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https://github.com/overte-org/overte.git
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Merge pull request #6000 from samcake/hobbes
Migrate FBXReader to use model::Mesh and clean Model Part rendering
This commit is contained in:
commit
b06d17d45a
25 changed files with 1109 additions and 1080 deletions
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@ -264,78 +264,6 @@ void appendModelIDs(const QString& parentID, const QMultiHash<QString, QString>&
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}
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}
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gpu::BufferPointer FBXMeshPart::getMergedTriangles() const {
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// if we've been asked for our triangulation of the original quads, but we don't yet have them
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// then create them now.
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if (!mergedTrianglesAvailable) {
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mergedTrianglesAvailable = true;
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mergedTrianglesIndicesBuffer = std::make_shared<gpu::Buffer>();
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// QVector<int> quadIndices; // original indices from the FBX mesh
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QVector<quint32> mergedTrianglesIndices; // triangle versions of quads converted when first needed
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const int INDICES_PER_ORIGINAL_TRIANGLE = 3;
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const int INDICES_PER_ORIGINAL_QUAD = 4;
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const int INDICES_PER_TRIANGULATED_QUAD = 6;
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int numberOfQuads = quadIndices.size() / INDICES_PER_ORIGINAL_QUAD;
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int numberOfTriangles = triangleIndices.size() / INDICES_PER_ORIGINAL_TRIANGLE;
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int mergedNumberOfIndices = (numberOfQuads * INDICES_PER_TRIANGULATED_QUAD) + triangleIndices.size();
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// resized our merged indices to be enough room for our triangulated quads and our original triangles
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mergedTrianglesIndices.resize(mergedNumberOfIndices);
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int originalIndex = 0;
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int triangulatedIndex = 0;
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// triangulate our quads
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for (int fromQuad = 0; fromQuad < numberOfQuads; fromQuad++) {
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int i0 = quadIndices[originalIndex + 0];
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int i1 = quadIndices[originalIndex + 1];
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int i2 = quadIndices[originalIndex + 2];
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int i3 = quadIndices[originalIndex + 3];
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// Sam's recommended triangle slices
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// Triangle tri1 = { v0, v1, v3 };
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// Triangle tri2 = { v1, v2, v3 };
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// NOTE: Random guy on the internet's recommended triangle slices
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// Triangle tri1 = { v0, v1, v2 };
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// Triangle tri2 = { v2, v3, v0 };
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mergedTrianglesIndices[triangulatedIndex + 0] = i0;
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mergedTrianglesIndices[triangulatedIndex + 1] = i1;
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mergedTrianglesIndices[triangulatedIndex + 2] = i3;
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mergedTrianglesIndices[triangulatedIndex + 3] = i1;
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mergedTrianglesIndices[triangulatedIndex + 4] = i2;
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mergedTrianglesIndices[triangulatedIndex + 5] = i3;
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originalIndex += INDICES_PER_ORIGINAL_QUAD;
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triangulatedIndex += INDICES_PER_TRIANGULATED_QUAD;
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}
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// add our original triangs
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originalIndex = 0;
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for (int fromTriangle = 0; fromTriangle < numberOfTriangles; fromTriangle++) {
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int i0 = triangleIndices[originalIndex + 0];
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int i1 = triangleIndices[originalIndex + 1];
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int i2 = triangleIndices[originalIndex + 2];
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mergedTrianglesIndices[triangulatedIndex + 0] = i0;
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mergedTrianglesIndices[triangulatedIndex + 1] = i1;
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mergedTrianglesIndices[triangulatedIndex + 2] = i2;
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originalIndex += INDICES_PER_ORIGINAL_TRIANGLE;
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triangulatedIndex += INDICES_PER_ORIGINAL_TRIANGLE;
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}
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mergedTrianglesIndicesCount = mergedNumberOfIndices;
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mergedTrianglesIndicesBuffer->append(mergedNumberOfIndices * sizeof(quint32), (gpu::Byte*)mergedTrianglesIndices.data());
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}
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return mergedTrianglesIndicesBuffer;
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}
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FBXBlendshape extractBlendshape(const FBXNode& object) {
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FBXBlendshape blendshape;
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foreach (const FBXNode& data, object.children) {
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@ -1584,10 +1512,8 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
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}
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extracted.mesh.isEye = (maxJointIndex == geometry.leftEyeJointIndex || maxJointIndex == geometry.rightEyeJointIndex);
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# if USE_MODEL_MESH
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buildModelMesh(extracted, url);
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# endif
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if (extracted.mesh.isEye) {
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if (maxJointIndex == geometry.leftEyeJointIndex) {
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geometry.leftEyeSize = extracted.mesh.meshExtents.largestDimension() * offsetScale;
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@ -12,8 +12,6 @@
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#ifndef hifi_FBXReader_h
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#define hifi_FBXReader_h
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#define USE_MODEL_MESH 1
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#include <QMetaType>
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#include <QUrl>
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#include <QVarLengthArray>
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@ -123,27 +121,22 @@ class FBXMeshPart {
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public:
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QVector<int> quadIndices; // original indices from the FBX mesh
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QVector<int> quadTrianglesIndices; // original indices from the FBX mesh of the quad converted as triangles
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QVector<int> triangleIndices; // original indices from the FBX mesh
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mutable gpu::BufferPointer mergedTrianglesIndicesBuffer; // both the quads and the triangles merged into a single set of triangles
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QString materialID;
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mutable bool mergedTrianglesAvailable = false;
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mutable int mergedTrianglesIndicesCount = 0;
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gpu::BufferPointer getMergedTriangles() const;
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};
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class FBXMaterial {
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public:
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FBXMaterial() {};
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FBXMaterial(const glm::vec3& diffuseColor, const glm::vec3& specularColor, const glm::vec3& emissiveColor,
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const glm::vec2& emissiveParams, float shininess, float opacity) :
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diffuseColor(diffuseColor),
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specularColor(specularColor),
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emissiveColor(emissiveColor),
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emissiveParams(emissiveParams),
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shininess(shininess),
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FBXMaterial(const glm::vec3& diffuseColor, const glm::vec3& specularColor, const glm::vec3& emissiveColor,
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const glm::vec2& emissiveParams, float shininess, float opacity) :
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diffuseColor(diffuseColor),
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specularColor(specularColor),
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emissiveColor(emissiveColor),
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emissiveParams(emissiveParams),
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shininess(shininess),
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opacity(opacity) {}
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glm::vec3 diffuseColor{ 1.0f };
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@ -193,9 +186,8 @@ public:
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QVector<FBXBlendshape> blendshapes;
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unsigned int meshIndex; // the order the meshes appeared in the object file
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# if USE_MODEL_MESH
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model::Mesh _mesh;
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# endif
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model::MeshPointer _mesh;
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};
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class ExtractedMesh {
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@ -107,6 +107,8 @@ void FBXReader::consolidateFBXMaterials() {
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if (!specularTextureID.isNull()) {
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specularTexture = getTexture(specularTextureID);
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detectDifferentUVs |= (specularTexture.texcoordSet != 0) || (!specularTexture.transform.isIdentity());
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material.specularTexture = specularTexture;
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}
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FBXTexture emissiveTexture;
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@ -348,6 +348,28 @@ ExtractedMesh FBXReader::extractMesh(const FBXNode& object, unsigned int& meshIn
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appendIndex(data, part.quadIndices, beginIndex++);
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appendIndex(data, part.quadIndices, beginIndex++);
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appendIndex(data, part.quadIndices, beginIndex++);
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int quadStartIndex = part.quadIndices.size() - 4;
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int i0 = part.quadIndices[quadStartIndex + 0];
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int i1 = part.quadIndices[quadStartIndex + 1];
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int i2 = part.quadIndices[quadStartIndex + 2];
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int i3 = part.quadIndices[quadStartIndex + 3];
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// Sam's recommended triangle slices
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// Triangle tri1 = { v0, v1, v3 };
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// Triangle tri2 = { v1, v2, v3 };
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// NOTE: Random guy on the internet's recommended triangle slices
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// Triangle tri1 = { v0, v1, v2 };
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// Triangle tri2 = { v2, v3, v0 };
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part.quadTrianglesIndices.append(i0);
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part.quadTrianglesIndices.append(i1);
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part.quadTrianglesIndices.append(i3);
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part.quadTrianglesIndices.append(i1);
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part.quadTrianglesIndices.append(i2);
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part.quadTrianglesIndices.append(i3);
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} else {
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for (int nextIndex = beginIndex + 1;; ) {
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appendIndex(data, part.triangleIndices, beginIndex);
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@ -364,25 +386,33 @@ ExtractedMesh FBXReader::extractMesh(const FBXNode& object, unsigned int& meshIn
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return data.extracted;
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}
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#if USE_MODEL_MESH
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void FBXReader::buildModelMesh(ExtractedMesh& extracted, const QString& url) {
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static QString repeatedMessage = LogHandler::getInstance().addRepeatedMessageRegex("buildModelMesh failed -- .*");
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unsigned int totalSourceIndices = 0;
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foreach(const FBXMeshPart& part, extracted.mesh.parts) {
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totalSourceIndices += (part.quadTrianglesIndices.size() + part.triangleIndices.size());
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}
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if (!totalSourceIndices) {
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qCDebug(modelformat) << "buildModelMesh failed -- no indices, url = " << url;
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return;
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}
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if (extracted.mesh.vertices.size() == 0) {
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extracted.mesh._mesh = model::Mesh();
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qCDebug(modelformat) << "buildModelMesh failed -- no vertices, url = " << url;
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return;
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}
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FBXMesh& fbxMesh = extracted.mesh;
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model::Mesh mesh;
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model::MeshPointer mesh(new model::Mesh());
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// Grab the vertices in a buffer
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auto vb = std::make_shared<gpu::Buffer>();
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vb->setData(extracted.mesh.vertices.size() * sizeof(glm::vec3),
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(const gpu::Byte*) extracted.mesh.vertices.data());
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gpu::BufferView vbv(vb, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ));
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mesh.setVertexBuffer(vbv);
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mesh->setVertexBuffer(vbv);
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// evaluate all attribute channels sizes
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int normalsSize = fbxMesh.normals.size() * sizeof(glm::vec3);
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@ -414,98 +444,106 @@ void FBXReader::buildModelMesh(ExtractedMesh& extracted, const QString& url) {
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attribBuffer->setSubData(clusterWeightsOffset, clusterWeightsSize, (gpu::Byte*) fbxMesh.clusterWeights.constData());
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if (normalsSize) {
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mesh.addAttribute(gpu::Stream::NORMAL,
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model::BufferView(attribBuffer, normalsOffset, normalsSize,
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gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ)));
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mesh->addAttribute(gpu::Stream::NORMAL,
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model::BufferView(attribBuffer, normalsOffset, normalsSize,
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gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ)));
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}
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if (tangentsSize) {
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mesh.addAttribute(gpu::Stream::TANGENT,
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model::BufferView(attribBuffer, tangentsOffset, tangentsSize,
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gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ)));
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mesh->addAttribute(gpu::Stream::TANGENT,
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model::BufferView(attribBuffer, tangentsOffset, tangentsSize,
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gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ)));
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}
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if (colorsSize) {
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mesh.addAttribute(gpu::Stream::COLOR,
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model::BufferView(attribBuffer, colorsOffset, colorsSize,
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gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::RGB)));
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mesh->addAttribute(gpu::Stream::COLOR,
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model::BufferView(attribBuffer, colorsOffset, colorsSize,
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gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::RGB)));
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}
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if (texCoordsSize) {
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mesh.addAttribute(gpu::Stream::TEXCOORD,
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model::BufferView( attribBuffer, texCoordsOffset, texCoordsSize,
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gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV)));
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mesh->addAttribute(gpu::Stream::TEXCOORD,
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model::BufferView( attribBuffer, texCoordsOffset, texCoordsSize,
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gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV)));
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}
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if (texCoords1Size) {
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mesh.addAttribute(gpu::Stream::TEXCOORD1,
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model::BufferView(attribBuffer, texCoords1Offset, texCoords1Size,
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gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV)));
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mesh->addAttribute( gpu::Stream::TEXCOORD1,
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model::BufferView(attribBuffer, texCoords1Offset, texCoords1Size,
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gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV)));
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} else if (texCoordsSize) {
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mesh->addAttribute(gpu::Stream::TEXCOORD1,
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model::BufferView(attribBuffer, texCoordsOffset, texCoordsSize,
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gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV)));
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}
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if (clusterIndicesSize) {
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mesh.addAttribute(gpu::Stream::SKIN_CLUSTER_INDEX,
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mesh->addAttribute(gpu::Stream::SKIN_CLUSTER_INDEX,
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model::BufferView(attribBuffer, clusterIndicesOffset, clusterIndicesSize,
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gpu::Element(gpu::VEC4, gpu::FLOAT, gpu::XYZW)));
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}
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if (clusterWeightsSize) {
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mesh.addAttribute(gpu::Stream::SKIN_CLUSTER_WEIGHT,
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mesh->addAttribute(gpu::Stream::SKIN_CLUSTER_WEIGHT,
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model::BufferView(attribBuffer, clusterWeightsOffset, clusterWeightsSize,
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gpu::Element(gpu::VEC4, gpu::FLOAT, gpu::XYZW)));
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}
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unsigned int totalIndices = 0;
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foreach(const FBXMeshPart& part, extracted.mesh.parts) {
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totalIndices += (part.quadIndices.size() + part.triangleIndices.size());
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totalIndices += (part.quadTrianglesIndices.size() + part.triangleIndices.size());
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}
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if (! totalIndices) {
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extracted.mesh._mesh = model::Mesh();
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qCDebug(modelformat) << "buildModelMesh failed -- no indices, url = " << url;
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return;
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}
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auto ib = std::make_shared<gpu::Buffer>();
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ib->resize(totalIndices * sizeof(int));
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auto indexBuffer = std::make_shared<gpu::Buffer>();
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indexBuffer->resize(totalIndices * sizeof(int));
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int indexNum = 0;
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int offset = 0;
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std::vector< model::Mesh::Part > parts;
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if (extracted.mesh.parts.size() > 1) {
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indexNum = 0;
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}
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foreach(const FBXMeshPart& part, extracted.mesh.parts) {
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model::Mesh::Part quadPart(indexNum, part.quadIndices.size(), 0, model::Mesh::QUADS);
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if (quadPart._numIndices) {
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parts.push_back(quadPart);
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ib->setSubData(offset, part.quadIndices.size() * sizeof(int),
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(gpu::Byte*) part.quadIndices.constData());
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offset += part.quadIndices.size() * sizeof(int);
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indexNum += part.quadIndices.size();
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model::Mesh::Part modelPart(indexNum, 0, 0, model::Mesh::TRIANGLES);
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if (part.quadTrianglesIndices.size()) {
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indexBuffer->setSubData(offset,
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part.quadTrianglesIndices.size() * sizeof(int),
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(gpu::Byte*) part.quadTrianglesIndices.constData());
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offset += part.quadTrianglesIndices.size() * sizeof(int);
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indexNum += part.quadTrianglesIndices.size();
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modelPart._numIndices += part.quadTrianglesIndices.size();
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}
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model::Mesh::Part triPart(indexNum, part.triangleIndices.size(), 0, model::Mesh::TRIANGLES);
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if (triPart._numIndices) {
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ib->setSubData(offset, part.triangleIndices.size() * sizeof(int),
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(gpu::Byte*) part.triangleIndices.constData());
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if (part.triangleIndices.size()) {
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indexBuffer->setSubData(offset,
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part.triangleIndices.size() * sizeof(int),
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(gpu::Byte*) part.triangleIndices.constData());
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offset += part.triangleIndices.size() * sizeof(int);
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indexNum += part.triangleIndices.size();
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modelPart._numIndices += part.triangleIndices.size();
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}
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parts.push_back(modelPart);
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}
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gpu::BufferView ibv(ib, gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::XYZ));
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mesh.setIndexBuffer(ibv);
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gpu::BufferView indexBufferView(indexBuffer, gpu::Element(gpu::SCALAR, gpu::UINT32, gpu::XYZ));
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mesh->setIndexBuffer(indexBufferView);
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if (parts.size()) {
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auto pb = std::make_shared<gpu::Buffer>();
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pb->setData(parts.size() * sizeof(model::Mesh::Part), (const gpu::Byte*) parts.data());
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gpu::BufferView pbv(pb, gpu::Element(gpu::VEC4, gpu::UINT32, gpu::XYZW));
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mesh.setPartBuffer(pbv);
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mesh->setPartBuffer(pbv);
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} else {
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extracted.mesh._mesh = model::Mesh();
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qCDebug(modelformat) << "buildModelMesh failed -- no parts, url = " << url;
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return;
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}
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// model::Box box =
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mesh.evalPartBound(0);
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mesh->evalPartBound(0);
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extracted.mesh._mesh = mesh;
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}
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#endif // USE_MODEL_MESH
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@ -319,8 +319,11 @@ void GLBackend::do_drawIndexed(Batch& batch, uint32 paramOffset) {
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uint32 startIndex = batch._params[paramOffset + 0]._uint;
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GLenum glType = _elementTypeToGLType[_input._indexBufferType];
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auto typeByteSize = TYPE_SIZE[_input._indexBufferType];
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GLvoid* indexBufferByteOffset = reinterpret_cast<GLvoid*>(startIndex * typeByteSize + _input._indexBufferOffset);
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glDrawElements(mode, numIndices, glType, reinterpret_cast<GLvoid*>(startIndex + _input._indexBufferOffset));
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glDrawElements(mode, numIndices, glType, indexBufferByteOffset);
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(void) CHECK_GL_ERROR();
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}
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@ -353,10 +356,13 @@ void GLBackend::do_drawIndexedInstanced(Batch& batch, uint32 paramOffset) {
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uint32 startInstance = batch._params[paramOffset + 0]._uint;
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GLenum glType = _elementTypeToGLType[_input._indexBufferType];
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auto typeByteSize = TYPE_SIZE[_input._indexBufferType];
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GLvoid* indexBufferByteOffset = reinterpret_cast<GLvoid*>(startIndex * typeByteSize + _input._indexBufferOffset);
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#if (GPU_INPUT_PROFILE == GPU_CORE_43)
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glDrawElementsInstancedBaseVertexBaseInstance(mode, numIndices, glType, reinterpret_cast<GLvoid*>(startIndex + _input._indexBufferOffset), numInstances, 0, startInstance);
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glDrawElementsInstancedBaseVertexBaseInstance(mode, numIndices, glType, indexBufferByteOffset, numInstances, 0, startInstance);
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#else
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glDrawElementsInstanced(mode, numIndices, glType, reinterpret_cast<GLvoid*>(startIndex + _input._indexBufferOffset), numInstances);
|
||||
glDrawElementsInstanced(mode, numIndices, glType, indexBufferByteOffset, numInstances);
|
||||
Q_UNUSED(startInstance);
|
||||
#endif
|
||||
(void)CHECK_GL_ERROR();
|
||||
|
@ -389,7 +395,7 @@ void GLBackend::do_multiDrawIndexedIndirect(Batch& batch, uint32 paramOffset) {
|
|||
uint commandCount = batch._params[paramOffset + 0]._uint;
|
||||
GLenum mode = _primitiveToGLmode[(Primitive)batch._params[paramOffset + 1]._uint];
|
||||
GLenum indexType = _elementTypeToGLType[_input._indexBufferType];
|
||||
|
||||
|
||||
glMultiDrawElementsIndirect(mode, indexType, reinterpret_cast<GLvoid*>(_input._indirectBufferOffset), commandCount, _input._indirectBufferStride);
|
||||
#else
|
||||
// FIXME implement the slow path
|
||||
|
|
|
@ -286,7 +286,7 @@ protected:
|
|||
BufferPointer _indexBuffer;
|
||||
Offset _indexBufferOffset;
|
||||
Type _indexBufferType;
|
||||
|
||||
|
||||
BufferPointer _indirectBuffer;
|
||||
Offset _indirectBufferOffset{ 0 };
|
||||
Offset _indirectBufferStride{ 0 };
|
||||
|
|
|
@ -315,7 +315,7 @@ void GLBackend::do_setIndirectBuffer(Batch& batch, uint32 paramOffset) {
|
|||
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, getBufferID(*buffer));
|
||||
} else {
|
||||
// FIXME do we really need this? Is there ever a draw call where we care that the element buffer is null?
