From 83280aa3f265abd320125e3cb1d07ef0e36a4c1f Mon Sep 17 00:00:00 2001 From: Brad Hefta-Gaub Date: Fri, 5 Aug 2016 09:42:57 -0700 Subject: [PATCH] implement support for updating the render items of models when they finish their fade --- .../entities-renderer/src/RenderableModelEntityItem.cpp | 6 ++++++ libraries/render-utils/src/MeshPartPayload.cpp | 7 +++++++ libraries/render-utils/src/MeshPartPayload.h | 4 ++++ libraries/render-utils/src/Model.cpp | 1 + libraries/render-utils/src/Model.h | 4 ++++ 5 files changed, 22 insertions(+) diff --git a/libraries/entities-renderer/src/RenderableModelEntityItem.cpp b/libraries/entities-renderer/src/RenderableModelEntityItem.cpp index 564a58708f..6c4cbe7a87 100644 --- a/libraries/entities-renderer/src/RenderableModelEntityItem.cpp +++ b/libraries/entities-renderer/src/RenderableModelEntityItem.cpp @@ -371,6 +371,12 @@ void RenderableModelEntityItem::render(RenderArgs* args) { PerformanceTimer perfTimer("RMEIrender"); assert(getType() == EntityTypes::Model); + // When the individual mesh parts of a model finish fading, they will mark their Model as needing updating + // we will watch for that and ask the model to update it's render items + if (_model && _model->getRenderItemsNeedUpdate()) { + _model->updateRenderItems(); + } + if (hasModel()) { // Prepare the current frame { diff --git a/libraries/render-utils/src/MeshPartPayload.cpp b/libraries/render-utils/src/MeshPartPayload.cpp index fe914f4d1a..3b78023496 100644 --- a/libraries/render-utils/src/MeshPartPayload.cpp +++ b/libraries/render-utils/src/MeshPartPayload.cpp @@ -526,6 +526,13 @@ void ModelMeshPartPayload::render(RenderArgs* args) const { return; // bail asap } + // When an individual mesh parts like this finishes its fade, we will mark the Model as + // having render items that need updating + if (_wasFading && !isStillFading()) { + _model->setRenderItemsNeedUpdate(); + } + _wasFading = isStillFading(); + gpu::Batch& batch = *(args->_batch); if (!getShapeKey().isValid()) { diff --git a/libraries/render-utils/src/MeshPartPayload.h b/libraries/render-utils/src/MeshPartPayload.h index 54878f3352..c2305f3741 100644 --- a/libraries/render-utils/src/MeshPartPayload.h +++ b/libraries/render-utils/src/MeshPartPayload.h @@ -12,6 +12,8 @@ #ifndef hifi_MeshPartPayload_h #define hifi_MeshPartPayload_h +#include + #include #include @@ -85,6 +87,7 @@ public: void startFade() { _fadeStartTime = usecTimestampNow(); } bool hasStartedFade() { return _hasStartedFade; } void setHasStartedFade(bool hasStartedFade) { _hasStartedFade = hasStartedFade; } + bool isStillFading() const { return Interpolate::calculateFadeRatio(_fadeStartTime) < 1.0f; } // Render Item interface render::ItemKey getKey() const override; @@ -108,6 +111,7 @@ public: private: quint64 _fadeStartTime { 0 }; bool _hasStartedFade { false }; + mutable bool _wasFading { false }; }; namespace render { diff --git a/libraries/render-utils/src/Model.cpp b/libraries/render-utils/src/Model.cpp index 2140f2a803..d41a518974 100644 --- a/libraries/render-utils/src/Model.cpp +++ b/libraries/render-utils/src/Model.cpp @@ -174,6 +174,7 @@ void Model::setOffset(const glm::vec3& offset) { void Model::updateRenderItems() { _needsUpdateClusterMatrices = true; + _renderItemsNeedUpdate = false; // queue up this work for later processing, at the end of update and just before rendering. // the application will ensure only the last lambda is actually invoked. diff --git a/libraries/render-utils/src/Model.h b/libraries/render-utils/src/Model.h index b95c0318b4..afaf5600ee 100644 --- a/libraries/render-utils/src/Model.h +++ b/libraries/render-utils/src/Model.h @@ -103,6 +103,8 @@ public: bool isVisible() const { return _isVisible; } void updateRenderItems(); + void setRenderItemsNeedUpdate() { _renderItemsNeedUpdate = true; } + bool getRenderItemsNeedUpdate() { return _renderItemsNeedUpdate; } AABox getRenderableMeshBound() const; bool maybeStartBlender(); @@ -396,6 +398,8 @@ protected: bool _geometryRequestFailed { false }; + bool _renderItemsNeedUpdate { false }; + private slots: void handleGeometryResourceFailure() { _geometryRequestFailed = true; } };