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Merge pull request #7218 from zzmp/fix/resort-in-octree
Fix item key lookup on updated items in scene
This commit is contained in:
commit
bfed0304c3
15 changed files with 309 additions and 385 deletions
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@ -231,23 +231,19 @@ bool Overlays::editOverlay(unsigned int id, const QVariant& properties) {
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Overlay::Pointer thisOverlay = getOverlay(id);
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if (thisOverlay) {
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thisOverlay->setProperties(properties.toMap());
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if (thisOverlay->is3D()) {
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render::ItemKey oldItemKey = render::payloadGetKey(thisOverlay);
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thisOverlay->setProperties(properties.toMap());
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render::ItemKey itemKey = render::payloadGetKey(thisOverlay);
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if (itemKey != oldItemKey) {
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auto itemID = thisOverlay->getRenderItemID();
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if (render::Item::isValidID(itemID)) {
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render::ScenePointer scene = qApp->getMain3DScene();
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auto itemID = thisOverlay->getRenderItemID();
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if (render::Item::isValidID(itemID)) {
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render::ScenePointer scene = qApp->getMain3DScene();
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const render::Item& item = scene->getItem(itemID);
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if (item.getKey() != render::payloadGetKey(thisOverlay)) {
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render::PendingChanges pendingChanges;
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pendingChanges.resortItem(itemID, oldItemKey, itemKey);
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pendingChanges.updateItem(itemID);
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scene->enqueuePendingChanges(pendingChanges);
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}
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}
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} else {
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thisOverlay->setProperties(properties.toMap());
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}
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return true;
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@ -601,4 +597,4 @@ float Overlays::width() const {
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float Overlays::height() const {
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auto offscreenUi = DependencyManager::get<OffscreenUi>();
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return offscreenUi->getWindow()->size().height();
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}
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}
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@ -10,27 +10,30 @@
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "RenderDeferredTask.h"
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#include <PerfStat.h>
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#include <PathUtils.h>
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#include <RenderArgs.h>
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#include <ViewFrustum.h>
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#include <gpu/Context.h>
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#include <render/CullTask.h>
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#include <render/SortTask.h>
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#include <render/DrawTask.h>
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#include <render/DrawStatus.h>
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#include <render/DrawSceneOctree.h>
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#include "DebugDeferredBuffer.h"
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#include "DeferredLightingEffect.h"
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#include "FramebufferCache.h"
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#include "HitEffect.h"
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#include "TextureCache.h"
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#include "render/DrawTask.h"
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#include "render/DrawStatus.h"
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#include "render/DrawSceneOctree.h"
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#include "AmbientOcclusionEffect.h"
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#include "AntialiasingEffect.h"
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#include "ToneMappingEffect.h"
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#include "RenderDeferredTask.h"
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using namespace render;
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extern void initStencilPipeline(gpu::PipelinePointer& pipeline);
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@ -54,34 +57,42 @@ RenderDeferredTask::RenderDeferredTask(CullFunctor cullFunctor) {
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// CPU jobs:
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// Fetch and cull the items from the scene
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auto sceneFilter = ItemFilter::Builder::visibleWorldItems().withoutLayered();
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const auto sceneSelection = addJob<FetchSpatialTree>("FetchSceneSelection", sceneFilter);
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const auto culledSceneSelection = addJob<CullSpatialSelection>("CullSceneSelection", sceneSelection, cullFunctor, RenderDetails::ITEM, sceneFilter);
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auto spatialFilter = ItemFilter::Builder::visibleWorldItems().withoutLayered();
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const auto spatialSelection = addJob<FetchSpatialTree>("FetchSceneSelection", spatialFilter);
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const auto culledSpatialSelection = addJob<CullSpatialSelection>("CullSceneSelection", spatialSelection, cullFunctor, RenderDetails::ITEM, spatialFilter);
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// Overlays are not culled
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const auto nonspatialSelection = addJob<FetchNonspatialItems>("FetchOverlaySelection");
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// Multi filter visible items into different buckets
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const int NUM_FILTERS = 3;
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const int OPAQUE_SHAPE_BUCKET = 0;
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const int TRANSPARENT_SHAPE_BUCKET = 1;
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const int LIGHT_BUCKET = 2;
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MultiFilterItem<NUM_FILTERS>::ItemFilterArray triageFilters = { {
