From d6322903a2c39fc9e693e866218b06027053b74b Mon Sep 17 00:00:00 2001 From: Seth Alves Date: Tue, 11 Aug 2015 10:12:46 -0700 Subject: [PATCH 1/6] quiet compiler --- libraries/entities/src/EntityItemProperties.h | 2 +- libraries/entities/src/PolyLineEntityItem.cpp | 5 +- libraries/fbx/src/FBXReader.cpp | 22 +- libraries/render-utils/src/Model.cpp | 202 ++++++++---------- 4 files changed, 107 insertions(+), 124 deletions(-) diff --git a/libraries/entities/src/EntityItemProperties.h b/libraries/entities/src/EntityItemProperties.h index 8085c24d90..e7c280686a 100644 --- a/libraries/entities/src/EntityItemProperties.h +++ b/libraries/entities/src/EntityItemProperties.h @@ -154,9 +154,9 @@ public: DEFINE_PROPERTY_REF(PROP_HREF, Href, href, QString); DEFINE_PROPERTY_REF(PROP_DESCRIPTION, Description, description, QString); DEFINE_PROPERTY(PROP_FACE_CAMERA, FaceCamera, faceCamera, bool); + DEFINE_PROPERTY_REF(PROP_ACTION_DATA, ActionData, actionData, QByteArray); DEFINE_PROPERTY(PROP_NORMALS, Normals, normals, QVector); DEFINE_PROPERTY(PROP_STROKE_WIDTHS, StrokeWidths, strokeWidths, QVector); - DEFINE_PROPERTY_REF(PROP_ACTION_DATA, ActionData, actionData, QByteArray); DEFINE_PROPERTY_REF(PROP_X_TEXTURE_URL, XTextureURL, xTextureURL, QString); DEFINE_PROPERTY_REF(PROP_Y_TEXTURE_URL, YTextureURL, yTextureURL, QString); DEFINE_PROPERTY_REF(PROP_Z_TEXTURE_URL, ZTextureURL, zTextureURL, QString); diff --git a/libraries/entities/src/PolyLineEntityItem.cpp b/libraries/entities/src/PolyLineEntityItem.cpp index 9ade80f3be..196fde47fb 100644 --- a/libraries/entities/src/PolyLineEntityItem.cpp +++ b/libraries/entities/src/PolyLineEntityItem.cpp @@ -170,9 +170,10 @@ bool PolyLineEntityItem::setLinePoints(const QVector& points) { for (int i = 0; i < points.size(); i++) { glm::vec3 point = points.at(i); - glm::vec3 pos = getPosition(); glm::vec3 halfBox = getDimensions() * 0.5f; - 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) ) { + 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)) { qDebug() << "Point is outside entity's bounding box"; return false; } diff --git a/libraries/fbx/src/FBXReader.cpp b/libraries/fbx/src/FBXReader.cpp index 5e7647263a..ebffa4410a 100644 --- a/libraries/fbx/src/FBXReader.cpp +++ b/libraries/fbx/src/FBXReader.cpp @@ -976,7 +976,7 @@ ExtractedMesh extractMesh(const FBXNode& object, unsigned int& meshIndex) { data.extracted.mesh.meshIndex = meshIndex++; QVector materials; QVector textures; - bool isMaterialPerPolygon = false; + // bool isMaterialPerPolygon = false; foreach (const FBXNode& child, object.children) { if (child.name == "Vertices") { @@ -1107,13 +1107,13 @@ ExtractedMesh extractMesh(const FBXNode& object, unsigned int& meshIndex) { foreach (const FBXNode& subdata, child.children) { if (subdata.name == "Materials") { materials = getIntVector(subdata); - } else if (subdata.name == "MappingInformationType") { - if (subdata.properties.at(0) == "ByPolygon") { - isMaterialPerPolygon = true; - } else { - isMaterialPerPolygon = false; - } - } + } // else if (subdata.name == "MappingInformationType") { + // if (subdata.properties.at(0) == "ByPolygon") + // isMaterialPerPolygon = true; + // } else { + // isMaterialPerPolygon = false; + // } + // } } @@ -1126,12 +1126,6 @@ ExtractedMesh extractMesh(const FBXNode& object, unsigned int& meshIndex) { } } - - bool isMultiMaterial = false; - if (isMaterialPerPolygon) { - isMultiMaterial = true; - } - // convert the polygons to quads and triangles int polygonIndex = 0; QHash, int> materialTextureParts; diff --git a/libraries/render-utils/src/Model.cpp b/libraries/render-utils/src/Model.cpp index 3080d965a1..8a9a3f68dc 100644 --- a/libraries/render-utils/src/Model.cpp +++ b/libraries/render-utils/src/Model.cpp @@ -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(); initLocations(program, *locations); - + auto state = std::make_shared(); - + // 