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Merge pull request #6621 from samcake/controllers
Fixing the Collision Geometry display
This commit is contained in:
commit
ff49ed7a65
11 changed files with 443 additions and 190 deletions
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@ -106,6 +106,7 @@ public:
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bool setAttribute(Slot slot, Frequency frequency = PER_VERTEX);
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bool setAttribute(Slot slot, Slot channel, Frequency frequency = PER_VERTEX);
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bool hasAttribute(Slot slot) const { return (_attributes.find(slot) != _attributes.end()); }
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protected:
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AttributeMap _attributes;
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@ -92,7 +92,7 @@ void Mesh::setPartBuffer(const BufferView& buffer) {
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_partBuffer = buffer;
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}
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const Box Mesh::evalPartBound(int partNum) const {
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Box Mesh::evalPartBound(int partNum) const {
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Box box;
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if (partNum < _partBuffer.getNum<Part>()) {
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const Part& part = _partBuffer.get<Part>(partNum);
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@ -111,7 +111,7 @@ const Box Mesh::evalPartBound(int partNum) const {
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return box;
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}
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const Box Mesh::evalPartBounds(int partStart, int partEnd, Boxes& bounds) const {
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Box Mesh::evalPartBounds(int partStart, int partEnd, Boxes& bounds) const {
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Box totalBound;
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auto part = _partBuffer.cbegin<Part>() + partStart;
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auto partItEnd = _partBuffer.cbegin<Part>() + partEnd;
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@ -107,10 +107,10 @@ public:
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uint getNumParts() const { return _partBuffer.getNumElements(); }
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// evaluate the bounding box of A part
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const Box evalPartBound(int partNum) const;
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Box evalPartBound(int partNum) const;
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// evaluate the bounding boxes of the parts in the range [start, end[ and fill the bounds parameter
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// the returned box is the bounding box of ALL the evaluated part bounds.
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const Box evalPartBounds(int partStart, int partEnd, Boxes& bounds) const;
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Box evalPartBounds(int partStart, int partEnd, Boxes& bounds) const;
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static gpu::Primitive topologyToPrimitive(Topology topo) { return static_cast<gpu::Primitive>(topo); }
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@ -25,7 +25,7 @@ namespace render {
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// Return opaque for lack of a better idea
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return ItemKey::Builder::opaqueShape();
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}
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template <> const Item::Bound payloadGetBound(const MeshPartPayload::Pointer& payload) {
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if (payload) {
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return payload->getBound();
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@ -39,55 +39,40 @@ namespace render {
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using namespace render;
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MeshPartPayload::MeshPartPayload(Model* model, int meshIndex, int partIndex, int shapeIndex,
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glm::vec3 position, glm::quat orientation) :
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model(model),
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meshIndex(meshIndex),
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partIndex(partIndex),
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_shapeID(shapeIndex),
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_modelPosition(position),
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_modelOrientation(orientation) {
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initCache();
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MeshPartPayload::MeshPartPayload(model::MeshPointer mesh, int partIndex, model::MaterialPointer material, const Transform& transform, const Transform& offsetTransform) {
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updateMeshPart(mesh, partIndex);
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updateMaterial(material);
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updateTransform(transform, offsetTransform);
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}
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void MeshPartPayload::initCache() {
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const std::vector<std::unique_ptr<NetworkMesh>>& networkMeshes = model->_geometry->getMeshes();
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const NetworkMesh& networkMesh = *(networkMeshes.at(meshIndex).get());
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_drawMesh = networkMesh._mesh;
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const FBXGeometry& geometry = model->_geometry->getFBXGeometry();
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const FBXMesh& mesh = geometry.meshes.at(meshIndex);
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_hasColorAttrib = !mesh.colors.isEmpty();
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_isBlendShaped = !mesh.blendshapes.isEmpty();
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_isSkinned = !mesh.clusterIndices.isEmpty();
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_drawPart = _drawMesh->getPartBuffer().get<model::Mesh::Part>(partIndex);
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auto networkMaterial = model->_geometry->getShapeMaterial(_shapeID);
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if (networkMaterial) {
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_drawMaterial = networkMaterial->_material;
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};
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void MeshPartPayload::updateMeshPart(model::MeshPointer drawMesh, int partIndex) {
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_drawMesh = drawMesh;
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if (_drawMesh) {
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auto vertexFormat = _drawMesh->getVertexFormat();
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_hasColorAttrib = vertexFormat->hasAttribute(gpu::Stream::COLOR);
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_drawPart = _drawMesh->getPartBuffer().get<model::Mesh::Part>(partIndex);
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_localBound = _drawMesh->evalPartBound(partIndex);
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}
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}
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void MeshPartPayload::updateModelLocation(glm::vec3 position, glm::quat orientation) {
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_modelPosition = position;
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_modelOrientation = orientation;
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void MeshPartPayload::updateTransform(const Transform& transform, const Transform& offsetTransform) {
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_transform = transform;
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_offsetTransform = offsetTransform;
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Transform::mult(_drawTransform, _transform, _offsetTransform);
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_worldBound = _localBound;
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_worldBound.transform(_drawTransform);
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}
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void MeshPartPayload::updateMaterial(model::MaterialPointer drawMaterial) {
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_drawMaterial = drawMaterial;
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}
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render::ItemKey MeshPartPayload::getKey() const {
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ItemKey::Builder builder;
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builder.withTypeShape();
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if (!model->isVisible()) {
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builder.withInvisible();
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}
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if (_isBlendShaped || _isSkinned) {
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builder.withDeformed();
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}
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if (_drawMaterial) {
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auto matKey = _drawMaterial->getKey();
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if (matKey.isTransparent() || matKey.isTransparentMap()) {
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@ -99,9 +84,7 @@ render::ItemKey MeshPartPayload::getKey() const {
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}
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render::Item::Bound MeshPartPayload::getBound() const {
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// NOTE: we can't cache this bounds because we need to handle the case of a moving
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// entity or mesh part.