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const int BACKGROUND_BUCKET = 2;
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MultiFilterItem<NUM_FILTERS>::ItemFilterArray spatialFilters = { {
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ItemFilter::Builder::opaqueShape(),
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ItemFilter::Builder::transparentShape(),
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ItemFilter::Builder::light()
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} };
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const auto filteredItemsBuckets = addJob<MultiFilterItem<NUM_FILTERS>>("FilterSceneSelection", culledSceneSelection, triageFilters).get<MultiFilterItem<NUM_FILTERS>::ItemBoundsArray>();
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MultiFilterItem<NUM_FILTERS>::ItemFilterArray nonspatialFilters = { {
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ItemFilter::Builder::opaqueShape(),
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ItemFilter::Builder::transparentShape(),
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ItemFilter::Builder::background()
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} };
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const auto filteredSpatialBuckets = addJob<MultiFilterItem<NUM_FILTERS>>("FilterSceneSelection", culledSpatialSelection, spatialFilters).get<MultiFilterItem<NUM_FILTERS>::ItemBoundsArray>();
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const auto filteredNonspatialBuckets = addJob<MultiFilterItem<NUM_FILTERS>>("FilterOverlaySelection", nonspatialSelection, nonspatialFilters).get<MultiFilterItem<NUM_FILTERS>::ItemBoundsArray>();
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// Extract / Sort opaques / Transparents / Lights / Overlays
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const auto opaques = addJob<DepthSortItems>("DepthSortOpaque", filteredItemsBuckets[OPAQUE_SHAPE_BUCKET]);
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const auto transparents = addJob<DepthSortItems>("DepthSortTransparent", filteredItemsBuckets[TRANSPARENT_SHAPE_BUCKET], DepthSortItems(false));
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const auto lights = filteredItemsBuckets[LIGHT_BUCKET];
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const auto opaques = addJob<DepthSortItems>("DepthSortOpaque", filteredSpatialBuckets[OPAQUE_SHAPE_BUCKET]);
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const auto transparents = addJob<DepthSortItems>("DepthSortTransparent", filteredSpatialBuckets[TRANSPARENT_SHAPE_BUCKET], DepthSortItems(false));
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const auto lights = filteredSpatialBuckets[LIGHT_BUCKET];
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// Overlays are not culled because we want to make sure they are seen
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// Could be considered a bug in the current cullfunctor
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const auto overlayOpaques = addJob<FetchItems>("FetchOverlayOpaque", ItemFilter::Builder::opaqueShapeLayered());
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const auto fetchedOverlayOpaques = addJob<FetchItems>("FetchOverlayTransparents", ItemFilter::Builder::transparentShapeLayered());
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const auto overlayTransparents = addJob<DepthSortItems>("DepthSortTransparentOverlay", fetchedOverlayOpaques, DepthSortItems(false));
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const auto overlayOpaques = addJob<DepthSortItems>("DepthSortOverlayOpaque", filteredNonspatialBuckets[OPAQUE_SHAPE_BUCKET]);
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const auto overlayTransparents = addJob<DepthSortItems>("DepthSortOverlayTransparent", filteredNonspatialBuckets[TRANSPARENT_SHAPE_BUCKET], DepthSortItems(false));
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const auto background = filteredNonspatialBuckets[BACKGROUND_BUCKET];
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// GPU Jobs: Start preparing the deferred and lighting buffer
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// GPU jobs: Start preparing the deferred and lighting buffer
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addJob<PrepareDeferred>("PrepareDeferred");
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// Render opaque objects in DeferredBuffer
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@ -91,7 +102,7 @@ RenderDeferredTask::RenderDeferredTask(CullFunctor cullFunctor) {
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addJob<DrawStencilDeferred>("DrawOpaqueStencil");
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// Use Stencil and start drawing background in Lighting buffer
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addJob<DrawBackgroundDeferred>("DrawBackgroundDeferred");
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addJob<DrawBackgroundDeferred>("DrawBackgroundDeferred", background);
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// AO job
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addJob<AmbientOcclusionEffect>("AmbientOcclusion");
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@ -123,8 +134,8 @@ RenderDeferredTask::RenderDeferredTask(CullFunctor cullFunctor) {
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// Scene Octree Debuging job
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{
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addJob<DrawSceneOctree>("DrawSceneOctree", sceneSelection);
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addJob<DrawItemSelection>("DrawItemSelection", sceneSelection);
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addJob<DrawSceneOctree>("DrawSceneOctree", spatialSelection);
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addJob<DrawItemSelection>("DrawItemSelection", spatialSelection);
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}
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// Status icon rendering job
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@ -170,9 +181,9 @@ void DrawDeferred::run(const SceneContextPointer& sceneContext, const RenderCont
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RenderArgs* args = renderContext->args;
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gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
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args->_batch = &batch;
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batch.setViewportTransform(args->_viewport);
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batch.setStateScissorRect(args->_viewport);
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args->_batch = &batch;
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config->setNumDrawn((int)inItems.size());
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emit config->numDrawnChanged();
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@ -222,7 +233,8 @@ void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderCon
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// Render the items
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gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
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args->_batch = &batch;
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args->_whiteTexture = DependencyManager::get<TextureCache>()->getWhiteTexture();