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
glBindBuffer(GL_DRAW_INDIRECT_BUFFER, 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -92,3 +92,16 @@ void BufferStream::addBuffer(const BufferPointer& buffer, Offset offset, Offset
|
|||
_offsets.push_back(offset);
|
||||
_strides.push_back(stride);
|
||||
}
|
||||
|
||||
BufferStream BufferStream::makeRangedStream(uint32 offset, uint32 count) const {
|
||||
if ((offset < _buffers.size())) {
|
||||
auto rangeSize = std::min(count, (uint32)(_buffers.size() - offset));
|
||||
BufferStream newStream;
|
||||
newStream._buffers.insert(newStream._buffers.begin(), _buffers.begin() + offset, _buffers.begin() + offset + rangeSize);
|
||||
newStream._offsets.insert(newStream._offsets.begin(), _offsets.begin() + offset, _offsets.begin() + offset + rangeSize);
|
||||
newStream._strides.insert(newStream._strides.begin(), _strides.begin() + offset, _strides.begin() + offset + rangeSize);
|
||||
return newStream;
|
||||
}
|
||||
|
||||
return BufferStream();
|
||||
}
|
||||
|
|
|
@ -134,12 +134,15 @@ public:
|
|||
BufferStream();
|
||||
~BufferStream();
|
||||
|
||||
void clear() { _buffers.clear(); _offsets.clear(); _strides.clear(); }
|
||||
void addBuffer(const BufferPointer& buffer, Offset offset, Offset stride);
|
||||
|
||||
const Buffers& getBuffers() const { return _buffers; }
|
||||
const Offsets& getOffsets() const { return _offsets; }
|
||||
const Strides& getStrides() const { return _strides; }
|
||||
uint8 getNumBuffers() const { return _buffers.size(); }
|
||||
uint32 getNumBuffers() const { return _buffers.size(); }
|
||||
|
||||
BufferStream makeRangedStream(uint32 offset, uint32 count = -1) const;
|
||||
|
||||
protected:
|
||||
Buffers _buffers;
|
||||
|
|
|
@ -266,125 +266,9 @@ void NetworkGeometry::modelRequestError(QNetworkReply::NetworkError error) {
|
|||
}
|
||||
|
||||
static NetworkMesh* buildNetworkMesh(const FBXMesh& mesh, const QUrl& textureBaseUrl) {
|
||||
auto textureCache = DependencyManager::get<TextureCache>();
|
||||
NetworkMesh* networkMesh = new NetworkMesh();
|
||||
|
||||
int totalIndices = 0;
|
||||
//bool checkForTexcoordLightmap = false;
|
||||
|
||||
|
||||
|
||||
// process network parts
|
||||
foreach (const FBXMeshPart& part, mesh.parts) {
|
||||
totalIndices += (part.quadIndices.size() + part.triangleIndices.size());
|
||||
}
|
||||
|
||||
// initialize index buffer
|
||||
{
|
||||
networkMesh->_indexBuffer = std::make_shared<gpu::Buffer>();
|
||||
networkMesh->_indexBuffer->resize(totalIndices * sizeof(int));
|
||||
int offset = 0;
|
||||
foreach(const FBXMeshPart& part, mesh.parts) {
|
||||
networkMesh->_indexBuffer->setSubData(offset, part.quadIndices.size() * sizeof(int),
|
||||
(gpu::Byte*) part.quadIndices.constData());
|
||||
offset += part.quadIndices.size() * sizeof(int);
|
||||
networkMesh->_indexBuffer->setSubData(offset, part.triangleIndices.size() * sizeof(int),
|
||||
(gpu::Byte*) part.triangleIndices.constData());
|
||||
offset += part.triangleIndices.size() * sizeof(int);
|
||||
}
|
||||
}
|
||||
|
||||
// initialize vertex buffer
|
||||
{
|
||||
networkMesh->_vertexBuffer = std::make_shared<gpu::Buffer>();
|
||||
// if we don't need to do any blending, the positions/normals can be static
|
||||
if (mesh.blendshapes.isEmpty()) {
|
||||
int normalsOffset = mesh.vertices.size() * sizeof(glm::vec3);
|
||||
int tangentsOffset = normalsOffset + mesh.normals.size() * sizeof(glm::vec3);
|
||||
int colorsOffset = tangentsOffset + mesh.tangents.size() * sizeof(glm::vec3);
|
||||
int texCoordsOffset = colorsOffset + mesh.colors.size() * sizeof(glm::vec3);
|
||||
int texCoords1Offset = texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2);
|
||||
int clusterIndicesOffset = texCoords1Offset + mesh.texCoords1.size() * sizeof(glm::vec2);
|
||||
int clusterWeightsOffset = clusterIndicesOffset + mesh.clusterIndices.size() * sizeof(glm::vec4);
|
||||
|
||||
networkMesh->_vertexBuffer->resize(clusterWeightsOffset + mesh.clusterWeights.size() * sizeof(glm::vec4));
|
||||
|
||||
networkMesh->_vertexBuffer->setSubData(0, mesh.vertices.size() * sizeof(glm::vec3), (gpu::Byte*) mesh.vertices.constData());
|
||||
networkMesh->_vertexBuffer->setSubData(normalsOffset, mesh.normals.size() * sizeof(glm::vec3), (gpu::Byte*) mesh.normals.constData());
|
||||
networkMesh->_vertexBuffer->setSubData(tangentsOffset,
|
||||
mesh.tangents.size() * sizeof(glm::vec3), (gpu::Byte*) mesh.tangents.constData());
|
||||
networkMesh->_vertexBuffer->setSubData(colorsOffset, mesh.colors.size() * sizeof(glm::vec3), (gpu::Byte*) mesh.colors.constData());
|
||||
networkMesh->_vertexBuffer->setSubData(texCoordsOffset,
|
||||
mesh.texCoords.size() * sizeof(glm::vec2), (gpu::Byte*) mesh.texCoords.constData());
|
||||
networkMesh->_vertexBuffer->setSubData(texCoords1Offset,
|
||||
mesh.texCoords1.size() * sizeof(glm::vec2), (gpu::Byte*) mesh.texCoords1.constData());
|
||||
networkMesh->_vertexBuffer->setSubData(clusterIndicesOffset,
|
||||
mesh.clusterIndices.size() * sizeof(glm::vec4), (gpu::Byte*) mesh.clusterIndices.constData());
|
||||
networkMesh->_vertexBuffer->setSubData(clusterWeightsOffset,
|
||||
mesh.clusterWeights.size() * sizeof(glm::vec4), (gpu::Byte*) mesh.clusterWeights.constData());
|
||||
|
||||
// otherwise, at least the cluster indices/weights can be static
|
||||
networkMesh->_vertexStream = std::make_shared<gpu::BufferStream>();
|
||||
networkMesh->_vertexStream->addBuffer(networkMesh->_vertexBuffer, 0, sizeof(glm::vec3));
|
||||
if (mesh.normals.size()) networkMesh->_vertexStream->addBuffer(networkMesh->_vertexBuffer, normalsOffset, sizeof(glm::vec3));
|
||||
if (mesh.tangents.size()) networkMesh->_vertexStream->addBuffer(networkMesh->_vertexBuffer, tangentsOffset, sizeof(glm::vec3));
|
||||
if (mesh.colors.size()) networkMesh->_vertexStream->addBuffer(networkMesh->_vertexBuffer, colorsOffset, sizeof(glm::vec3));
|
||||
if (mesh.texCoords.size()) networkMesh->_vertexStream->addBuffer(networkMesh->_vertexBuffer, texCoordsOffset, sizeof(glm::vec2));
|
||||
if (mesh.texCoords1.size()) networkMesh->_vertexStream->addBuffer(networkMesh->_vertexBuffer, texCoords1Offset, sizeof(glm::vec2));
|
||||
if (mesh.clusterIndices.size()) networkMesh->_vertexStream->addBuffer(networkMesh->_vertexBuffer, clusterIndicesOffset, sizeof(glm::vec4));
|
||||
if (mesh.clusterWeights.size()) networkMesh->_vertexStream->addBuffer(networkMesh->_vertexBuffer, clusterWeightsOffset, sizeof(glm::vec4));
|
||||
|
||||
int channelNum = 0;
|
||||
networkMesh->_vertexFormat = std::make_shared<gpu::Stream::Format>();
|
||||
networkMesh->_vertexFormat->setAttribute(gpu::Stream::POSITION, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ), 0);
|
||||
if (mesh.normals.size()) networkMesh->_vertexFormat->setAttribute(gpu::Stream::NORMAL, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ));
|
||||
if (mesh.tangents.size()) networkMesh->_vertexFormat->setAttribute(gpu::Stream::TANGENT, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ));
|
||||
if (mesh.colors.size()) networkMesh->_vertexFormat->setAttribute(gpu::Stream::COLOR, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::RGB));
|
||||
if (mesh.texCoords.size()) networkMesh->_vertexFormat->setAttribute(gpu::Stream::TEXCOORD, channelNum++, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV));
|
||||
if (mesh.texCoords1.size()) {
|
||||
networkMesh->_vertexFormat->setAttribute(gpu::Stream::TEXCOORD1, channelNum++, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV));
|
||||
// } else if (checkForTexcoordLightmap && mesh.texCoords.size()) {
|
||||
} else if (mesh.texCoords.size()) {
|
||||
// need lightmap texcoord UV but doesn't have uv#1 so just reuse the same channel
|
||||
networkMesh->_vertexFormat->setAttribute(gpu::Stream::TEXCOORD1, channelNum - 1, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV));
|
||||
}
|
||||
if (mesh.clusterIndices.size()) networkMesh->_vertexFormat->setAttribute(gpu::Stream::SKIN_CLUSTER_INDEX, channelNum++, gpu::Element(gpu::VEC4, gpu::FLOAT, gpu::XYZW));
|
||||
if (mesh.clusterWeights.size()) networkMesh->_vertexFormat->setAttribute(gpu::Stream::SKIN_CLUSTER_WEIGHT, channelNum++, gpu::Element(gpu::VEC4, gpu::FLOAT, gpu::XYZW));
|
||||
}
|
||||
else {
|
||||
int colorsOffset = mesh.tangents.size() * sizeof(glm::vec3);
|
||||
int texCoordsOffset = colorsOffset + mesh.colors.size() * sizeof(glm::vec3);
|
||||
int clusterIndicesOffset = texCoordsOffset + mesh.texCoords.size() * sizeof(glm::vec2);
|
||||
int clusterWeightsOffset = clusterIndicesOffset + mesh.clusterIndices.size() * sizeof(glm::vec4);
|
||||
|
||||
networkMesh->_vertexBuffer->resize(clusterWeightsOffset + mesh.clusterWeights.size() * sizeof(glm::vec4));
|
||||
networkMesh->_vertexBuffer->setSubData(0, mesh.tangents.size() * sizeof(glm::vec3), (gpu::Byte*) mesh.tangents.constData());
|
||||
networkMesh->_vertexBuffer->setSubData(colorsOffset, mesh.colors.size() * sizeof(glm::vec3), (gpu::Byte*) mesh.colors.constData());
|
||||
networkMesh->_vertexBuffer->setSubData(texCoordsOffset,
|
||||
mesh.texCoords.size() * sizeof(glm::vec2), (gpu::Byte*) mesh.texCoords.constData());
|
||||
networkMesh->_vertexBuffer->setSubData(clusterIndicesOffset,
|
||||
mesh.clusterIndices.size() * sizeof(glm::vec4), (gpu::Byte*) mesh.clusterIndices.constData());
|
||||
networkMesh->_vertexBuffer->setSubData(clusterWeightsOffset,
|
||||
mesh.clusterWeights.size() * sizeof(glm::vec4), (gpu::Byte*) mesh.clusterWeights.constData());
|
||||
|
||||
networkMesh->_vertexStream = std::make_shared<gpu::BufferStream>();
|
||||
if (mesh.tangents.size()) networkMesh->_vertexStream->addBuffer(networkMesh->_vertexBuffer, 0, sizeof(glm::vec3));
|
||||
if (mesh.colors.size()) networkMesh->_vertexStream->addBuffer(networkMesh->_vertexBuffer, colorsOffset, sizeof(glm::vec3));
|
||||
if (mesh.texCoords.size()) networkMesh->_vertexStream->addBuffer(networkMesh->_vertexBuffer, texCoordsOffset, sizeof(glm::vec2));
|
||||
if (mesh.clusterIndices.size()) networkMesh->_vertexStream->addBuffer(networkMesh->_vertexBuffer, clusterIndicesOffset, sizeof(glm::vec4));
|
||||
if (mesh.clusterWeights.size()) networkMesh->_vertexStream->addBuffer(networkMesh->_vertexBuffer, clusterWeightsOffset, sizeof(glm::vec4));
|
||||
|
||||
int channelNum = 0;
|
||||
networkMesh->_vertexFormat = std::make_shared<gpu::Stream::Format>();
|
||||
networkMesh->_vertexFormat->setAttribute(gpu::Stream::POSITION, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ));
|
||||
if (mesh.normals.size()) networkMesh->_vertexFormat->setAttribute(gpu::Stream::NORMAL, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ));
|
||||
if (mesh.tangents.size()) networkMesh->_vertexFormat->setAttribute(gpu::Stream::TANGENT, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::XYZ));
|
||||
if (mesh.colors.size()) networkMesh->_vertexFormat->setAttribute(gpu::Stream::COLOR, channelNum++, gpu::Element(gpu::VEC3, gpu::FLOAT, gpu::RGB));
|
||||
if (mesh.texCoords.size()) networkMesh->_vertexFormat->setAttribute(gpu::Stream::TEXCOORD, channelNum++, gpu::Element(gpu::VEC2, gpu::FLOAT, gpu::UV));
|
||||
if (mesh.clusterIndices.size()) networkMesh->_vertexFormat->setAttribute(gpu::Stream::SKIN_CLUSTER_INDEX, channelNum++, gpu::Element(gpu::VEC4, gpu::FLOAT, gpu::XYZW));
|
||||
if (mesh.clusterWeights.size()) networkMesh->_vertexFormat->setAttribute(gpu::Stream::SKIN_CLUSTER_WEIGHT, channelNum++, gpu::Element(gpu::VEC4, gpu::FLOAT, gpu::XYZW));
|
||||
}
|
||||
}
|
||||
networkMesh->_mesh = mesh._mesh;
|
||||
|
||||
return networkMesh;
|
||||
}
|
||||
|
@ -393,8 +277,6 @@ static NetworkMaterial* buildNetworkMaterial(const FBXMaterial& material, const
|
|||
auto textureCache = DependencyManager::get<TextureCache>();
|
||||
NetworkMaterial* networkMaterial = new NetworkMaterial();
|
||||
|
||||
//bool checkForTexcoordLightmap = false;
|
||||
|
||||
networkMaterial->_material = material._material;
|
||||
|
||||
if (!material.diffuseTexture.filename.isEmpty()) {
|
||||
|
|
|
@ -191,15 +191,7 @@ public:
|
|||
/// The state associated with a single mesh.