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return model->getPartBounds(meshIndex, partIndex, _modelPosition, _modelOrientation);
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return _worldBound;
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}
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void MeshPartPayload::drawCall(gpu::Batch& batch) const {
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@ -109,22 +92,12 @@ void MeshPartPayload::drawCall(gpu::Batch& batch) const {
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}
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void MeshPartPayload::bindMesh(gpu::Batch& batch) const {
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if (!_isBlendShaped) {
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batch.setIndexBuffer(gpu::UINT32, (_drawMesh->getIndexBuffer()._buffer), 0);
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batch.setInputFormat((_drawMesh->getVertexFormat()));
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batch.setInputStream(0, _drawMesh->getVertexStream());
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} else {
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batch.setIndexBuffer(gpu::UINT32, (_drawMesh->getIndexBuffer()._buffer), 0);
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batch.setIndexBuffer(gpu::UINT32, (_drawMesh->getIndexBuffer()._buffer), 0);
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batch.setInputFormat((_drawMesh->getVertexFormat()));
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batch.setInputFormat((_drawMesh->getVertexFormat()));
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batch.setInputStream(0, _drawMesh->getVertexStream());
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batch.setInputBuffer(0, model->_blendedVertexBuffers[meshIndex], 0, sizeof(glm::vec3));
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batch.setInputBuffer(1, model->_blendedVertexBuffers[meshIndex], _drawMesh->getNumVertices() * sizeof(glm::vec3), sizeof(glm::vec3));
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batch.setInputStream(2, _drawMesh->getVertexStream().makeRangedStream(2));
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}
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// TODO: Get rid of that extra call
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if (!_hasColorAttrib) {
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batch._glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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@ -215,31 +188,208 @@ void MeshPartPayload::bindMaterial(gpu::Batch& batch, const ModelRender::Locatio
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}
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void MeshPartPayload::bindTransform(gpu::Batch& batch, const ModelRender::Locations* locations) const {
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// Still relying on the raw data from the model
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const Model::MeshState& state = model->_meshStates.at(meshIndex);
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Transform transform;
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if (state.clusterBuffer) {
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if (model->_cauterizeBones) {
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batch.setUniformBuffer(ModelRender::SKINNING_GPU_SLOT, state.cauterizedClusterBuffer);
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} else {
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batch.setUniformBuffer(ModelRender::SKINNING_GPU_SLOT, state.clusterBuffer);
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}
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} else {
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if (model->_cauterizeBones) {
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transform = Transform(state.cauterizedClusterMatrices[0]);
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} else {
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transform = Transform(state.clusterMatrices[0]);
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}
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}
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transform.preTranslate(_modelPosition);
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batch.setModelTransform(transform);
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batch.setModelTransform(_drawTransform);
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}
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void MeshPartPayload::render(RenderArgs* args) const {
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PerformanceTimer perfTimer("MeshPartPayload::render");
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if (!model->_readyWhenAdded || !model->_isVisible) {
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gpu::Batch& batch = *(args->_batch);
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auto mode = args->_renderMode;
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auto alphaThreshold = args->_alphaThreshold; //translucent ? TRANSPARENT_ALPHA_THRESHOLD : OPAQUE_ALPHA_THRESHOLD; // FIX ME
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model::MaterialKey drawMaterialKey;
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if (_drawMaterial) {
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drawMaterialKey = _drawMaterial->getKey();
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}
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bool translucentMesh = drawMaterialKey.isTransparent() || drawMaterialKey.isTransparentMap();
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bool hasTangents = drawMaterialKey.isNormalMap();
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bool hasSpecular = drawMaterialKey.isGlossMap();
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bool hasLightmap = drawMaterialKey.isLightmapMap();
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bool isSkinned = false;
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bool wireframe = false;
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if (wireframe) {
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translucentMesh = hasTangents = hasSpecular = hasLightmap = isSkinned = false;
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}
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ModelRender::Locations* locations = nullptr;
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ModelRender::pickPrograms(batch, mode, translucentMesh, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned, wireframe,
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args, locations);
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// Bind the model transform and the skinCLusterMatrices if needed
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bindTransform(batch, locations);
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//Bind the index buffer and vertex buffer and Blend shapes if needed
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bindMesh(batch);
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// apply material properties
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bindMaterial(batch, locations);
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// TODO: We should be able to do that just in the renderTransparentJob
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if (translucentMesh && locations->lightBufferUnit >= 0) {
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PerformanceTimer perfTimer("DLE->setupTransparent()");
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DependencyManager::get<DeferredLightingEffect>()->setupTransparent(args, locations->lightBufferUnit);
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}
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if (args) {
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args->_details._materialSwitches++;
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}
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// Draw!