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batch.setViewportTransform(args->_viewport);
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batch.setStateScissorRect(args->_viewport);
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glm::mat4 projMat;
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Transform viewMat;
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@ -231,14 +243,10 @@ void DrawOverlay3D::run(const SceneContextPointer& sceneContext, const RenderCon
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batch.setProjectionTransform(projMat);
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batch.setViewTransform(viewMat);
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batch.setViewportTransform(args->_viewport);
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batch.setStateScissorRect(args->_viewport);
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batch.setResourceTexture(0, args->_whiteTexture);
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renderShapes(sceneContext, renderContext, _shapePlumber, inItems, _maxDrawn);
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args->_batch = nullptr;
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});
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args->_batch = nullptr;
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args->_whiteTexture.reset();
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}
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}
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@ -276,20 +284,10 @@ void DrawStencilDeferred::run(const SceneContextPointer& sceneContext, const Ren
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args->_batch = nullptr;
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}
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void DrawBackgroundDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext) {
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void DrawBackgroundDeferred::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems) {
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assert(renderContext->args);
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assert(renderContext->args->_viewFrustum);
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// render backgrounds
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auto& scene = sceneContext->_scene;
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auto& items = scene->getMasterBucket().at(ItemFilter::Builder::background());
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ItemBounds inItems;
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inItems.reserve(items.size());
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for (auto id : items) {
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inItems.emplace_back(id);
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}
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RenderArgs* args = renderContext->args;
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doInBatch(args->_context, [&](gpu::Batch& batch) {
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args->_batch = &batch;
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@ -12,9 +12,8 @@
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#ifndef hifi_RenderDeferredTask_h
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#define hifi_RenderDeferredTask_h
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#include "gpu/Pipeline.h"
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#include "render/DrawTask.h"
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#include <gpu/Pipeline.h>
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#include <render/CullTask.h>
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class SetupDeferred {
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public:
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@ -85,9 +84,9 @@ protected:
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class DrawBackgroundDeferred {
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public:
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void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext);
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void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext, const render::ItemBounds& inItems);
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using JobModel = render::Job::Model<DrawBackgroundDeferred>;
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using JobModel = render::Job::ModelI<DrawBackgroundDeferred, render::ItemBounds>;
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};
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class DrawOverlay3DConfig : public render::Job::Config {
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@ -9,16 +9,20 @@
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#include "RenderShadowTask.h"
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#include <gpu/Context.h>
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#include <ViewFrustum.h>
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#include "render/Context.h"
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#include <render/Context.h>
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#include <render/CullTask.h>
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#include <render/SortTask.h>
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#include <render/DrawTask.h>
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#include "DeferredLightingEffect.h"
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#include "FramebufferCache.h"
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#include "RenderShadowTask.h"
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#include "model_shadow_vert.h"
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#include "skin_model_shadow_vert.h"
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@ -28,7 +32,7 @@
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using namespace render;
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void RenderShadowMap::run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext,
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const render::ShapesIDsBounds& inShapes) {
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const render::ShapeBounds& inShapes) {
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assert(renderContext->args);
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assert(renderContext->args->_viewFrustum);
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@ -104,20 +108,18 @@ RenderShadowTask::RenderShadowTask(CullFunctor cullFunctor) : Task(std::make_sha
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skinProgram, state);
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}
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// CPU: Fetch shadow-casting opaques
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const auto fetchedItems = addJob<FetchItems>("FetchShadowMap");
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// CPU jobs:
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// Fetch and cull the items from the scene
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auto shadowFilter = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered();
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const auto shadowSelection = addJob<FetchSpatialTree>("FetchShadowSelection", shadowFilter);