|
||||
class NetworkMesh {
|
||||
public:
|
||||
gpu::BufferPointer _indexBuffer;
|
||||
gpu::BufferPointer _vertexBuffer;
|
||||
|
||||
gpu::BufferStreamPointer _vertexStream;
|
||||
|
||||
gpu::Stream::FormatPointer _vertexFormat;
|
||||
|
||||
int getTranslucentPartCount(const FBXMesh& fbxMesh) const;
|
||||
bool isPartTranslucent(const FBXMesh& fbxMesh, int partIndex) const;
|
||||
model::MeshPointer _mesh;
|
||||
};
|
||||
|
||||
#endif // hifi_GeometryCache_h
|
||||
|
|
|
@ -64,6 +64,24 @@ void Mesh::evalVertexFormat() {
|
|||
}
|
||||
|
||||
_vertexFormat.reset(vf);
|
||||
|
||||
evalVertexStream();
|
||||
}
|
||||
|
||||
|
||||
void Mesh::evalVertexStream() {
|
||||
_vertexStream.clear();
|
||||
|
||||
int channelNum = 0;
|
||||
if (hasVertexData()) {
|
||||
_vertexStream.addBuffer(_vertexBuffer._buffer, _vertexBuffer._offset, _vertexFormat->getChannelStride(channelNum));
|
||||
channelNum++;
|
||||
}
|
||||
for (auto attrib : _attributeBuffers) {
|
||||
BufferView& view = attrib.second;
|
||||
_vertexStream.addBuffer(view._buffer, view._offset, _vertexFormat->getChannelStride(channelNum));
|
||||
channelNum++;
|
||||
}
|
||||
}
|
||||
|
||||
void Mesh::setIndexBuffer(const BufferView& buffer) {
|
||||
|
@ -116,23 +134,6 @@ const Box Mesh::evalPartBounds(int partStart, int partEnd, Boxes& bounds) const
|
|||
return totalBound;
|
||||
}
|
||||
|
||||
const gpu::BufferStream Mesh::makeBufferStream() const {
|
||||
gpu::BufferStream stream;
|
||||
|
||||
int channelNum = 0;
|
||||
if (hasVertexData()) {
|
||||
stream.addBuffer(_vertexBuffer._buffer, _vertexBuffer._offset, _vertexFormat->getChannelStride(channelNum));
|
||||
channelNum++;
|
||||
}
|
||||
for (auto attrib : _attributeBuffers) {
|
||||
BufferView& view = attrib.second;
|
||||
stream.addBuffer(view._buffer, view._offset, _vertexFormat->getChannelStride(channelNum));
|
||||
channelNum++;
|
||||
}
|
||||
|
||||
return stream;
|
||||
}
|
||||
|
||||
Geometry::Geometry() {
|
||||
}
|
||||
|
||||
|
|
|
@ -57,6 +57,9 @@ public:
|
|||
// Stream format
|
||||
const gpu::Stream::FormatPointer getVertexFormat() const { return _vertexFormat; }
|
||||
|
||||
// BufferStream on the mesh vertices and attributes matching the vertex format
|
||||
const gpu::BufferStream getVertexStream() const { return _vertexStream; }
|
||||
|
||||
// Index Buffer
|
||||
void setIndexBuffer(const BufferView& buffer);
|
||||
const BufferView& getIndexBuffer() const { return _indexBuffer; }
|
||||
|
@ -109,15 +112,12 @@ public:
|
|||
// the returned box is the bounding box of ALL the evaluated part bounds.
|
||||
const Box evalPartBounds(int partStart, int partEnd, Boxes& bounds) const;
|
||||
|
||||
|
||||
// Generate a BufferStream on the mesh vertices and attributes
|
||||
const gpu::BufferStream makeBufferStream() const;
|
||||
|
||||
static gpu::Primitive topologyToPrimitive(Topology topo) { return static_cast<gpu::Primitive>(topo); }
|
||||
|
||||
protected:
|
||||
|
||||
gpu::Stream::FormatPointer _vertexFormat;
|
||||
gpu::BufferStream _vertexStream;
|
||||
|
||||
BufferView _vertexBuffer;
|
||||
BufferViewMap _attributeBuffers;
|
||||
|
@ -127,6 +127,7 @@ protected:
|
|||
BufferView _partBuffer;
|
||||
|
||||
void evalVertexFormat();
|
||||
void evalVertexStream();
|
||||
|
||||
};
|
||||
typedef std::shared_ptr< Mesh > MeshPointer;
|
||||
|
|
|
@ -887,7 +887,7 @@ model::MeshPointer DeferredLightingEffect::getSpotLightMesh() {
|
|||
|
||||
_spotLightMesh->setPartBuffer(gpu::BufferView(new gpu::Buffer(sizeof(part), (gpu::Byte*) &part), gpu::Element::PART_DRAWCALL));
|
||||
|
||||
_spotLightMesh->makeBufferStream();
|
||||
_spotLightMesh->getVertexStream();
|
||||
}
|
||||
return _spotLightMesh;
|
||||
}
|
||||
|
|
|
@ -59,7 +59,8 @@ static gpu::Stream::FormatPointer INSTANCED_SOLID_STREAM_FORMAT;
|
|||
|
||||
static const uint SHAPE_VERTEX_STRIDE = sizeof(glm::vec3) * 2; // vertices and normals
|
||||
static const uint SHAPE_NORMALS_OFFSET = sizeof(glm::vec3);
|
||||
|
||||
static const gpu::Type SHAPE_INDEX_TYPE = gpu::UINT16;
|
||||
static const uint SHAPE_INDEX_SIZE = sizeof(gpu::uint16);
|
||||
|
||||
void GeometryCache::ShapeData::setupVertices(gpu::BufferPointer& vertexBuffer, const VertexVector& vertices) {
|
||||
vertexBuffer->append(vertices);
|
||||
|
@ -73,13 +74,13 @@ void GeometryCache::ShapeData::setupVertices(gpu::BufferPointer& vertexBuffer, c
|
|||
void GeometryCache::ShapeData::setupIndices(gpu::BufferPointer& indexBuffer, const IndexVector& indices, const IndexVector& wireIndices) {
|
||||
_indices = indexBuffer;
|
||||
if (!indices.empty()) {
|
||||
_indexOffset = indexBuffer->getSize();
|
||||
_indexOffset = indexBuffer->getSize() / SHAPE_INDEX_SIZE;
|
||||
_indexCount = indices.size();
|
||||
indexBuffer->append(indices);
|
||||
}
|
||||
|
||||
if (!wireIndices.empty()) {
|
||||
_wireIndexOffset = indexBuffer->getSize();
|
||||
_wireIndexOffset = indexBuffer->getSize() / SHAPE_INDEX_SIZE;
|
||||
_wireIndexCount = wireIndices.size();
|
||||
indexBuffer->append(wireIndices);
|
||||
}
|
||||
|
@ -88,7 +89,7 @@ void GeometryCache::ShapeData::setupIndices(gpu::BufferPointer& indexBuffer, con
|
|||
void GeometryCache::ShapeData::setupBatch(gpu::Batch& batch) const {
|
||||
batch.setInputBuffer(gpu::Stream::POSITION, _positionView);
|
||||
batch.setInputBuffer(gpu::Stream::NORMAL, _normalView);
|
||||
batch.setIndexBuffer(gpu::UINT16, _indices, 0);
|
||||
batch.setIndexBuffer(SHAPE_INDEX_TYPE, _indices, 0);
|
||||
}
|
||||
|
||||
void GeometryCache::ShapeData::draw(gpu::Batch& batch) const {
|
||||
|
|
349
libraries/render-utils/src/MeshPartPayload.cpp
Normal file
349
libraries/render-utils/src/MeshPartPayload.cpp
Normal file
|
@ -0,0 +1,349 @@
|
|||
//
|
||||
// MeshPartPayload.cpp
|
||||
// interface/src/renderer
|
||||
//
|
||||
// Created by Sam Gateau on 10/3/15.
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include "MeshPartPayload.h"
|
||||
|
||||
#include <PerfStat.h>
|
||||
|
||||
#include "DeferredLightingEffect.h"
|
||||
|
||||
#include "Model.h"
|
||||
|
||||
namespace render {
|
||||
template <> const ItemKey payloadGetKey(const MeshPartPayload::Pointer& payload) {
|
||||
if (payload) {
|
||||
return payload->getKey();
|
||||
}
|
||||
// Return opaque for lack of a better idea
|
||||
return ItemKey::Builder::opaqueShape();
|
||||
}
|
||||
|
||||
template <> const Item::Bound payloadGetBound(const MeshPartPayload::Pointer& payload) {
|
||||
if (payload) {
|
||||
return payload->getBound();
|
||||
}
|
||||
return render::Item::Bound();
|
||||
}
|
||||
template <> void payloadRender(const MeshPartPayload::Pointer& payload, RenderArgs* args) {
|
||||
return payload->render(args);
|
||||
}
|
||||
}
|
||||
|
||||
using namespace render;
|
||||
|
||||
MeshPartPayload::MeshPartPayload(Model* model, int meshIndex, int partIndex, int shapeIndex) :
|
||||
model(model), meshIndex(meshIndex), partIndex(partIndex), _shapeID(shapeIndex)
|
||||
{
|
||||
initCache();
|
||||
}
|
||||
|
||||
void MeshPartPayload::initCache() {
|
||||
const std::vector<std::unique_ptr<NetworkMesh>>& networkMeshes = model->_geometry->getMeshes();
|
||||
const NetworkMesh& networkMesh = *(networkMeshes.at(meshIndex).get());
|
||||
_drawMesh = networkMesh._mesh;
|
||||
|
||||
const FBXGeometry& geometry = model->_geometry->getFBXGeometry();
|
||||
const FBXMesh& mesh = geometry.meshes.at(meshIndex);
|
||||
_hasColorAttrib = !mesh.colors.isEmpty();
|
||||
_isBlendShaped = !mesh.blendshapes.isEmpty();
|
||||
_isSkinned = !mesh.clusterIndices.isEmpty();
|
||||
|
||||
|
||||
_drawPart = _drawMesh->getPartBuffer().get<model::Mesh::Part>(partIndex);
|
||||
|
||||
auto networkMaterial = model->_geometry->getShapeMaterial(_shapeID);
|
||||
if (networkMaterial) {
|
||||
_drawMaterial = networkMaterial->_material;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
render::ItemKey MeshPartPayload::getKey() const {
|
||||
ItemKey::Builder builder;
|
||||
builder.withTypeShape();
|
||||
|
||||
if (!model->isVisible()) {
|
||||
builder.withInvisible();
|
||||
}
|
||||
|
||||
if (_isBlendShaped || _isSkinned) {
|
||||
builder.withDeformed();
|
||||
}
|
||||
|
||||
if (_drawMaterial) {
|
||||
auto matKey = _drawMaterial->getKey();
|
||||
if (matKey.isTransparent() || matKey.isTransparentMap()) {
|
||||
builder.withTransparent();
|
||||
}
|
||||
}
|
||||
|
||||
return builder.build();
|
||||
}
|
||||
|
||||
render::Item::Bound MeshPartPayload::getBound() const {
|
||||
if (_isBoundInvalid) {
|
||||
model->getPartBounds(meshIndex, partIndex);
|
||||
_isBoundInvalid = false;
|
||||
}
|
||||
return _bound;
|
||||
}
|
||||
|
||||
void MeshPartPayload::drawCall(gpu::Batch& batch) const {
|
||||
batch.drawIndexed(gpu::TRIANGLES, _drawPart._numIndices, _drawPart._startIndex);
|
||||
}
|
||||
|
||||
void MeshPartPayload::bindMesh(gpu::Batch& batch) const {
|
||||
if (!_isBlendShaped) {
|
||||
batch.setIndexBuffer(gpu::UINT32, (_drawMesh->getIndexBuffer()._buffer), 0);
|
||||
|
||||
batch.setInputFormat((_drawMesh->getVertexFormat()));
|
||||
|
||||
batch.setInputStream(0, _drawMesh->getVertexStream());
|
||||
} else {
|
||||
batch.setIndexBuffer(gpu::UINT32, (_drawMesh->getIndexBuffer()._buffer), 0);
|
||||
|
||||
batch.setInputFormat((_drawMesh->getVertexFormat()));
|
||||
|
||||
batch.setInputBuffer(0, model->_blendedVertexBuffers[meshIndex], 0, sizeof(glm::vec3));
|
||||
batch.setInputBuffer(1, model->_blendedVertexBuffers[meshIndex], _drawMesh->getNumVertices() * sizeof(glm::vec3), sizeof(glm::vec3));
|
||||
batch.setInputStream(2, _drawMesh->getVertexStream().makeRangedStream(2));
|
||||
}
|
||||
|
||||
// TODO: Get rid of that extra call
|
||||
if (!_hasColorAttrib) {
|
||||
batch._glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
void MeshPartPayload::bindMaterial(gpu::Batch& batch, const ModelRender::Locations* locations) const {
|
||||
if (!_drawMaterial) {
|
||||
return;
|
||||
}
|
||||
|
||||
auto textureCache = DependencyManager::get<TextureCache>();
|
||||
|
||||
batch.setUniformBuffer(ModelRender::MATERIAL_GPU_SLOT, _drawMaterial->getSchemaBuffer());
|
||||
|
||||
auto materialKey = _drawMaterial->getKey();
|
||||
auto textureMaps = _drawMaterial->getTextureMaps();
|
||||
glm::mat4 texcoordTransform[2];
|
||||
|
||||
// Diffuse
|
||||
if (materialKey.isDiffuseMap()) {
|
||||
auto diffuseMap = textureMaps[model::MaterialKey::DIFFUSE_MAP];
|
||||
if (diffuseMap && diffuseMap->isDefined()) {
|
||||
batch.setResourceTexture(ModelRender::DIFFUSE_MAP_SLOT, diffuseMap->getTextureView());
|
||||
|
||||
if (!diffuseMap->getTextureTransform().isIdentity()) {
|
||||
diffuseMap->getTextureTransform().getMatrix(texcoordTransform[0]);
|
||||
}
|
||||
} else {
|
||||
batch.setResourceTexture(ModelRender::DIFFUSE_MAP_SLOT, textureCache->getGrayTexture());
|
||||
}
|
||||
} else {
|
||||
batch.setResourceTexture(ModelRender::DIFFUSE_MAP_SLOT, textureCache->getGrayTexture());
|
||||
}
|
||||
|
||||
// Normal map
|
||||
if (materialKey.isNormalMap()) {
|
||||
auto normalMap = textureMaps[model::MaterialKey::NORMAL_MAP];
|
||||
if (normalMap && normalMap->isDefined()) {
|
||||
batch.setResourceTexture(ModelRender::NORMAL_MAP_SLOT, normalMap->getTextureView());
|
||||
|
||||
// texcoord are assumed to be the same has diffuse
|
||||
} else {
|
||||
batch.setResourceTexture(ModelRender::NORMAL_MAP_SLOT, textureCache->getBlueTexture());
|
||||
}
|
||||
} else {
|
||||
batch.setResourceTexture(ModelRender::NORMAL_MAP_SLOT, nullptr);
|
||||
}
|
||||
|
||||
// TODO: For now gloss map is used as the "specular map in the shading, we ll need to fix that
|
||||
if (materialKey.isGlossMap()) {
|
||||
auto specularMap = textureMaps[model::MaterialKey::GLOSS_MAP];
|
||||
if (specularMap && specularMap->isDefined()) {
|
||||
batch.setResourceTexture(ModelRender::SPECULAR_MAP_SLOT, specularMap->getTextureView());
|
||||
|
||||
// texcoord are assumed to be the same has diffuse
|
||||
} else {
|
||||
batch.setResourceTexture(ModelRender::SPECULAR_MAP_SLOT, textureCache->getBlackTexture());
|
||||
}
|
||||
} else {
|
||||
batch.setResourceTexture(ModelRender::SPECULAR_MAP_SLOT, nullptr);
|
||||
}
|
||||
|
||||
// TODO: For now lightmaop is piped into the emissive map unit, we need to fix that and support for real emissive too
|
||||
if (materialKey.isLightmapMap()) {
|
||||
auto lightmapMap = textureMaps[model::MaterialKey::LIGHTMAP_MAP];
|
||||
|
||||
if (lightmapMap && lightmapMap->isDefined()) {
|
||||
batch.setResourceTexture(ModelRender::LIGHTMAP_MAP_SLOT, lightmapMap->getTextureView());
|
||||
|
||||
auto lightmapOffsetScale = lightmapMap->getLightmapOffsetScale();
|
||||
batch._glUniform2f(locations->emissiveParams, lightmapOffsetScale.x, lightmapOffsetScale.y);
|
||||
|
||||
if (!lightmapMap->getTextureTransform().isIdentity()) {
|
||||
lightmapMap->getTextureTransform().getMatrix(texcoordTransform[1]);
|
||||
}
|
||||
} else {
|
||||
batch.setResourceTexture(ModelRender::LIGHTMAP_MAP_SLOT, textureCache->getGrayTexture());
|
||||
}
|
||||
} else {
|
||||
batch.setResourceTexture(ModelRender::LIGHTMAP_MAP_SLOT, nullptr);
|
||||
}
|
||||
|
||||
// Texcoord transforms ?
