diff --git a/interface/src/avatar/CauterizedMeshPartPayload.cpp b/interface/src/avatar/CauterizedMeshPartPayload.cpp index c8ec90dcee..c11f92083b 100644 --- a/interface/src/avatar/CauterizedMeshPartPayload.cpp +++ b/interface/src/avatar/CauterizedMeshPartPayload.cpp @@ -20,55 +20,28 @@ using namespace render; CauterizedMeshPartPayload::CauterizedMeshPartPayload(Model* model, int meshIndex, int partIndex, int shapeIndex, const Transform& transform, const Transform& offsetTransform) : ModelMeshPartPayload(model, meshIndex, partIndex, shapeIndex, transform, offsetTransform) {} -void CauterizedMeshPartPayload::updateTransformForSkinnedCauterizedMesh(const Transform& transform, - const QVector<glm::mat4>& clusterMatrices, - const QVector<glm::mat4>& cauterizedClusterMatrices) { - _transform = transform; - _cauterizedTransform = transform; - - if (clusterMatrices.size() > 0) { - _worldBound = AABox(); - for (auto& clusterMatrix : clusterMatrices) { - AABox clusterBound = _localBound; - clusterBound.transform(clusterMatrix); - _worldBound += clusterBound; - } - - _worldBound.transform(transform); - if (clusterMatrices.size() == 1) { - _transform = _transform.worldTransform(Transform(clusterMatrices[0])); - if (cauterizedClusterMatrices.size() != 0) { - _cauterizedTransform = _cauterizedTransform.worldTransform(Transform(cauterizedClusterMatrices[0])); - } else { - _cauterizedTransform = _transform; - } - } - } else { - _worldBound = _localBound; - _worldBound.transform(_drawTransform); - } +void CauterizedMeshPartPayload::updateTransformForCauterizedMesh( + const Transform& renderTransform, + const gpu::BufferPointer& buffer) { + _cauterizedTransform = renderTransform; + _cauterizedClusterBuffer = buffer; } void CauterizedMeshPartPayload::bindTransform(gpu::Batch& batch, const render::ShapePipeline::LocationsPointer locations, RenderArgs::RenderMode renderMode) const { // Still relying on the raw data from the model - const Model::MeshState& state = _model->getMeshState(_meshIndex); SkeletonModel* skeleton = static_cast<SkeletonModel*>(_model); bool useCauterizedMesh = (renderMode != RenderArgs::RenderMode::SHADOW_RENDER_MODE) && skeleton->getEnableCauterization(); - if (state.clusterBuffer) { - if (useCauterizedMesh) { - const Model::MeshState& cState = skeleton->getCauterizeMeshState(_meshIndex); - batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::SKINNING, cState.clusterBuffer); - } else { - batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::SKINNING, state.clusterBuffer); + if (useCauterizedMesh) { + if (_cauterizedClusterBuffer) { + batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::SKINNING, _cauterizedClusterBuffer); + } + batch.setModelTransform(_cauterizedTransform); + } else { + if (_clusterBuffer) { + batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::SKINNING, _clusterBuffer); } batch.setModelTransform(_transform); - } else { - if (useCauterizedMesh) { - batch.setModelTransform(_cauterizedTransform); - } else { - batch.setModelTransform(_transform); - } } } diff --git a/interface/src/avatar/CauterizedMeshPartPayload.h b/interface/src/avatar/CauterizedMeshPartPayload.h index f4319ead6f..dc88e950c1 100644 --- a/interface/src/avatar/CauterizedMeshPartPayload.h +++ b/interface/src/avatar/CauterizedMeshPartPayload.h @@ -17,12 +17,13 @@ class CauterizedMeshPartPayload : public ModelMeshPartPayload { public: CauterizedMeshPartPayload(Model* model, int meshIndex, int partIndex, int shapeIndex, const Transform& transform, const Transform& offsetTransform); - void updateTransformForSkinnedCauterizedMesh(const Transform& transform, - const QVector<glm::mat4>& clusterMatrices, - const QVector<glm::mat4>& cauterizedClusterMatrices); + + void updateTransformForCauterizedMesh(const Transform& renderTransform, const gpu::BufferPointer& buffer); void bindTransform(gpu::Batch& batch, const render::ShapePipeline::LocationsPointer locations, RenderArgs::RenderMode renderMode) const override; + private: + gpu::BufferPointer _cauterizedClusterBuffer; Transform _cauterizedTransform; }; diff --git a/interface/src/avatar/CauterizedModel.cpp b/interface/src/avatar/CauterizedModel.cpp index 1ca87a498a..