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const auto culledShadowSelection = addJob<CullSpatialSelection>("CullShadowSelection", shadowSelection, cullFunctor, RenderDetails::SHADOW, shadowFilter);
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// CPU: Cull against KeyLight frustum (nearby viewing camera)
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const auto culledItems = addJob<CullItems<RenderDetails::SHADOW>>("CullShadowMap", fetchedItems, cullFunctor);
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// Sort
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const auto sortedPipelines = addJob<PipelineSortShapes>("PipelineSortShadowSort", culledShadowSelection);
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const auto sortedShapes = addJob<DepthSortShapes>("DepthSortShadowMap", sortedPipelines);
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// CPU: Sort by pipeline
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const auto sortedShapes = addJob<PipelineSortShapes>("PipelineSortShadowSort", culledItems);
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// CPU: Sort front to back
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const auto shadowShapes = addJob<DepthSortShapes>("DepthSortShadowMap", sortedShapes);
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// GPU: Render to shadow map
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addJob<RenderShadowMap>("RenderShadowMap", shadowShapes, shapePlumber);
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// GPU jobs: Render to shadow map
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addJob<RenderShadowMap>("RenderShadowMap", sortedShapes, shapePlumber);
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}
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void RenderShadowTask::configure(const Config& configuration) {
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@ -15,17 +15,17 @@
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#include <gpu/Framebuffer.h>
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#include <gpu/Pipeline.h>
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#include <render/DrawTask.h>
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#include <render/CullTask.h>
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class ViewFrustum;
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class RenderShadowMap {
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public:
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using JobModel = render::Job::ModelI<RenderShadowMap, render::ShapesIDsBounds>;
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using JobModel = render::Job::ModelI<RenderShadowMap, render::ShapeBounds>;
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RenderShadowMap(render::ShapePlumberPointer shapePlumber) : _shapePlumber{ shapePlumber } {}
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void run(const render::SceneContextPointer& sceneContext, const render::RenderContextPointer& renderContext,
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const render::ShapesIDsBounds& inShapes);
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const render::ShapeBounds& inShapes);
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protected:
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render::ShapePlumberPointer _shapePlumber;
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@ -62,99 +62,21 @@ void render::cullItems(const RenderContextPointer& renderContext, const CullFunc
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details._rendered += (int)outItems.size();
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}
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struct ItemBoundSort {
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float _centerDepth = 0.0f;
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float _nearDepth = 0.0f;
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float _farDepth = 0.0f;
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ItemID _id = 0;
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AABox _bounds;
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ItemBoundSort() {}
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ItemBoundSort(float centerDepth, float nearDepth, float farDepth, ItemID id, const AABox& bounds) : _centerDepth(centerDepth), _nearDepth(nearDepth), _farDepth(farDepth), _id(id), _bounds(bounds) {}
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};
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struct FrontToBackSort {
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bool operator() (const ItemBoundSort& left, const ItemBoundSort& right) {
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return (left._centerDepth < right._centerDepth);
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}
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};
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struct BackToFrontSort {
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bool operator() (const ItemBoundSort& left, const ItemBoundSort& right) {
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return (left._centerDepth > right._centerDepth);
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}
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};
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void render::depthSortItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, bool frontToBack, const ItemBounds& inItems, ItemBounds& outItems) {
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assert(renderContext->args);
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assert(renderContext->args->_viewFrustum);
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auto& scene = sceneContext->_scene;
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RenderArgs* args = renderContext->args;
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// Allocate and simply copy
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outItems.clear();
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outItems.reserve(inItems.size());
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// Make a local dataset of the center distance and closest point distance
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std::vector<ItemBoundSort> itemBoundSorts;
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itemBoundSorts.reserve(outItems.size());
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for (auto itemDetails : inItems) {
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auto item = scene->getItem(itemDetails.id);
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auto bound = itemDetails.bound; // item.getBound();
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float distance = args->_viewFrustum->distanceToCamera(bound.calcCenter());
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itemBoundSorts.emplace_back(ItemBoundSort(distance, distance, distance, itemDetails.id, bound));
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}
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// sort against Z
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if (frontToBack) {
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FrontToBackSort frontToBackSort;
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std::sort(itemBoundSorts.begin(), itemBoundSorts.end(), frontToBackSort);
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} else {