|
||||
if (locations->texcoordMatrices >= 0) {
|
||||
batch._glUniformMatrix4fv(locations->texcoordMatrices, 2, false, (const float*)&texcoordTransform);
|
||||
}
|
||||
}
|
||||
|
||||
void MeshPartPayload::bindTransform(gpu::Batch& batch, const ModelRender::Locations* locations) const {
|
||||
// Still relying on the raw data from the model
|
||||
const Model::MeshState& state = model->_meshStates.at(meshIndex);
|
||||
|
||||
Transform transform;
|
||||
if (state.clusterBuffer) {
|
||||
batch.setUniformBuffer(ModelRender::SKINNING_GPU_SLOT, state.clusterBuffer);
|
||||
} else {
|
||||
if (model->_cauterizeBones) {
|
||||
transform = Transform(state.cauterizedClusterMatrices[0]);
|
||||
} else {
|
||||
transform = Transform(state.clusterMatrices[0]);
|
||||
}
|
||||
}
|
||||
transform.preTranslate(model->_translation);
|
||||
batch.setModelTransform(transform);
|
||||
}
|
||||
|
||||
|
||||
void MeshPartPayload::render(RenderArgs* args) const {
|
||||
PerformanceTimer perfTimer("MeshPartPayload::render");
|
||||
if (!model->_readyWhenAdded) {
|
||||
return; // bail asap
|
||||
}
|
||||
|
||||
gpu::Batch& batch = *(args->_batch);
|
||||
auto mode = args->_renderMode;
|
||||
|
||||
auto alphaThreshold = args->_alphaThreshold; //translucent ? TRANSPARENT_ALPHA_THRESHOLD : OPAQUE_ALPHA_THRESHOLD; // FIX ME
|
||||
|
||||
const FBXGeometry& geometry = model->_geometry->getFBXGeometry();
|
||||
const std::vector<std::unique_ptr<NetworkMesh>>& networkMeshes = model->_geometry->getMeshes();
|
||||
|
||||
// guard against partially loaded meshes
|
||||
if (meshIndex >= (int)networkMeshes.size() || meshIndex >= (int)geometry.meshes.size() || meshIndex >= (int)model->_meshStates.size() ) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Back to model to update the cluster matrices right now
|
||||
model->updateClusterMatrices();
|
||||
|
||||
const FBXMesh& mesh = geometry.meshes.at(meshIndex);
|
||||
|
||||
// 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 >= (int)networkMeshes.size() || meshIndex > geometry.meshes.size()) {
|
||||
model->_meshGroupsKnown = false; // regenerate these lists next time around.
|
||||
model->_readyWhenAdded = false; // in case any of our users are using scenes
|
||||
model->invalidCalculatedMeshBoxes(); // if we have to reload, we need to assume our mesh boxes are all invalid
|
||||
return; // FIXME!
|
||||
}
|
||||
|
||||
|
||||
int vertexCount = mesh.vertices.size();
|
||||
if (vertexCount == 0) {
|
||||
// sanity check
|
||||
return; // FIXME!
|
||||
}
|
||||
|
||||
|
||||
// guard against partially loaded meshes
|
||||
if (partIndex >= mesh.parts.size()) {
|
||||
return;
|
||||
}
|
||||
|
||||
model::MaterialKey drawMaterialKey;
|
||||
if (_drawMaterial) {
|
||||
drawMaterialKey = _drawMaterial->getKey();
|
||||
}
|
||||
bool translucentMesh = drawMaterialKey.isTransparent() || drawMaterialKey.isTransparentMap();
|
||||
|
||||
bool hasTangents = drawMaterialKey.isNormalMap() && !mesh.tangents.isEmpty();
|
||||
bool hasSpecular = drawMaterialKey.isGlossMap();
|
||||
bool hasLightmap = drawMaterialKey.isLightmapMap();
|
||||
bool isSkinned = _isSkinned;
|
||||
bool wireframe = model->isWireframe();
|
||||
|
||||
// render the part bounding box
|
||||
#ifdef DEBUG_BOUNDING_PARTS
|
||||
{
|
||||
AABox partBounds = getPartBounds(meshIndex, partIndex);
|
||||
bool inView = args->_viewFrustum->boxInFrustum(partBounds) != ViewFrustum::OUTSIDE;
|
||||
|
||||
glm::vec4 cubeColor;
|
||||
if (isSkinned) {
|
||||
cubeColor = glm::vec4(0.0f, 1.0f, 1.0f, 1.0f);
|
||||
} else if (inView) {
|
||||
cubeColor = glm::vec4(1.0f, 0.0f, 1.0f, 1.0f);
|
||||
} else {
|
||||
cubeColor = glm::vec4(1.0f, 1.0f, 0.0f, 1.0f);
|
||||
}
|
||||
|
||||
Transform transform;
|
||||
transform.setTranslation(partBounds.calcCenter());
|
||||
transform.setScale(partBounds.getDimensions());
|
||||
batch.setModelTransform(transform);
|
||||
DependencyManager::get<DeferredLightingEffect>()->renderWireCube(batch, 1.0f, cubeColor);
|
||||
}
|
||||
#endif //def DEBUG_BOUNDING_PARTS
|
||||
|
||||
if (wireframe) {
|
||||
translucentMesh = hasTangents = hasSpecular = hasLightmap = isSkinned = false;
|
||||
}
|
||||
|
||||
ModelRender::Locations* locations = nullptr;
|
||||
ModelRender::pickPrograms(batch, mode, translucentMesh, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned, wireframe,
|
||||
args, locations);
|
||||
|
||||
|
||||
// Bind the model transform and the skinCLusterMatrices if needed
|
||||
bindTransform(batch, locations);
|
||||
|
||||
//Bind the index buffer and vertex buffer and Blend shapes if needed
|
||||
bindMesh(batch);
|
||||
|
||||
// apply material properties
|
||||
bindMaterial(batch, locations);
|
||||
|
||||
|
||||
// TODO: We should be able to do that just in the renderTransparentJob
|
||||
if (translucentMesh && locations->lightBufferUnit >= 0) {
|
||||
PerformanceTimer perfTimer("DLE->setupTransparent()");
|
||||
|
||||
DependencyManager::get<DeferredLightingEffect>()->setupTransparent(args, locations->lightBufferUnit);
|
||||
}
|
||||
if (args) {
|
||||
args->_details._materialSwitches++;
|
||||
}
|
||||
|
||||
// Draw!
|
||||
{
|
||||
PerformanceTimer perfTimer("batch.drawIndexed()");
|
||||
drawCall(batch);
|
||||
}
|
||||
|
||||
if (args) {
|
||||
const int INDICES_PER_TRIANGLE = 3;
|
||||
args->_details._trianglesRendered += _drawPart._numIndices / INDICES_PER_TRIANGLE;
|
||||
}
|
||||
}
|
||||
|
69
libraries/render-utils/src/MeshPartPayload.h
Normal file
69
libraries/render-utils/src/MeshPartPayload.h
Normal file
|
@ -0,0 +1,69 @@
|
|||
//
|
||||
// MeshPartPayload.h
|
||||
// interface/src/renderer
|
||||
//
|
||||
// Created by Sam Gateau on 10/3/15.
|
||||
// Copyright 2015 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_MeshPartPayload_h
|
||||
#define hifi_MeshPartPayload_h
|
||||
|
||||
#include <gpu/Batch.h>
|
||||
|
||||
#include <render/Scene.h>
|
||||
|
||||
#include <model/Geometry.h>
|
||||
|
||||
#include "ModelRender.h"
|
||||
|
||||
class Model;
|
||||
|
||||
class MeshPartPayload {
|
||||
public:
|
||||
MeshPartPayload(Model* model, int meshIndex, int partIndex, int shapeIndex);
|
||||
|
||||
typedef render::Payload<MeshPartPayload> Payload;
|
||||
typedef Payload::DataPointer Pointer;
|
||||
|
||||
Model* model;
|
||||
int meshIndex;
|
||||
int partIndex;
|
||||
int _shapeID;
|
||||
|
||||
// Render Item interface
|
||||
render::ItemKey getKey() const;
|
||||
render::Item::Bound getBound() const;
|
||||
void render(RenderArgs* args) const;
|
||||
|
||||
// MeshPartPayload functions to perform render
|
||||
void drawCall(gpu::Batch& batch) const;
|
||||
void bindMesh(gpu::Batch& batch) const;
|
||||
void bindMaterial(gpu::Batch& batch, const ModelRender::Locations* locations) const;
|
||||
void bindTransform(gpu::Batch& batch, const ModelRender::Locations* locations) const;
|
||||
|
||||
|
||||
void initCache();
|
||||
|
||||
// Payload resource cached values
|
||||
model::MeshPointer _drawMesh;
|
||||
model::Mesh::Part _drawPart;
|
||||
model::MaterialPointer _drawMaterial;
|
||||
bool _hasColorAttrib = false;
|
||||
bool _isSkinned = false;
|
||||
bool _isBlendShaped = false;
|
||||
|
||||
mutable render::Item::Bound _bound;
|
||||
mutable bool _isBoundInvalid = true;
|
||||
};
|
||||
|
||||
namespace render {
|
||||
template <> const ItemKey payloadGetKey(const MeshPartPayload::Pointer& payload);
|
||||
template <> const Item::Bound payloadGetBound(const MeshPartPayload::Pointer& payload);
|
||||
template <> void payloadRender(const MeshPartPayload::Pointer& payload, RenderArgs* args);
|
||||
}
|
||||
|
||||
#endif // hifi_MeshPartPayload_h
|
|
@ -20,33 +20,11 @@
|
|||
#include <PathUtils.h>
|
||||
#include <PerfStat.h>
|
||||
#include <ViewFrustum.h>
|
||||
#include <render/Scene.h>
|
||||
#include <gpu/Batch.h>
|
||||
|
||||
#include "AbstractViewStateInterface.h"
|
||||
#include "AnimationHandle.h"
|
||||
#include "DeferredLightingEffect.h"
|
||||
#include "Model.h"
|
||||
|
||||
#include "model_vert.h"
|
||||
#include "model_shadow_vert.h"
|
||||
#include "model_normal_map_vert.h"
|
||||
#include "model_lightmap_vert.h"
|
||||
#include "model_lightmap_normal_map_vert.h"
|
||||
#include "skin_model_vert.h"
|
||||
#include "skin_model_shadow_vert.h"
|
||||
#include "skin_model_normal_map_vert.h"
|
||||
|
||||
#include "model_frag.h"
|
||||
#include "model_shadow_frag.h"
|
||||
#include "model_normal_map_frag.h"
|
||||
#include "model_normal_specular_map_frag.h"
|
||||
#include "model_specular_map_frag.h"
|
||||
#include "model_lightmap_frag.h"
|
||||
#include "model_lightmap_normal_map_frag.h"
|
||||
#include "model_lightmap_normal_specular_map_frag.h"
|
||||
#include "model_lightmap_specular_map_frag.h"
|
||||
#include "model_translucent_frag.h"
|
||||
#include "MeshPartPayload.h"
|
||||
|
||||
#include "RenderUtilsLogging.h"
|
||||
|
||||
|
@ -93,112 +71,6 @@ Model::~Model() {
|
|||
deleteGeometry();
|
||||
}
|
||||
|
||||
Model::RenderPipelineLib Model::_renderPipelineLib;
|
||||
const int MATERIAL_GPU_SLOT = 3;
|
||||
const int DIFFUSE_MAP_SLOT = 0;
|
||||
const int NORMAL_MAP_SLOT = 1;
|
||||
const int SPECULAR_MAP_SLOT = 2;
|
||||
const int LIGHTMAP_MAP_SLOT = 3;
|
||||
const int LIGHT_BUFFER_SLOT = 4;
|
||||
|
||||
void Model::RenderPipelineLib::addRenderPipeline(Model::RenderKey key,
|
||||
gpu::ShaderPointer& vertexShader,
|
||||
gpu::ShaderPointer& pixelShader ) {
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("materialBuffer"), MATERIAL_GPU_SLOT));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("diffuseMap"), DIFFUSE_MAP_SLOT));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("normalMap"), NORMAL_MAP_SLOT));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("specularMap"), SPECULAR_MAP_SLOT));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("emissiveMap"), LIGHTMAP_MAP_SLOT));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), LIGHT_BUFFER_SLOT));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("normalFittingMap"), DeferredLightingEffect::NORMAL_FITTING_MAP_SLOT));
|
||||
|
||||
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);
|
||||
state->setDepthBias(1.0f);
|
||||
state->setDepthBiasSlopeScale(4.0f);
|
||||
} else {
|
||||
state->setCullMode(gpu::State::CULL_BACK);
|
||||
}
|
||||
|
||||
// Z test depends if transparent or not
|
||||
state->setDepthTest(true, !key.isTranslucent(), gpu::LESS_EQUAL);
|
||||
|
||||
// Blend on transparent
|
||||
state->setBlendFunction(key.isTranslucent(),
|
||||
gpu::State::ONE, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA, // For transparent only, this keep the highlight intensity
|
||||
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
|
||||
|
||||
// Good to go add the brand new pipeline
|
||||
auto pipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
|
||||
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)));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Model::RenderPipelineLib::initLocations(gpu::ShaderPointer& program, Model::Locations& locations) {
|
||||
locations.alphaThreshold = program->getUniforms().findLocation("alphaThreshold");
|
||||
locations.texcoordMatrices = program->getUniforms().findLocation("texcoordMatrices");
|
||||
locations.emissiveParams = program->getUniforms().findLocation("emissiveParams");
|
||||
locations.glowIntensity = program->getUniforms().findLocation("glowIntensity");
|
||||
locations.normalFittingMapUnit = program->getTextures().findLocation("normalFittingMap");
|
||||
locations.diffuseTextureUnit = program->getTextures().findLocation("diffuseMap");
|
||||
locations.normalTextureUnit = program->getTextures().findLocation("normalMap");
|
||||
locations.specularTextureUnit = program->getTextures().findLocation("specularMap");
|
||||
locations.emissiveTextureUnit = program->getTextures().findLocation("emissiveMap");
|
||||
locations.materialBufferUnit = program->getBuffers().findLocation("materialBuffer");
|
||||
locations.lightBufferUnit = program->getBuffers().findLocation("lightBuffer");
|
||||
locations.clusterMatrices = program->getUniforms().findLocation("clusterMatrices");
|
||||
locations.clusterIndices = program->getInputs().findLocation("inSkinClusterIndex");
|
||||
locations.clusterWeights = program->getInputs().findLocation("inSkinClusterWeight");
|
||||
}
|
||||
|
||||
AbstractViewStateInterface* Model::_viewState = NULL;
|
||||
|
||||
void Model::setTranslation(const glm::vec3& translation) {
|
||||
|
@ -256,128 +128,6 @@ void Model::initJointTransforms() {
|
|||
}
|
||||
|
||||
void Model::init() {
|
||||
if (_renderPipelineLib.empty()) {
|
||||
// Vertex shaders
|
||||
auto modelVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(model_vert)));
|
||||
auto modelNormalMapVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(model_normal_map_vert)));
|
||||
auto modelLightmapVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(model_lightmap_vert)));
|
||||
