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remove cruft and fix indentation
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parent
cf848d73e4
commit
d3fa28d4bc
3 changed files with 30 additions and 39 deletions
interface/src/avatar
libraries/render-utils/src
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@ -21,7 +21,7 @@ CauterizedMeshPartPayload::CauterizedMeshPartPayload(Model* model, int meshIndex
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: ModelMeshPartPayload(model, meshIndex, partIndex, shapeIndex, transform, offsetTransform) {}
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void CauterizedMeshPartPayload::updateTransformForCauterizedMesh(
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const Transform& renderTransform,
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const Transform& renderTransform,
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const gpu::BufferPointer& buffer) {
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_cauterizedTransform = renderTransform;
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_cauterizedClusterBuffer = buffer;
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@ -33,12 +33,12 @@ void CauterizedMeshPartPayload::bindTransform(gpu::Batch& batch, const render::S
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SkeletonModel* skeleton = static_cast<SkeletonModel*>(_model);
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bool useCauterizedMesh = (renderMode != RenderArgs::RenderMode::SHADOW_RENDER_MODE) && skeleton->getEnableCauterization();
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if (useCauterizedMesh) {
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if (useCauterizedMesh) {
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if (_cauterizedClusterBuffer) {
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batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::SKINNING, _cauterizedClusterBuffer);
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}
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batch.setModelTransform(_cauterizedTransform);
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} else {
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} else {
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if (_clusterBuffer) {
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batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::SKINNING, _clusterBuffer);
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}
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@ -26,8 +26,8 @@ CauterizedModel::~CauterizedModel() {
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}
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void CauterizedModel::deleteGeometry() {
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Model::deleteGeometry();
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_cauterizeMeshStates.clear();
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Model::deleteGeometry();
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_cauterizeMeshStates.clear();
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}
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bool CauterizedModel::updateGeometry() {
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@ -41,7 +41,7 @@ bool CauterizedModel::updateGeometry() {
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_cauterizeMeshStates.append(state);
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}
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}
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return needsFullUpdate;
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return needsFullUpdate;
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}
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void CauterizedModel::createVisibleRenderItemSet() {
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@ -86,13 +86,13 @@ void CauterizedModel::createVisibleRenderItemSet() {
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}
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}
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} else {
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Model::createVisibleRenderItemSet();
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Model::createVisibleRenderItemSet();
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}
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}
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void CauterizedModel::createCollisionRenderItemSet() {
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// Temporary HACK: use base class method for now
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Model::createCollisionRenderItemSet();
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Model::createCollisionRenderItemSet();
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}
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void CauterizedModel::updateClusterMatrices() {
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@ -122,8 +122,8 @@ void CauterizedModel::updateClusterMatrices() {
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state.clusterBuffer->setSubData(0, state.clusterMatrices.size() * sizeof(glm::mat4),
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(const gpu::Byte*) state.clusterMatrices.constData());
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}
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}
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}
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}
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}
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// as an optimization, don't build cautrizedClusterMatrices if the boneSet is empty.
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if (!_cauterizeBoneSet.empty()) {
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@ -212,31 +212,22 @@ void CauterizedModel::updateRenderItems() {
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if (data._model && data._model->isLoaded()) {
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// Ensure the model geometry was not reset between frames
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if (deleteGeometryCounter == data._model->getGeometryCounter()) {
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// this stuff identical to what happens in regular Model
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const Model::MeshState& state = data._model->getMeshState(data._meshIndex);
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Transform renderTransform = modelTransform;
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if (state.clusterMatrices.size() == 1) {
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renderTransform = modelTransform.worldTransform(Transform(state.clusterMatrices[0]));
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}
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data.updateTransformForSkinnedMesh(renderTransform, modelTransform, state.clusterBuffer);
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// this stuff for cauterized mesh
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CauterizedModel* cModel = static_cast<CauterizedModel*>(data._model);
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const Model::MeshState& cState = cModel->getCauterizeMeshState(data._meshIndex);
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renderTransform = modelTransform;
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if (cState.clusterMatrices.size() == 1) {
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renderTransform = modelTransform.worldTransform(Transform(cState.clusterMatrices[0]));
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}
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data.updateTransformForCauterizedMesh(renderTransform, cState.clusterBuffer);
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/*
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// update the model transform and bounding box for this render item.
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// this stuff identical to what happens in regular Model
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const Model::MeshState& state = data._model->getMeshState(data._meshIndex);
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Transform renderTransform = modelTransform;
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if (state.clusterMatrices.size() == 1) {
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renderTransform = modelTransform.worldTransform(Transform(state.clusterMatrices[0]));
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}
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data.updateTransformForSkinnedMesh(renderTransform, modelTransform, state.clusterBuffer);
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// this stuff for cauterized mesh
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CauterizedModel* cModel = static_cast<CauterizedModel*>(data._model);
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assert(data._meshIndex < cModel->_cauterizeMeshStates.size());
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const Model::MeshState& cState = cModel->_cauterizeMeshStates.at(data._meshIndex);
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data.updateTransformForSkinnedCauterizedMesh(modelTransform, state.clusterMatrices, cState.clusterMatrices);
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*/
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const Model::MeshState& cState = cModel->getCauterizeMeshState(data._meshIndex);
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renderTransform = modelTransform;
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if (cState.clusterMatrices.size() == 1) {
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renderTransform = modelTransform.worldTransform(Transform(cState.clusterMatrices[0]));
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}
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data.updateTransformForCauterizedMesh(renderTransform, cState.clusterBuffer);
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}
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}
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});
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@ -228,7 +228,7 @@ void Model::updateRenderItems() {
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}
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// lazy update of cluster matrices used for rendering.
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// We need to update them here, so we can correctly update the bounding box.
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// We need to update them here so we can correctly update the bounding box.
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self->updateClusterMatrices();
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render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();
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@ -245,10 +245,10 @@ void Model::updateRenderItems() {
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modelTransform.setScale(glm::vec3(1.0f));
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const Model::MeshState& state = data._model->getMeshState(data._meshIndex);
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Transform renderTransform = modelTransform;
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if (state.clusterMatrices.size() == 1) {
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renderTransform = modelTransform.worldTransform(Transform(state.clusterMatrices[0]));
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}
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Transform renderTransform = modelTransform;
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if (state.clusterMatrices.size() == 1) {
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renderTransform = modelTransform.worldTransform(Transform(state.clusterMatrices[0]));
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}
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data.updateTransformForSkinnedMesh(renderTransform, modelTransform, state.clusterBuffer);
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}
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}
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@ -1052,7 +1052,7 @@ void Model::updateRig(float deltaTime, glm::mat4 parentTransform) {
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}
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void Model::computeMeshPartLocalBounds() {
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for (auto& part : _modelMeshRenderItemsSet) {
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for (auto& part : _modelMeshRenderItemsSet) {
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assert(part->_meshIndex < _modelMeshRenderItemsSet.size());
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const Model::MeshState& state = _meshStates.at(part->_meshIndex);
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part->computeAdjustedLocalBound(state.clusterMatrices);
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