overte/libraries/render-utils/src/Model.cpp

2814 lines
117 KiB
C++

//
// Model.cpp
// interface/src/renderer
//
// Created by Andrzej Kapolka on 10/18/13.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <gpu/GPUConfig.h>
#include <QMetaType>
#include <QRunnable>
#include <QThreadPool>
#include <glm/gtx/transform.hpp>
#include <glm/gtx/norm.hpp>
#include <CapsuleShape.h>
#include <GeometryUtil.h>
#include <gpu/Batch.h>
#include <gpu/GLBackend.h>
#include <PathUtils.h>
#include <PerfStat.h>
#include "PhysicsEntity.h"
#include <ShapeCollider.h>
#include <SphereShape.h>
#include <ViewFrustum.h>
#include "AbstractViewStateInterface.h"
#include "AnimationHandle.h"
#include "DeferredLightingEffect.h"
#include "GlowEffect.h"
#include "Model.h"
#include "RenderUtilsLogging.h"
#include "model_vert.h"
#include "model_shadow_vert.h"
#include "model_normal_map_vert.h"
#include "model_lightmap_vert.h"
#include "model_lightmap_normal_map_vert.h"
#include "skin_model_vert.h"
#include "skin_model_shadow_vert.h"
#include "skin_model_normal_map_vert.h"
#include "model_frag.h"
#include "model_shadow_frag.h"
#include "model_normal_map_frag.h"
#include "model_normal_specular_map_frag.h"
#include "model_specular_map_frag.h"
#include "model_lightmap_frag.h"
#include "model_lightmap_normal_map_frag.h"
#include "model_lightmap_normal_specular_map_frag.h"
#include "model_lightmap_specular_map_frag.h"
#include "model_translucent_frag.h"
#define GLBATCH( call ) batch._##call
//#define GLBATCH( call ) call
using namespace std;
static int modelPointerTypeId = qRegisterMetaType<QPointer<Model> >();
static int weakNetworkGeometryPointerTypeId = qRegisterMetaType<QWeakPointer<NetworkGeometry> >();
static int vec3VectorTypeId = qRegisterMetaType<QVector<glm::vec3> >();
float Model::FAKE_DIMENSION_PLACEHOLDER = -1.0f;
Model::Model(QObject* parent) :
QObject(parent),
_scale(1.0f, 1.0f, 1.0f),
_scaleToFit(false),
_scaleToFitDimensions(0.0f),
_scaledToFit(false),
_snapModelToRegistrationPoint(false),
_snappedToRegistrationPoint(false),
_showTrueJointTransforms(true),
_lodDistance(0.0f),
_pupilDilation(0.0f),
_url("http://invalid.com"),
_blendNumber(0),
_appliedBlendNumber(0),
_calculatedMeshPartBoxesValid(false),
_calculatedMeshBoxesValid(false),
_calculatedMeshTrianglesValid(false),
_meshGroupsKnown(false),
_isWireframe(false),
_renderCollisionHull(false) {
// we may have been created in the network thread, but we live in the main thread
if (_viewState) {
moveToThread(_viewState->getMainThread());
}
}
Model::~Model() {
deleteGeometry();
}
Model::RenderPipelineLib Model::_renderPipelineLib;
const GLint MATERIAL_GPU_SLOT = 3;
void Model::RenderPipelineLib::addRenderPipeline(Model::RenderKey key,
gpu::ShaderPointer& vertexShader,
gpu::ShaderPointer& pixelShader ) {
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("materialBuffer"), MATERIAL_GPU_SLOT));
slotBindings.insert(gpu::Shader::Binding(std::string("diffuseMap"), 0));
slotBindings.insert(gpu::Shader::Binding(std::string("normalMap"), 1));
slotBindings.insert(gpu::Shader::Binding(std::string("specularMap"), 2));
slotBindings.insert(gpu::Shader::Binding(std::string("emissiveMap"), 3));
gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(vertexShader, pixelShader));
gpu::Shader::makeProgram(*program, slotBindings);
auto locations = std::shared_ptr<Locations>(new Locations());
initLocations(program, *locations);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
// Backface on shadow
if (key.isShadow()) {
state->setCullMode(gpu::State::CULL_FRONT);
state->setDepthBias(1.0f);
state->setDepthBiasSlopeScale(4.0f);
} else {
state->setCullMode(gpu::State::CULL_BACK);
}
// Z test depends if transparent or not
state->setDepthTest(true, !key.isTranslucent(), gpu::LESS_EQUAL);
// Blend on transparent
state->setBlendFunction(key.isTranslucent(),
gpu::State::SRC_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::INV_SRC_ALPHA,
gpu::State::FACTOR_ALPHA, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
// Good to go add the brand new pipeline
auto pipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, state));
insert(value_type(key.getRaw(), RenderPipeline(pipeline, locations)));
if (!key.isWireFrame()) {
RenderKey wireframeKey(key.getRaw() | RenderKey::IS_WIREFRAME);
gpu::StatePointer wireframeState = gpu::StatePointer(new gpu::State(state->getValues()));
wireframeState->setFillMode(gpu::State::FILL_LINE);
// create a new RenderPipeline with the same shader side and the mirrorState
auto wireframePipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, wireframeState));
insert(value_type(wireframeKey.getRaw(), RenderPipeline(wireframePipeline, locations)));
}
// If not a shadow pass, create the mirror version from the same state, just change the FrontFace
if (!key.isShadow()) {
RenderKey mirrorKey(key.getRaw() | RenderKey::IS_MIRROR);
gpu::StatePointer mirrorState = gpu::StatePointer(new gpu::State(state->getValues()));
mirrorState->setFrontFaceClockwise(true);
// create a new RenderPipeline with the same shader side and the mirrorState