auto modelLightmapNormalMapVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(model_lightmap_normal_map_vert)));
|
||||
auto modelShadowVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(model_shadow_vert)));
|
||||
auto skinModelVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(skin_model_vert)));
|
||||
auto skinModelNormalMapVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(skin_model_normal_map_vert)));
|
||||
auto skinModelShadowVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(skin_model_shadow_vert)));
|
||||
|
||||
// Pixel shaders
|
||||
auto modelPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_frag)));
|
||||
auto modelNormalMapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_normal_map_frag)));
|
||||
auto modelSpecularMapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_specular_map_frag)));
|
||||
auto modelNormalSpecularMapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_normal_specular_map_frag)));
|
||||
auto modelTranslucentPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_translucent_frag)));
|
||||
auto modelShadowPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_shadow_frag)));
|
||||
auto modelLightmapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_lightmap_frag)));
|
||||
auto modelLightmapNormalMapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_lightmap_normal_map_frag)));
|
||||
auto modelLightmapSpecularMapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_lightmap_specular_map_frag)));
|
||||
auto modelLightmapNormalSpecularMapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_lightmap_normal_specular_map_frag)));
|
||||
|
||||
// Fill the renderPipelineLib
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(0),
|
||||
modelVertex, modelPixel);
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::HAS_TANGENTS),
|
||||
modelNormalMapVertex, modelNormalMapPixel);
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::HAS_SPECULAR),
|
||||
modelVertex, modelSpecularMapPixel);
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::HAS_TANGENTS | RenderKey::HAS_SPECULAR),
|
||||
modelNormalMapVertex, modelNormalSpecularMapPixel);
|
||||
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::IS_TRANSLUCENT),
|
||||
modelVertex, modelTranslucentPixel);
|
||||
// FIXME Ignore lightmap for translucents meshpart
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::IS_TRANSLUCENT | RenderKey::HAS_LIGHTMAP),
|
||||
modelVertex, modelTranslucentPixel);
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::HAS_TANGENTS | RenderKey::IS_TRANSLUCENT),
|
||||
modelNormalMapVertex, modelTranslucentPixel);
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::HAS_SPECULAR | RenderKey::IS_TRANSLUCENT),
|
||||
modelVertex, modelTranslucentPixel);
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::HAS_TANGENTS | RenderKey::HAS_SPECULAR | RenderKey::IS_TRANSLUCENT),
|
||||
modelNormalMapVertex, modelTranslucentPixel);
|
||||
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::HAS_LIGHTMAP),
|
||||
modelLightmapVertex, modelLightmapPixel);
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::HAS_LIGHTMAP | RenderKey::HAS_TANGENTS),
|
||||
modelLightmapNormalMapVertex, modelLightmapNormalMapPixel);
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::HAS_LIGHTMAP | RenderKey::HAS_SPECULAR),
|
||||
modelLightmapVertex, modelLightmapSpecularMapPixel);
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::HAS_LIGHTMAP | RenderKey::HAS_TANGENTS | RenderKey::HAS_SPECULAR),
|
||||
modelLightmapNormalMapVertex, modelLightmapNormalSpecularMapPixel);
|
||||
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::IS_SKINNED),
|
||||
skinModelVertex, modelPixel);
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::IS_SKINNED | RenderKey::HAS_TANGENTS),
|
||||
skinModelNormalMapVertex, modelNormalMapPixel);
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::IS_SKINNED | RenderKey::HAS_SPECULAR),
|
||||
skinModelVertex, modelSpecularMapPixel);
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::IS_SKINNED | RenderKey::HAS_TANGENTS | RenderKey::HAS_SPECULAR),
|
||||
skinModelNormalMapVertex, modelNormalSpecularMapPixel);
|
||||
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::IS_SKINNED | RenderKey::IS_TRANSLUCENT),
|
||||
skinModelVertex, modelTranslucentPixel);
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::IS_SKINNED | RenderKey::HAS_TANGENTS | RenderKey::IS_TRANSLUCENT),
|
||||
skinModelNormalMapVertex, modelTranslucentPixel);
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::IS_SKINNED | RenderKey::HAS_SPECULAR | RenderKey::IS_TRANSLUCENT),
|
||||
skinModelVertex, modelTranslucentPixel);
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::IS_SKINNED | RenderKey::HAS_TANGENTS | RenderKey::HAS_SPECULAR | RenderKey::IS_TRANSLUCENT),
|
||||
skinModelNormalMapVertex, modelTranslucentPixel);
|
||||
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::IS_DEPTH_ONLY | RenderKey::IS_SHADOW),
|
||||
modelShadowVertex, modelShadowPixel);
|
||||
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::IS_SKINNED | RenderKey::IS_DEPTH_ONLY | RenderKey::IS_SHADOW),
|
||||
skinModelShadowVertex, modelShadowPixel);
|
||||
}
|
||||
}
|
||||
|
||||
void Model::reset() {
|
||||
|
@ -417,6 +167,9 @@ bool Model::updateGeometry() {
|
|||
MeshState state;
|
||||
state.clusterMatrices.resize(mesh.clusters.size());
|
||||
state.cauterizedClusterMatrices.resize(mesh.clusters.size());
|
||||
if (mesh.clusters.size() > 1) {
|
||||
state.clusterBuffer = std::make_shared<gpu::Buffer>(mesh.clusters.size() * sizeof(glm::mat4), nullptr);
|
||||
}
|
||||
_meshStates.append(state);
|
||||
|
||||
auto buffer = std::make_shared<gpu::Buffer>();
|
||||
|
@ -744,61 +497,6 @@ void Model::renderSetup(RenderArgs* args) {
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
class MeshPartPayload {
|
||||
public:
|
||||
MeshPartPayload(Model* model, int meshIndex, int partIndex, int shapeIndex) :
|
||||
model(model), url(model->getURL()), meshIndex(meshIndex), partIndex(partIndex), _shapeID(shapeIndex) { }
|
||||
|
||||
typedef render::Payload<MeshPartPayload> Payload;
|
||||
typedef Payload::DataPointer Pointer;
|
||||
|
||||
Model* model;
|
||||
QUrl url;
|
||||
int meshIndex;
|
||||
int partIndex;
|
||||
int _shapeID;
|
||||
};
|
||||
|
||||
namespace render {
|
||||
template <> const ItemKey payloadGetKey(const MeshPartPayload::Pointer& payload) {
|
||||
if (!payload->model->isVisible()) {
|
||||
return ItemKey::Builder().withInvisible().build();
|
||||
}
|
||||
auto geometry = payload->model->getGeometry();
|
||||
if (!geometry.isNull()) {
|
||||
auto drawMaterial = geometry->getShapeMaterial(payload->_shapeID);
|
||||
if (drawMaterial) {
|
||||
auto matKey = drawMaterial->_material->getKey();
|
||||
if (matKey.isTransparent() || matKey.isTransparentMap()) {
|
||||
return ItemKey::Builder::transparentShape();
|
||||
} else {
|
||||
return ItemKey::Builder::opaqueShape();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Return opaque for lack of a better idea
|
||||
return ItemKey::Builder::opaqueShape();
|
||||
}
|
||||
|
||||
template <> const Item::Bound payloadGetBound(const MeshPartPayload::Pointer& payload) {
|
||||
if (payload) {
|
||||
return payload->model->getPartBounds(payload->meshIndex, payload->partIndex);
|
||||
}
|
||||
return render::Item::Bound();
|
||||
}
|
||||
template <> void payloadRender(const MeshPartPayload::Pointer& payload, RenderArgs* args) {
|
||||
if (args) {
|
||||
return payload->model->renderPart(args, payload->meshIndex, payload->partIndex, payload->_shapeID);
|
||||
}
|
||||
}
|
||||
|
||||
/* template <> const model::MaterialKey& shapeGetMaterialKey(const MeshPartPayload::Pointer& payload) {
|
||||
return payload->model->getPartMaterial(payload->meshIndex, payload->partIndex);
|
||||
}*/
|
||||
}
|
||||
|
||||
void Model::setVisibleInScene(bool newValue, std::shared_ptr<render::Scene> scene) {
|
||||
if (_isVisible != newValue) {
|
||||
_isVisible = newValue;
|
||||
|
@ -1293,6 +991,7 @@ void Model::updateClusterMatrices() {
|
|||
for (int i = 0; i < _meshStates.size(); i++) {
|
||||
MeshState& state = _meshStates[i];
|
||||
const FBXMesh& mesh = geometry.meshes.at(i);
|
||||
|
||||
for (int j = 0; j < mesh.clusters.size(); j++) {
|
||||
const FBXCluster& cluster = mesh.clusters.at(j);
|
||||
auto jointMatrix = _rig->getJointTransform(cluster.jointIndex);
|
||||
|
@ -1306,6 +1005,17 @@ void Model::updateClusterMatrices() {
|
|||
state.cauterizedClusterMatrices[j] = modelToWorld * jointMatrix * cluster.inverseBindMatrix;
|
||||
}
|
||||
}
|
||||
|
||||
// Once computed the cluster matrices, update the buffer
|
||||
if (state.clusterBuffer) {
|
||||
const float* bones;
|
||||
if (_cauterizeBones) {
|
||||
bones = (const float*)state.cauterizedClusterMatrices.constData();
|
||||
} else {
|
||||
bones = (const float*)state.clusterMatrices.constData();
|
||||
}
|
||||
state.clusterBuffer->setSubData(0, state.clusterMatrices.size() * sizeof(glm::mat4), (const gpu::Byte*) bones);
|
||||
}
|
||||
}
|
||||
|
||||
// post the blender if we're not currently waiting for one to finish
|
||||
|
@ -1429,276 +1139,6 @@ AABox Model::getPartBounds(int meshIndex, int partIndex) {
|
|||
return AABox();
|
||||
}
|
||||
|
||||
void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, int shapeID) {
|
||||
// PROFILE_RANGE(__FUNCTION__);
|
||||
PerformanceTimer perfTimer("Model::renderPart");
|
||||
if (!_readyWhenAdded) {
|
||||
return; // bail asap
|
||||
}
|
||||
|
||||
auto textureCache = DependencyManager::get<TextureCache>();
|
||||
|
||||
gpu::Batch& batch = *(args->_batch);
|
||||
auto mode = args->_renderMode;
|
||||
|
||||
|
||||
// Capture the view matrix once for the rendering of this model
|
||||
if (_transforms.empty()) {
|
||||
_transforms.push_back(Transform());
|
||||
}
|
||||
|
||||
auto alphaThreshold = args->_alphaThreshold; //translucent ? TRANSPARENT_ALPHA_THRESHOLD : OPAQUE_ALPHA_THRESHOLD; // FIX ME
|
||||
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
const std::vector<std::unique_ptr<NetworkMesh>>& networkMeshes = _geometry->getMeshes();
|
||||
|
||||
auto networkMaterial = _geometry->getShapeMaterial(shapeID);
|
||||
if (!networkMaterial) {
|
||||
return;
|
||||
};
|
||||
auto material = networkMaterial->_material;
|
||||
if (!material) {
|
||||
return;
|
||||
}
|
||||
|
||||
// TODO: Not yet
|
||||
// auto drawMesh = _geometry->getShapeMesh(shapeID);
|
||||
// auto drawPart = _geometry->getShapePart(shapeID);
|
||||
|
||||
// guard against partially loaded meshes
|
||||
if (meshIndex >= (int)networkMeshes.size() || meshIndex >= (int)geometry.meshes.size() || meshIndex >= (int)_meshStates.size() ) {
|
||||
return;
|
||||
}
|
||||
|
||||
updateClusterMatrices();
|
||||
|
||||
const NetworkMesh& networkMesh = *(networkMeshes.at(meshIndex).get());
|
||||
const FBXMesh& mesh = geometry.meshes.at(meshIndex);
|
||||
const MeshState& state = _meshStates.at(meshIndex);
|
||||
|
||||
auto drawMaterialKey = material->getKey();
|
||||
bool translucentMesh = drawMaterialKey.isTransparent() || drawMaterialKey.isTransparentMap();
|
||||
|
||||
bool hasTangents = drawMaterialKey.isNormalMap() && !mesh.tangents.isEmpty();
|
||||
bool hasSpecular = drawMaterialKey.isGlossMap(); // !drawMaterial->specularTextureName.isEmpty(); //mesh.hasSpecularTexture();
|
||||
bool hasLightmap = drawMaterialKey.isLightmapMap(); // !drawMaterial->emissiveTextureName.isEmpty(); //mesh.hasEmissiveTexture();
|
||||
bool isSkinned = state.clusterMatrices.size() > 1;
|
||||
bool wireframe = isWireframe();
|
||||
|
||||
// render the part bounding box
|
||||
#ifdef DEBUG_BOUNDING_PARTS
|
||||
{
|
||||
AABox partBounds = getPartBounds(meshIndex, partIndex);
|
||||
bool inView = args->_viewFrustum->boxInFrustum(partBounds) != ViewFrustum::OUTSIDE;
|
||||
|
||||
glm::vec4 cubeColor;
|
||||
if (isSkinned) {
|
||||
cubeColor = glm::vec4(0.0f, 1.0f, 1.0f, 1.0f);
|
||||
} else if (inView) {
|
||||
cubeColor = glm::vec4(1.0f, 0.0f, 1.0f, 1.0f);
|
||||
} else {
|
||||
cubeColor = glm::vec4(1.0f, 1.0f, 0.0f, 1.0f);
|
||||
}
|
||||
|
||||
Transform transform;
|
||||
transform.setTranslation(partBounds.calcCenter());
|
||||
transform.setScale(partBounds.getDimensions());
|
||||
batch.setModelTransform(transform);
|
||||
DependencyManager::get<DeferredLightingEffect>()->renderWireCube(batch, 1.0f, cubeColor);
|
||||
}
|
||||
#endif //def DEBUG_BOUNDING_PARTS
|
||||
|
||||
if (wireframe) {
|
||||
translucentMesh = hasTangents = hasSpecular = hasLightmap = isSkinned = false;
|
||||
}
|
||||
|
||||
Locations* locations = nullptr;
|
||||
pickPrograms(batch, mode, translucentMesh, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned, wireframe,
|
||||
args, locations);
|
||||
|
||||
// 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 >= (int)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) {
|
||||
// sanity check
|
||||
return; // FIXME!
