From d3fa28d4bc25f484857079757756f87c752a7c75 Mon Sep 17 00:00:00 2001 From: Andrew Meadows Date: Wed, 15 Mar 2017 16:17:59 -0700 Subject: [PATCH] remove cruft and fix indentation --- .../src/avatar/CauterizedMeshPartPayload.cpp | 6 +-- interface/src/avatar/CauterizedModel.cpp | 51 ++++++++----------- libraries/render-utils/src/Model.cpp | 12 ++--- 3 files changed, 30 insertions(+), 39 deletions(-) diff --git a/interface/src/avatar/CauterizedMeshPartPayload.cpp b/interface/src/avatar/CauterizedMeshPartPayload.cpp index 72a98bd994..d60f334442 100644 --- a/interface/src/avatar/CauterizedMeshPartPayload.cpp +++ b/interface/src/avatar/CauterizedMeshPartPayload.cpp @@ -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(_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); } diff --git a/interface/src/avatar/CauterizedModel.cpp b/interface/src/avatar/CauterizedModel.cpp index 8ac14fcb6f..d8db83fbb7 100644 --- a/interface/src/avatar/CauterizedModel.cpp +++ b/interface/src/avatar/CauterizedModel.cpp @@ -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(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(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); } } }); diff --git a/libraries/render-utils/src/Model.cpp b/libraries/render-utils/src/Model.cpp index 3cd0fc65f6..c584b0bc21 100644 --- a/libraries/render-utils/src/Model.cpp +++ b/libraries/render-utils/src/Model.cpp @@ -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);