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{
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PerformanceTimer perfTimer("batch.drawIndexed()");
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drawCall(batch);
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}
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if (args) {
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const int INDICES_PER_TRIANGLE = 3;
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args->_details._trianglesRendered += _drawPart._numIndices / INDICES_PER_TRIANGLE;
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}
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}
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namespace render {
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template <> const ItemKey payloadGetKey(const ModelMeshPartPayload::Pointer& payload) {
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if (payload) {
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return payload->getKey();
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}
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// Return opaque for lack of a better idea
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return ItemKey::Builder::opaqueShape();
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}
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template <> const Item::Bound payloadGetBound(const ModelMeshPartPayload::Pointer& payload) {
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if (payload) {
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return payload->getBound();
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}
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return render::Item::Bound();
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}
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template <> void payloadRender(const ModelMeshPartPayload::Pointer& payload, RenderArgs* args) {
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return payload->render(args);
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}
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}
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using namespace render;
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ModelMeshPartPayload::ModelMeshPartPayload(Model* model, int _meshIndex, int partIndex, int shapeIndex, const Transform& transform, const Transform& offsetTransform) :
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_model(model),
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_meshIndex(_meshIndex),
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_shapeID(shapeIndex) {
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auto& modelMesh = _model->_geometry->getMeshes().at(_meshIndex)->_mesh;
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updateMeshPart(modelMesh, partIndex);
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updateTransform(transform, offsetTransform);
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initCache();
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}
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void ModelMeshPartPayload::initCache() {
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if (_drawMesh) {
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auto vertexFormat = _drawMesh->getVertexFormat();
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_hasColorAttrib = vertexFormat->hasAttribute(gpu::Stream::COLOR);
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_isSkinned = vertexFormat->hasAttribute(gpu::Stream::SKIN_CLUSTER_WEIGHT) && vertexFormat->hasAttribute(gpu::Stream::SKIN_CLUSTER_INDEX);
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const FBXGeometry& geometry = _model->_geometry->getFBXGeometry();
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const FBXMesh& mesh = geometry.meshes.at(_meshIndex);
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_isBlendShaped = !mesh.blendshapes.isEmpty();
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}
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auto networkMaterial = _model->_geometry->getShapeMaterial(_shapeID);
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if (networkMaterial) {
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_drawMaterial = networkMaterial->_material;
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};
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}
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void ModelMeshPartPayload::notifyLocationChanged() {
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_model->_needsUpdateClusterMatrices = true;
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}
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render::ItemKey ModelMeshPartPayload::getKey() const {
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ItemKey::Builder builder;
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builder.withTypeShape();
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if (!_model->isVisible()) {
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builder.withInvisible();
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}
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if (_isBlendShaped || _isSkinned) {
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builder.withDeformed();
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}
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if (_drawMaterial) {
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auto matKey = _drawMaterial->getKey();
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if (matKey.isTransparent() || matKey.isTransparentMap()) {
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builder.withTransparent();
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}
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}
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return builder.build();
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}
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render::Item::Bound ModelMeshPartPayload::getBound() const {
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// NOTE: we can't cache this bounds because we need to handle the case of a moving
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// entity or mesh part.
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return _model->getPartBounds(_meshIndex, _partIndex, _transform.getTranslation(), _transform.getRotation());
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}
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void ModelMeshPartPayload::bindMesh(gpu::Batch& batch) const {
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if (!_isBlendShaped) {
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batch.setIndexBuffer(gpu::UINT32, (_drawMesh->getIndexBuffer()._buffer), 0);
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batch.setInputFormat((_drawMesh->getVertexFormat()));
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batch.setInputStream(0, _drawMesh->getVertexStream());
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} else {
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batch.setIndexBuffer(gpu::UINT32, (_drawMesh->getIndexBuffer()._buffer), 0);
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batch.setInputFormat((_drawMesh->getVertexFormat()));
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batch.setInputBuffer(0, _model->_blendedVertexBuffers[_meshIndex], 0, sizeof(glm::vec3));
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batch.setInputBuffer(1, _model->_blendedVertexBuffers[_meshIndex], _drawMesh->getNumVertices() * sizeof(glm::vec3), sizeof(glm::vec3));
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batch.setInputStream(2, _drawMesh->getVertexStream().makeRangedStream(2));
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}
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// TODO: Get rid of that extra call
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if (!_hasColorAttrib) {
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batch._glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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}
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}
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void ModelMeshPartPayload::bindTransform(gpu::Batch& batch, const ModelRender::Locations* locations) const {
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// Still relying on the raw data from the model
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const Model::MeshState& state = _model->_meshStates.at(_meshIndex);
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Transform transform;
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if (state.clusterBuffer) {
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if (_model->_cauterizeBones) {
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batch.setUniformBuffer(ModelRender::SKINNING_GPU_SLOT, state.cauterizedClusterBuffer);
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} else {
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batch.setUniformBuffer(ModelRender::SKINNING_GPU_SLOT, state.clusterBuffer);
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}
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} else {
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if (_model->_cauterizeBones) {
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transform = Transform(state.cauterizedClusterMatrices[0]);
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} else {
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transform = Transform(state.clusterMatrices[0]);
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}
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}
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// transform.preTranslate(_modelPosition);
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transform.preTranslate(_transform.getTranslation());
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batch.setModelTransform(transform);
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}
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void ModelMeshPartPayload::render(RenderArgs* args) const {
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PerformanceTimer perfTimer("ModelMeshPartPayload::render");
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if (!_model->_readyWhenAdded || !_model->_isVisible) {
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return; // bail asap
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}
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@ -248,25 +398,25 @@ void MeshPartPayload::render(RenderArgs* args) const {
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auto alphaThreshold = args->_alphaThreshold; //translucent ? TRANSPARENT_ALPHA_THRESHOLD : OPAQUE_ALPHA_THRESHOLD; // FIX ME
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const FBXGeometry& geometry = model->_geometry->getFBXGeometry();
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const std::vector<std::unique_ptr<NetworkMesh>>& networkMeshes = model->_geometry->getMeshes();
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const FBXGeometry& geometry = _model->_geometry->getFBXGeometry();
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const std::vector<std::unique_ptr<NetworkMesh>>& networkMeshes = _model->_geometry->getMeshes();
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||||
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// guard against partially loaded meshes
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if (meshIndex >= (int)networkMeshes.size() || meshIndex >= (int)geometry.meshes.size() || meshIndex >= (int)model->_meshStates.size() ) {
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if (_meshIndex >= (int)networkMeshes.size() || _meshIndex >= (int)geometry.meshes.size() || _meshIndex >= (int)_model->_meshStates.size() ) {
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return;
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}
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||||
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||||
// Back to model to update the cluster matrices right now
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model->updateClusterMatrices(_modelPosition, _modelOrientation);
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_model->updateClusterMatrices(_transform.getTranslation(), _transform.getRotation());
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||||
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||||
const FBXMesh& mesh = geometry.meshes.at(meshIndex);
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const FBXMesh& mesh = geometry.meshes.at(_meshIndex);
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// if our index is ever out of range for either meshes or networkMeshes, then skip it, and set our _meshGroupsKnown
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// to false to rebuild out mesh groups.