|
||||
}
|
||||
|
||||
// Transform stage
|
||||
if (_transforms.empty()) {
|
||||
_transforms.push_back(Transform());
|
||||
}
|
||||
|
||||
if (isSkinned) {
|
||||
const float* bones;
|
||||
if (_cauterizeBones) {
|
||||
bones = (const float*)state.cauterizedClusterMatrices.constData();
|
||||
} else {
|
||||
bones = (const float*)state.clusterMatrices.constData();
|
||||
}
|
||||
batch._glUniformMatrix4fv(locations->clusterMatrices, state.clusterMatrices.size(), false, bones);
|
||||
_transforms[0] = Transform();
|
||||
_transforms[0].preTranslate(_translation);
|
||||
} else {
|
||||
if (_cauterizeBones) {
|
||||
_transforms[0] = Transform(state.cauterizedClusterMatrices[0]);
|
||||
} else {
|
||||
_transforms[0] = Transform(state.clusterMatrices[0]);
|
||||
}
|
||||
_transforms[0].preTranslate(_translation);
|
||||
}
|
||||
batch.setModelTransform(_transforms[0]);
|
||||
|
||||
if (mesh.blendshapes.isEmpty()) {
|
||||
batch.setInputFormat(networkMesh._vertexFormat);
|
||||
batch.setInputStream(0, *networkMesh._vertexStream);
|
||||
} else {
|
||||
batch.setInputFormat(networkMesh._vertexFormat);
|
||||
batch.setInputBuffer(0, _blendedVertexBuffers[meshIndex], 0, sizeof(glm::vec3));
|
||||
batch.setInputBuffer(1, _blendedVertexBuffers[meshIndex], vertexCount * sizeof(glm::vec3), sizeof(glm::vec3));
|
||||
batch.setInputStream(2, *networkMesh._vertexStream);
|
||||
}
|
||||
|
||||
if (mesh.colors.isEmpty()) {
|
||||
batch._glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
}
|
||||
|
||||
// guard against partially loaded meshes
|
||||
if (partIndex >= mesh.parts.size()) {
|
||||
return;
|
||||
}
|
||||
|
||||
const FBXMeshPart& part = mesh.parts.at(partIndex);
|
||||
|
||||
|
||||
#ifdef WANT_DEBUG
|
||||
if (material == nullptr) {
|
||||
qCDebug(renderutils) << "WARNING: material == nullptr!!!";
|
||||
}
|
||||
#endif
|
||||
|
||||
{
|
||||
|
||||
// apply material properties
|
||||
if (mode != RenderArgs::SHADOW_RENDER_MODE) {
|
||||
#ifdef WANT_DEBUG
|
||||
qCDebug(renderutils) << "Material Changed ---------------------------------------------";
|
||||
qCDebug(renderutils) << "part INDEX:" << partIndex;
|
||||
qCDebug(renderutils) << "NEW part.materialID:" << part.materialID;
|
||||
#endif //def WANT_DEBUG
|
||||
|
||||
if (locations->materialBufferUnit >= 0) {
|
||||
batch.setUniformBuffer(locations->materialBufferUnit, material->getSchemaBuffer());
|
||||
}
|
||||
|
||||
auto materialKey = material->getKey();
|
||||
auto textureMaps = material->getTextureMaps();
|
||||
glm::mat4 texcoordTransform[2];
|
||||
|
||||
// Diffuse
|
||||
if (materialKey.isDiffuseMap()) {
|
||||
auto diffuseMap = textureMaps[model::MaterialKey::DIFFUSE_MAP];
|
||||
if (diffuseMap && diffuseMap->isDefined()) {
|
||||
batch.setResourceTexture(DIFFUSE_MAP_SLOT, diffuseMap->getTextureView());
|
||||
|
||||
if (!diffuseMap->getTextureTransform().isIdentity()) {
|
||||
diffuseMap->getTextureTransform().getMatrix(texcoordTransform[0]);
|
||||
}
|
||||
} else {
|
||||
batch.setResourceTexture(DIFFUSE_MAP_SLOT, textureCache->getGrayTexture());
|
||||
}
|
||||
} else {
|
||||
batch.setResourceTexture(DIFFUSE_MAP_SLOT, textureCache->getGrayTexture());
|
||||
}
|
||||
|
||||
// Normal map
|
||||
if ((locations->normalTextureUnit >= 0) && hasTangents) {
|
||||
auto normalMap = textureMaps[model::MaterialKey::NORMAL_MAP];
|
||||
if (normalMap && normalMap->isDefined()) {
|
||||
batch.setResourceTexture(NORMAL_MAP_SLOT, normalMap->getTextureView());
|
||||
|
||||
// texcoord are assumed to be the same has diffuse
|
||||
} else {
|
||||
batch.setResourceTexture(NORMAL_MAP_SLOT, textureCache->getBlueTexture());
|
||||
}
|
||||
} else {
|
||||
batch.setResourceTexture(NORMAL_MAP_SLOT, nullptr);
|
||||
}
|
||||
|
||||
// TODO: For now gloss map is used as the "specular map in the shading, we ll need to fix that
|
||||
if ((locations->specularTextureUnit >= 0) && materialKey.isGlossMap()) {
|
||||
auto specularMap = textureMaps[model::MaterialKey::GLOSS_MAP];
|
||||
if (specularMap && specularMap->isDefined()) {
|
||||
batch.setResourceTexture(SPECULAR_MAP_SLOT, specularMap->getTextureView());
|
||||
|
||||
// texcoord are assumed to be the same has diffuse
|
||||
} else {
|
||||
batch.setResourceTexture(SPECULAR_MAP_SLOT, textureCache->getBlackTexture());
|
||||
}
|
||||
} else {
|
||||
batch.setResourceTexture(SPECULAR_MAP_SLOT, nullptr);
|
||||
}
|
||||
|
||||
// TODO: For now lightmaop is piped into the emissive map unit, we need to fix that and support for real emissive too
|
||||
if ((locations->emissiveTextureUnit >= 0) && materialKey.isLightmapMap()) {
|
||||
auto lightmapMap = textureMaps[model::MaterialKey::LIGHTMAP_MAP];
|
||||
|
||||
if (lightmapMap && lightmapMap->isDefined()) {
|
||||
batch.setResourceTexture(LIGHTMAP_MAP_SLOT, lightmapMap->getTextureView());
|
||||
|
||||
auto lightmapOffsetScale = lightmapMap->getLightmapOffsetScale();
|
||||
batch._glUniform2f(locations->emissiveParams, lightmapOffsetScale.x, lightmapOffsetScale.y);
|
||||
|
||||
if (!lightmapMap->getTextureTransform().isIdentity()) {
|
||||
lightmapMap->getTextureTransform().getMatrix(texcoordTransform[1]);
|
||||
}
|
||||
}
|
||||
else {
|
||||
batch.setResourceTexture(LIGHTMAP_MAP_SLOT, textureCache->getGrayTexture());
|
||||
}
|
||||
} else {
|
||||
batch.setResourceTexture(LIGHTMAP_MAP_SLOT, nullptr);
|
||||
}
|
||||
|
||||
// Texcoord transforms ?
|
||||
if (locations->texcoordMatrices >= 0) {
|
||||
batch._glUniformMatrix4fv(locations->texcoordMatrices, 2, false, (const float*)&texcoordTransform);
|
||||
}
|
||||
|
||||
// TODO: We should be able to do that just in the renderTransparentJob
|
||||
if (translucentMesh && locations->lightBufferUnit >= 0) {
|
||||
PerformanceTimer perfTimer("DLE->setupTransparent()");
|
||||
|
||||
DependencyManager::get<DeferredLightingEffect>()->setupTransparent(args, locations->lightBufferUnit);
|
||||
}
|
||||
|
||||
|
||||
if (args) {
|
||||
args->_details._materialSwitches++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
PerformanceTimer perfTimer("batch.drawIndexed()");
|
||||
batch.setIndexBuffer(gpu::UINT32, part.getMergedTriangles(), 0);
|
||||
batch.drawIndexed(gpu::TRIANGLES, part.mergedTrianglesIndicesCount, 0);
|
||||
}
|
||||
|
||||
if (args) {
|
||||
const int INDICES_PER_TRIANGLE = 3;
|
||||
args->_details._trianglesRendered += part.mergedTrianglesIndicesCount / INDICES_PER_TRIANGLE;
|
||||
}
|
||||
}
|
||||
|
||||
void Model::segregateMeshGroups() {
|
||||
const FBXGeometry& geometry = _geometry->getFBXGeometry();
|
||||
const std::vector<std::unique_ptr<NetworkMesh>>& networkMeshes = _geometry->getMeshes();
|
||||
|
@ -1727,46 +1167,6 @@ 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,
|
||||
Locations*& locations) {
|
||||
|
||||
PerformanceTimer perfTimer("Model::pickPrograms");
|
||||
|
||||
|
||||
RenderKey key(mode, translucent, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned, isWireframe);
|
||||
if (mode == RenderArgs::MIRROR_RENDER_MODE) {
|
||||
key = RenderKey(key.getRaw() | RenderKey::IS_MIRROR);
|
||||
}
|
||||
auto pipeline = _renderPipelineLib.find(key.getRaw());
|
||||
if (pipeline == _renderPipelineLib.end()) {
|
||||
qDebug() << "No good, couldn't find a pipeline from the key ?" << key.getRaw();
|
||||
locations = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
gpu::ShaderPointer program = (*pipeline).second._pipeline->getProgram();
|
||||
locations = (*pipeline).second._locations.get();
|
||||
|
||||
|
||||
// Setup the One pipeline
|
||||
batch.setPipeline((*pipeline).second._pipeline);
|
||||
|
||||
if ((locations->alphaThreshold > -1) && (mode != RenderArgs::SHADOW_RENDER_MODE)) {
|
||||
batch._glUniform1f(locations->alphaThreshold, alphaThreshold);
|
||||
}
|
||||
|
||||
if ((locations->glowIntensity > -1) && (mode != RenderArgs::SHADOW_RENDER_MODE)) {
|
||||
const float DEFAULT_GLOW_INTENSITY = 1.0f; // FIXME - glow is removed
|
||||
batch._glUniform1f(locations->glowIntensity, DEFAULT_GLOW_INTENSITY);
|
||||
}
|
||||
|
||||
if ((locations->normalFittingMapUnit > -1)) {
|
||||
batch.setResourceTexture(locations->normalFittingMapUnit,
|
||||
DependencyManager::get<TextureCache>()->getNormalFittingTexture());
|
||||
}
|
||||
}
|
||||
|
||||
bool Model::initWhenReady(render::ScenePointer scene) {
|
||||
if (isActive() && isRenderable() && !_meshGroupsKnown && isLoaded()) {
|
||||
segregateMeshGroups();
|
||||
|
|
|
@ -24,9 +24,7 @@
|
|||
#include <AABox.h>
|
||||
#include <DependencyManager.h>
|
||||
#include <GeometryUtil.h>
|
||||
#include <gpu/Stream.h>
|
||||
#include <gpu/Batch.h>
|
||||
#include <gpu/Pipeline.h>
|
||||
#include <render/Scene.h>
|
||||
#include <Transform.h>
|
||||
|
||||
|
@ -47,6 +45,7 @@ namespace render {
|
|||
typedef unsigned int ItemID;
|
||||
}
|
||||
class MeshPartPayload;
|
||||
class ModelRenderLocations;
|
||||
|
||||
inline uint qHash(const std::shared_ptr<MeshPartPayload>& a, uint seed) {
|
||||
return qHash(a.get(), seed);
|
||||
|
@ -88,7 +87,6 @@ public:
|
|||
bool isVisible() const { return _isVisible; }
|
||||
|
||||
AABox getPartBounds(int meshIndex, int partIndex);
|
||||
void renderPart(RenderArgs* args, int meshIndex, int partIndex, int shapeID);
|
||||
|
||||
bool maybeStartBlender();
|
||||
|
||||
|
@ -257,6 +255,7 @@ protected:
|
|||
public:
|
||||
QVector<glm::mat4> clusterMatrices;
|
||||
QVector<glm::mat4> cauterizedClusterMatrices;
|
||||
gpu::BufferPointer clusterBuffer;
|
||||
};
|
||||
|
||||
QVector<MeshState> _meshStates;
|
||||
|
@ -323,8 +322,6 @@ private:
|
|||
bool _isVisible;
|
||||
|
||||
gpu::Buffers _blendedVertexBuffers;
|
||||
std::vector<Transform> _transforms;
|
||||
gpu::Batch _renderBatch;
|
||||
|
||||
QVector<QVector<QSharedPointer<Texture> > > _dilatedTextures;
|
||||
|
||||
|
@ -332,25 +329,6 @@ private:
|
|||
int _blendNumber;
|
||||
int _appliedBlendNumber;
|
||||
|
||||
class Locations {
|
||||
public:
|
||||
int tangent;
|
||||
int alphaThreshold;
|
||||
int texcoordMatrices;
|
||||
int diffuseTextureUnit;
|
||||
int normalTextureUnit;
|
||||
int specularTextureUnit;
|
||||
int emissiveTextureUnit;
|
||||
int emissiveParams;
|
||||
int glowIntensity;
|
||||
int normalFittingMapUnit;
|
||||
int materialBufferUnit;
|
||||
int clusterMatrices;
|
||||
int clusterIndices;
|
||||
int clusterWeights;
|
||||
int lightBufferUnit;
|
||||
};
|
||||
|
||||
QHash<QPair<int,int>, AABox> _calculatedMeshPartBoxes; // world coordinate AABoxes for all sub mesh part boxes
|
||||
|
||||
bool _calculatedMeshPartBoxesValid;
|
||||
|
@ -373,118 +351,9 @@ private:
|
|||
void renderDebugMeshBoxes(gpu::Batch& batch);
|
||||
int _debugMeshBoxesID = GeometryCache::UNKNOWN_ID;
|
||||
|
||||
// helper functions used by render() or renderInScene()
|
||||
|
||||
static void pickPrograms(gpu::Batch& batch, RenderArgs::RenderMode mode, bool translucent, float alphaThreshold,
|
||||
bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, bool isWireframe, RenderArgs* args,
|
||||
Locations*& locations);
|
||||
|
||||
static AbstractViewStateInterface* _viewState;
|
||||
|
||||
class RenderKey {
|
||||
public:
|
||||
enum FlagBit {
|
||||
IS_TRANSLUCENT_FLAG = 0,
|
||||
HAS_LIGHTMAP_FLAG,
|
||||
HAS_TANGENTS_FLAG,
|
||||
HAS_SPECULAR_FLAG,
|
||||
HAS_EMISSIVE_FLAG,
|
||||
IS_SKINNED_FLAG,
|
||||
IS_STEREO_FLAG,
|
||||
IS_DEPTH_ONLY_FLAG,
|
||||
IS_SHADOW_FLAG,
|
||||
IS_MIRROR_FLAG, //THis means that the mesh is rendered mirrored, not the same as "Rear view mirror"
|
||||
IS_WIREFRAME_FLAG,
|
||||
|
||||
NUM_FLAGS,
|
||||
};
|
||||
|
||||
enum Flag {
|
||||
IS_TRANSLUCENT = (1 << IS_TRANSLUCENT_FLAG),
|
||||
HAS_LIGHTMAP = (1 << HAS_LIGHTMAP_FLAG),
|
||||
HAS_TANGENTS = (1 << HAS_TANGENTS_FLAG),
|
||||
HAS_SPECULAR = (1 << HAS_SPECULAR_FLAG),
|
||||
HAS_EMISSIVE = (1 << HAS_EMISSIVE_FLAG),
|
||||
IS_SKINNED = (1 << IS_SKINNED_FLAG),
|
||||
IS_STEREO = (1 << IS_STEREO_FLAG),
|
||||
IS_DEPTH_ONLY = (1 << IS_DEPTH_ONLY_FLAG),
|
||||
IS_SHADOW = (1 << IS_SHADOW_FLAG),
|
||||
IS_MIRROR = (1 << IS_MIRROR_FLAG),
|
||||
IS_WIREFRAME = (1 << IS_WIREFRAME_FLAG),
|
||||
};
|
||||
typedef unsigned short Flags;
|
||||
|
||||
|
||||
|
||||
bool isFlag(short flagNum) const { return bool((_flags & flagNum) != 0); }
|
||||
|
||||
bool isTranslucent() const { return isFlag(IS_TRANSLUCENT); }
|
||||
bool hasLightmap() const { return isFlag(HAS_LIGHTMAP); }
|
||||
bool hasTangents() const { return isFlag(HAS_TANGENTS); }
|
||||
bool hasSpecular() const { return isFlag(HAS_SPECULAR); }
|
||||
bool hasEmissive() const { return isFlag(HAS_EMISSIVE); }
|
||||
bool isSkinned() const { return isFlag(IS_SKINNED); }
|
||||
bool isStereo() const { return isFlag(IS_STEREO); }
|
||||
bool isDepthOnly() const { return isFlag(IS_DEPTH_ONLY); }
|
||||
bool isShadow() const { return isFlag(IS_SHADOW); } // = depth only but with back facing
|
||||
bool isMirror() const { return isFlag(IS_MIRROR); }
|
||||
bool isWireFrame() const { return isFlag(IS_WIREFRAME); }
|
||||
|
||||
Flags _flags = 0;
|
||||
short _spare = 0;
|
||||
|
||||
int getRaw() { return *reinterpret_cast<int*>(this); }
|
||||
|
||||
|
||||
RenderKey(
|
||||
bool translucent, bool hasLightmap,
|
||||
bool hasTangents, bool hasSpecular, bool isSkinned, bool isWireframe) :
|
||||
RenderKey( (translucent ? IS_TRANSLUCENT : 0)
|
||||
| (hasLightmap ? HAS_LIGHTMAP : 0)
|
||||
| (hasTangents ? HAS_TANGENTS : 0)
|
||||
| (hasSpecular ? HAS_SPECULAR : 0)
|
||||
| (isSkinned ? IS_SKINNED : 0)
|
||||
| (isWireframe ? IS_WIREFRAME : 0)
|
||||
) {}
|
||||
|
||||
RenderKey(RenderArgs::RenderMode mode,
|
||||
bool translucent, float alphaThreshold, bool hasLightmap,
|
||||
bool hasTangents, bool hasSpecular, bool isSkinned, bool isWireframe) :
|
||||
RenderKey( ((translucent && (alphaThreshold == 0.0f) && (mode != RenderArgs::SHADOW_RENDER_MODE)) ? IS_TRANSLUCENT : 0)
|
||||
| (hasLightmap && (mode != RenderArgs::SHADOW_RENDER_MODE) ? HAS_LIGHTMAP : 0) // Lightmap, tangents and specular don't matter for depthOnly