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BackToFrontSort backToFrontSort;
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std::sort(itemBoundSorts.begin(), itemBoundSorts.end(), backToFrontSort);
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}
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// FInally once sorted result to a list of itemID
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for (auto& item : itemBoundSorts) {
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outItems.emplace_back(ItemBound(item._id, item._bounds));
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}
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}
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void DepthSortItems::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems) {
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depthSortItems(sceneContext, renderContext, _frontToBack, inItems, outItems);
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}
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void FetchItems::configure(const Config& config) {
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}
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void FetchItems::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, ItemBounds& outItems) {
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void FetchNonspatialItems::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, ItemBounds& outItems) {
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assert(renderContext->args);
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assert(renderContext->args->_viewFrustum);
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auto& scene = sceneContext->_scene;
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outItems.clear();
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const auto& bucket = scene->getMasterBucket();
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const auto& items = bucket.find(_filter);
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if (items != bucket.end()) {
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outItems.reserve(items->second.size());
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for (auto& id : items->second) {
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auto& item = scene->getItem(id);
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outItems.emplace_back(ItemBound(id, item.getBound()));
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}
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const auto& items = scene->getNonspatialSet();
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outItems.reserve(items.size());
|
||||
for (auto& id : items) {
|
||||
auto& item = scene->getItem(id);
|
||||
outItems.emplace_back(ItemBound(id, item.getBound()));
|
||||
}
|
||||
|
||||
std::static_pointer_cast<Config>(renderContext->jobConfig)->numItems = (int)outItems.size();
|
||||
}
|
||||
|
||||
|
||||
|
||||
void FetchSpatialTree::configure(const Config& config) {
|
||||
_justFrozeFrustum = _justFrozeFrustum || (config.freezeFrustum && !_freezeFrustum);
|
||||
_freezeFrustum = config.freezeFrustum;
|
||||
|
|
|
@ -21,52 +21,13 @@ namespace render {
|
|||
|
||||
void cullItems(const RenderContextPointer& renderContext, const CullFunctor& cullFunctor, RenderDetails::Item& details,
|
||||
const ItemBounds& inItems, ItemBounds& outItems);
|
||||
void depthSortItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, bool frontToBack, const ItemBounds& inItems, ItemBounds& outItems);
|
||||
|
||||
class FetchItemsConfig : public Job::Config {
|
||||
Q_OBJECT
|
||||
Q_PROPERTY(int numItems READ getNumItems)
|
||||
class FetchNonspatialItems {
|
||||
public:
|
||||
int getNumItems() { return numItems; }
|
||||
|
||||
int numItems{ 0 };
|
||||
};
|
||||
|
||||
class FetchItems {
|
||||
public:
|
||||
using Config = FetchItemsConfig;
|
||||
using JobModel = Job::ModelO<FetchItems, ItemBounds, Config>;
|
||||
|
||||
FetchItems() {}
|
||||
FetchItems(const ItemFilter& filter) : _filter(filter) {}
|
||||
|
||||
ItemFilter _filter{ ItemFilter::Builder::opaqueShape().withoutLayered() };
|
||||
|
||||
void configure(const Config& config);
|
||||
using JobModel = Job::ModelO<FetchNonspatialItems, ItemBounds>;
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, ItemBounds& outItems);
|
||||
};
|
||||
|
||||
|
||||
template<RenderDetails::Type T>
|
||||
class CullItems {
|
||||
public:
|
||||
using JobModel = Job::ModelIO<CullItems<T>, ItemBounds, ItemBounds>;
|
||||
|
||||
CullItems(CullFunctor cullFunctor) : _cullFunctor{ cullFunctor } {}
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems) {
|
||||
const auto& args = renderContext->args;
|
||||
auto& details = args->_details.edit(T);
|
||||
outItems.clear();
|
||||
outItems.reserve(inItems.size());
|
||||
render::cullItems(renderContext, _cullFunctor, details, inItems, outItems);
|
||||
}
|
||||
|
||||
protected:
|
||||
CullFunctor _cullFunctor;
|
||||
};
|
||||
|
||||
|
||||
class FetchSpatialTreeConfig : public Job::Config {
|
||||
Q_OBJECT
|
||||
Q_PROPERTY(int numItems READ getNumItems)
|
||||
|
@ -209,28 +170,19 @@ namespace render {
|
|||
outItems[i].template edit<ItemBounds>().clear();
|
||||
}
|
||||
|
||||
// For each item, filter it into the buckets
|
||||
// For each item, filter it into one bucket
|
||||
for (auto itemBound : inItems) {
|
||||
auto& item = scene->getItem(itemBound.id);
|
||||
auto itemKey = item.getKey();
|
||||
for (size_t i = 0; i < NUM_FILTERS; i++) {
|
||||
if (_filters[i].test(itemKey)) {
|
||||
outItems[i].template edit<ItemBounds>().emplace_back(itemBound);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
class DepthSortItems {
|
||||
public:
|
||||
using JobModel = Job::ModelIO<DepthSortItems, ItemBounds, ItemBounds>;
|
||||
|
||||
bool _frontToBack;
|
||||
DepthSortItems(bool frontToBack = true) : _frontToBack(frontToBack) {}
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems);
|
||||
};
|
||||
}
|
||||
|
||||
#endif // hifi_render_CullTask_h;
|
|
@ -73,38 +73,3 @@ void DrawLight::run(const SceneContextPointer& sceneContext, const RenderContext
|
|||
args->_batch = nullptr;
|
||||
});
|
||||
}
|
||||
|
||||
void PipelineSortShapes::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ShapesIDsBounds& outShapes) {
|
||||
auto& scene = sceneContext->_scene;
|
||||
outShapes.clear();
|
||||
|
||||
for (const auto& item : inItems) {
|
||||
auto key = scene->getItem(item.id).getShapeKey();
|
||||
auto outItems = outShapes.find(key);
|
||||
if (outItems == outShapes.end()) {
|
||||
outItems = outShapes.insert(std::make_pair(key, ItemBounds{})).first;
|
||||
outItems->second.reserve(inItems.size());
|
||||
}
|
||||
|
||||
outItems->second.push_back(item);
|
||||
}
|
||||
|
||||
for (auto& items : outShapes) {
|
||||
items.second.shrink_to_fit();
|
||||
}
|
||||
}
|
||||
|
||||
void DepthSortShapes::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ShapesIDsBounds& inShapes, ShapesIDsBounds& outShapes) {
|
||||
outShapes.clear();
|
||||
outShapes.reserve(inShapes.size());
|
||||
|
||||
for (auto& pipeline : inShapes) {
|
||||
auto& inItems = pipeline.second;
|
||||
auto outItems = outShapes.find(pipeline.first);
|
||||
if (outItems == outShapes.end()) {
|
||||
outItems = outShapes.insert(std::make_pair(pipeline.first, ItemBounds{})).first;
|
||||
}
|
||||
|
||||
depthSortItems(sceneContext, renderContext, _frontToBack, inItems, outItems->second);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -13,10 +13,6 @@
