Merge pull request #5393 from ctrlaltdavid/20632

WL#20632 - Remove unused postLighting variable from code
This commit is contained in:
Brad Hefta-Gaub 2015-07-23 08:24:09 -07:00
commit e729a87328
7 changed files with 44 additions and 50 deletions

View file

@ -316,15 +316,14 @@ void Avatar::removeFromScene(AvatarSharedPointer self, std::shared_ptr<render::S
} }
} }
void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition, bool postLighting) { void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
if (_referential) { if (_referential) {
_referential->update(); _referential->update();
} }
auto& batch = *renderArgs->_batch; auto& batch = *renderArgs->_batch;
if (postLighting && if (glm::distance(DependencyManager::get<AvatarManager>()->getMyAvatar()->getPosition(), _position) < 10.0f) {
glm::distance(DependencyManager::get<AvatarManager>()->getMyAvatar()->getPosition(), _position) < 10.0f) {
auto geometryCache = DependencyManager::get<GeometryCache>(); auto geometryCache = DependencyManager::get<GeometryCache>();
auto deferredLighting = DependencyManager::get<DeferredLightingEffect>(); auto deferredLighting = DependencyManager::get<DeferredLightingEffect>();
@ -414,9 +413,9 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition, boo
: GLOW_FROM_AVERAGE_LOUDNESS; : GLOW_FROM_AVERAGE_LOUDNESS;
// render body // render body
renderBody(renderArgs, frustum, postLighting, glowLevel); renderBody(renderArgs, frustum, glowLevel);
if (!postLighting && renderArgs->_renderMode != RenderArgs::SHADOW_RENDER_MODE) { if (renderArgs->_renderMode != RenderArgs::SHADOW_RENDER_MODE) {
// add local lights // add local lights
const float BASE_LIGHT_DISTANCE = 2.0f; const float BASE_LIGHT_DISTANCE = 2.0f;
const float LIGHT_EXPONENT = 1.0f; const float LIGHT_EXPONENT = 1.0f;
@ -431,22 +430,18 @@ void Avatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition, boo
} }
} }
if (postLighting) {
bool renderSkeleton = Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionShapes); bool renderSkeleton = Menu::getInstance()->isOptionChecked(MenuOption::RenderSkeletonCollisionShapes);
bool renderHead = Menu::getInstance()->isOptionChecked(MenuOption::RenderHeadCollisionShapes); bool renderHead = Menu::getInstance()->isOptionChecked(MenuOption::RenderHeadCollisionShapes);
bool renderBounding = Menu::getInstance()->isOptionChecked(MenuOption::RenderBoundingCollisionShapes); bool renderBounding = Menu::getInstance()->isOptionChecked(MenuOption::RenderBoundingCollisionShapes);
if (renderSkeleton) { if (renderSkeleton) {
_skeletonModel.renderJointCollisionShapes(0.7f); _skeletonModel.renderJointCollisionShapes(0.7f);
} }
if (renderHead && shouldRenderHead(renderArgs)) { if (renderHead && shouldRenderHead(renderArgs)) {
getHead()->getFaceModel().renderJointCollisionShapes(0.7f); getHead()->getFaceModel().renderJointCollisionShapes(0.7f);
} }
if (renderBounding && shouldRenderHead(renderArgs)) { if (renderBounding && shouldRenderHead(renderArgs)) {
_skeletonModel.renderBoundingCollisionShapes(*renderArgs->_batch, 0.7f); _skeletonModel.renderBoundingCollisionShapes(*renderArgs->_batch, 0.7f);
} }
}
// Stack indicator spheres // Stack indicator spheres
float indicatorOffset = 0.0f; float indicatorOffset = 0.0f;
@ -569,24 +564,20 @@ void Avatar::fixupModelsInScene() {
scene->enqueuePendingChanges(pendingChanges); scene->enqueuePendingChanges(pendingChanges);
} }
void Avatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bool postLighting, float glowLevel) { void Avatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, float glowLevel) {
fixupModelsInScene(); fixupModelsInScene();
{ {
if (_shouldRenderBillboard || !(_skeletonModel.isRenderable() && getHead()->getFaceModel().isRenderable())) { if (_shouldRenderBillboard || !(_skeletonModel.isRenderable() && getHead()->getFaceModel().isRenderable())) {
if (postLighting || renderArgs->_renderMode == RenderArgs::SHADOW_RENDER_MODE) {
// render the billboard until both models are loaded // render the billboard until both models are loaded
renderBillboard(renderArgs); renderBillboard(renderArgs);
}
return; return;
} }
if (postLighting) {
getHand()->render(renderArgs, false); getHand()->render(renderArgs, false);
} }
} getHead()->render(renderArgs, 1.0f, renderFrustum);
getHead()->render(renderArgs, 1.0f, renderFrustum, postLighting);
} }
bool Avatar::shouldRenderHead(const RenderArgs* renderArgs) const { bool Avatar::shouldRenderHead(const RenderArgs* renderArgs) const {