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()) { @@ -191,6 +191,9 @@ void CauterizedModel::updateRenderItems() { return; } + // lazy update of cluster matrices used for rendering. We need to update them here, so we can correctly update the bounding box. + self->updateClusterMatrices(); + render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene(); Transform modelTransform; @@ -209,15 +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()) { - // lazy update of cluster matrices used for rendering. We need to update them here, so we can correctly update the bounding box. - data._model->updateClusterMatrices(); - - // 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); } } }); diff --git a/libraries/render-utils/src/MeshPartPayload.cpp b/libraries/render-utils/src/MeshPartPayload.cpp index 5b3d285b47..41a1bb4c74 100644 --- a/libraries/render-utils/src/MeshPartPayload.cpp +++ b/libraries/render-utils/src/MeshPartPayload.cpp @@ -372,19 +372,12 @@ void ModelMeshPartPayload::notifyLocationChanged() { } -void ModelMeshPartPayload::updateTransformForSkinnedMesh(const Transform& transform, const QVector<glm::mat4>& clusterMatrices) { - _transform = transform; - - if (clusterMatrices.size() > 0) { - _worldBound = _adjustedLocalBound; - _worldBound.transform(_transform); - if (clusterMatrices.size() == 1) { - _transform = _transform.worldTransform(Transform(clusterMatrices[0])); - } - } else { - _worldBound = _localBound; - _worldBound.transform(_transform); - } +void ModelMeshPartPayload::updateTransformForSkinnedMesh(const Transform& renderTransform, const Transform& boundTransform, + const gpu::BufferPointer& buffer) { + _transform = renderTransform; + _worldBound = _adjustedLocalBound; + _worldBound.transform(boundTransform); + _clusterBuffer = buffer; } ItemKey ModelMeshPartPayload::getKey() const { @@ -532,9 +525,8 @@ void ModelMeshPartPayload::bindMesh(gpu::Batch& batch) const { void ModelMeshPartPayload::bindTransform(gpu::Batch& batch, const ShapePipeline::LocationsPointer locations, RenderArgs::RenderMode renderMode) const { // Still relying on the raw data from the model - const Model::MeshState& state = _model->getMeshState(_meshIndex); - if (state.clusterBuffer) { - batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::SKINNING, state.clusterBuffer); + if (_clusterBuffer) { + batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::SKINNING, _clusterBuffer); } batch.setModelTransform(_transform); } @@ -590,8 +582,6 @@ void ModelMeshPartPayload::render(RenderArgs* args) const { auto locations = args->_pipeline->locations; assert(locations); - // Bind the model transform and the skinCLusterMatrices if needed - _model->updateClusterMatrices(); bindTransform(batch, locations, args->_renderMode); //Bind the index buffer and vertex buffer and Blend shapes if needed diff --git a/libraries/render-utils/src/MeshPartPayload.h b/libraries/render-utils/src/MeshPartPayload.h index c585c95025..ef74011c40 100644 --- a/libraries/render-utils/src/MeshPartPayload.h +++ b/libraries/render-utils/src/MeshPartPayload.h @@ -89,8 +89,9 @@ public: typedef Payload::DataPointer Pointer; void notifyLocationChanged() override; - void updateTransformForSkinnedMesh(const Transform& transform, - const QVector<glm::mat4>& clusterMatrices); + void updateTransformForSkinnedMesh(const Transform& renderTransform, + const Transform& boundTransform, + const gpu::BufferPointer& buffer); float computeFadeAlpha() const; @@ -108,6 +109,7 @@ public: void computeAdjustedLocalBound(const QVector<glm::mat4>& clusterMatrices); + gpu::BufferPointer _clusterBuffer; Model* _model; int _meshIndex; diff --git a/libraries/render-utils/src/Model.cpp b/libraries/render-utils/src/Model.cpp index 48c1d29b68..c584b0bc21 100644 --- a/libraries/render-utils/src/Model.cpp +++ b/libraries/render-utils/src/Model.cpp @@ -227,6 +227,10 @@ void Model::updateRenderItems() { return; } + // lazy update of cluster matrices used for rendering. + // We need to update them here so we can correctly update the bounding box. + self->updateClusterMatrices(); + render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene(); uint32_t deleteGeometryCounter = self->_deleteGeometryCounter; @@ -240,12 +244,12 @@ void Model::updateRenderItems() { Transform modelTransform = data._model->getTransform(); modelTransform.setScale(glm::vec3(1.0f)); - // lazy update of cluster matrices used for rendering. We need to update them here, so we can correctly update the bounding box. - data._model->updateClusterMatrices(); - - // update the model transform and bounding box for this render item. - const Model::MeshState& state = data._model->_meshStates.at(data._meshIndex); - data.updateTransformForSkinnedMesh(modelTransform, state.clusterMatrices); + 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); } } }); @@ -1048,7 +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);