|
|||
#define hifi_render_DrawTask_h
|
||||
|
||||
#include "Engine.h"
|
||||
#include "CullTask.h"
|
||||
#include "ShapePipeline.h"
|
||||
#include "gpu/Batch.h"
|
||||
|
||||
|
||||
namespace render {
|
||||
|
||||
|
@ -31,22 +27,6 @@ public:
|
|||
protected:
|
||||
};
|
||||
|
||||
class PipelineSortShapes {
|
||||
public:
|
||||
using JobModel = Job::ModelIO<PipelineSortShapes, ItemBounds, ShapesIDsBounds>;
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ShapesIDsBounds& outShapes);
|
||||
};
|
||||
|
||||
class DepthSortShapes {
|
||||
public:
|
||||
using JobModel = Job::ModelIO<DepthSortShapes, ShapesIDsBounds, ShapesIDsBounds>;
|
||||
|
||||
bool _frontToBack;
|
||||
DepthSortShapes(bool frontToBack = true) : _frontToBack(frontToBack) {}
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ShapesIDsBounds& inShapes, ShapesIDsBounds& outShapes);
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // hifi_render_DrawTask_h
|
||||
|
|
|
@ -63,6 +63,13 @@ void Item::PayloadInterface::addStatusGetters(const Status::Getters& getters) {
|
|||
}
|
||||
}
|
||||
|
||||
void Item::update(const UpdateFunctorPointer& updateFunctor) {
|
||||
if (updateFunctor) {
|
||||
_payload->update(updateFunctor);
|
||||
}
|
||||
_key = _payload->getKey();
|
||||
}
|
||||
|
||||
void Item::resetPayload(const PayloadPointer& payload) {
|
||||
if (!payload) {
|
||||
kill();
|
||||
|
|
|
@ -112,6 +112,7 @@ public:
|
|||
bool isPickable() const { return _flags[PICKABLE]; }
|
||||
|
||||
bool isLayered() const { return _flags[LAYERED]; }
|
||||
bool isSpatial() const { return !isLayered(); }
|
||||
|
||||
// Probably not public, flags used by the scene
|
||||
bool isSmall() const { return _flags[SMALLER]; }
|
||||
|
@ -312,11 +313,11 @@ public:
|
|||
Item() {}
|
||||
~Item() {}
|
||||
|
||||
// Main scene / item managment interface Reset/Update/Kill
|
||||
// Main scene / item managment interface reset/update/kill
|
||||
void resetPayload(const PayloadPointer& payload);
|
||||
void resetCell(ItemCell cell, bool _small) { _cell = cell; _key.setSmaller(_small); }
|
||||
void update(const UpdateFunctorPointer& updateFunctor) { _payload->update(updateFunctor); } // Communicate update to the payload
|
||||
void kill() { _payload.reset(); _key._flags.reset(); _cell = INVALID_CELL; } // Kill means forget the payload and key and cell
|
||||
void resetCell(ItemCell cell = INVALID_CELL, bool _small = false) { _cell = cell; _key.setSmaller(_small); }
|
||||
void update(const UpdateFunctorPointer& updateFunctor); // communicate update to payload
|
||||
void kill() { _payload.reset(); resetCell(); _key._flags.reset(); } // forget the payload, key, cell
|
||||
|
||||
// Check heuristic key
|
||||
const ItemKey& getKey() const { return _key; }
|
||||
|
@ -464,7 +465,7 @@ public:
|
|||
using ItemBounds = std::vector<ItemBound>;
|
||||
|
||||
// A map of items by ShapeKey to optimize rendering pipeline assignments
|
||||
using ShapesIDsBounds = std::unordered_map<ShapeKey, ItemBounds, ShapeKey::Hash, ShapeKey::KeyEqual>;
|
||||
using ShapeBounds = std::unordered_map<ShapeKey, ItemBounds, ShapeKey::Hash, ShapeKey::KeyEqual>;
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -15,59 +15,11 @@
|
|||
|
||||
using namespace render;
|
||||
|
||||
void ItemBucketMap::insert(const ItemID& id, const ItemKey& key) {
|
||||
// Insert the itemID in every bucket where it filters true
|
||||
for (auto& bucket : (*this)) {
|
||||
if (bucket.first.test(key)) {
|
||||
bucket.second.insert(id);
|
||||
}
|
||||
}
|
||||
}
|
||||
void ItemBucketMap::erase(const ItemID& id, const ItemKey& key) {
|
||||
// Remove the itemID in every bucket where it filters true
|
||||
for (auto& bucket : (*this)) {
|
||||
if (bucket.first.test(key)) {
|
||||
bucket.second.erase(id);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ItemBucketMap::reset(const ItemID& id, const ItemKey& oldKey, const ItemKey& newKey) {
|
||||
// Reset the itemID in every bucket,
|
||||
// Remove from the buckets where oldKey filters true AND newKey filters false
|
||||
// Insert into the buckets where newKey filters true
|
||||
for (auto& bucket : (*this)) {
|
||||
if (bucket.first.test(oldKey)) {
|
||||
if (!bucket.first.test(newKey)) {
|
||||
bucket.second.erase(id);
|
||||
}
|
||||
} else if (bucket.first.test(newKey)) {
|
||||
bucket.second.insert(id);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ItemBucketMap::allocateStandardOpaqueTranparentBuckets() {
|
||||
(*this)[ItemFilter::Builder::opaqueShape().withoutLayered()];
|
||||
(*this)[ItemFilter::Builder::transparentShape().withoutLayered()];
|
||||
(*this)[ItemFilter::Builder::light()];
|
||||
(*this)[ItemFilter::Builder::background()];
|
||||
(*this)[ItemFilter::Builder::opaqueShape().withLayered()];
|
||||
(*this)[ItemFilter::Builder::transparentShape().withLayered()];
|
||||
}
|
||||
|
||||
|
||||
void PendingChanges::resetItem(ItemID id, const PayloadPointer& payload) {
|
||||
_resetItems.push_back(id);
|
||||
_resetPayloads.push_back(payload);
|
||||
}
|
||||
|
||||
void PendingChanges::resortItem(ItemID id, ItemKey oldKey, ItemKey newKey) {
|
||||
_resortItems.push_back(id);
|
||||
_resortOldKeys.push_back(oldKey);
|
||||
_resortNewKeys.push_back(newKey);
|
||||
}
|
||||
|
||||
void PendingChanges::removeItem(ItemID id) {
|
||||
_removedItems.push_back(id);
|
||||
}
|
||||
|
@ -80,9 +32,6 @@ void PendingChanges::updateItem(ItemID id, const UpdateFunctorPointer& functor)
|
|||
void PendingChanges::merge(PendingChanges& changes) {
|
||||
_resetItems.insert(_resetItems.end(), changes._resetItems.begin(), changes._resetItems.end());
|
||||
_resetPayloads.insert(_resetPayloads.end(), changes._resetPayloads.begin(), changes._resetPayloads.end());
|
||||
_resortItems.insert(_resortItems.end(), changes._resortItems.begin(), changes._resortItems.end());
|
||||
_resortOldKeys.insert(_resortOldKeys.end(), changes._resortOldKeys.begin(), changes._resortOldKeys.end());
|
||||
_resortNewKeys.insert(_resortNewKeys.end(), changes._resortNewKeys.begin(), changes._resortNewKeys.end());
|
||||
_removedItems.insert(_removedItems.end(), changes._removedItems.begin(), changes._removedItems.end());
|
||||
_updatedItems.insert(_updatedItems.end(), changes._updatedItems.begin(), changes._updatedItems.end());
|
||||
_updateFunctors.insert(_updateFunctors.end(), changes._updateFunctors.begin(), changes._updateFunctors.end());
|
||||
|
@ -92,7 +41,6 @@ Scene::Scene(glm::vec3 origin, float size) :
|
|||
_masterSpatialTree(origin, size)
|
||||
{
|
||||
_items.push_back(Item()); // add the itemID #0 to nothing
|
||||
_masterBucketMap.allocateStandardOpaqueTranparentBuckets();
|
||||
}
|
||||
|
||||
ItemID Scene::allocateID() {
|
||||
|
@ -133,7 +81,6 @@ void Scene::processPendingChangesQueue() {
|
|||
// capture anything coming from the pendingChanges
|
||||
resetItems(consolidatedPendingChanges._resetItems, consolidatedPendingChanges._resetPayloads);
|
||||
updateItems(consolidatedPendingChanges._updatedItems, consolidatedPendingChanges._updateFunctors);
|
||||
resortItems(consolidatedPendingChanges._resortItems, consolidatedPendingChanges._resortOldKeys, consolidatedPendingChanges._resortNewKeys);
|
||||
removeItems(consolidatedPendingChanges._removedItems);
|
||||
|
||||
// ready to go back to rendering activities
|
||||
|
@ -141,7 +88,6 @@ void Scene::processPendingChangesQueue() {
|
|||
}
|
||||
|
||||
void Scene::resetItems(const ItemIDs& ids, Payloads& payloads) {