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if (meshIndex < 0 || meshIndex >= (int)networkMeshes.size() || meshIndex > geometry.meshes.size()) {
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model->_meshGroupsKnown = false; // regenerate these lists next time around.
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model->_readyWhenAdded = false; // in case any of our users are using scenes
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model->invalidCalculatedMeshBoxes(); // if we have to reload, we need to assume our mesh boxes are all invalid
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if (_meshIndex < 0 || _meshIndex >= (int)networkMeshes.size() || _meshIndex > geometry.meshes.size()) {
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_model->_meshGroupsKnown = false; // regenerate these lists next time around.
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_model->_readyWhenAdded = false; // in case any of our users are using scenes
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_model->invalidCalculatedMeshBoxes(); // if we have to reload, we need to assume our mesh boxes are all invalid
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return; // FIXME!
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}
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||||
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@ -276,13 +426,7 @@ void MeshPartPayload::render(RenderArgs* args) const {
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|||
// sanity check
|
||||
return; // FIXME!
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||||
}
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||||
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||||
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||||
// guard against partially loaded meshes
|
||||
if (partIndex >= mesh.parts.size()) {
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||||
return;
|
||||
}
|
||||
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||||
|
||||
model::MaterialKey drawMaterialKey;
|
||||
if (_drawMaterial) {
|
||||
drawMaterialKey = _drawMaterial->getKey();
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||||
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@ -293,12 +437,12 @@ void MeshPartPayload::render(RenderArgs* args) const {
|
|||
bool hasSpecular = drawMaterialKey.isGlossMap();
|
||||
bool hasLightmap = drawMaterialKey.isLightmapMap();
|
||||
bool isSkinned = _isSkinned;
|
||||
bool wireframe = model->isWireframe();
|
||||
bool wireframe = _model->isWireframe();
|
||||
|
||||
// render the part bounding box
|
||||
#ifdef DEBUG_BOUNDING_PARTS
|
||||
{
|
||||
AABox partBounds = getPartBounds(meshIndex, partIndex);
|
||||
AABox partBounds = getPartBounds(_meshIndex, partIndex);
|
||||
bool inView = args->_viewFrustum->boxInFrustum(partBounds) != ViewFrustum::OUTSIDE;
|
||||
|
||||
glm::vec4 cubeColor;
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
//
|
||||
// MeshPartPayload.h
|
||||
// ModelMeshPartPayload.h
|
||||
// interface/src/renderer
|
||||
//
|
||||
// Created by Sam Gateau on 10/3/15.
