remove cruft and fix indentation

This commit is contained in:
Andrew Meadows 2017-03-15 16:17:59 -07:00
parent cf848d73e4
commit d3fa28d4bc
3 changed files with 30 additions and 39 deletions
interface/src/avatar
libraries/render-utils/src

View file

@ -21,7 +21,7 @@ CauterizedMeshPartPayload::CauterizedMeshPartPayload(Model* model, int meshIndex
: ModelMeshPartPayload(model, meshIndex, partIndex, shapeIndex, transform, offsetTransform) {}
void CauterizedMeshPartPayload::updateTransformForCauterizedMesh(
const Transform& renderTransform,
const Transform& renderTransform,
const gpu::BufferPointer& buffer) {
_cauterizedTransform = renderTransform;
_cauterizedClusterBuffer = buffer;
@ -33,12 +33,12 @@ void CauterizedMeshPartPayload::bindTransform(gpu::Batch& batch, const render::S
SkeletonModel* skeleton = static_cast<SkeletonModel*>(_model);
bool useCauterizedMesh = (renderMode != RenderArgs::RenderMode::SHADOW_RENDER_MODE) && skeleton->getEnableCauterization();
if (useCauterizedMesh) {
if (useCauterizedMesh) {
if (_cauterizedClusterBuffer) {
batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::SKINNING, _cauterizedClusterBuffer);
}
batch.setModelTransform(_cauterizedTransform);
} else {
} else {
if (_clusterBuffer) {
batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::SKINNING, _clusterBuffer);
}

View file

@ -26,8 +26,8 @@ CauterizedModel::~CauterizedModel() {
}
void CauterizedModel::deleteGeometry() {
Model::deleteGeometry();
_cauterizeMeshStates.clear();
Model::deleteGeometry();
_cauterizeMeshStates.clear();
}
bool CauterizedModel::updateGeometry() {
@ -41,7 +41,7 @@ bool CauterizedModel::updateGeometry() {
_cauterizeMeshStates.append(state);
}
}
return needsFullUpdate;
return needsFullUpdate;
}
void CauterizedModel::createVisibleRenderItemSet() {
@ -86,13 +86,13 @@ void CauterizedModel::createVisibleRenderItemSet() {
}
}
} else {
Model::createVisibleRenderItemSet();
Model::createVisibleRenderItemSet();
}
}
void CauterizedModel::createCollisionRenderItemSet() {
// Temporary HACK: use base class method for now
Model::createCollisionRenderItemSet();
Model::createCollisionRenderItemSet();
}
void CauterizedModel::updateClusterMatrices() {
@ -122,8 +122,8 @@ void CauterizedModel::updateClusterMatrices() {
state.clusterBuffer->setSubData(0, state.clusterMatrices.size() * sizeof(glm::mat4),
(const gpu::Byte*) state.clusterMatrices.constData());
}
}
}
}
}
// as an optimization, don't build cautrizedClusterMatrices if the boneSet is empty.
if (!_cauterizeBoneSet.empty()) {
@ -212,31 +212,22 @@ void CauterizedModel::updateRenderItems() {
if (data._model && data._model->isLoaded()) {
// Ensure the model geometry was not reset between frames
if (deleteGeometryCounter == data._model->getGeometryCounter()) {
// this stuff identical to what happens in regular Model
const Model::MeshState& state = data._model->getMeshState(data._meshIndex);
Transform renderTransform = modelTransform;
if (state.clusterMatrices.size() == 1) {
renderTransform = modelTransform.worldTransform(Transform(state.clusterMatrices[0]));
}
data.updateTransformForSkinnedMesh(renderTransform, modelTransform, state.clusterBuffer);
// this stuff for cauterized mesh
CauterizedModel* cModel = static_cast<CauterizedModel*>(data._model);
const Model::MeshState& cState = cModel->getCauterizeMeshState(data._meshIndex);
renderTransform = modelTransform;
if (cState.clusterMatrices.size() == 1) {
renderTransform = modelTransform.worldTransform(Transform(cState.clusterMatrices[0]));
}
data.updateTransformForCauterizedMesh(renderTransform, cState.clusterBuffer);
/*
// update the model transform and bounding box for this render item.
// this stuff identical to what happens in regular Model
const Model::MeshState& state = data._model->getMeshState(data._meshIndex);
Transform renderTransform = modelTransform;
if (state.clusterMatrices.size() == 1) {
renderTransform = modelTransform.worldTransform(Transform(state.clusterMatrices[0]));
}
data.updateTransformForSkinnedMesh(renderTransform, modelTransform, state.clusterBuffer);
// this stuff for cauterized mesh
CauterizedModel* cModel = static_cast<CauterizedModel*>(data._model);
assert(data._meshIndex < cModel->_cauterizeMeshStates.size());
const Model::MeshState& cState = cModel->_cauterizeMeshStates.at(data._meshIndex);
data.updateTransformForSkinnedCauterizedMesh(modelTransform, state.clusterMatrices, cState.clusterMatrices);
*/
const Model::MeshState& cState = cModel->getCauterizeMeshState(data._meshIndex);
renderTransform = modelTransform;
if (cState.clusterMatrices.size() == 1) {
renderTransform = modelTransform.worldTransform(Transform(cState.clusterMatrices[0]));
}
data.updateTransformForCauterizedMesh(renderTransform, cState.clusterBuffer);
}
}
});

View file

@ -228,7 +228,7 @@ void Model::updateRenderItems() {
}
// lazy update of cluster matrices used for rendering.
// We need to update them here, so we can correctly update the bounding box.
// We need to update them here so we can correctly update the bounding box.
self->updateClusterMatrices();
render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();
@ -245,10 +245,10 @@ void Model::updateRenderItems() {
modelTransform.setScale(glm::vec3(1.0f));
const Model::MeshState& state = data._model->getMeshState(data._meshIndex);
Transform renderTransform = modelTransform;
if (state.clusterMatrices.size() == 1) {
renderTransform = modelTransform.worldTransform(Transform(state.clusterMatrices[0]));
}
Transform renderTransform = modelTransform;
if (state.clusterMatrices.size() == 1) {
renderTransform = modelTransform.worldTransform(Transform(state.clusterMatrices[0]));
}
data.updateTransformForSkinnedMesh(renderTransform, modelTransform, state.clusterBuffer);
}
}
@ -1052,7 +1052,7 @@ void Model::updateRig(float deltaTime, glm::mat4 parentTransform) {
}
void Model::computeMeshPartLocalBounds() {
for (auto& part : _modelMeshRenderItemsSet) {
for (auto& part : _modelMeshRenderItemsSet) {
assert(part->_meshIndex < _modelMeshRenderItemsSet.size());
const Model::MeshState& state = _meshStates.at(part->_meshIndex);
part->computeAdjustedLocalBound(state.clusterMatrices);