View file

@ -81,8 +81,7 @@ public:
void init(); void init();
void simulate(float deltaTime); void simulate(float deltaTime);
virtual void render(RenderArgs* renderArgs, const glm::vec3& cameraPosition, virtual void render(RenderArgs* renderArgs, const glm::vec3& cameraPosition);
bool postLighting = false);
bool addToScene(AvatarSharedPointer self, std::shared_ptr<render::Scene> scene, bool addToScene(AvatarSharedPointer self, std::shared_ptr<render::Scene> scene,
render::PendingChanges& pendingChanges); render::PendingChanges& pendingChanges);
@ -235,7 +234,7 @@ protected:
Transform calculateDisplayNameTransform(const ViewFrustum& frustum, float fontSize, const glm::ivec4& viewport) const; Transform calculateDisplayNameTransform(const ViewFrustum& frustum, float fontSize, const glm::ivec4& viewport) const;
void renderDisplayName(gpu::Batch& batch, const ViewFrustum& frustum, const glm::ivec4& viewport) const; void renderDisplayName(gpu::Batch& batch, const ViewFrustum& frustum, const glm::ivec4& viewport) const;
virtual void renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bool postLighting, float glowLevel = 0.0f); virtual void renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, float glowLevel = 0.0f);
virtual bool shouldRenderHead(const RenderArgs* renderArgs) const; virtual bool shouldRenderHead(const RenderArgs* renderArgs) const;
virtual void fixupModelsInScene(); virtual void fixupModelsInScene();

View file

@ -293,7 +293,7 @@ void Head::relaxLean(float deltaTime) {
_deltaLeanForward *= relaxationFactor; _deltaLeanForward *= relaxationFactor;
} }
void Head::render(RenderArgs* renderArgs, float alpha, ViewFrustum* renderFrustum, bool postLighting) { void Head::render(RenderArgs* renderArgs, float alpha, ViewFrustum* renderFrustum) {
if (_renderLookatVectors) { if (_renderLookatVectors) {
renderLookatVectors(renderArgs, _leftEyePosition, _rightEyePosition, getCorrectedLookAtPosition()); renderLookatVectors(renderArgs, _leftEyePosition, _rightEyePosition, getCorrectedLookAtPosition());
} }

View file

@ -33,7 +33,7 @@ public:
void init(); void init();
void reset(); void reset();
void simulate(float deltaTime, bool isMine, bool billboard = false); void simulate(float deltaTime, bool isMine, bool billboard = false);
void render(RenderArgs* renderArgs, float alpha, ViewFrustum* renderFrustum, bool postLighting); void render(RenderArgs* renderArgs, float alpha, ViewFrustum* renderFrustum);
void setScale(float scale); void setScale(float scale);
void setPosition(glm::vec3 position) { _position = position; } void setPosition(glm::vec3 position) { _position = position; }
void setAverageLoudness(float averageLoudness) { _averageLoudness = averageLoudness; } void setAverageLoudness(float averageLoudness) { _averageLoudness = averageLoudness; }

View file

@ -332,13 +332,13 @@ void MyAvatar::updateFromTrackers(float deltaTime) {
// virtual // virtual
void MyAvatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition, bool postLighting) { void MyAvatar::render(RenderArgs* renderArgs, const glm::vec3& cameraPosition) {
// don't render if we've been asked to disable local rendering // don't render if we've been asked to disable local rendering
if (!_shouldRender) { if (!_shouldRender) {
return; // exit early return; // exit early
} }
Avatar::render(renderArgs, cameraPosition, postLighting); Avatar::render(renderArgs, cameraPosition);
// don't display IK constraints in shadow mode // don't display IK constraints in shadow mode
if (Menu::getInstance()->isOptionChecked(MenuOption::ShowIKConstraints) && if (Menu::getInstance()->isOptionChecked(MenuOption::ShowIKConstraints) &&
@ -1226,7 +1226,7 @@ void MyAvatar::attach(const QString& modelURL, const QString& jointName, const g
Avatar::attach(modelURL, jointName, translation, rotation, scale, allowDuplicates, useSaved); Avatar::attach(modelURL, jointName, translation, rotation, scale, allowDuplicates, useSaved);
} }
void MyAvatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bool postLighting, float glowLevel) { void MyAvatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, float glowLevel) {
if (!(_skeletonModel.isRenderable() && getHead()->getFaceModel().isRenderable())) { if (!(_skeletonModel.isRenderable() && getHead()->getFaceModel().isRenderable())) {
return; // wait until all models are loaded return; // wait until all models are loaded
@ -1236,7 +1236,7 @@ void MyAvatar::renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bo
// Render head so long as the camera isn't inside it // Render head so long as the camera isn't inside it
if (shouldRenderHead(renderArgs)) { if (shouldRenderHead(renderArgs)) {
getHead()->render(renderArgs, 1.0f, renderFrustum, postLighting); getHead()->render(renderArgs, 1.0f, renderFrustum);
} }
getHand()->render(renderArgs, true); getHand()->render(renderArgs, true);
} }