|
||||
|
@ -24,41 +24,44 @@ class Model;
|
|||
|
||||
class MeshPartPayload {
|
||||
public:
|
||||
MeshPartPayload(Model* model, int meshIndex, int partIndex, int shapeIndex, glm::vec3 position, glm::quat orientation);
|
||||
|
||||
MeshPartPayload() {}
|
||||
MeshPartPayload(model::MeshPointer mesh, int partIndex, model::MaterialPointer material, const Transform& transform, const Transform& offsetTransform);
|
||||
|
||||
typedef render::Payload<MeshPartPayload> Payload;
|
||||
typedef Payload::DataPointer Pointer;
|
||||
|
||||
Model* model;
|
||||
int meshIndex;
|
||||
int partIndex;
|
||||
int _shapeID;
|
||||
glm::vec3 _modelPosition;
|
||||
glm::quat _modelOrientation;
|
||||
virtual void updateMeshPart(model::MeshPointer drawMesh, int partIndex);
|
||||
|
||||
void updateModelLocation(glm::vec3 position, glm::quat orientation);
|
||||
virtual void notifyLocationChanged() {}
|
||||
virtual void updateTransform(const Transform& transform, const Transform& offsetTransform);
|
||||
|
||||
virtual void updateMaterial(model::MaterialPointer drawMaterial);
|
||||
|
||||
// Render Item interface
|
||||
render::ItemKey getKey() const;
|
||||
render::Item::Bound getBound() const;
|
||||
void render(RenderArgs* args) const;
|
||||
|
||||
// MeshPartPayload functions to perform render
|
||||
virtual render::ItemKey getKey() const;
|
||||
virtual render::Item::Bound getBound() const;
|
||||
virtual void render(RenderArgs* args) const;
|
||||
|
||||
// ModelMeshPartPayload functions to perform render
|
||||
void drawCall(gpu::Batch& batch) const;
|
||||
void bindMesh(gpu::Batch& batch) const;
|
||||
void bindMaterial(gpu::Batch& batch, const ModelRender::Locations* locations) const;
|
||||
void bindTransform(gpu::Batch& batch, const ModelRender::Locations* locations) const;
|
||||
|
||||
|
||||
void initCache();
|
||||
virtual void bindMesh(gpu::Batch& batch) const;
|
||||
virtual void bindMaterial(gpu::Batch& batch, const ModelRender::Locations* locations) const;
|
||||
virtual void bindTransform(gpu::Batch& batch, const ModelRender::Locations* locations) const;
|
||||
|
||||
// Payload resource cached values
|
||||
model::MeshPointer _drawMesh;
|
||||
int _partIndex = 0;
|
||||
model::Mesh::Part _drawPart;
|
||||
|
||||
model::MaterialPointer _drawMaterial;
|
||||
|
||||
model::Box _localBound;
|
||||
Transform _drawTransform;
|
||||
Transform _transform;
|
||||
Transform _offsetTransform;
|
||||
mutable model::Box _worldBound;
|
||||
|
||||
bool _hasColorAttrib = false;
|
||||
bool _isSkinned = false;
|
||||
bool _isBlendShaped = false;
|
||||
};
|
||||
|
||||
namespace render {
|
||||
|
@ -67,4 +70,32 @@ namespace render {
|
|||
template <> void payloadRender(const MeshPartPayload::Pointer& payload, RenderArgs* args);
|
||||
}
|
||||
|
||||
|
||||
class ModelMeshPartPayload : public MeshPartPayload {
|
||||
public:
|
||||
ModelMeshPartPayload(Model* model, int meshIndex, int partIndex, int shapeIndex, const Transform& transform, const Transform& offsetTransform);
|
||||
|
||||
typedef render::Payload<ModelMeshPartPayload> Payload;
|
||||
typedef Payload::DataPointer Pointer;
|
||||
|
||||
void notifyLocationChanged() override;
|
||||
|
||||
// Render Item interface
|
||||
render::ItemKey getKey() const override;
|
||||
render::Item::Bound getBound() const override;
|
||||
void render(RenderArgs* args) const override;
|
||||
|
||||
// ModelMeshPartPayload functions to perform render
|
||||
void bindMesh(gpu::Batch& batch) const override;
|
||||
void bindTransform(gpu::Batch& batch, const ModelRender::Locations* locations) const override;
|
||||
|
||||
|
||||
void initCache();
|
||||
Model* _model;
|
||||
int _meshIndex;
|
||||
int _shapeID;
|
||||
bool _isSkinned = false;
|
||||
bool _isBlendShaped = false;
|
||||
};
|
||||
|
||||
#endif // hifi_MeshPartPayload_h
|
||||
|
|
|
@ -90,7 +90,7 @@ void Model::setScale(const glm::vec3& scale) {
|
|||
_scaledToFit = false;
|
||||
}
|
||||
|
||||
const float METERS_PER_MILLIMETER = 0.01f;
|
||||
const float METERS_PER_MILLIMETER = 0.01f;
|
||||
|
||||
void Model::setScaleInternal(const glm::vec3& scale) {
|
||||
if (glm::distance(_scale, scale) > METERS_PER_MILLIMETER) {
|
||||
|
@ -110,11 +110,19 @@ void Model::setOffset(const glm::vec3& offset) {
|
|||
void Model::enqueueLocationChange() {
|
||||
render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();
|
||||
|
||||
Transform transform;
|
||||
transform.setTranslation(_translation);
|
||||
transform.setRotation(_rotation);
|