|
||||
|
||||
auto resetPayload = payloads.begin();
|
||||
for (auto resetID : ids) {
|
||||
// Access the true item
|
||||
|
@ -153,28 +99,20 @@ void Scene::resetItems(const ItemIDs& ids, Payloads& payloads) {
|
|||
item.resetPayload(*resetPayload);
|
||||
auto newKey = item.getKey();
|
||||
|
||||
|
||||
// Reset the item in the Bucket map
|
||||
_masterBucketMap.reset(resetID, oldKey, newKey);
|
||||
|
||||
// Reset the item in the spatial tree
|
||||
auto newCell = _masterSpatialTree.resetItem(oldCell, oldKey, item.getBound(), resetID, newKey);
|
||||
item.resetCell(newCell, newKey.isSmall());
|
||||
// Update the item's container
|
||||
assert((oldKey.isSpatial() == newKey.isSpatial()) || oldKey._flags.none());
|
||||
if (newKey.isSpatial()) {
|
||||
auto newCell = _masterSpatialTree.resetItem(oldCell, oldKey, item.getBound(), resetID, newKey);
|
||||
item.resetCell(newCell, newKey.isSmall());
|
||||
} else {
|
||||
_masterNonspatialSet.insert(resetID);
|
||||
}
|
||||
|
||||
// next loop
|
||||
resetPayload++;
|
||||
}
|
||||
}
|
||||
|
||||
void Scene::resortItems(const ItemIDs& ids, ItemKeys& oldKeys, ItemKeys& newKeys) {
|
||||
auto resortID = ids.begin();
|
||||
auto oldKey = oldKeys.begin();
|
||||
auto newKey = newKeys.begin();
|
||||
for (; resortID != ids.end(); resortID++, oldKey++, newKey++) {
|
||||
_masterBucketMap.reset(*resortID, *oldKey, *newKey);
|
||||
}
|
||||
}
|
||||
|
||||
void Scene::removeItems(const ItemIDs& ids) {
|
||||
for (auto removedID :ids) {
|
||||
// Access the true item
|
||||
|
@ -182,11 +120,12 @@ void Scene::removeItems(const ItemIDs& ids) {
|
|||
auto oldCell = item.getCell();
|
||||
auto oldKey = item.getKey();
|
||||
|
||||
// Remove from Bucket map
|
||||
_masterBucketMap.erase(removedID, item.getKey());
|
||||
|
||||
// Remove from spatial tree
|
||||
_masterSpatialTree.removeItem(oldCell, oldKey, removedID);
|
||||
// Remove the item
|
||||
if (oldKey.isSpatial()) {
|
||||
_masterSpatialTree.removeItem(oldCell, oldKey, removedID);
|
||||
} else {
|
||||
_masterNonspatialSet.erase(removedID);
|
||||
}
|
||||
|
||||
// Kill it
|
||||
item.kill();
|
||||
|
@ -202,14 +141,30 @@ void Scene::updateItems(const ItemIDs& ids, UpdateFunctors& functors) {
|
|||
auto oldCell = item.getCell();
|
||||
auto oldKey = item.getKey();
|
||||
|
||||
// Update it
|
||||
_items[updateID].update((*updateFunctor));
|
||||
|
||||
// Update the item
|
||||
item.update((*updateFunctor));
|
||||
auto newKey = item.getKey();
|
||||
|
||||
// Update the citem in the spatial tree if needed
|
||||
auto newCell = _masterSpatialTree.resetItem(oldCell, oldKey, item.getBound(), updateID, newKey);
|
||||
item.resetCell(newCell, newKey.isSmall());
|
||||
// Update the item's container
|
||||
if (oldKey.isSpatial() == newKey.isSpatial()) {
|
||||
if (newKey.isSpatial()) {
|
||||
auto newCell = _masterSpatialTree.resetItem(oldCell, oldKey, item.getBound(), updateID, newKey);
|
||||
item.resetCell(newCell, newKey.isSmall());
|
||||
}
|
||||
} else {
|
||||
if (newKey.isSpatial()) {
|
||||
_masterNonspatialSet.erase(updateID);
|
||||
|
||||
auto newCell = _masterSpatialTree.resetItem(oldCell, oldKey, item.getBound(), updateID, newKey);
|
||||
item.resetCell(newCell, newKey.isSmall());
|
||||
} else {
|
||||
_masterSpatialTree.removeItem(oldCell, oldKey, updateID);
|
||||
item.resetCell();
|
||||
|
||||
_masterNonspatialSet.insert(updateID);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// next loop
|
||||
updateFunctor++;
|
||||
|
|
|
@ -17,21 +17,6 @@
|
|||
|
||||
namespace render {
|
||||
|
||||
// A map of ItemIDSets allowing to create bucket lists of items which are filtered according to their key
|
||||
class ItemBucketMap : public std::map<ItemFilter, ItemIDSet, ItemFilter::Less> {
|
||||
public:
|
||||
|
||||
ItemBucketMap() {}
|
||||
|
||||
void insert(const ItemID& id, const ItemKey& key);
|
||||
void erase(const ItemID& id, const ItemKey& key);
|
||||
void reset(const ItemID& id, const ItemKey& oldKey, const ItemKey& newKey);
|
||||
|
||||
// standard builders allocating the main buckets
|
||||
void allocateStandardOpaqueTranparentBuckets();
|
||||
|
||||
};
|
||||
|
||||
class Engine;
|
||||
|
||||
class PendingChanges {
|
||||
|
@ -40,7 +25,6 @@ public:
|
|||
~PendingChanges() {}
|
||||
|
||||
void resetItem(ItemID id, const PayloadPointer& payload);
|
||||
void resortItem(ItemID id, ItemKey oldKey, ItemKey newKey);
|
||||
void removeItem(ItemID id);
|
||||
|
||||
template <class T> void updateItem(ItemID id, std::function<void(T&)> func) {
|
||||
|
@ -48,14 +32,12 @@ public:
|
|||
}
|
||||
|
||||
void updateItem(ItemID id, const UpdateFunctorPointer& functor);
|
||||
void updateItem(ItemID id) { updateItem(id, nullptr); }
|
||||
|
||||
void merge(PendingChanges& changes);
|
||||
|
||||
ItemIDs _resetItems;
|
||||
Payloads _resetPayloads;
|
||||
ItemIDs _resortItems;
|
||||
ItemKeys _resortOldKeys;
|
||||
ItemKeys _resortNewKeys;
|
||||
ItemIDs _removedItems;
|
||||
ItemIDs _updatedItems;
|
||||
UpdateFunctors _updateFunctors;
|
||||
|
@ -75,27 +57,27 @@ public:
|
|||
Scene(glm::vec3 origin, float size);
|
||||
~Scene() {}
|
||||
|
||||
/// This call is thread safe, can be called from anywhere to allocate a new ID
|
||||
// This call is thread safe, can be called from anywhere to allocate a new ID
|
||||
ItemID allocateID();
|
||||
|
||||
/// Enqueue change batch to the scene
|
||||
// Enqueue change batch to the scene
|
||||
void enqueuePendingChanges(const PendingChanges& pendingChanges);
|
||||
|
||||
// Process the penging changes equeued
|
||||
void processPendingChangesQueue();
|
||||
|
||||
/// Access a particular item form its ID
|
||||
/// WARNING, There is No check on the validity of the ID, so this could return a bad Item
|
||||
// Access a particular item form its ID
|
||||
// WARNING, There is No check on the validity of the ID, so this could return a bad Item
|
||||
const Item& getItem(const ItemID& id) const { return _items[id]; }
|
||||
|
||||
size_t getNumItems() const { return _items.size(); }
|
||||
|
||||
/// Access the main bucketmap of items
|
||||
const ItemBucketMap& getMasterBucket() const { return _masterBucketMap; }
|
||||
|
||||
/// Access the item spatial tree
|
||||
// Access the spatialized items
|
||||
const ItemSpatialTree& getSpatialTree() const { return _masterSpatialTree; }
|
||||
|
||||
|
||||
// Access non-spatialized items (overlays, backgrounds)
|
||||
const ItemIDSet& getNonspatialSet() const { return _masterNonspatialSet; }
|
||||
|
||||
protected:
|
||||
// Thread safe elements that can be accessed from anywhere
|
||||
std::atomic<unsigned int> _IDAllocator{ 1 }; // first valid itemID will be One
|
||||
|
@ -106,12 +88,10 @@ protected:
|
|||
// database of items is protected for editing by a mutex
|
||||
std::mutex _itemsMutex;
|
||||
Item::Vector _items;
|
||||
ItemBucketMap _masterBucketMap;
|
||||
ItemSpatialTree _masterSpatialTree;
|
||||
|
||||
ItemIDSet _masterNonspatialSet;
|
||||
|
||||
void resetItems(const ItemIDs& ids, Payloads& payloads);
|
||||
void resortItems(const ItemIDs& ids, ItemKeys& oldKeys, ItemKeys& newKeys);
|
||||
void removeItems(const ItemIDs& ids);
|
||||
void updateItems(const ItemIDs& ids, UpdateFunctors& functors);
|
||||
|
||||
|
|
120
libraries/render/src/render/SortTask.cpp
Normal file
120
libraries/render/src/render/SortTask.cpp
Normal file
|
@ -0,0 +1,120 @@
|
|||
//
|
||||
// CullTask.cpp
|
||||
// render/src/render
|
||||
//
|
||||
// Created by Sam Gateau on 2/2/16.