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(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(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(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 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(); if (!mesh.blendshapes.isEmpty()) { buffer->resize((mesh.vertices.size() + mesh.normals.size()) * sizeof(glm::vec3)); @@ -486,7 +486,7 @@ void Model::initJointStates(QVector 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 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 scene, render::PendingChan _renderItems.insert(item, renderPayload); somethingAdded = true; } - + _readyWhenAdded = readyToAddToScene(); return somethingAdded; @@ -907,7 +907,7 @@ bool Model::addToScene(std::shared_ptr 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()->allocateID(); } QVector 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()->updateVertices(_debugMeshBoxesID, points, color[colorNdx]); DependencyManager::get()->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()->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()->getGeometry(_url); _nextLODHysteresis = NetworkGeometry::NO_HYSTERESIS; @@ -1121,7 +1121,7 @@ const QSharedPointer Model::getCollisionGeometry(bool delayLoad if (_collisionGeometry && _collisionGeometry->isLoaded()) { return _collisionGeometry; } - + return QSharedPointer(); } @@ -1176,11 +1176,11 @@ public: Blender(Model* model, int blendNumber, const QWeakPointer& geometry, const QVector& meshes, const QVector& blendshapeCoefficients); - + virtual void run(); private: - + QPointer _model; int _blendNumber; QWeakPointer _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 QWeakPointergetFBXGeometry(); + 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& 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()->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()->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(); @@ -1807,18 +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(); - bool hasSpecular = mesh.hasSpecularTexture(); - bool hasLightmap = mesh.hasEmissiveTexture(); - bool isSkinned = state.clusterMatrices.size() > 1; - bool wireframe = isWireframe(); - - if (wireframe) { - translucentMesh = hasTangents = hasSpecular = hasLightmap = isSkinned = false; - } // Create the render payloads int totalParts = mesh.parts.size(); @@ -1831,7 +1819,7 @@ 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 +1839,7 @@ 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 +1853,7 @@ 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()->getNormalFittingTexture()); } } From dab584833059bb529b3aa5179417bbbac4f691e6 Mon Sep 17 00:00:00 2001 From: Seth Alves Date: Tue, 11 Aug 2015 10:21:30 -0700 Subject: [PATCH 2/6] quiet compiler --- libraries/gpu/src/gpu/State.h | 816 +++++++++++++++++----------------- 1 file changed, 408 insertions(+), 408 deletions(-) diff --git a/libraries/gpu/src/gpu/State.h b/libraries/gpu/src/gpu/State.h index 5e53284f36..42177e74dc 100755 --- a/libraries/gpu/src/gpu/State.h +++ b/libraries/gpu/src/gpu/State.h @@ -1,408 +1,408 @@ -// -// 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 -#include -#include -#include - -// 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; } - ComparisonFunction getFunction() const { return ComparisonFunction(_function); } - bool getWriteMask() const { return _writeMask; } - - int32 getRaw() const { return *(reinterpret_cast(this)); } - DepthTest(int32 raw) { *(reinterpret_cast(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(this)); } - StencilTest(int32 raw) { *(reinterpret_cast(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(this)); } - StencilActivation(int32 raw) { *(reinterpret_cast(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(this)); } - BlendFunction(int32 raw) { *(reinterpret_cast(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(); } - bool 