|
||||
| (hasTangents && (mode != RenderArgs::SHADOW_RENDER_MODE) ? HAS_TANGENTS : 0)
|
||||
| (hasSpecular && (mode != RenderArgs::SHADOW_RENDER_MODE) ? HAS_SPECULAR : 0)
|
||||
| (isSkinned ? IS_SKINNED : 0)
|
||||
| (isWireframe ? IS_WIREFRAME : 0)
|
||||
| ((mode == RenderArgs::SHADOW_RENDER_MODE) ? IS_DEPTH_ONLY : 0)
|
||||
| ((mode == RenderArgs::SHADOW_RENDER_MODE) ? IS_SHADOW : 0)
|
||||
| ((mode == RenderArgs::MIRROR_RENDER_MODE) ? IS_MIRROR :0)
|
||||
) {}
|
||||
|
||||
RenderKey(int bitmask) : _flags(bitmask) {}
|
||||
};
|
||||
|
||||
|
||||
class RenderPipeline {
|
||||
public:
|
||||
gpu::PipelinePointer _pipeline;
|
||||
std::shared_ptr<Locations> _locations;
|
||||
RenderPipeline(gpu::PipelinePointer pipeline, std::shared_ptr<Locations> locations) :
|
||||
_pipeline(pipeline), _locations(locations) {}
|
||||
};
|
||||
|
||||
typedef std::unordered_map<int, RenderPipeline> BaseRenderPipelineMap;
|
||||
class RenderPipelineLib : public BaseRenderPipelineMap {
|
||||
public:
|
||||
typedef RenderKey Key;
|
||||
|
||||
|
||||
void addRenderPipeline(Key key, gpu::ShaderPointer& vertexShader, gpu::ShaderPointer& pixelShader);
|
||||
|
||||
void initLocations(gpu::ShaderPointer& program, Locations& locations);
|
||||
};
|
||||
static RenderPipelineLib _renderPipelineLib;
|
||||
|
||||
bool _renderCollisionHull;
|
||||
|
||||
|
||||
|
@ -494,6 +363,7 @@ private:
|
|||
bool _needsReload = true;
|
||||
bool _needsUpdateClusterMatrices = true;
|
||||
|
||||
friend class MeshPartPayload;
|
||||
protected:
|
||||
RigPointer _rig;
|
||||
};
|
||||
|
|
282
libraries/render-utils/src/ModelRender.cpp
Normal file
282
libraries/render-utils/src/ModelRender.cpp
Normal file
|
@ -0,0 +1,282 @@
|
|||
//
|
||||
// ModelRender.cpp
|
||||
// interface/src/renderer
|
||||
//
|
||||
// Created by Sam Gateau on 10/3/15.
|
||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
#include "ModelRender.h"
|
||||
|
||||
#include <model-networking/TextureCache.h>
|
||||
|
||||
#include <PerfStat.h>
|
||||
|
||||
#include "DeferredLightingEffect.h"
|
||||
|
||||
#include "model_vert.h"
|
||||
#include "model_shadow_vert.h"
|
||||
#include "model_normal_map_vert.h"
|
||||
#include "model_lightmap_vert.h"
|
||||
#include "model_lightmap_normal_map_vert.h"
|
||||
#include "skin_model_vert.h"
|
||||
#include "skin_model_shadow_vert.h"
|
||||
#include "skin_model_normal_map_vert.h"
|
||||
|
||||
#include "model_frag.h"
|
||||
#include "model_shadow_frag.h"
|
||||
#include "model_normal_map_frag.h"
|
||||
#include "model_normal_specular_map_frag.h"
|
||||
#include "model_specular_map_frag.h"
|
||||
#include "model_lightmap_frag.h"
|
||||
#include "model_lightmap_normal_map_frag.h"
|
||||
#include "model_lightmap_normal_specular_map_frag.h"
|
||||
#include "model_lightmap_specular_map_frag.h"
|
||||
#include "model_translucent_frag.h"
|
||||
|
||||
ModelRender::RenderPipelineLib ModelRender::_renderPipelineLib;
|
||||
|
||||
const ModelRender::RenderPipelineLib& ModelRender::getRenderPipelineLib() {
|
||||
if (_renderPipelineLib.empty()) {
|
||||
// Vertex shaders
|
||||
auto modelVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(model_vert)));
|
||||
auto modelNormalMapVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(model_normal_map_vert)));
|
||||
auto modelLightmapVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(model_lightmap_vert)));
|
||||
auto modelLightmapNormalMapVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(model_lightmap_normal_map_vert)));
|
||||
auto modelShadowVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(model_shadow_vert)));
|
||||
auto skinModelVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(skin_model_vert)));
|
||||
auto skinModelNormalMapVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(skin_model_normal_map_vert)));
|
||||
auto skinModelShadowVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(skin_model_shadow_vert)));
|
||||
|
||||
// Pixel shaders
|
||||
auto modelPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_frag)));
|
||||
auto modelNormalMapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_normal_map_frag)));
|
||||
auto modelSpecularMapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_specular_map_frag)));
|
||||
auto modelNormalSpecularMapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_normal_specular_map_frag)));
|
||||
auto modelTranslucentPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_translucent_frag)));
|
||||
auto modelShadowPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_shadow_frag)));
|
||||
auto modelLightmapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_lightmap_frag)));
|
||||
auto modelLightmapNormalMapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_lightmap_normal_map_frag)));
|
||||
auto modelLightmapSpecularMapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_lightmap_specular_map_frag)));
|
||||
auto modelLightmapNormalSpecularMapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_lightmap_normal_specular_map_frag)));
|
||||
|
||||
// Fill the renderPipelineLib
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(0),
|
||||
modelVertex, modelPixel);
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::HAS_TANGENTS),
|
||||
modelNormalMapVertex, modelNormalMapPixel);
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::HAS_SPECULAR),
|
||||
modelVertex, modelSpecularMapPixel);
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::HAS_TANGENTS | RenderKey::HAS_SPECULAR),
|
||||
modelNormalMapVertex, modelNormalSpecularMapPixel);
|
||||
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::IS_TRANSLUCENT),
|
||||
modelVertex, modelTranslucentPixel);
|
||||
// FIXME Ignore lightmap for translucents meshpart
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::IS_TRANSLUCENT | RenderKey::HAS_LIGHTMAP),
|
||||
modelVertex, modelTranslucentPixel);
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::HAS_TANGENTS | RenderKey::IS_TRANSLUCENT),
|
||||
modelNormalMapVertex, modelTranslucentPixel);
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::HAS_SPECULAR | RenderKey::IS_TRANSLUCENT),
|
||||
modelVertex, modelTranslucentPixel);
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::HAS_TANGENTS | RenderKey::HAS_SPECULAR | RenderKey::IS_TRANSLUCENT),
|
||||
modelNormalMapVertex, modelTranslucentPixel);
|
||||
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::HAS_LIGHTMAP),
|
||||
modelLightmapVertex, modelLightmapPixel);
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::HAS_LIGHTMAP | RenderKey::HAS_TANGENTS),
|
||||
modelLightmapNormalMapVertex, modelLightmapNormalMapPixel);
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::HAS_LIGHTMAP | RenderKey::HAS_SPECULAR),
|
||||
modelLightmapVertex, modelLightmapSpecularMapPixel);
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::HAS_LIGHTMAP | RenderKey::HAS_TANGENTS | RenderKey::HAS_SPECULAR),
|
||||
modelLightmapNormalMapVertex, modelLightmapNormalSpecularMapPixel);
|
||||
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::IS_SKINNED),
|
||||
skinModelVertex, modelPixel);
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::IS_SKINNED | RenderKey::HAS_TANGENTS),
|
||||
skinModelNormalMapVertex, modelNormalMapPixel);
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::IS_SKINNED | RenderKey::HAS_SPECULAR),
|
||||
skinModelVertex, modelSpecularMapPixel);
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::IS_SKINNED | RenderKey::HAS_TANGENTS | RenderKey::HAS_SPECULAR),
|
||||
skinModelNormalMapVertex, modelNormalSpecularMapPixel);
|
||||
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::IS_SKINNED | RenderKey::IS_TRANSLUCENT),
|
||||
skinModelVertex, modelTranslucentPixel);
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::IS_SKINNED | RenderKey::HAS_TANGENTS | RenderKey::IS_TRANSLUCENT),
|
||||
skinModelNormalMapVertex, modelTranslucentPixel);
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::IS_SKINNED | RenderKey::HAS_SPECULAR | RenderKey::IS_TRANSLUCENT),
|
||||
skinModelVertex, modelTranslucentPixel);
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::IS_SKINNED | RenderKey::HAS_TANGENTS | RenderKey::HAS_SPECULAR | RenderKey::IS_TRANSLUCENT),
|
||||
skinModelNormalMapVertex, modelTranslucentPixel);
|
||||
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::IS_DEPTH_ONLY | RenderKey::IS_SHADOW),
|
||||
modelShadowVertex, modelShadowPixel);
|
||||
|
||||
|
||||
_renderPipelineLib.addRenderPipeline(
|
||||
RenderKey(RenderKey::IS_SKINNED | RenderKey::IS_DEPTH_ONLY | RenderKey::IS_SHADOW),
|
||||
skinModelShadowVertex, modelShadowPixel);
|
||||
}
|
||||
|
||||
return _renderPipelineLib;
|
||||
}
|
||||
|
||||
|
||||
void ModelRender::RenderPipelineLib::addRenderPipeline(ModelRender::RenderKey key,
|
||||
gpu::ShaderPointer& vertexShader,
|
||||
gpu::ShaderPointer& pixelShader) {
|
||||
|
||||
gpu::Shader::BindingSet slotBindings;
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("skinClusterBuffer"), ModelRender::SKINNING_GPU_SLOT));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("materialBuffer"), ModelRender::MATERIAL_GPU_SLOT));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("diffuseMap"), ModelRender::DIFFUSE_MAP_SLOT));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("normalMap"), ModelRender::NORMAL_MAP_SLOT));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("specularMap"), ModelRender::SPECULAR_MAP_SLOT));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("emissiveMap"), ModelRender::LIGHTMAP_MAP_SLOT));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), ModelRender::LIGHT_BUFFER_SLOT));
|
||||
slotBindings.insert(gpu::Shader::Binding(std::string("normalFittingMap"), DeferredLightingEffect::NORMAL_FITTING_MAP_SLOT));
|
||||
|
||||
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);
|
||||
state->setDepthBias(1.0f);
|
||||
state->setDepthBiasSlopeScale(4.0f);
|
||||
} else {
|
||||
state->setCullMode(gpu::State::CULL_BACK);
|
||||
}
|
||||
|
||||
// Z test depends if transparent or not
|
||||
state->setDepthTest(true, !key.isTranslucent(), gpu::LESS_EQUAL);
|
||||
|
||||
// Blend on transparent
|
||||
state->setBlendFunction(key.isTranslucent(),
|
||||
gpu::State::ONE, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA, // For transparent only, this keep the highlight intensity
|
||||
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
|
||||
|
||||
// Good to go add the brand new pipeline
|
||||
auto pipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
|
||||
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 wireframe state
|
||||
auto wireframePipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, wireframeState));
|
||||
insert(value_type(wireframeKey.getRaw(), RenderPipeline(wireframePipeline, locations)));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void ModelRender::RenderPipelineLib::initLocations(gpu::ShaderPointer& program, ModelRender::Locations& locations) {
|
||||
locations.alphaThreshold = program->getUniforms().findLocation("alphaThreshold");
|
||||
locations.texcoordMatrices = program->getUniforms().findLocation("texcoordMatrices");
|
||||
locations.emissiveParams = program->getUniforms().findLocation("emissiveParams");
|
||||
locations.glowIntensity = program->getUniforms().findLocation("glowIntensity");
|
||||
locations.normalFittingMapUnit = program->getTextures().findLocation("normalFittingMap");
|
||||
locations.diffuseTextureUnit = program->getTextures().findLocation("diffuseMap");
|
||||
locations.normalTextureUnit = program->getTextures().findLocation("normalMap");
|
||||
locations.specularTextureUnit = program->getTextures().findLocation("specularMap");
|
||||
locations.emissiveTextureUnit = program->getTextures().findLocation("emissiveMap");
|
||||
locations.skinClusterBufferUnit = program->getBuffers().findLocation("skinClusterBuffer");
|
||||
locations.materialBufferUnit = program->getBuffers().findLocation("materialBuffer");
|
||||
locations.lightBufferUnit = program->getBuffers().findLocation("lightBuffer");
|
||||
|
||||
}
|
||||
|
||||
|
||||
void ModelRender::pickPrograms(gpu::Batch& batch, RenderArgs::RenderMode mode, bool translucent, float alphaThreshold,
|
||||
bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, bool isWireframe, RenderArgs* args,
|
||||
Locations*& locations) {
|
||||
|
||||
PerformanceTimer perfTimer("Model::pickPrograms");
|
||||
getRenderPipelineLib();
|
||||
|
||||
RenderKey key(mode, translucent, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned, isWireframe);
|
||||
auto pipeline = _renderPipelineLib.find(key.getRaw());
|
||||
if (pipeline == _renderPipelineLib.end()) {
|
||||
qDebug() << "No good, couldn't find a pipeline from the key ?" << key.getRaw();
|
||||
locations = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
gpu::ShaderPointer program = (*pipeline).second._pipeline->getProgram();
|
||||
locations = (*pipeline).second._locations.get();
|
||||
|
||||
|
||||
// Setup the One pipeline
|
||||
batch.setPipeline((*pipeline).second._pipeline);
|
||||
|
||||
if ((locations->alphaThreshold > -1) && (mode != RenderArgs::SHADOW_RENDER_MODE)) {
|
||||
batch._glUniform1f(locations->alphaThreshold, alphaThreshold);
|
||||
}
|
||||
|
||||
if ((locations->glowIntensity > -1) && (mode != RenderArgs::SHADOW_RENDER_MODE)) {
|
||||
const float DEFAULT_GLOW_INTENSITY = 1.0f; // FIXME - glow is removed
|
||||
batch._glUniform1f(locations->glowIntensity, DEFAULT_GLOW_INTENSITY);
|
||||
}
|
||||
|
||||
if ((locations->normalFittingMapUnit > -1)) {
|
||||
batch.setResourceTexture(locations->normalFittingMapUnit,
|
||||
DependencyManager::get<TextureCache>()->getNormalFittingTexture());
|
||||
}
|
||||
}
|
154
libraries/render-utils/src/ModelRender.h
Normal file
154
libraries/render-utils/src/ModelRender.h
Normal file
|
@ -0,0 +1,154 @@
|
|||
//
|
||||
// ModelRender.h
|
||||
// interface/src/renderer
|
||||
//
|
||||
// Created by Sam Gateau on 10/3/15.