||||
|
||||
Transform offset;
|
||||
offset.setScale(_scale);
|
||||
offset.postTranslate(_offset);
|
||||
|
||||
render::PendingChanges pendingChanges;
|
||||
foreach (auto itemID, _renderItems.keys()) {
|
||||
pendingChanges.updateItem<MeshPartPayload>(itemID, [=](MeshPartPayload& data) {
|
||||
data.updateModelLocation(_translation, _rotation);
|
||||
data.model->_needsUpdateClusterMatrices = true;
|
||||
data.updateTransform(transform, offset);
|
||||
data.notifyLocationChanged();
|
||||
});
|
||||
}
|
||||
|
||||
|
@ -495,11 +503,10 @@ bool Model::addToScene(std::shared_ptr<render::Scene> scene, render::PendingChan
|
|||
|
||||
foreach (auto renderItem, _renderItemsSet) {
|
||||
auto item = scene->allocateID();
|
||||
auto renderData = MeshPartPayload::Pointer(renderItem);
|
||||
auto renderPayload = std::make_shared<MeshPartPayload::Payload>(renderData);
|
||||
auto renderPayload = std::make_shared<MeshPartPayload::Payload>(renderItem);
|
||||
pendingChanges.resetItem(item, renderPayload);
|
||||
pendingChanges.updateItem<MeshPartPayload>(item, [&](MeshPartPayload& data) {
|
||||
data.model->_needsUpdateClusterMatrices = true;
|
||||
data.notifyLocationChanged();
|
||||
});
|
||||
_renderItems.insert(item, renderPayload);
|
||||
somethingAdded = true;
|
||||
|
@ -523,12 +530,11 @@ bool Model::addToScene(std::shared_ptr<render::Scene> scene,
|
|||
|
||||
foreach (auto renderItem, _renderItemsSet) {
|
||||
auto item = scene->allocateID();
|
||||
auto renderData = MeshPartPayload::Pointer(renderItem);
|
||||
auto renderPayload = std::make_shared<MeshPartPayload::Payload>(renderData);
|
||||
auto renderPayload = std::make_shared<MeshPartPayload::Payload>(renderItem);
|
||||
renderPayload->addStatusGetters(statusGetters);
|
||||
pendingChanges.resetItem(item, renderPayload);
|
||||
pendingChanges.updateItem<MeshPartPayload>(item, [&](MeshPartPayload& data) {
|
||||
data.model->_needsUpdateClusterMatrices = true;
|
||||
data.notifyLocationChanged();
|
||||
});
|
||||
_renderItems.insert(item, renderPayload);
|
||||
somethingAdded = true;
|
||||
|
@ -1127,8 +1133,14 @@ AABox Model::getPartBounds(int meshIndex, int partIndex, glm::vec3 modelPosition
|
|||
|
||||
void Model::segregateMeshGroups() {
|
||||
QSharedPointer<NetworkGeometry> networkGeometry;
|
||||
if (_showCollisionHull && _collisionGeometry && _collisionGeometry->isLoaded()) {
|
||||
networkGeometry = _collisionGeometry;
|
||||
bool showingCollisionHull = false;
|
||||
if (_showCollisionHull && _collisionGeometry) {
|
||||
if (_collisionGeometry->isLoaded()) {
|
||||
networkGeometry = _collisionGeometry;
|
||||
showingCollisionHull = true;
|
||||
} else {
|
||||
return;
|
||||
}
|
||||
} else {
|
||||
networkGeometry = _geometry;
|
||||
}
|
||||
|
@ -1136,8 +1148,10 @@ void Model::segregateMeshGroups() {
|
|||
const std::vector<std::unique_ptr<NetworkMesh>>& networkMeshes = networkGeometry->getMeshes();
|
||||
|
||||
// all of our mesh vectors must match in size
|
||||
if ((int)networkMeshes.size() != geometry.meshes.size() ||
|
||||
geometry.meshes.size() != _meshStates.size()) {
|
||||
auto geoMeshesSize = geometry.meshes.size();
|
||||
if ((int)networkMeshes.size() != geoMeshesSize ||
|
||||
// geometry.meshes.size() != _meshStates.size()) {
|
||||
geoMeshesSize > _meshStates.size()) {
|
||||
qDebug() << "WARNING!!!! Mesh Sizes don't match! We will not segregate mesh groups yet.";
|
||||
return;
|
||||
}
|
||||
|
@ -1147,15 +1161,30 @@ void Model::segregateMeshGroups() {
|
|||
|
||||
_renderItemsSet.clear();
|
||||
|
||||
Transform transform;
|
||||
transform.setTranslation(_translation);
|
||||
transform.setRotation(_rotation);
|
||||
|
||||
Transform offset;
|
||||
offset.setScale(_scale);
|
||||
offset.postTranslate(_offset);
|
||||
|
||||
// Run through all of the meshes, and place them into their segregated, but unsorted buckets
|
||||
int shapeID = 0;
|
||||
for (int i = 0; i < (int)networkMeshes.size(); i++) {
|
||||
const FBXMesh& mesh = geometry.meshes.at(i);
|
||||
const NetworkMesh& networkMesh = *(networkMeshes.at(i).get());
|
||||
|
||||
// Create the render payloads
|
||||
int totalParts = mesh.parts.size();
|
||||
for (int partIndex = 0; partIndex < totalParts; partIndex++) {
|
||||
_renderItemsSet << std::make_shared<MeshPartPayload>(this, i, partIndex, shapeID, _translation, _rotation);
|
||||
if (showingCollisionHull) {
|
||||
_renderItemsSet << std::make_shared<MeshPartPayload>(networkMesh._mesh, partIndex, ModelRender::getCollisionHullMaterial(), transform, offset);
