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Moving the render transform evaualtion in game loop for Models
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a889ca1b01
commit
fd8868f609
3 changed files with 9 additions and 58 deletions
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@ -1026,4 +1026,4 @@ void EntityTreeRenderer::onEntityChanged(const EntityItemID& id) {
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_changedEntitiesGuard.withWriteLock([&] {
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_changedEntities.insert(id);
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});
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}
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}
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@ -233,18 +233,20 @@ void Model::updateRenderItems() {
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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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Transform modelTransform = self->getTransform();
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Transform physicsTransform = modelTransform;
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modelTransform.setScale(glm::vec3(1.0f));
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uint32_t deleteGeometryCounter = self->_deleteGeometryCounter;
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render::Transaction transaction;
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foreach (auto itemID, self->_modelMeshRenderItemsMap.keys()) {
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transaction.updateItem<ModelMeshPartPayload>(itemID, [deleteGeometryCounter](ModelMeshPartPayload& data) {
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transaction.updateItem<ModelMeshPartPayload>(itemID, [deleteGeometryCounter, modelTransform](ModelMeshPartPayload& data) {
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ModelPointer model = data._model.lock();
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if (model && model->isLoaded()) {
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// Ensure the model geometry was not reset between frames
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if (deleteGeometryCounter == model->_deleteGeometryCounter) {
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Transform modelTransform = model->getTransform();
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modelTransform.setScale(glm::vec3(1.0f));
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const Model::MeshState& state = model->getMeshState(data._meshIndex);
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Transform renderTransform = modelTransform;
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if (state.clusterMatrices.size() == 1) {
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@ -259,11 +261,10 @@ void Model::updateRenderItems() {
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// collision mesh does not share the same unit scale as the FBX file's mesh: only apply offset
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Transform collisionMeshOffset;
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collisionMeshOffset.setIdentity();
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Transform modelTransform = self->getTransform();
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foreach(auto itemID, self->_collisionRenderItemsMap.keys()) {
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transaction.updateItem<MeshPartPayload>(itemID, [modelTransform, collisionMeshOffset](MeshPartPayload& data) {
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transaction.updateItem<MeshPartPayload>(itemID, [physicsTransform, collisionMeshOffset](MeshPartPayload& data) {
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// update the model transform for this render item.
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data.updateTransform(modelTransform, collisionMeshOffset);
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data.updateTransform(physicsTransform, collisionMeshOffset);
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});
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}
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@ -1311,55 +1312,6 @@ bool Model::isRenderable() const {
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return !_meshStates.isEmpty() || (isLoaded() && _renderGeometry->getMeshes().empty());
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}
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bool Model::initWhenReady(const render::ScenePointer& scene) {
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// NOTE: this only called by SkeletonModel
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if (_addedToScene || !isRenderable()) {
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return false;
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}
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createRenderItemSet();
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render::Transaction transaction;
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bool addedTransaction = false;
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if (_collisionGeometry) {
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foreach (auto renderItem, _collisionRenderItems) {
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auto item = scene->allocateID();
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auto renderPayload = std::make_shared<MeshPartPayload::Payload>(renderItem);
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_collisionRenderItemsMap.insert(item, renderPayload);
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transaction.resetItem(item, renderPayload);
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}
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addedTransaction = !_collisionRenderItems.empty();
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} else {
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bool hasTransparent = false;
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size_t verticesCount = 0;
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foreach (auto renderItem, _modelMeshRenderItems) {
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auto item = scene->allocateID();
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auto renderPayload = std::make_shared<ModelMeshPartPayload::Payload>(renderItem);
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hasTransparent = hasTransparent || renderItem.get()->getShapeKey().isTranslucent();
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verticesCount += renderItem.get()->getVerticesCount();
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_modelMeshRenderItemsMap.insert(item, renderPayload);
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transaction.resetItem(item, renderPayload);
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}
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addedTransaction = !_modelMeshRenderItemsMap.empty();
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_renderInfoVertexCount = verticesCount;
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_renderInfoDrawCalls = _modelMeshRenderItemsMap.count();
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_renderInfoHasTransparent = hasTransparent;
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}
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_addedToScene = addedTransaction;
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if (addedTransaction) {
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scene->enqueueTransaction(transaction);
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// NOTE: updateRender items enqueues identical transaction (using a lambda)
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// so it looks like we're doing double work here, but I don't want to remove the call
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// for fear there is some side effect we'll miss. -- Andrew 2016.07.21
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// TODO: figure out if we really need this call to updateRenderItems() or not.
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updateRenderItems();
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}
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return true;
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}
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class CollisionRenderGeometry : public Geometry {
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public:
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CollisionRenderGeometry(model::MeshPointer mesh) {
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@ -87,7 +87,6 @@ public:
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bool needsFixupInScene() const;
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bool needsReload() const { return _needsReload; }
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bool initWhenReady(const render::ScenePointer& scene);
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bool addToScene(const render::ScenePointer& scene,
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render::Transaction& transaction) {
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auto getters = render::Item::Status::Getters(0);
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