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 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 +#include +#include +#include + +// 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); } + bool getWriteMask() const { return _writeMask; } + + int32 getRaw() const { return *(reinterpret_cast(this)); } + DepthTest(int32 raw) { *(reinterpret_cast(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(this)); } + StencilTest(int32 raw) { *(reinterpret_cast(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(this)); } + StencilActivation(int32 raw) { *(reinterpret_cast(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(this)); } + BlendFunction(int32 raw) { *(reinterpret_cast(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(); } + bool 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 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 From b25f6df7af349cfceb407ba20fe5d0d5efce29ab Mon Sep 17 00:00:00 2001 From: Seth Alves Date: Tue, 11 Aug 2015 10:22:56 -0700 Subject: [PATCH 3/6] quiet compiler --- interface/src/avatar/AvatarManager.cpp | 2 +- libraries/gpu/src/gpu/State.h | 2 +- libraries/physics/src/ObjectActionSpring.cpp | 2 +- libraries/shared/src/PhysicsCollisionGroups.h | 2 +- 4 files changed, 4 insertions(+), 4 deletions(-) diff --git a/interface/src/avatar/AvatarManager.cpp b/interface/src/avatar/AvatarManager.cpp index ee59a01e07..1644f22b09 100644 --- a/interface/src/avatar/AvatarManager.cpp +++ b/interface/src/avatar/AvatarManager.cpp @@ -279,7 +279,7 @@ void AvatarManager::handleCollisionEvents(CollisionEvents& collisionEvents) { const QString& collisionSoundURL = myAvatar->getCollisionSoundURL(); if (!collisionSoundURL.isEmpty()) { const float velocityChange = glm::length(collision.velocityChange); - const float MIN_AVATAR_COLLISION_ACCELERATION = 0.01; + const float MIN_AVATAR_COLLISION_ACCELERATION = 0.01f; const bool isSound = (collision.type == CONTACT_EVENT_TYPE_START) && (velocityChange > MIN_AVATAR_COLLISION_ACCELERATION); if (!isSound) { diff --git a/libraries/gpu/src/gpu/State.h b/libraries/gpu/src/gpu/State.h index 5e53284f36..1b4a02e301 100755 --- a/libraries/gpu/src/gpu/State.h +++ b/libraries/gpu/src/gpu/State.h @@ -125,7 +125,7 @@ public: bool isEnabled() const { return _enabled; } ComparisonFunction getFunction() const { return ComparisonFunction(_function); } - bool getWriteMask() const { return _writeMask; } + uint8 getWriteMask() const { return _writeMask; } int32 getRaw() const { return *(reinterpret_cast(this)); } DepthTest(int32 raw) { *(reinterpret_cast(this)) = raw; } diff --git a/libraries/physics/src/ObjectActionSpring.cpp b/libraries/physics/src/ObjectActionSpring.cpp index 196cc8d3ea..313b089d1c 100644 --- a/libraries/physics/src/ObjectActionSpring.cpp +++ b/libraries/physics/src/ObjectActionSpring.cpp @@ -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(); } diff --git a/libraries/shared/src/PhysicsCollisionGroups.h b/libraries/shared/src/PhysicsCollisionGroups.h index 08d83a29ca..42599a1b28 100644 --- a/libraries/shared/src/PhysicsCollisionGroups.h +++ b/libraries/shared/src/PhysicsCollisionGroups.h @@ -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 From 804c1ecf8e2523545553b62da2d6587b883e63d0 Mon Sep 17 00:00:00 2001 From: Seth Alves Date: Tue, 11 Aug 2015 10:46:53 -0700 Subject: [PATCH 4/6] quiet compiler --- libraries/gpu/src/gpu/State.h | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/libraries/gpu/src/gpu/State.h b/libraries/gpu/src/gpu/State.h index 42177e74dc..7ab723ac63 100755 --- a/libraries/gpu/src/gpu/State.h +++ b/libraries/gpu/src/gpu/State.h @@ -125,7 +125,7 @@ public: bool isEnabled() const { return _enabled != 0; } ComparisonFunction getFunction() const { return ComparisonFunction(_function); } - bool getWriteMask() const { return _writeMask; } + uint8 getWriteMask() const { return _writeMask != 