auto mirrorPipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, mirrorState));
insert(value_type(mirrorKey.getRaw(), RenderPipeline(mirrorPipeline, locations)));
if (!key.isWireFrame()) {
RenderKey wireframeKey(key.getRaw() | RenderKey::IS_MIRROR | RenderKey::IS_WIREFRAME);
gpu::StatePointer wireframeState = gpu::StatePointer(new gpu::State(state->getValues()));;
wireframeState->setFillMode(gpu::State::FILL_LINE);
// create a new RenderPipeline with the same shader side and the mirrorState
auto wireframePipeline = gpu::PipelinePointer(gpu::Pipeline::create(program, wireframeState));
insert(value_type(wireframeKey.getRaw(), RenderPipeline(wireframePipeline, locations)));
}
}
}
void Model::RenderPipelineLib::initLocations(gpu::ShaderPointer& program, Model::Locations& locations) {
locations.alphaThreshold = program->getUniforms().findLocation("alphaThreshold");
locations.texcoordMatrices = program->getUniforms().findLocation("texcoordMatrices");
locations.emissiveParams = program->getUniforms().findLocation("emissiveParams");
locations.glowIntensity = program->getUniforms().findLocation("glowIntensity");
locations.specularTextureUnit = program->getTextures().findLocation("specularMap");
locations.emissiveTextureUnit = program->getTextures().findLocation("emissiveMap");
#if (GPU_FEATURE_PROFILE == GPU_CORE)
locations.materialBufferUnit = program->getBuffers().findLocation("materialBuffer");
#else
locations.materialBufferUnit = program->getUniforms().findLocation("materialBuffer");
#endif
locations.clusterMatrices = program->getUniforms().findLocation("clusterMatrices");
locations.clusterIndices = program->getInputs().findLocation("clusterIndices");;
locations.clusterWeights = program->getInputs().findLocation("clusterWeights");;
}
AbstractViewStateInterface* Model::_viewState = NULL;
void Model::setScale(const glm::vec3& scale) {
setScaleInternal(scale);
// if anyone sets scale manually, then we are no longer scaled to fit
_scaleToFit = false;
_scaledToFit = false;
}
void Model::setScaleInternal(const glm::vec3& scale) {
float scaleLength = glm::length(_scale);
float relativeDeltaScale = glm::length(_scale - scale) / scaleLength;
const float ONE_PERCENT = 0.01f;
if (relativeDeltaScale > ONE_PERCENT || scaleLength < EPSILON) {
_scale = scale;
initJointTransforms();
if (_shapes.size() > 0) {
clearShapes();
buildShapes();
}
}
}
void Model::setOffset(const glm::vec3& offset) {
_offset = offset;
// if someone manually sets our offset, then we are no longer snapped to center
_snapModelToRegistrationPoint = false;
_snappedToRegistrationPoint = false;
}
QVector<JointState> Model::createJointStates(const FBXGeometry& geometry) {
QVector<JointState> jointStates;
for (int i = 0; i < geometry.joints.size(); ++i) {
const FBXJoint& joint = geometry.joints[i];
// store a pointer to the FBXJoint in the JointState
JointState state;
state.setFBXJoint(&joint);
jointStates.append(state);
}
return jointStates;
};
void Model::initJointTransforms() {
// compute model transforms
int numStates = _jointStates.size();
for (int i = 0; i < numStates; ++i) {
JointState& state = _jointStates[i];
const FBXJoint& joint = state.getFBXJoint();
int parentIndex = joint.parentIndex;
if (parentIndex == -1) {
const FBXGeometry& geometry = _geometry->getFBXGeometry();
// NOTE: in practice geometry.offset has a non-unity scale (rather than a translation)
glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
state.initTransform(parentTransform);
} else {
const JointState& parentState = _jointStates.at(parentIndex);
state.initTransform(parentState.getTransform());
}
}
}
void Model::init() {
if (_renderPipelineLib.empty()) {
// Vertex shaders
auto modelVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(model_vert)));
auto modelNormalMapVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(model_normal_map_vert)));
auto modelLightmapVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(model_lightmap_vert)));
auto modelLightmapNormalMapVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(model_lightmap_normal_map_vert)));
auto modelShadowVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(model_shadow_vert)));
auto skinModelVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(skin_model_vert)));
auto skinModelNormalMapVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(skin_model_normal_map_vert)));
auto skinModelShadowVertex = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(skin_model_shadow_vert)));
// Pixel shaders
auto modelPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_frag)));
auto modelNormalMapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_normal_map_frag)));
auto modelSpecularMapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_specular_map_frag)));
auto modelNormalSpecularMapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_normal_specular_map_frag)));
auto modelTranslucentPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_translucent_frag)));
auto modelShadowPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_shadow_frag)));