View file

@ -45,8 +45,8 @@ public:
void preRender(RenderArgs* renderArgs); void preRender(RenderArgs* renderArgs);
void updateFromTrackers(float deltaTime); void updateFromTrackers(float deltaTime);
virtual void render(RenderArgs* renderArgs, const glm::vec3& cameraPosition, bool postLighting = false) override; virtual void render(RenderArgs* renderArgs, const glm::vec3& cameraPositio) override;
virtual void renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, bool postLighting, float glowLevel = 0.0f) override; virtual void renderBody(RenderArgs* renderArgs, ViewFrustum* renderFrustum, float glowLevel = 0.0f) override;
virtual bool shouldRenderHead(const RenderArgs* renderArgs) const override; virtual bool shouldRenderHead(const RenderArgs* renderArgs) const override;
// setters // setters

View file

@ -13,6 +13,7 @@
#include <QMultiMap> #include <QMultiMap>
#include <CapsuleShape.h> #include <CapsuleShape.h>
#include <DeferredLightingEffect.h>
#include <SphereShape.h> #include <SphereShape.h>
#include "Application.h" #include "Application.h"
@ -785,30 +786,33 @@ void SkeletonModel::resetShapePositionsToDefaultPose() {
void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float alpha) { void SkeletonModel::renderBoundingCollisionShapes(gpu::Batch& batch, float alpha) {
const int BALL_SUBDIVISIONS = 10; const int BALL_SUBDIVISIONS = 10;
if (_shapes.isEmpty()) { if (_shapes.isEmpty()) {
// the bounding shape has not been propery computed // the bounding shape has not been properly computed
// so no need to render it // so no need to render it
return; return;
} }
// draw a blue sphere at the capsule endpoint auto geometryCache = DependencyManager::get<GeometryCache>();
auto deferredLighting = DependencyManager::get<DeferredLightingEffect>();
Transform transform; // = Transform();
// draw a blue sphere at the capsule end point
glm::vec3 endPoint; glm::vec3 endPoint;
_boundingShape.getEndPoint(endPoint); _boundingShape.getEndPoint(endPoint);
endPoint = endPoint + _translation; endPoint = endPoint + _translation;
Transform transform = Transform();
transform.setTranslation(endPoint); transform.setTranslation(endPoint);
batch.setModelTransform(transform); batch.setModelTransform(transform);
auto geometryCache = DependencyManager::get<GeometryCache>(); deferredLighting->bindSimpleProgram(batch);
geometryCache->renderSphere(batch, _boundingShape.getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS, geometryCache->renderSphere(batch, _boundingShape.getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS,
glm::vec4(0.6f, 0.6f, 0.8f, alpha)); glm::vec4(0.6f, 0.6f, 0.8f, alpha));
// draw a yellow sphere at the capsule startpoint // draw a yellow sphere at the capsule start point
glm::vec3 startPoint; glm::vec3 startPoint;
_boundingShape.getStartPoint(startPoint); _boundingShape.getStartPoint(startPoint);
startPoint = startPoint + _translation; startPoint = startPoint + _translation;
glm::vec3 axis = endPoint - startPoint; glm::vec3 axis = endPoint - startPoint;
Transform axisTransform = Transform(); transform.setTranslation(startPoint);
axisTransform.setTranslation(-axis); batch.setModelTransform(transform);
batch.setModelTransform(axisTransform); deferredLighting->bindSimpleProgram(batch);
geometryCache->renderSphere(batch, _boundingShape.getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS, geometryCache->renderSphere(batch, _boundingShape.getRadius(), BALL_SUBDIVISIONS, BALL_SUBDIVISIONS,
glm::vec4(0.8f, 0.8f, 0.6f, alpha)); glm::vec4(0.8f, 0.8f, 0.6f, alpha));