0; } int32 getRaw() const { return *(reinterpret_cast(this)); } DepthTest(int32 raw) { *(reinterpret_cast(this)) = raw; } @@ -301,7 +301,7 @@ public: DepthTest getDepthTest() const { return _values.depthTest; } bool isDepthTestEnabled() const { return getDepthTest().isEnabled(); } - bool getDepthTestWriteMask() const { return getDepthTest().getWriteMask(); } + uint8 getDepthTestWriteMask() const { return getDepthTest().getWriteMask(); } ComparisonFunction getDepthTestFunc() const { return getDepthTest().getFunction(); } // Stencil test From fedbfe88815d25b11e68e0963162549a398d38c0 Mon Sep 17 00:00:00 2001 From: Seth Alves Date: Tue, 11 Aug 2015 11:00:04 -0700 Subject: [PATCH 5/6] fix jumbled merge --- libraries/gpu/src/gpu/State.h | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/libraries/gpu/src/gpu/State.h b/libraries/gpu/src/gpu/State.h index 7ab723ac63..5500f20e06 100755 --- a/libraries/gpu/src/gpu/State.h +++ b/libraries/gpu/src/gpu/State.h @@ -125,7 +125,7 @@ public: bool isEnabled() const { return _enabled != 0; } ComparisonFunction getFunction() const { return ComparisonFunction(_function); } - uint8 getWriteMask() const { return _writeMask != 0; } + uint8 getWriteMask() const { return _writeMask; } int32 getRaw() const { return *(reinterpret_cast(this)); } DepthTest(int32 raw) { *(reinterpret_cast(this)) = raw; } From 1c8030472ae6a06f85ec0d9f71aa61278fd78d1b Mon Sep 17 00:00:00 2001 From: Seth Alves Date: Mon, 17 Aug 2015 12:40:56 -0700 Subject: [PATCH 6/6] back out the more controversial changes --- libraries/fbx/src/FBXReader.cpp | 20 ++++++++++++-------- libraries/render-utils/src/Model.cpp | 11 +++++++++++ 2 files changed, 23 insertions(+), 8 deletions(-) diff --git a/libraries/fbx/src/FBXReader.cpp b/libraries/fbx/src/FBXReader.cpp index ebffa4410a..2db5f5fa51 100644 --- a/libraries/fbx/src/FBXReader.cpp +++ b/libraries/fbx/src/FBXReader.cpp @@ -976,7 +976,7 @@ ExtractedMesh extractMesh(const FBXNode& object, unsigned int& meshIndex) { data.extracted.mesh.meshIndex = meshIndex++; QVector materials; QVector textures; - // bool isMaterialPerPolygon = false; + bool isMaterialPerPolygon = false; foreach (const FBXNode& child, object.children) { if (child.name == "Vertices") { @@ -1107,13 +1107,12 @@ ExtractedMesh extractMesh(const FBXNode& object, unsigned int& meshIndex) { foreach (const FBXNode& subdata, child.children) { if (subdata.name == "Materials") { materials = getIntVector(subdata); - } // else if (subdata.name == "MappingInformationType") { - // if (subdata.properties.at(0) == "ByPolygon") - // isMaterialPerPolygon = true; - // } else { - // isMaterialPerPolygon = false; - // } - // } + } else if (subdata.name == "MappingInformationType") { + if (subdata.properties.at(0) == "ByPolygon") + isMaterialPerPolygon = true; + } else { + isMaterialPerPolygon = false; + } } @@ -1126,6 +1125,11 @@ ExtractedMesh extractMesh(const FBXNode& object, unsigned int& meshIndex) { } } + bool isMultiMaterial = false; + if (isMaterialPerPolygon) { + isMultiMaterial = true; + } + // convert the polygons to quads and triangles int polygonIndex = 0; QHash, int> materialTextureParts; diff --git a/libraries/render-utils/src/Model.cpp b/libraries/render-utils/src/Model.cpp index 8a9a3f68dc..7452c32ed2 100644 --- a/libraries/render-utils/src/Model.cpp +++ b/libraries/render-utils/src/Model.cpp @@ -1808,6 +1808,17 @@ void Model::segregateMeshGroups() { 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(); + bool hasSpecular = mesh.hasSpecularTexture(); + bool hasLightmap = mesh.hasEmissiveTexture(); + bool isSkinned = state.clusterMatrices.size() > 1; + bool wireframe = isWireframe(); + + if (wireframe) { + translucentMesh = hasTangents = hasSpecular = hasLightmap = isSkinned = false; + } + // Create the render payloads int totalParts = mesh.parts.size(); for (int partIndex = 0; partIndex < totalParts; partIndex++) {