auto modelLightmapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_lightmap_frag)));
auto modelLightmapNormalMapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_lightmap_normal_map_frag)));
auto modelLightmapSpecularMapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_lightmap_specular_map_frag)));
auto modelLightmapNormalSpecularMapPixel = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_lightmap_normal_specular_map_frag)));
// Fill the renderPipelineLib
_renderPipelineLib.addRenderPipeline(
RenderKey(0),
modelVertex, modelPixel);
_renderPipelineLib.addRenderPipeline(
RenderKey(RenderKey::HAS_TANGENTS),
modelNormalMapVertex, modelNormalMapPixel);
_renderPipelineLib.addRenderPipeline(
RenderKey(RenderKey::HAS_SPECULAR),
modelVertex, modelSpecularMapPixel);
_renderPipelineLib.addRenderPipeline(
RenderKey(RenderKey::HAS_TANGENTS | RenderKey::HAS_SPECULAR),
modelNormalMapVertex, modelNormalSpecularMapPixel);
_renderPipelineLib.addRenderPipeline(
RenderKey(RenderKey::IS_TRANSLUCENT),
modelVertex, modelTranslucentPixel);
_renderPipelineLib.addRenderPipeline(
RenderKey(RenderKey::HAS_TANGENTS | RenderKey::IS_TRANSLUCENT),
modelNormalMapVertex, modelTranslucentPixel);
_renderPipelineLib.addRenderPipeline(
RenderKey(RenderKey::HAS_SPECULAR | RenderKey::IS_TRANSLUCENT),
modelVertex, modelTranslucentPixel);
_renderPipelineLib.addRenderPipeline(
RenderKey(RenderKey::HAS_TANGENTS | RenderKey::HAS_SPECULAR | RenderKey::IS_TRANSLUCENT),
modelNormalMapVertex, modelTranslucentPixel);
_renderPipelineLib.addRenderPipeline(
RenderKey(RenderKey::HAS_LIGHTMAP),
modelLightmapVertex, modelLightmapPixel);
_renderPipelineLib.addRenderPipeline(
RenderKey(RenderKey::HAS_LIGHTMAP | RenderKey::HAS_TANGENTS),
modelLightmapNormalMapVertex, modelLightmapNormalMapPixel);
_renderPipelineLib.addRenderPipeline(
RenderKey(RenderKey::HAS_LIGHTMAP | RenderKey::HAS_SPECULAR),
modelLightmapVertex, modelLightmapSpecularMapPixel);
_renderPipelineLib.addRenderPipeline(
RenderKey(RenderKey::HAS_LIGHTMAP | RenderKey::HAS_TANGENTS | RenderKey::HAS_SPECULAR),
modelLightmapNormalMapVertex, modelLightmapNormalSpecularMapPixel);
_renderPipelineLib.addRenderPipeline(
RenderKey(RenderKey::IS_SKINNED),
skinModelVertex, modelPixel);
_renderPipelineLib.addRenderPipeline(
RenderKey(RenderKey::IS_SKINNED | RenderKey::HAS_TANGENTS),
skinModelNormalMapVertex, modelNormalMapPixel);
_renderPipelineLib.addRenderPipeline(
RenderKey(RenderKey::IS_SKINNED | RenderKey::HAS_SPECULAR),
skinModelVertex, modelSpecularMapPixel);
_renderPipelineLib.addRenderPipeline(
RenderKey(RenderKey::IS_SKINNED | RenderKey::HAS_TANGENTS | RenderKey::HAS_SPECULAR),
skinModelNormalMapVertex, modelNormalSpecularMapPixel);
_renderPipelineLib.addRenderPipeline(
RenderKey(RenderKey::IS_SKINNED | RenderKey::IS_TRANSLUCENT),
skinModelVertex, modelTranslucentPixel);
_renderPipelineLib.addRenderPipeline(
RenderKey(RenderKey::IS_SKINNED | RenderKey::HAS_TANGENTS | RenderKey::IS_TRANSLUCENT),
skinModelNormalMapVertex, modelTranslucentPixel);
_renderPipelineLib.addRenderPipeline(
RenderKey(RenderKey::IS_SKINNED | RenderKey::HAS_SPECULAR | RenderKey::IS_TRANSLUCENT),
skinModelVertex, modelTranslucentPixel);
_renderPipelineLib.addRenderPipeline(
RenderKey(RenderKey::IS_SKINNED | RenderKey::HAS_TANGENTS | RenderKey::HAS_SPECULAR | RenderKey::IS_TRANSLUCENT),
skinModelNormalMapVertex, modelTranslucentPixel);
_renderPipelineLib.addRenderPipeline(
RenderKey(RenderKey::IS_DEPTH_ONLY | RenderKey::IS_SHADOW),
modelShadowVertex, modelShadowPixel);
_renderPipelineLib.addRenderPipeline(
RenderKey(RenderKey::IS_SKINNED | RenderKey::IS_DEPTH_ONLY | RenderKey::IS_SHADOW),
skinModelShadowVertex, modelShadowPixel);
}
}
void Model::reset() {
if (_jointStates.isEmpty()) {
return;
}
foreach (Model* attachment, _attachments) {
attachment->reset();
}
const FBXGeometry& geometry = _geometry->getFBXGeometry();
for (int i = 0; i < _jointStates.size(); i++) {
_jointStates[i].setRotationInConstrainedFrame(geometry.joints.at(i).rotation, 0.0f);
}
_meshGroupsKnown = false;
}
bool Model::updateGeometry() {
// NOTE: this is a recursive call that walks all attachments, and their attachments
bool needFullUpdate = false;
for (int i = 0; i < _attachments.size(); i++) {
Model* model = _attachments.at(i);
if (model->updateGeometry()) {
needFullUpdate = true;
}
}
bool needToRebuild = false;
if (_nextGeometry) {
_nextGeometry = _nextGeometry->getLODOrFallback(_lodDistance, _nextLODHysteresis);
_nextGeometry->setLoadPriority(this, -_lodDistance);
_nextGeometry->ensureLoading();
if (_nextGeometry->isLoaded()) {
applyNextGeometry();
needToRebuild = true;
}
}
if (!_geometry) {
// geometry is not ready
return false;
}
QSharedPointer<NetworkGeometry> geometry = _geometry->getLODOrFallback(_lodDistance, _lodHysteresis);
if (_geometry != geometry) {
// NOTE: it is theoretically impossible to reach here after passing through the applyNextGeometry() call above.
// Which means we don't need to worry about calling deleteGeometry() below immediately after creating new geometry.
