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simpler bindTransform() for ModelMeshPartPayload
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a38ab4ff80
commit
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6 changed files with 64 additions and 69 deletions
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@ -20,33 +20,11 @@ using namespace render;
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CauterizedMeshPartPayload::CauterizedMeshPartPayload(Model* model, int meshIndex, int partIndex, int shapeIndex, const Transform& transform, const Transform& offsetTransform)
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: ModelMeshPartPayload(model, meshIndex, partIndex, shapeIndex, transform, offsetTransform) {}
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void CauterizedMeshPartPayload::updateTransformForSkinnedCauterizedMesh(const Transform& transform,
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const QVector<glm::mat4>& clusterMatrices,
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const QVector<glm::mat4>& cauterizedClusterMatrices) {
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_transform = transform;
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_cauterizedTransform = transform;
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if (clusterMatrices.size() > 0) {
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_worldBound = AABox();
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for (auto& clusterMatrix : clusterMatrices) {
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AABox clusterBound = _localBound;
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clusterBound.transform(clusterMatrix);
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_worldBound += clusterBound;
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}
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_worldBound.transform(transform);
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if (clusterMatrices.size() == 1) {
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_transform = _transform.worldTransform(Transform(clusterMatrices[0]));
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if (cauterizedClusterMatrices.size() != 0) {
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_cauterizedTransform = _cauterizedTransform.worldTransform(Transform(cauterizedClusterMatrices[0]));
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} else {
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_cauterizedTransform = _transform;
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}
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}
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} else {
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_worldBound = _localBound;
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_worldBound.transform(_drawTransform);
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}
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void CauterizedMeshPartPayload::updateTransformForCauterizedMesh(
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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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}
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void CauterizedMeshPartPayload::bindTransform(gpu::Batch& batch, const render::ShapePipeline::LocationsPointer locations, RenderArgs::RenderMode renderMode) const {
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@ -55,20 +33,16 @@ 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 (state.clusterBuffer) {
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if (useCauterizedMesh) {
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const Model::MeshState& cState = skeleton->getCauterizeMeshState(_meshIndex);
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batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::SKINNING, cState.clusterBuffer);
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} else {
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batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::SKINNING, state.clusterBuffer);
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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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if (_clusterBuffer) {
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batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::SKINNING, _clusterBuffer);
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}
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batch.setModelTransform(_transform);
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} else {
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if (useCauterizedMesh) {
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batch.setModelTransform(_cauterizedTransform);
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} else {
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batch.setModelTransform(_transform);
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}
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}
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}
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@ -17,12 +17,13 @@
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class CauterizedMeshPartPayload : public ModelMeshPartPayload {
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public:
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CauterizedMeshPartPayload(Model* model, int meshIndex, int partIndex, int shapeIndex, const Transform& transform, const Transform& offsetTransform);
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void updateTransformForSkinnedCauterizedMesh(const Transform& transform,
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const QVector<glm::mat4>& clusterMatrices,
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const QVector<glm::mat4>& cauterizedClusterMatrices);
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void updateTransformForCauterizedMesh(const Transform& renderTransform, const gpu::BufferPointer& buffer);
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void bindTransform(gpu::Batch& batch, const render::ShapePipeline::LocationsPointer locations, RenderArgs::RenderMode renderMode) const override;
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private:
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gpu::BufferPointer _cauterizedClusterBuffer;
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Transform _cauterizedTransform;
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};
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@ -191,6 +191,9 @@ void CauterizedModel::updateRenderItems() {
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return;
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}
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// lazy update of cluster matrices used for rendering. 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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Transform modelTransform;
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@ -209,15 +212,31 @@ 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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// lazy update of cluster matrices used for rendering. We need to update them here, so we can correctly update the bounding box.
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data._model->updateClusterMatrices();
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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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const Model::MeshState& state = data._model->getMeshState(data._meshIndex);
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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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}
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}
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});
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@ -372,19 +372,12 @@ void ModelMeshPartPayload::notifyLocationChanged() {
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}
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void ModelMeshPartPayload::updateTransformForSkinnedMesh(const Transform& transform, const QVector<glm::mat4>& clusterMatrices) {
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_transform = transform;
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if (clusterMatrices.size() > 0) {
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_worldBound = _adjustedLocalBound;
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_worldBound.transform(_transform);
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if (clusterMatrices.size() == 1) {
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_transform = _transform.worldTransform(Transform(clusterMatrices[0]));
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}
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} else {
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_worldBound = _localBound;
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_worldBound.transform(_transform);
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}
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void ModelMeshPartPayload::updateTransformForSkinnedMesh(const Transform& renderTransform, const Transform& boundTransform,
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const gpu::BufferPointer& buffer) {
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_transform = renderTransform;
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_worldBound = _adjustedLocalBound;
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_worldBound.transform(boundTransform);
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_clusterBuffer = buffer;
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}
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ItemKey ModelMeshPartPayload::getKey() const {
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@ -532,9 +525,8 @@ void ModelMeshPartPayload::bindMesh(gpu::Batch& batch) const {
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void ModelMeshPartPayload::bindTransform(gpu::Batch& batch, const ShapePipeline::LocationsPointer locations, RenderArgs::RenderMode renderMode) const {
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// Still relying on the raw data from the model
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const Model::MeshState& state = _model->getMeshState(_meshIndex);
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if (state.clusterBuffer) {
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batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::SKINNING, state.clusterBuffer);
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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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batch.setModelTransform(_transform);
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}
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@ -590,8 +582,11 @@ void ModelMeshPartPayload::render(RenderArgs* args) const {
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auto locations = args->_pipeline->locations;
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assert(locations);
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// Bind the model transform and the skinCLusterMatrices if needed
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// update the clusterMatrices if necessary
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// TODO: we want to remove this updateClusterMatrices() call in this context
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// but I recall we tried this before and broke something. - Andrew
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_model->updateClusterMatrices();
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bindTransform(batch, locations, args->_renderMode);
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//Bind the index buffer and vertex buffer and Blend shapes if needed
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@ -89,8 +89,9 @@ public:
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typedef Payload::DataPointer Pointer;
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void notifyLocationChanged() override;
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void updateTransformForSkinnedMesh(const Transform& transform,
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const QVector<glm::mat4>& clusterMatrices);
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void updateTransformForSkinnedMesh(const Transform& renderTransform,
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const Transform& boundTransform,
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const gpu::BufferPointer& buffer);
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float computeFadeAlpha() const;
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@ -108,6 +109,7 @@ public:
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void computeAdjustedLocalBound(const QVector<glm::mat4>& clusterMatrices);
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gpu::BufferPointer _clusterBuffer;
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Model* _model;
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int _meshIndex;
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@ -227,6 +227,10 @@ void Model::updateRenderItems() {
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return;
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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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self->updateClusterMatrices();
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render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();
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uint32_t deleteGeometryCounter = self->_deleteGeometryCounter;
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@ -240,12 +244,12 @@ void Model::updateRenderItems() {
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Transform modelTransform = data._model->getTransform();
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modelTransform.setScale(glm::vec3(1.0f));
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// lazy update of cluster matrices used for rendering. We need to update them here, so we can correctly update the bounding box.
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data._model->updateClusterMatrices();
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// update the model transform and bounding box for this render item.
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const Model::MeshState& state = data._model->_meshStates.at(data._meshIndex);
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data.updateTransformForSkinnedMesh(modelTransform, state.clusterMatrices);
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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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}
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}
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});
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