|
||||
|
||||
} else {
|
||||
_renderItemsSet << std::make_shared<ModelMeshPartPayload>(this, i, partIndex, shapeID, transform, offset);
|
||||
}
|
||||
|
||||
shapeID++;
|
||||
}
|
||||
}
|
||||
|
@ -1168,15 +1197,22 @@ bool Model::initWhenReady(render::ScenePointer scene) {
|
|||
|
||||
render::PendingChanges pendingChanges;
|
||||
|
||||
Transform transform;
|
||||
transform.setTranslation(_translation);
|
||||
transform.setRotation(_rotation);
|
||||
|
||||
Transform offset;
|
||||
offset.setScale(_scale);
|
||||
offset.postTranslate(_offset);
|
||||
|
||||
foreach (auto renderItem, _renderItemsSet) {
|
||||
auto item = scene->allocateID();
|
||||
auto renderData = MeshPartPayload::Pointer(renderItem);
|
||||
auto renderPayload = std::make_shared<MeshPartPayload::Payload>(renderData);
|
||||
auto renderPayload = std::make_shared<MeshPartPayload::Payload>(renderItem);
|
||||
_renderItems.insert(item, renderPayload);
|
||||
pendingChanges.resetItem(item, renderPayload);
|
||||
pendingChanges.updateItem<MeshPartPayload>(item, [&](MeshPartPayload& data) {
|
||||
data.updateModelLocation(_translation, _rotation);
|
||||
data.model->_needsUpdateClusterMatrices = true;
|
||||
data.updateTransform(transform, offset);
|
||||
data.notifyLocationChanged();
|
||||
});
|
||||
}
|
||||
scene->enqueuePendingChanges(pendingChanges);
|
||||
|
|
|
@ -366,7 +366,7 @@ private:
|
|||
bool _needsUpdateClusterMatrices = true;
|
||||
bool _showCollisionHull = false;
|
||||
|
||||
friend class MeshPartPayload;
|
||||
friend class ModelMeshPartPayload;
|
||||
protected:
|
||||
RigPointer _rig;
|
||||
};
|
||||
|
|
|
@ -280,3 +280,16 @@ void ModelRender::pickPrograms(gpu::Batch& batch, RenderArgs::RenderMode mode, b
|
|||
DependencyManager::get<TextureCache>()->getNormalFittingTexture());
|
||||
}
|
||||
}
|
||||
|
||||
model::MaterialPointer ModelRender::_collisionHullMaterial;
|
||||
|
||||
model::MaterialPointer ModelRender::getCollisionHullMaterial() {
|
||||
if (!_collisionHullMaterial) {
|
||||
_collisionHullMaterial = std::make_shared<model::Material>();
|
||||
_collisionHullMaterial->setDiffuse(glm::vec3(1.0f, 0.5f, 0.0f));
|
||||
_collisionHullMaterial->setMetallic(0.02f);
|
||||
_collisionHullMaterial->setGloss(1.0f);
|
||||
}
|
||||
return _collisionHullMaterial;
|
||||
}
|
||||
|
||||
|
|
|
@ -149,6 +149,11 @@ public:
|
|||
|
||||
static const RenderPipelineLib& getRenderPipelineLib();
|
||||
|
||||
// Collision hull Material
|
||||
static model::MaterialPointer _collisionHullMaterial;
|
||||
|
||||
static model::MaterialPointer getCollisionHullMaterial();
|
||||
|
||||
};
|
||||
|
||||
#endif // hifi_ModelRender_h
|
|
@ -12,6 +12,7 @@
|
|||
#include "AABox.h"
|
||||
|
||||
#include "AACube.h"
|
||||
#include "Transform.h"
|
||||
#include "Extents.h"
|
||||
#include "GeometryUtil.h"
|
||||
#include "NumericalConstants.h"
|
||||
|
@ -42,50 +43,6 @@ glm::vec3 AABox::calcCenter() const {
|
|||
return center;
|
||||
}
|
||||
|
||||
void AABox::rotate(const glm::quat& rotation) {
|
||||
auto minimum = _corner;
|
||||
auto maximum = _corner + _scale;
|
||||
|
||||
glm::vec3 bottomLeftNear(minimum.x, minimum.y, minimum.z);
|
||||
glm::vec3 bottomRightNear(maximum.x, minimum.y, minimum.z);
|
||||
glm::vec3 bottomLeftFar(minimum.x, minimum.y, maximum.z);
|
||||
glm::vec3 bottomRightFar(maximum.x, minimum.y, maximum.z);
|
||||
glm::vec3 topLeftNear(minimum.x, maximum.y, minimum.z);
|
||||
glm::vec3 topRightNear(maximum.x, maximum.y, minimum.z);
|
||||
glm::vec3 topLeftFar(minimum.x, maximum.y, maximum.z);
|
||||
glm::vec3 topRightFar(maximum.x, maximum.y, maximum.z);
|
||||
|
||||
glm::vec3 bottomLeftNearRotated = rotation * bottomLeftNear;
|
||||
glm::vec3 bottomRightNearRotated = rotation * bottomRightNear;
|
||||
glm::vec3 bottomLeftFarRotated = rotation * bottomLeftFar;
|
||||
glm::vec3 bottomRightFarRotated = rotation * bottomRightFar;
|
||||
glm::vec3 topLeftNearRotated = rotation * topLeftNear;
|
||||
glm::vec3 topRightNearRotated = rotation * topRightNear;
|
||||
glm::vec3 topLeftFarRotated = rotation * topLeftFar;
|
||||
glm::vec3 topRightFarRotated = rotation * topRightFar;
|
||||
|
||||
minimum = glm::min(bottomLeftNearRotated,
|
||||
glm::min(bottomRightNearRotated,
|
||||
glm::min(bottomLeftFarRotated,
|
||||
glm::min(bottomRightFarRotated,
|
||||
glm::min(topLeftNearRotated,
|
||||
glm::min(topRightNearRotated,
|
||||
glm::min(topLeftFarRotated,
|
||||
topRightFarRotated)))))));
|
||||
|
||||