const FBXGeometry& newGeometry = geometry->getFBXGeometry();
QVector<JointState> newJointStates = createJointStates(newGeometry);
if (! _jointStates.isEmpty()) {
// copy the existing joint states
const FBXGeometry& oldGeometry = _geometry->getFBXGeometry();
for (QHash<QString, int>::const_iterator it = oldGeometry.jointIndices.constBegin();
it != oldGeometry.jointIndices.constEnd(); it++) {
int oldIndex = it.value() - 1;
int newIndex = newGeometry.getJointIndex(it.key());
if (newIndex != -1) {
newJointStates[newIndex].copyState(_jointStates[oldIndex]);
}
}
}
deleteGeometry();
_dilatedTextures.clear();
_geometry = geometry;
_meshGroupsKnown = false;
initJointStates(newJointStates);
needToRebuild = true;
} else if (_jointStates.isEmpty()) {
const FBXGeometry& fbxGeometry = geometry->getFBXGeometry();
if (fbxGeometry.joints.size() > 0) {
initJointStates(createJointStates(fbxGeometry));
needToRebuild = true;
}
} else if (!geometry->isLoaded()) {
deleteGeometry();
_dilatedTextures.clear();
}
_geometry->setLoadPriority(this, -_lodDistance);
_geometry->ensureLoading();
if (needToRebuild) {
const FBXGeometry& fbxGeometry = geometry->getFBXGeometry();
foreach (const FBXMesh& mesh, fbxGeometry.meshes) {
MeshState state;
state.clusterMatrices.resize(mesh.clusters.size());
_meshStates.append(state);
gpu::BufferPointer buffer(new gpu::Buffer());
if (!mesh.blendshapes.isEmpty()) {
buffer->resize((mesh.vertices.size() + mesh.normals.size()) * sizeof(glm::vec3));
buffer->setSubData(0, mesh.vertices.size() * sizeof(glm::vec3), (gpu::Byte*) mesh.vertices.constData());
buffer->setSubData(mesh.vertices.size() * sizeof(glm::vec3),
mesh.normals.size() * sizeof(glm::vec3), (gpu::Byte*) mesh.normals.constData());
}
_blendedVertexBuffers.push_back(buffer);
}
foreach (const FBXAttachment& attachment, fbxGeometry.attachments) {
Model* model = new Model(this);
model->init();
model->setURL(attachment.url);
_attachments.append(model);
}
needFullUpdate = true;
}
return needFullUpdate;
}
// virtual
void Model::initJointStates(QVector<JointState> states) {
_jointStates = states;
initJointTransforms();
int numStates = _jointStates.size();
float radius = 0.0f;
for (int i = 0; i < numStates; ++i) {
float distance = glm::length(_jointStates[i].getPosition());
if (distance > radius) {
radius = distance;
}
_jointStates[i].buildConstraint();
}
for (int i = 0; i < _jointStates.size(); i++) {
_jointStates[i].slaveVisibleTransform();
}
_boundingRadius = radius;
}
bool Model::findRayIntersectionAgainstSubMeshes(const glm::vec3& origin, const glm::vec3& direction, float& distance,
BoxFace& face, QString& extraInfo, bool pickAgainstTriangles) {
bool intersectedSomething = false;
// if we aren't active, we can't ray pick yet...
if (!isActive()) {
return intersectedSomething;
}
// extents is the entity relative, scaled, centered extents of the entity
glm::vec3 position = _translation;
glm::mat4 rotation = glm::mat4_cast(_rotation);
glm::mat4 translation = glm::translate(position);
glm::mat4 modelToWorldMatrix = translation * rotation;
glm::mat4 worldToModelMatrix = glm::inverse(modelToWorldMatrix);
Extents modelExtents = getMeshExtents(); // NOTE: unrotated
glm::vec3 dimensions = modelExtents.maximum - modelExtents.minimum;
glm::vec3 corner = -(dimensions * _registrationPoint); // since we're going to do the ray picking in the model frame of reference
AABox modelFrameBox(corner, dimensions);
glm::vec3 modelFrameOrigin = glm::vec3(worldToModelMatrix * glm::vec4(origin, 1.0f));
glm::vec3 modelFrameDirection = glm::vec3(worldToModelMatrix * glm::vec4(direction, 0.0f));
// we can use the AABox's ray intersection by mapping our origin and direction into the model frame
// and testing intersection there.
if (modelFrameBox.findRayIntersection(modelFrameOrigin, modelFrameDirection, distance, face)) {
float bestDistance = std::numeric_limits<float>::max();
float distanceToSubMesh;
BoxFace subMeshFace;
int subMeshIndex = 0;
const FBXGeometry& geometry = _geometry->getFBXGeometry();
// If we hit the models box, then consider the submeshes...
_mutex.lock();
foreach(const AABox& subMeshBox, _calculatedMeshBoxes) {
if (subMeshBox.findRayIntersection(origin, direction, distanceToSubMesh, subMeshFace)) {
if (distanceToSubMesh < bestDistance) {
if (pickAgainstTriangles) {
if (!_calculatedMeshTrianglesValid) {
recalculateMeshBoxes(pickAgainstTriangles);
}
// check our triangles here....
const QVector<Triangle>& meshTriangles = _calculatedMeshTriangles[subMeshIndex];
int t = 0;
foreach (const Triangle& triangle, meshTriangles) {
t++;
float thisTriangleDistance;
if (findRayTriangleIntersection(origin, direction, triangle, thisTriangleDistance)) {
if (thisTriangleDistance < bestDistance) {
bestDistance = thisTriangleDistance;
intersectedSomething = true;
face = subMeshFace;
extraInfo = geometry.getModelNameOfMesh(subMeshIndex);
}
}
}
} else {
// this is the non-triangle picking case...
bestDistance = distanceToSubMesh;
intersectedSomething = true;
face = subMeshFace;
extraInfo = geometry.getModelNameOfMesh(subMeshIndex);
}
}
}
subMeshIndex++;
}
_mutex.unlock();
if (intersectedSomething) {
distance = bestDistance;
}
return intersectedSomething;
}
return intersectedSomething;
}
bool Model::convexHullContains(glm::vec3 point) {
// if we aren't active, we can't compute that yet...
if (!isActive()) {
return false;
}
// extents is the entity relative, scaled, centered extents of the entity
glm::vec3 position = _translation;
glm::mat4 rotation = glm::mat4_cast(_rotation);
glm::mat4 translation = glm::translate(position);
glm::mat4 modelToWorldMatrix = translation * rotation;
glm::mat4 worldToModelMatrix = glm::inverse(modelToWorldMatrix);
Extents modelExtents = getMeshExtents(); // NOTE: unrotated
glm::vec3 dimensions = modelExtents.maximum - modelExtents.minimum;
glm::vec3 corner = -(dimensions * _registrationPoint);
AABox modelFrameBox(corner, dimensions);
glm::vec3 modelFramePoint = glm::vec3(worldToModelMatrix * glm::vec4(point, 1.0f));
// we can use the AABox's contains() by mapping our point into the model frame
// and testing there.
if (modelFrameBox.contains(modelFramePoint)){
_mutex.lock();
if (!_calculatedMeshTrianglesValid) {
recalculateMeshBoxes(true);
}
// If we are inside the models box, then consider the submeshes...
int subMeshIndex = 0;
foreach(const AABox& subMeshBox, _calculatedMeshBoxes) {
if (subMeshBox.contains(point)) {
bool insideMesh = true;
// To be inside the sub mesh, we need to be behind every triangles' planes
const QVector<Triangle>& meshTriangles = _calculatedMeshTriangles[subMeshIndex];
foreach (const Triangle& triangle, meshTriangles) {
if (!isPointBehindTrianglesPlane(point, triangle.v0, triangle.v1, triangle.v2)) {
// it's not behind at least one so we bail
insideMesh = false;
break;
}
}
if (insideMesh) {
// It's inside this mesh, return true.