|
||||
// Copyright 2016 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 "SortTask.h"
|
||||
#include "ShapePipeline.h"
|
||||
|
||||
#include <assert.h>
|
||||
#include <ViewFrustum.h>
|
||||
|
||||
using namespace render;
|
||||
|
||||
struct ItemBoundSort {
|
||||
float _centerDepth = 0.0f;
|
||||
float _nearDepth = 0.0f;
|
||||
float _farDepth = 0.0f;
|
||||
ItemID _id = 0;
|
||||
AABox _bounds;
|
||||
|
||||
ItemBoundSort() {}
|
||||
ItemBoundSort(float centerDepth, float nearDepth, float farDepth, ItemID id, const AABox& bounds) : _centerDepth(centerDepth), _nearDepth(nearDepth), _farDepth(farDepth), _id(id), _bounds(bounds) {}
|
||||
};
|
||||
|
||||
struct FrontToBackSort {
|
||||
bool operator() (const ItemBoundSort& left, const ItemBoundSort& right) {
|
||||
return (left._centerDepth < right._centerDepth);
|
||||
}
|
||||
};
|
||||
|
||||
struct BackToFrontSort {
|
||||
bool operator() (const ItemBoundSort& left, const ItemBoundSort& right) {
|
||||
return (left._centerDepth > right._centerDepth);
|
||||
}
|
||||
};
|
||||
|
||||
void render::depthSortItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, bool frontToBack, const ItemBounds& inItems, ItemBounds& outItems) {
|
||||
assert(renderContext->args);
|
||||
assert(renderContext->args->_viewFrustum);
|
||||
|
||||
auto& scene = sceneContext->_scene;
|
||||
RenderArgs* args = renderContext->args;
|
||||
|
||||
|
||||
// Allocate and simply copy
|
||||
outItems.clear();
|
||||
outItems.reserve(inItems.size());
|
||||
|
||||
|
||||
// Make a local dataset of the center distance and closest point distance
|
||||
std::vector<ItemBoundSort> itemBoundSorts;
|
||||
itemBoundSorts.reserve(outItems.size());
|
||||
|
||||
for (auto itemDetails : inItems) {
|
||||
auto item = scene->getItem(itemDetails.id);
|
||||
auto bound = itemDetails.bound; // item.getBound();
|
||||
float distance = args->_viewFrustum->distanceToCamera(bound.calcCenter());
|
||||
|
||||
itemBoundSorts.emplace_back(ItemBoundSort(distance, distance, distance, itemDetails.id, bound));
|
||||
}
|
||||
|
||||
// sort against Z
|
||||
if (frontToBack) {
|
||||
FrontToBackSort frontToBackSort;
|
||||
std::sort(itemBoundSorts.begin(), itemBoundSorts.end(), frontToBackSort);
|
||||
} else {
|
||||
BackToFrontSort backToFrontSort;
|
||||
std::sort(itemBoundSorts.begin(), itemBoundSorts.end(), backToFrontSort);
|
||||
}
|
||||
|
||||
// Finally once sorted result to a list of itemID
|
||||
for (auto& item : itemBoundSorts) {
|
||||
outItems.emplace_back(ItemBound(item._id, item._bounds));
|
||||
}
|
||||
}
|
||||
|
||||
void PipelineSortShapes::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ShapeBounds& outShapes) {
|
||||
auto& scene = sceneContext->_scene;
|
||||
outShapes.clear();
|
||||
|
||||
for (const auto& item : inItems) {
|
||||
auto key = scene->getItem(item.id).getShapeKey();
|
||||
auto outItems = outShapes.find(key);
|
||||
if (outItems == outShapes.end()) {
|
||||
outItems = outShapes.insert(std::make_pair(key, ItemBounds{})).first;
|
||||
outItems->second.reserve(inItems.size());
|
||||
}
|
||||
|
||||
outItems->second.push_back(item);
|
||||
}
|
||||
|
||||
for (auto& items : outShapes) {
|
||||
items.second.shrink_to_fit();
|
||||
}
|
||||
}
|
||||
|
||||
void DepthSortShapes::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ShapeBounds& inShapes, ShapeBounds& outShapes) {
|
||||
outShapes.clear();
|
||||
outShapes.reserve(inShapes.size());
|
||||
|
||||
for (auto& pipeline : inShapes) {
|
||||
auto& inItems = pipeline.second;
|
||||
auto outItems = outShapes.find(pipeline.first);
|
||||
if (outItems == outShapes.end()) {
|
||||
outItems = outShapes.insert(std::make_pair(pipeline.first, ItemBounds{})).first;
|
||||
}
|
||||
|
||||
depthSortItems(sceneContext, renderContext, _frontToBack, inItems, outItems->second);
|
||||
}
|
||||
}
|
||||
|
||||
void DepthSortItems::run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems) {
|
||||
depthSortItems(sceneContext, renderContext, _frontToBack, inItems, outItems);
|
||||
}
|
47
libraries/render/src/render/SortTask.h
Normal file
47
libraries/render/src/render/SortTask.h
Normal file
|
@ -0,0 +1,47 @@
|
|||
//
|
||||
// SortTask.h
|
||||
// render/src/render
|
||||
//
|
||||
// Created by Zach Pomerantz on 2/26/2016.
|
||||
// Copyright 2016 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_render_SortTask_h
|
||||
#define hifi_render_SortTask_h
|
||||
|
||||
#include "Engine.h"
|
||||
|
||||
namespace render {
|
||||
void depthSortItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, bool frontToBack, const ItemBounds& inItems, ItemBounds& outItems);
|
||||
|
||||
class PipelineSortShapes {
|
||||
public:
|
||||
using JobModel = Job::ModelIO<PipelineSortShapes, ItemBounds, ShapeBounds>;
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ShapeBounds& outShapes);
|
||||
};
|
||||
|
||||
class DepthSortShapes {
|
||||
public:
|
||||
using JobModel = Job::ModelIO<DepthSortShapes, ShapeBounds, ShapeBounds>;
|
||||
|
||||
bool _frontToBack;
|
||||
DepthSortShapes(bool frontToBack = true) : _frontToBack(frontToBack) {}
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ShapeBounds& inShapes, ShapeBounds& outShapes);
|
||||
};
|
||||
|
||||
class DepthSortItems {
|
||||
public:
|
||||
using JobModel = Job::ModelIO<DepthSortItems, ItemBounds, ItemBounds>;
|
||||
|
||||
bool _frontToBack;
|
||||
DepthSortItems(bool frontToBack = true) : _frontToBack(frontToBack) {}
|
||||
|
||||
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemBounds& inItems, ItemBounds& outItems);
|
||||
};
|
||||
}
|
||||
|
||||
#endif // hifi_render_SortTask_h;
|
Loading…
Reference in a new issue