all invalid
|
||||
return; // FIXME!
|
||||
}
|
||||
|
||||
|
||||
batch.setIndexBuffer(gpu::UINT32, (networkMesh._indexBuffer), 0);
|
||||
int vertexCount = mesh.vertices.size();
|
||||
if (vertexCount == 0) {
|
||||
|
@ -1633,7 +1633,7 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
|
|||
if (_transforms.empty()) {
|
||||
_transforms.push_back(Transform());
|
||||
}
|
||||
|
||||
|
||||
if (isSkinned) {
|
||||
const float* bones;
|
||||
if (_cauterizeBones) {
|
||||
|
@ -1682,7 +1682,7 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
|
|||
qCDebug(renderutils) << "WARNING: material == nullptr!!!";
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
if (material != nullptr) {
|
||||
|
||||
// apply material properties
|
||||
|
@ -1724,12 +1724,12 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
|
|||
batch._glUniformMatrix4fv(locations->texcoordMatrices, 2, false, (const float*) &texcoordTransform);
|
||||
}
|
||||
|
||||
if (!mesh.tangents.isEmpty()) {
|
||||
if (!mesh.tangents.isEmpty()) {
|
||||
NetworkTexture* normalMap = networkPart.normalTexture.data();
|
||||
batch.setResourceTexture(1, (!normalMap || !normalMap->isLoaded()) ?
|
||||
textureCache->getBlueTexture() : normalMap->getGPUTexture());
|
||||
}
|
||||
|
||||
|
||||
if (locations->specularTextureUnit >= 0) {
|
||||
NetworkTexture* specularMap = networkPart.specularTexture.data();
|
||||
batch.setResourceTexture(locations->specularTextureUnit, (!specularMap || !specularMap->isLoaded()) ?
|
||||
|
@ -1747,18 +1747,18 @@ void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool tran
|
|||
float emissiveOffset = part.emissiveParams.x;
|
||||
float emissiveScale = part.emissiveParams.y;
|
||||
batch._glUniform2f(locations->emissiveParams, emissiveOffset, emissiveScale);
|
||||
|
||||
|
||||
NetworkTexture* emissiveMap = networkPart.emissiveTexture.data();
|
||||
batch.setResourceTexture(locations->emissiveTextureUnit, (!emissiveMap || !emissiveMap->isLoaded()) ?
|
||||
textureCache->getGrayTexture() : emissiveMap->getGPUTexture());
|
||||
}
|
||||
|
||||
|
||||
if (translucent && locations->lightBufferUnit >= 0) {
|
||||
DependencyManager::get<DeferredLightingEffect>()->setupTransparent(args, locations->lightBufferUnit);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
qint64 offset;
|
||||
{
|
||||
// FIXME_STUTTER: We should n't have any lock here
|
||||
|
@ -1798,7 +1798,7 @@ void Model::segregateMeshGroups() {
|
|||
qDebug() << "WARNING!!!! Mesh Sizes don't match! We will not segregate mesh groups yet.";
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
_transparentRenderItems.clear();
|
||||
_opaqueRenderItems.clear();
|
||||
|
||||
|
@ -1807,7 +1807,6 @@ void Model::segregateMeshGroups() {
|
|||
const NetworkMesh& networkMesh = networkMeshes.at(i);
|
||||
const FBXMesh& mesh = geometry.meshes.at(i);
|
||||
const MeshState& state = _meshStates.at(i);
|
||||
|
||||
|
||||
bool translucentMesh = networkMesh.getTranslucentPartCount(mesh) == networkMesh.parts.size();
|
||||
bool hasTangents = !mesh.tangents.isEmpty();
|
||||
|
@ -1815,7 +1814,7 @@ void Model::segregateMeshGroups() {
|
|||
bool hasLightmap = mesh.hasEmissiveTexture();
|
||||
bool isSkinned = state.clusterMatrices.size() > 1;
|
||||
bool wireframe = isWireframe();
|
||||
|
||||
|
||||
if (wireframe) {
|
||||
translucentMesh = hasTangents = hasSpecular = hasLightmap = isSkinned = false;
|
||||
}
|
||||
|
@ -1831,7 +1830,7 @@ void Model::segregateMeshGroups() {
|
|||
}
|
||||
}
|
||||
_meshGroupsKnown = true;
|
||||
}
|
||||
}
|
||||
|
||||
void Model::pickPrograms(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
|
||||
bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, bool isWireframe, RenderArgs* args,
|
||||
|
@ -1851,7 +1850,7 @@ void Model::pickPrograms(gpu::Batch& batch, RenderMode mode, bool translucent, f
|
|||
gpu::ShaderPointer program = (*pipeline).second._pipeline->getProgram();
|
||||
locations = (*pipeline).second._locations.get();
|
||||
|
||||
|
||||
|
||||
// Setup the One pipeline
|
||||
batch.setPipeline((*pipeline).second._pipeline);
|
||||
|
||||
|
@ -1865,7 +1864,7 @@ void Model::pickPrograms(gpu::Batch& batch, RenderMode mode, bool translucent, f
|
|||
}
|
||||
|
||||
if ((locations->normalFittingMapUnit > -1)) {
|
||||
batch.setResourceTexture(locations->normalFittingMapUnit,
|
||||
batch.setResourceTexture(locations->normalFittingMapUnit,
|
||||
DependencyManager::get<TextureCache>()->getNormalFittingTexture());
|
||||
}
|
||||
}
|
||||
|
|
|
@ -44,7 +44,7 @@ const int16_t COLLISION_GROUP_OTHER_AVATAR = 1 << 6;
|
|||
const int16_t COLLISION_GROUP_MY_ATTACHMENT = 1 << 7;
|
||||
const int16_t COLLISION_GROUP_OTHER_ATTACHMENT = 1 << 8;
|
||||
// ...
|
||||
const int16_t COLLISION_GROUP_COLLISIONLESS = 1 << 15;
|
||||
const int16_t COLLISION_GROUP_COLLISIONLESS = 1 << 14;
|
||||
|
||||
|
||||
/* Note: In order for objectA to collide with objectB at the filter stage
|
||||
|
|
Loading…
Reference in a new issue