_mutex.unlock();
return true;
}
}
subMeshIndex++;
}
_mutex.unlock();
}
// It wasn't in any mesh, return false.
return false;
}
// TODO: we seem to call this too often when things haven't actually changed... look into optimizing this
// Any script might trigger findRayIntersectionAgainstSubMeshes (and maybe convexHullContains), so these
// can occur multiple times. In addition, rendering does it's own ray picking in order to decide which
// entity-scripts to call. I think it would be best to do the picking once-per-frame (in cpu, or gpu if possible)
// and then the calls use the most recent such result.
void Model::recalculateMeshBoxes(bool pickAgainstTriangles) {
bool calculatedMeshTrianglesNeeded = pickAgainstTriangles && !_calculatedMeshTrianglesValid;
if (!_calculatedMeshBoxesValid || calculatedMeshTrianglesNeeded || (!_calculatedMeshPartBoxesValid && pickAgainstTriangles) ) {
const FBXGeometry& geometry = _geometry->getFBXGeometry();
int numberOfMeshes = geometry.meshes.size();
_calculatedMeshBoxes.resize(numberOfMeshes);
_calculatedMeshTriangles.clear();
_calculatedMeshTriangles.resize(numberOfMeshes);
_calculatedMeshPartBoxes.clear();
for (int i = 0; i < numberOfMeshes; i++) {
const FBXMesh& mesh = geometry.meshes.at(i);
Extents scaledMeshExtents = calculateScaledOffsetExtents(mesh.meshExtents);
_calculatedMeshBoxes[i] = AABox(scaledMeshExtents);
if (pickAgainstTriangles) {
QVector<Triangle> thisMeshTriangles;
for (int j = 0; j < mesh.parts.size(); j++) {
const FBXMeshPart& part = mesh.parts.at(j);
bool atLeastOnePointInBounds = false;
AABox thisPartBounds;
const int INDICES_PER_TRIANGLE = 3;
const int INDICES_PER_QUAD = 4;
if (part.quadIndices.size() > 0) {
int numberOfQuads = part.quadIndices.size() / INDICES_PER_QUAD;
int vIndex = 0;
for (int q = 0; q < numberOfQuads; q++) {
int i0 = part.quadIndices[vIndex++];
int i1 = part.quadIndices[vIndex++];
int i2 = part.quadIndices[vIndex++];
int i3 = part.quadIndices[vIndex++];
glm::vec3 v0 = calculateScaledOffsetPoint(glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i0], 1.0f)));
glm::vec3 v1 = calculateScaledOffsetPoint(glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i1], 1.0f)));
glm::vec3 v2 = calculateScaledOffsetPoint(glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i2], 1.0f)));
glm::vec3 v3 = calculateScaledOffsetPoint(glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i3], 1.0f)));
// Sam's recommended triangle slices
Triangle tri1 = { v0, v1, v3 };
Triangle tri2 = { v1, v2, v3 };
// NOTE: Random guy on the internet's recommended triangle slices
//Triangle tri1 = { v0, v1, v2 };
//Triangle tri2 = { v2, v3, v0 };
thisMeshTriangles.push_back(tri1);
thisMeshTriangles.push_back(tri2);
if (!atLeastOnePointInBounds) {
thisPartBounds.setBox(v0, 0.0f);
atLeastOnePointInBounds = true;
}
thisPartBounds += v0;
thisPartBounds += v1;
thisPartBounds += v2;
thisPartBounds += v3;
}
}
if (part.triangleIndices.size() > 0) {
int numberOfTris = part.triangleIndices.size() / INDICES_PER_TRIANGLE;
int vIndex = 0;
for (int t = 0; t < numberOfTris; t++) {
int i0 = part.triangleIndices[vIndex++];
int i1 = part.triangleIndices[vIndex++];
int i2 = part.triangleIndices[vIndex++];
glm::vec3 v0 = calculateScaledOffsetPoint(glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i0], 1.0f)));
glm::vec3 v1 = calculateScaledOffsetPoint(glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i1], 1.0f)));
glm::vec3 v2 = calculateScaledOffsetPoint(glm::vec3(mesh.modelTransform * glm::vec4(mesh.vertices[i2], 1.0f)));
Triangle tri = { v0, v1, v2 };
thisMeshTriangles.push_back(tri);
if (!atLeastOnePointInBounds) {
thisPartBounds.setBox(v0, 0.0f);
atLeastOnePointInBounds = true;
}
thisPartBounds += v0;
thisPartBounds += v1;
thisPartBounds += v2;
}
}
_calculatedMeshPartBoxes[QPair<int,int>(i, j)] = thisPartBounds;
}
_calculatedMeshTriangles[i] = thisMeshTriangles;
_calculatedMeshPartBoxesValid = true;
}
}
_calculatedMeshBoxesValid = true;
_calculatedMeshTrianglesValid = pickAgainstTriangles;
}
}
void Model::renderSetup(RenderArgs* args) {
// if we don't have valid mesh boxes, calculate them now, this only matters in cases
// where our caller has passed RenderArgs which will include a view frustum we can cull
// against. We cache the results of these calculations so long as the model hasn't been
// simulated and the mesh hasn't changed.