|
||||
// Copyright 2015 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_ModelRender_h
|
||||
#define hifi_ModelRender_h
|
||||
|
||||
#include <gpu/Batch.h>
|
||||
|
||||
#include <render/Scene.h>
|
||||
|
||||
class ModelRender {
|
||||
public:
|
||||
|
||||
static const int SKINNING_GPU_SLOT = 2;
|
||||
static const int MATERIAL_GPU_SLOT = 3;
|
||||
static const int DIFFUSE_MAP_SLOT = 0;
|
||||
static const int NORMAL_MAP_SLOT = 1;
|
||||
static const int SPECULAR_MAP_SLOT = 2;
|
||||
static const int LIGHTMAP_MAP_SLOT = 3;
|
||||
static const int LIGHT_BUFFER_SLOT = 4;
|
||||
|
||||
class Locations {
|
||||
public:
|
||||
int alphaThreshold;
|
||||
int texcoordMatrices;
|
||||
int diffuseTextureUnit;
|
||||
int normalTextureUnit;
|
||||
int specularTextureUnit;
|
||||
int emissiveTextureUnit;
|
||||
int emissiveParams;
|
||||
int glowIntensity;
|
||||
int normalFittingMapUnit;
|
||||
int skinClusterBufferUnit;
|
||||
int materialBufferUnit;
|
||||
int lightBufferUnit;
|
||||
};
|
||||
|
||||
static void pickPrograms(gpu::Batch& batch, RenderArgs::RenderMode mode, bool translucent, float alphaThreshold,
|
||||
bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, bool isWireframe, RenderArgs* args,
|
||||
Locations*& locations);
|
||||
|
||||
class RenderKey {
|
||||
public:
|
||||
enum FlagBit {
|
||||
IS_TRANSLUCENT_FLAG = 0,
|
||||
HAS_LIGHTMAP_FLAG,
|
||||
HAS_TANGENTS_FLAG,
|
||||
HAS_SPECULAR_FLAG,
|
||||
HAS_EMISSIVE_FLAG,
|
||||
IS_SKINNED_FLAG,
|
||||
IS_STEREO_FLAG,
|
||||
IS_DEPTH_ONLY_FLAG,
|
||||
IS_SHADOW_FLAG,
|
||||
IS_WIREFRAME_FLAG,
|
||||
|
||||
NUM_FLAGS,
|
||||
};
|
||||
|
||||
enum Flag {
|
||||
IS_TRANSLUCENT = (1 << IS_TRANSLUCENT_FLAG),
|
||||
HAS_LIGHTMAP = (1 << HAS_LIGHTMAP_FLAG),
|
||||
HAS_TANGENTS = (1 << HAS_TANGENTS_FLAG),
|
||||
HAS_SPECULAR = (1 << HAS_SPECULAR_FLAG),
|
||||
HAS_EMISSIVE = (1 << HAS_EMISSIVE_FLAG),
|
||||
IS_SKINNED = (1 << IS_SKINNED_FLAG),
|
||||
IS_STEREO = (1 << IS_STEREO_FLAG),
|
||||
IS_DEPTH_ONLY = (1 << IS_DEPTH_ONLY_FLAG),
|
||||
IS_SHADOW = (1 << IS_SHADOW_FLAG),
|
||||
IS_WIREFRAME = (1 << IS_WIREFRAME_FLAG),
|
||||
};
|
||||
typedef unsigned short Flags;
|
||||
|
||||
|
||||
|
||||
bool isFlag(short flagNum) const { return bool((_flags & flagNum) != 0); }
|
||||
|
||||
bool isTranslucent() const { return isFlag(IS_TRANSLUCENT); }
|
||||
bool hasLightmap() const { return isFlag(HAS_LIGHTMAP); }
|
||||
bool hasTangents() const { return isFlag(HAS_TANGENTS); }
|
||||
bool hasSpecular() const { return isFlag(HAS_SPECULAR); }
|
||||
bool hasEmissive() const { return isFlag(HAS_EMISSIVE); }
|
||||
bool isSkinned() const { return isFlag(IS_SKINNED); }
|
||||
bool isStereo() const { return isFlag(IS_STEREO); }
|
||||
bool isDepthOnly() const { return isFlag(IS_DEPTH_ONLY); }
|
||||
bool isShadow() const { return isFlag(IS_SHADOW); } // = depth only but with back facing
|
||||
bool isWireFrame() const { return isFlag(IS_WIREFRAME); }
|
||||
|
||||
Flags _flags = 0;
|
||||
short _spare = 0;
|
||||
|
||||
int getRaw() { return *reinterpret_cast<int*>(this); }
|
||||
|
||||
|
||||
RenderKey(
|
||||
bool translucent, bool hasLightmap,
|
||||
bool hasTangents, bool hasSpecular, bool isSkinned, bool isWireframe) :
|
||||
RenderKey((translucent ? IS_TRANSLUCENT : 0)
|
||||
| (hasLightmap ? HAS_LIGHTMAP : 0)
|
||||
| (hasTangents ? HAS_TANGENTS : 0)
|
||||
| (hasSpecular ? HAS_SPECULAR : 0)
|
||||
| (isSkinned ? IS_SKINNED : 0)
|
||||
| (isWireframe ? IS_WIREFRAME : 0)
|
||||
) {}
|
||||
|
||||
RenderKey(RenderArgs::RenderMode mode,
|
||||
bool translucent, float alphaThreshold, bool hasLightmap,
|
||||
bool hasTangents, bool hasSpecular, bool isSkinned, bool isWireframe) :
|
||||
RenderKey(((translucent && (alphaThreshold == 0.0f) && (mode != RenderArgs::SHADOW_RENDER_MODE)) ? IS_TRANSLUCENT : 0)
|
||||
| (hasLightmap && (mode != RenderArgs::SHADOW_RENDER_MODE) ? HAS_LIGHTMAP : 0) // Lightmap, tangents and specular don't matter for depthOnly
|
||||
| (hasTangents && (mode != RenderArgs::SHADOW_RENDER_MODE) ? HAS_TANGENTS : 0)
|
||||
| (hasSpecular && (mode != RenderArgs::SHADOW_RENDER_MODE) ? HAS_SPECULAR : 0)
|
||||
| (isSkinned ? IS_SKINNED : 0)
|
||||
| (isWireframe ? IS_WIREFRAME : 0)
|
||||
| ((mode == RenderArgs::SHADOW_RENDER_MODE) ? IS_DEPTH_ONLY : 0)
|
||||
| ((mode == RenderArgs::SHADOW_RENDER_MODE) ? IS_SHADOW : 0)
|
||||
) {}
|
||||
|
||||
RenderKey(int bitmask) : _flags(bitmask) {}
|
||||
};
|
||||
|
||||
|
||||
class RenderPipeline {
|
||||
public:
|
||||
gpu::PipelinePointer _pipeline;
|
||||
std::shared_ptr<Locations> _locations;
|
||||
RenderPipeline(gpu::PipelinePointer pipeline, std::shared_ptr<Locations> locations) :
|
||||
_pipeline(pipeline), _locations(locations) {}
|
||||
};
|
||||
|
||||
typedef std::unordered_map<int, RenderPipeline> BaseRenderPipelineMap;
|
||||
class RenderPipelineLib : public BaseRenderPipelineMap {
|
||||
public:
|
||||
typedef RenderKey Key;
|
||||
|
||||
|
||||
void addRenderPipeline(Key key, gpu::ShaderPointer& vertexShader, gpu::ShaderPointer& pixelShader);
|
||||
|
||||
void initLocations(gpu::ShaderPointer& program, Locations& locations);
|
||||
};
|
||||
static RenderPipelineLib _renderPipelineLib;
|
||||
|
||||
static const RenderPipelineLib& getRenderPipelineLib();
|
||||
|
||||
};
|
||||
|
||||
#endif // hifi_ModelRender_h
|
70
libraries/render-utils/src/Skinning.slh
Normal file
70
libraries/render-utils/src/Skinning.slh
Normal file
|
@ -0,0 +1,70 @@
|
|||
<!
|
||||
// Skinning.slh
|
||||
// libraries/render-utils/src
|
||||
//
|
||||
// Created by Sam Gateau on 10/5/15.
|
||||
// Copyright 2013 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
|
||||
!>
|
||||
<@if not SKINNING_SLH@>
|
||||
<@def SKINNING_SLH@>
|
||||
|
||||
const int MAX_TEXCOORDS = 2;
|
||||
const int MAX_CLUSTERS = 128;
|
||||
const int INDICES_PER_VERTEX = 4;
|
||||
|
||||
layout(std140) uniform skinClusterBuffer {
|
||||
mat4 clusterMatrices[MAX_CLUSTERS];
|
||||
};
|
||||
|
||||
void skinPosition(vec4 skinClusterIndex, vec4 skinClusterWeight, vec4 inPosition, out vec4 skinnedPosition) {
|
||||
vec4 newPosition = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
for (int i = 0; i < INDICES_PER_VERTEX; i++) {
|
||||
mat4 clusterMatrix = clusterMatrices[int(skinClusterIndex[i])];
|
||||
float clusterWeight = skinClusterWeight[i];
|
||||
newPosition += clusterMatrix * inPosition * clusterWeight;
|
||||
}
|
||||
|
||||
skinnedPosition = newPosition;
|
||||
}
|
||||
|
||||
void skinPositionNormal(vec4 skinClusterIndex, vec4 skinClusterWeight, vec4 inPosition, vec3 inNormal,
|
||||
out vec4 skinnedPosition, out vec3 skinnedNormal) {
|
||||
vec4 newPosition = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec4 newNormal = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
for (int i = 0; i < INDICES_PER_VERTEX; i++) {
|
||||
mat4 clusterMatrix = clusterMatrices[int(skinClusterIndex[i])];
|
||||
float clusterWeight = skinClusterWeight[i];
|
||||
newPosition += clusterMatrix * inPosition * clusterWeight;
|
||||
newNormal += clusterMatrix * vec4(inNormal.xyz, 0.0) * clusterWeight;
|
||||
}
|
||||
|
||||
skinnedPosition = newPosition;
|
||||
skinnedNormal = newNormal.xyz;
|
||||
}
|
||||
|
||||
void skinPositionNormalTangent(vec4 skinClusterIndex, vec4 skinClusterWeight, vec4 inPosition, vec3 inNormal, vec3 inTangent,
|
||||
out vec4 skinnedPosition, out vec3 skinnedNormal, out vec3 skinnedTangent) {
|
||||
vec4 newPosition = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec4 newNormal = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec4 newTangent = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
for (int i = 0; i < INDICES_PER_VERTEX; i++) {
|
||||
mat4 clusterMatrix = clusterMatrices[int(skinClusterIndex[i])];
|
||||
float clusterWeight = skinClusterWeight[i];
|
||||
newPosition += clusterMatrix * inPosition * clusterWeight;
|
||||
newNormal += clusterMatrix * vec4(inNormal.xyz, 0.0) * clusterWeight;
|
||||
newTangent += clusterMatrix * vec4(inTangent.xyz, 0.0) * clusterWeight;
|
||||
}
|
||||
|
||||
skinnedPosition = newPosition;
|
||||
skinnedNormal = newNormal.xyz;
|
||||
skinnedTangent = newTangent.xyz;
|
||||
}
|
||||
|
||||
|
||||
<@endif@>
|
|
@ -18,11 +18,8 @@
|
|||
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
const int MAX_TEXCOORDS = 2;
|
||||
const int MAX_CLUSTERS = 128;
|
||||
const int INDICES_PER_VERTEX = 4;
|
||||
<@include Skinning.slh@>
|
||||
|
||||
uniform mat4 clusterMatrices[MAX_CLUSTERS];
|
||||
uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
|
||||
|
||||
out vec4 _position;
|
||||
|
@ -32,13 +29,9 @@ out vec3 _color;
|
|||
|
||||
void main(void) {
|
||||
vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec4 interpolatedNormal = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
for (int i = 0; i < INDICES_PER_VERTEX; i++) {
|
||||
mat4 clusterMatrix = clusterMatrices[int(inSkinClusterIndex[i])];
|
||||
float clusterWeight = inSkinClusterWeight[i];
|
||||
position += clusterMatrix * inPosition * clusterWeight;
|
||||
interpolatedNormal += clusterMatrix * vec4(inNormal.xyz, 0.0) * clusterWeight;
|
||||
}
|
||||
vec3 interpolatedNormal = vec3(0.0, 0.0, 0.0);
|
||||
|
||||
skinPositionNormal(inSkinClusterIndex, inSkinClusterWeight, inPosition, inNormal.xyz, position, interpolatedNormal);
|
||||
|
||||
// pass along the diffuse color
|
||||
_color = inColor.rgb;
|
||||
|
|
|
@ -18,11 +18,8 @@
|
|||
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
const int MAX_TEXCOORDS = 2;
|
||||
const int MAX_CLUSTERS = 128;
|
||||
const int INDICES_PER_VERTEX = 4;
|
||||
<@include Skinning.slh@>
|
||||
|
||||
uniform mat4 clusterMatrices[MAX_CLUSTERS];
|
||||
uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
|
||||
|
||||
out vec4 _position;
|
||||
|
@ -35,13 +32,8 @@ void main(void) {
|
|||
vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec4 interpolatedNormal = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec4 interpolatedTangent = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
for (int i = 0; i < INDICES_PER_VERTEX; i++) {
|
||||
mat4 clusterMatrix = clusterMatrices[int(inSkinClusterIndex[i])];
|
||||
float clusterWeight = inSkinClusterWeight[i];
|
||||
position += clusterMatrix * inPosition * clusterWeight;
|
||||
interpolatedNormal += clusterMatrix * vec4(inNormal.xyz, 0.0) * clusterWeight;
|
||||
interpolatedTangent += clusterMatrix * vec4(inTangent.xyz, 0.0) * clusterWeight;
|
||||
}
|
||||
|
||||
skinPositionNormalTangent(inSkinClusterIndex, inSkinClusterWeight, inPosition, inNormal.xyz, inTangent.xyz, position, interpolatedNormal.xyz, interpolatedTangent.xyz);
|
||||
|
||||
// pass along the diffuse color
|
||||
_color = inColor.rgb;
|
||||
|
|
|
@ -16,18 +16,11 @@
|
|||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
const int MAX_CLUSTERS = 128;
|
||||
const int INDICES_PER_VERTEX = 4;
|
||||
|
||||
uniform mat4 clusterMatrices[MAX_CLUSTERS];
|
||||
<@include Skinning.slh@>
|
||||
|
||||
void main(void) {
|
||||
vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
for (int i = 0; i < INDICES_PER_VERTEX; i++) {
|
||||
mat4 clusterMatrix = clusterMatrices[int(inSkinClusterIndex[i])];
|
||||
float clusterWeight = inSkinClusterWeight[i];
|
||||
position += clusterMatrix * inPosition * clusterWeight;
|
||||
}
|
||||
skinPosition(inSkinClusterIndex, inSkinClusterWeight, inPosition, position);
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
|
|
Loading…
Reference in a new issue