maximum = glm::max(bottomLeftNearRotated,
|
||||
glm::max(bottomRightNearRotated,
|
||||
glm::max(bottomLeftFarRotated,
|
||||
glm::max(bottomRightFarRotated,
|
||||
glm::max(topLeftNearRotated,
|
||||
glm::max(topRightNearRotated,
|
||||
glm::max(topLeftFarRotated,
|
||||
topRightFarRotated)))))));
|
||||
|
||||
_corner = minimum;
|
||||
_scale = maximum - minimum;
|
||||
}
|
||||
|
||||
glm::vec3 AABox::getVertex(BoxVertex vertex) const {
|
||||
switch (vertex) {
|
||||
case BOTTOM_LEFT_NEAR:
|
||||
|
@ -525,3 +482,59 @@ AABox& AABox::operator += (const AABox& box) {
|
|||
}
|
||||
return (*this);
|
||||
}
|
||||
|
||||
void AABox::scale(const glm::vec3& scale) {
|
||||
_corner *= scale;
|
||||
_scale *= scale;
|
||||
}
|
||||
|
||||
|
||||
void AABox::rotate(const glm::quat& rotation) {
|
||||
auto minimum = _corner;
|
||||
auto maximum = _corner + _scale;
|
||||
|
||||
glm::vec3 bottomLeftNear(minimum.x, minimum.y, minimum.z);
|
||||
glm::vec3 bottomRightNear(maximum.x, minimum.y, minimum.z);
|
||||
glm::vec3 bottomLeftFar(minimum.x, minimum.y, maximum.z);
|
||||
glm::vec3 bottomRightFar(maximum.x, minimum.y, maximum.z);
|
||||
glm::vec3 topLeftNear(minimum.x, maximum.y, minimum.z);
|
||||
glm::vec3 topRightNear(maximum.x, maximum.y, minimum.z);
|
||||
glm::vec3 topLeftFar(minimum.x, maximum.y, maximum.z);
|
||||
glm::vec3 topRightFar(maximum.x, maximum.y, maximum.z);
|
||||
|
||||
glm::vec3 bottomLeftNearRotated = rotation * bottomLeftNear;
|
||||
glm::vec3 bottomRightNearRotated = rotation * bottomRightNear;
|
||||
glm::vec3 bottomLeftFarRotated = rotation * bottomLeftFar;
|
||||
glm::vec3 bottomRightFarRotated = rotation * bottomRightFar;
|
||||
glm::vec3 topLeftNearRotated = rotation * topLeftNear;
|
||||
glm::vec3 topRightNearRotated = rotation * topRightNear;
|
||||
glm::vec3 topLeftFarRotated = rotation * topLeftFar;
|
||||
glm::vec3 topRightFarRotated = rotation * topRightFar;
|
||||
|
||||
minimum = glm::min(bottomLeftNearRotated,
|
||||
glm::min(bottomRightNearRotated,
|
||||
glm::min(bottomLeftFarRotated,
|
||||
glm::min(bottomRightFarRotated,
|
||||
glm::min(topLeftNearRotated,
|
||||
glm::min(topRightNearRotated,
|
||||
glm::min(topLeftFarRotated,
|
||||
topRightFarRotated)))))));
|
||||
|
||||
maximum = glm::max(bottomLeftNearRotated,
|
||||
glm::max(bottomRightNearRotated,
|
||||
glm::max(bottomLeftFarRotated,
|
||||
glm::max(bottomRightFarRotated,
|
||||
glm::max(topLeftNearRotated,
|
||||
glm::max(topRightNearRotated,
|
||||
glm::max(topLeftFarRotated,
|
||||
topRightFarRotated)))))));
|
||||
|
||||
_corner = minimum;
|
||||
_scale = maximum - minimum;
|
||||
}
|
||||
|
||||
void AABox::transform(const Transform& transform) {
|
||||
scale(transform.getScale());
|
||||
rotate(transform.getRotation());
|
||||
translate(transform.getTranslation());
|
||||
}
|
|
@ -24,6 +24,7 @@
|
|||
|
||||
class AACube;
|
||||
class Extents;
|
||||
class Transform;
|
||||
|
||||
class AABox {
|
||||
|
||||
|
@ -40,12 +41,7 @@ public:
|
|||
void setBox(const glm::vec3& corner, float scale);
|
||||
glm::vec3 getVertexP(const glm::vec3& normal) const;
|
||||
glm::vec3 getVertexN(const glm::vec3& normal) const;
|
||||
|
||||
void shiftBy(const glm::vec3& delta) { _corner += delta; }
|
||||
void rotate(const glm::quat& rotation);
|
||||
void scale(float scale) { _corner *= scale; _scale *= scale; }
|
||||
void scale(const glm::vec3& scale) { _corner *= scale; _scale *= scale; }
|
||||
|
||||
|
||||
const glm::vec3& getCorner() const { return _corner; }
|
||||
const glm::vec3& getScale() const { return _scale; }
|
||||
const glm::vec3& getDimensions() const { return _scale; }
|
||||
|
@ -85,6 +81,20 @@ public:
|
|||
AABox& operator += (const glm::vec3& point);
|
||||
AABox& operator += (const AABox& box);
|
||||
|
||||
// Translate the AABox just moving the corner
|
||||
void translate(const glm::vec3& translation) { _corner += translation; }
|
||||
|
||||
// Rotate the AABox around its frame origin
|
||||
// meaning rotating the corners of the AABox around the point {0,0,0} and reevaluating the min max
|
||||
void rotate(const glm::quat& rotation);
|
||||
|
||||
/// Scale the AABox
|
||||
void scale(float scale);
|
||||
void scale(const glm::vec3& scale);
|
||||
|
||||
// Transform the extents with transform
|
||||
void transform(const Transform& transform);
|
||||
|
||||
bool isInvalid() const { return _corner == glm::vec3(std::numeric_limits<float>::infinity()); }
|
||||
|
||||
private:
|
||||
|
|
Loading…
Reference in a new issue