if (args && !_calculatedMeshBoxesValid) {
_mutex.lock();
recalculateMeshBoxes();
_mutex.unlock();
}
// set up dilated textures on first render after load/simulate
const FBXGeometry& geometry = _geometry->getFBXGeometry();
if (_dilatedTextures.isEmpty()) {
foreach (const FBXMesh& mesh, geometry.meshes) {
QVector<QSharedPointer<Texture> > dilated;
dilated.resize(mesh.parts.size());
_dilatedTextures.append(dilated);
}
}
if (!_meshGroupsKnown && isLoadedWithTextures()) {
segregateMeshGroups();
}
}
class TransparentMeshPart {
public:
TransparentMeshPart(Model* model, int meshIndex, int partIndex) : model(model), meshIndex(meshIndex), partIndex(partIndex) { }
typedef render::Payload<TransparentMeshPart> Payload;
typedef Payload::DataPointer Pointer;
Model* model;
int meshIndex;
int partIndex;
};
namespace render {
template <> const ItemKey payloadGetKey(const TransparentMeshPart::Pointer& payload) {
return ItemKey::Builder::transparentShape();
}
template <> const Item::Bound payloadGetBound(const TransparentMeshPart::Pointer& payload) {
if (payload) {
return payload->model->getPartBounds(payload->meshIndex, payload->partIndex);
}
return render::Item::Bound();
}
template <> void payloadRender(const TransparentMeshPart::Pointer& payload, RenderArgs* args) {
if (args) {
args->_elementsTouched++;
//qDebug() << "would be TransparentMeshPart: " << payload->meshIndex << "," << payload->partIndex;
return payload->model->renderPart(args, payload->meshIndex, payload->partIndex, true);
}
}
}
class OpaqueMeshPart {
public:
OpaqueMeshPart(Model* model, int meshIndex, int partIndex) : model(model), meshIndex(meshIndex), partIndex(partIndex) { }
typedef render::Payload<OpaqueMeshPart> Payload;
typedef Payload::DataPointer Pointer;
Model* model;
int meshIndex;
int partIndex;
};
namespace render {
template <> const ItemKey payloadGetKey(const OpaqueMeshPart::Pointer& payload) {
return ItemKey::Builder::opaqueShape();
}
template <> const Item::Bound payloadGetBound(const OpaqueMeshPart::Pointer& payload) {
if (payload) {
return payload->model->getPartBounds(payload->meshIndex, payload->partIndex);
}
return render::Item::Bound();
}
template <> void payloadRender(const OpaqueMeshPart::Pointer& payload, RenderArgs* args) {
if (args) {
args->_elementsTouched++;
return payload->model->renderPart(args, payload->meshIndex, payload->partIndex, false);
}
}
}
bool Model::addToScene(std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges) {
bool somethingAdded = false;
// allow the attachments to add to scene
foreach (Model* attachment, _attachments) {
bool attachementSomethingAdded = attachment->addToScene(scene, pendingChanges);
somethingAdded = somethingAdded || attachementSomethingAdded;
}
foreach (auto renderItem, _transparentRenderItems) {
auto item = scene->allocateID();
auto renderData = TransparentMeshPart::Pointer(renderItem);
auto renderPayload = render::PayloadPointer(new TransparentMeshPart::Payload(renderData));
pendingChanges.resetItem(item, renderPayload);
_renderItems << item;
somethingAdded = true;
}
foreach (auto renderItem, _opaqueRenderItems) {
auto item = scene->allocateID();
auto renderData = OpaqueMeshPart::Pointer(renderItem);
auto renderPayload = render::PayloadPointer(new OpaqueMeshPart::Payload(renderData));
pendingChanges.resetItem(item, renderPayload);
_renderItems << item;
somethingAdded = true;
}
return somethingAdded;
}
void Model::removeFromScene(std::shared_ptr<render::Scene> scene, render::PendingChanges& pendingChanges) {
// allow the attachments to remove to scene
foreach (Model* attachment, _attachments) {
attachment->removeFromScene(scene, pendingChanges);
}
foreach (auto item, _renderItems) {
pendingChanges.removeItem(item);
}
_renderItems.clear();
}
bool Model::render(RenderArgs* renderArgs, float alpha) {
PROFILE_RANGE(__FUNCTION__);
// render the attachments
foreach (Model* attachment, _attachments) {
attachment->render(renderArgs, alpha);
}
if (_meshStates.isEmpty()) {
return false;
}
renderSetup(renderArgs);
return renderCore(renderArgs, alpha);
}
bool Model::renderCore(RenderArgs* args, float alpha) {
PROFILE_RANGE(__FUNCTION__);
if (!_viewState) {
return false;
}
auto mode = args->_renderMode;
// Let's introduce a gpu::Batch to capture all the calls to the graphics api
_renderBatch.clear();
gpu::Batch& batch = _renderBatch;
// Setup the projection matrix
if (args && args->_viewFrustum) {
glm::mat4 proj;
// If for easier debug depending on the pass
if (mode == RenderArgs::SHADOW_RENDER_MODE) {
args->_viewFrustum->evalProjectionMatrix(proj);
} else {
args->_viewFrustum->evalProjectionMatrix(proj);
}
batch.setProjectionTransform(proj);
}
// Capture the view matrix once for the rendering of this model
if (_transforms.empty()) {
_transforms.push_back(Transform());
}
_transforms[0] = _viewState->getViewTransform();
// apply entity translation offset to the viewTransform in one go (it's a preTranslate because viewTransform goes from world to eye space)
_transforms[0].preTranslate(-_translation);
batch.setViewTransform(_transforms[0]);
/*DependencyManager::get<TextureCache>()->setPrimaryDrawBuffers(
mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::DIFFUSE_RENDER_MODE,
mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::NORMAL_RENDER_MODE,
mode == RenderArgs::DEFAULT_RENDER_MODE);
*/
/*if (mode != RenderArgs::SHADOW_RENDER_MODE)*/ {
GLenum buffers[3];
int bufferCount = 0;
// if (mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::DIFFUSE_RENDER_MODE) {
if (mode != RenderArgs::SHADOW_RENDER_MODE) {
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
}
// if (mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::NORMAL_RENDER_MODE) {
if (mode != RenderArgs::SHADOW_RENDER_MODE) {
buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
}
// if (mode == RenderArgs::DEFAULT_RENDER_MODE) {
if (mode != RenderArgs::SHADOW_RENDER_MODE) {
buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
}
GLBATCH(glDrawBuffers)(bufferCount, buffers);
// batch.setFramebuffer(DependencyManager::get<TextureCache>()->getPrimaryOpaqueFramebuffer());
}
const float DEFAULT_ALPHA_THRESHOLD = 0.5f;
//renderMeshes(batch, mode, translucent, alphaThreshold, hasTangents, hasSpecular, isSkinned, args, forceRenderMeshes);
int opaqueMeshPartsRendered = 0;
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, false, false, args, true);
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, true, false, args, true);
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, true, false, false, args, true);
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, true, true, false, args, true);
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, false, false, false, args, true);
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, false, true, false, args, true);
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, true, false, false, args, true);
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, true, true, false, args, true);
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, false, false, false, args, true);
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, true, false, false, args, true);
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, false, false, false, args, true);
opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, true, false, false, args, true);
// render translucent meshes afterwards
//DependencyManager::get<TextureCache>()->setPrimaryDrawBuffers(false, true, true);
{
GLenum buffers[2];
int bufferCount = 0;
buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
GLBATCH(glDrawBuffers)(bufferCount, buffers);
}
int translucentMeshPartsRendered = 0;
const float MOSTLY_OPAQUE_THRESHOLD = 0.75f;
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, false, false, false, args, true);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, false, true, false, args, true);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, true, false, false, args, true);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, true, true, false, args, true);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, false, false, false, args, true);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, false, true, false, args, true);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, false, false, args, true);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, true, false, args, true);
{
GLenum buffers[1];
int bufferCount = 0;
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
GLBATCH(glDrawBuffers)(bufferCount, buffers);
}
// if (mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::DIFFUSE_RENDER_MODE) {
if (mode != RenderArgs::SHADOW_RENDER_MODE) {
// batch.setFramebuffer(DependencyManager::get<TextureCache>()->getPrimaryTransparentFramebuffer());
const float MOSTLY_TRANSPARENT_THRESHOLD = 0.0f;
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, false, false, args, true);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, true, false, args, true);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, true, false, false, args, true);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, true, true, false, args, true);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, false, false, false, args, true);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, false, true, false, args, true);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, false, false, args, true);
translucentMeshPartsRendered += renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, true, false, args, true);
// batch.setFramebuffer(DependencyManager::get<TextureCache>()->getPrimaryOpaqueFramebuffer());
}
GLBATCH(glDepthMask)(true);
GLBATCH(glDepthFunc)(GL_LESS);
GLBATCH(glDisable)(GL_CULL_FACE);
if (mode == RenderArgs::SHADOW_RENDER_MODE) {
GLBATCH(glCullFace)(GL_BACK);
}
GLBATCH(glActiveTexture)(GL_TEXTURE0 + 1);
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
GLBATCH(glActiveTexture)(GL_TEXTURE0 + 2);
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
GLBATCH(glActiveTexture)(GL_TEXTURE0 + 3);
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
GLBATCH(glActiveTexture)(GL_TEXTURE0);
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
// deactivate vertex arrays after drawing
GLBATCH(glDisableClientState)(GL_NORMAL_ARRAY);
GLBATCH(glDisableClientState)(GL_VERTEX_ARRAY);
GLBATCH(glDisableClientState)(GL_TEXTURE_COORD_ARRAY);
GLBATCH(glDisableClientState)(GL_COLOR_ARRAY);
GLBATCH(glDisableVertexAttribArray)(gpu::Stream::TANGENT);
GLBATCH(glDisableVertexAttribArray)(gpu::Stream::SKIN_CLUSTER_INDEX);
GLBATCH(glDisableVertexAttribArray)(gpu::Stream::SKIN_CLUSTER_WEIGHT);
// bind with 0 to switch back to normal operation
GLBATCH(glBindBuffer)(GL_ARRAY_BUFFER, 0);
GLBATCH(glBindBuffer)(GL_ELEMENT_ARRAY_BUFFER, 0);
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
// Back to no program
GLBATCH(glUseProgram)(0);
// Render!
{
PROFILE_RANGE("render Batch");
#if defined(ANDROID)
#else
glPushMatrix();
#endif
::gpu::GLBackend::renderBatch(batch, true); // force sync with gl state here
#if defined(ANDROID)
#else
glPopMatrix();
#endif
}
// restore all the default material settings
_viewState->setupWorldLight();
if (args) {
args->_translucentMeshPartsRendered = translucentMeshPartsRendered;
args->_opaqueMeshPartsRendered = opaqueMeshPartsRendered;
}
#ifdef WANT_DEBUG_MESHBOXES
renderDebugMeshBoxes();
#endif
return true;
}
void Model::renderDebugMeshBoxes() {
int colorNdx = 0;
_mutex.lock();
foreach(AABox box, _calculatedMeshBoxes) {
if (_debugMeshBoxesID == GeometryCache::UNKNOWN_ID) {
_debugMeshBoxesID = DependencyManager::get<GeometryCache>()->allocateID();
}
QVector<glm::vec3> points;
glm::vec3 brn = box.getCorner();
glm::vec3 bln = brn + glm::vec3(box.getDimensions().x, 0, 0);
glm::vec3 brf = brn + glm::vec3(0, 0, box.getDimensions().z);
glm::vec3 blf = brn + glm::vec3(box.getDimensions().x, 0, box.getDimensions().z);
glm::vec3 trn = brn + glm::vec3(0, box.getDimensions().y, 0);
glm::vec3 tln = bln + glm::vec3(0, box.getDimensions().y, 0);
glm::vec3 trf = brf + glm::vec3(0, box.getDimensions().y, 0);
glm::vec3 tlf = blf + glm::vec3(0, box.getDimensions().y, 0);
points << brn << bln;
points << brf << blf;
points << brn << brf;
points << bln << blf;
points << trn << tln;
points << trf << tlf;
points << trn << trf;
points << tln << tlf;
points << brn << trn;
points << brf << trf;
points << bln << tln;
points << blf << tlf;
glm::vec4 color[] = {
{ 1.0f, 0.0f, 0.0f, 1.0f }, // red
{ 0.0f, 1.0f, 0.0f, 1.0f }, // green
{ 0.0f, 0.0f, 1.0f, 1.0f }, // blue
{ 1.0f, 0.0f, 1.0f, 1.0f }, // purple
{ 1.0f, 1.0f, 0.0f, 1.0f }, // yellow
{ 0.0f, 1.0f, 1.0f, 1.0f }, // cyan
{ 1.0f, 1.0f, 1.0f, 1.0f }, // white
{ 0.0f, 0.5f, 0.0f, 1.0f },
{ 0.0f, 0.0f, 0.5f, 1.0f },
{ 0.5f, 0.0f, 0.5f, 1.0f },
{ 0.5f, 0.5f, 0.0f, 1.0f },
{ 0.0f, 0.5f, 0.5f, 1.0f } };
DependencyManager::get<GeometryCache>()->updateVertices(_debugMeshBoxesID, points, color[colorNdx]);
DependencyManager::get<GeometryCache>()->renderVertices(gpu::LINES, _debugMeshBoxesID);
colorNdx++;
}
_mutex.unlock();
}
Extents Model::getBindExtents() const {
if (!isActive()) {
return Extents();
}
const Extents& bindExtents = _geometry->getFBXGeometry().bindExtents;
Extents scaledExtents = { bindExtents.minimum * _scale, bindExtents.maximum * _scale };
return scaledExtents;
}
Extents Model::getMeshExtents() const {
if (!isActive()) {
return Extents();
}
const Extents& extents = _geometry->getFBXGeometry().meshExtents;
// even though our caller asked for "unscaled" we need to include any fst scaling, translation, and rotation, which
// is captured in the offset matrix
glm::vec3 minimum = glm::vec3(_geometry->getFBXGeometry().offset * glm::vec4(extents.minimum, 1.0f));
glm::vec3 maximum = glm::vec3(_geometry->getFBXGeometry().offset * glm::vec4(extents.maximum, 1.0f));
Extents scaledExtents = { minimum * _scale, maximum * _scale };
return scaledExtents;
}
Extents Model::getUnscaledMeshExtents() const {
if (!isActive()) {
return Extents();
}
const Extents& extents = _geometry->getFBXGeometry().meshExtents;
// even though our caller asked for "unscaled" we need to include any fst scaling, translation, and rotation, which
// is captured in the offset matrix
glm::vec3 minimum = glm::vec3(_geometry->getFBXGeometry().offset * glm::vec4(extents.minimum, 1.0f));
glm::vec3 maximum = glm::vec3(_geometry->getFBXGeometry().offset * glm::vec4(extents.maximum, 1.0f));
Extents scaledExtents = { minimum, maximum };
return scaledExtents;
}
Extents Model::calculateScaledOffsetExtents(const Extents& extents) const {
// we need to include any fst scaling, translation, and rotation, which is captured in the offset matrix
glm::vec3 minimum = glm::vec3(_geometry->getFBXGeometry().offset * glm::vec4(extents.minimum, 1.0f));
glm::vec3 maximum = glm::vec3(_geometry->getFBXGeometry().offset * glm::vec4(extents.maximum, 1.0f));
Extents scaledOffsetExtents = { ((minimum + _offset) * _scale),
((maximum + _offset) * _scale) };
Extents rotatedExtents = scaledOffsetExtents.getRotated(_rotation);
Extents translatedExtents = { rotatedExtents.minimum + _translation,
rotatedExtents.maximum + _translation };
return translatedExtents;
}
glm::vec3 Model::calculateScaledOffsetPoint(const glm::vec3& point) const {
// we need to include any fst scaling, translation, and rotation, which is captured in the offset matrix
glm::vec3 offsetPoint = glm::vec3(_geometry->getFBXGeometry().offset * glm::vec4(point, 1.0f));
glm::vec3 scaledPoint = ((offsetPoint + _offset) * _scale);
glm::vec3 rotatedPoint = _rotation * scaledPoint;
glm::vec3 translatedPoint = rotatedPoint + _translation;
return translatedPoint;
}
bool Model::getJointState(int index, glm::quat& rotation) const {
if (index == -1 || index >= _jointStates.size()) {
return false;
}
const JointState& state = _jointStates.at(index);
rotation = state.getRotationInConstrainedFrame();
return !state.rotationIsDefault(rotation);
}
bool Model::getVisibleJointState(int index, glm::quat& rotation) const {
if (index == -1 || index >= _jointStates.size()) {
return false;
}
const JointState& state = _jointStates.at(index);
rotation = state.getVisibleRotationInConstrainedFrame();
return !state.rotationIsDefault(rotation);
}
void Model::clearJointState(int index) {
if (index != -1 && index < _jointStates.size()) {
JointState& state = _jointStates[index];
state.setRotationInConstrainedFrame(glm::quat(), 0.0f);
}
}
void Model::clearJointAnimationPriority(int index) {
if (index != -1 && index < _jointStates.size()) {
_jointStates[index]._animationPriority = 0.0f;
}
}
void Model::setJointState(int index, bool valid, const glm::quat& rotation, float priority) {
if (index != -1 && index < _jointStates.size()) {
JointState& state = _jointStates[index];
if (valid) {
state.setRotationInConstrainedFrame(rotation, priority);
} else {
state.restoreRotation(1.0f, priority);
}
}
}
int Model::getParentJointIndex(int jointIndex) const {
return (isActive() && jointIndex != -1) ? _geometry->getFBXGeometry().joints.at(jointIndex).parentIndex : -1;
}
int Model::getLastFreeJointIndex(int jointIndex) const {
return (isActive() && jointIndex != -1) ? _geometry->getFBXGeometry().joints.at(jointIndex).freeLineage.last() : -1;
}
void Model::setURL(const QUrl& url, const QUrl& fallback, bool retainCurrent, bool delayLoad) {
// don't recreate the geometry if it's the same URL
if (_url == url && _geometry && _geometry->getURL() == url) {
return;
}
_url = url;
// if so instructed, keep the current geometry until the new one is loaded
_nextBaseGeometry = _nextGeometry = DependencyManager::get<GeometryCache>()->getGeometry(url, fallback, delayLoad);
_nextLODHysteresis = NetworkGeometry::NO_HYSTERESIS;
if (!retainCurrent || !isActive() || (_nextGeometry && _nextGeometry->isLoaded())) {
applyNextGeometry();
}
}
const QSharedPointer<NetworkGeometry> Model::getCollisionGeometry(bool delayLoad)
{
if (_collisionGeometry.isNull() && !_collisionUrl.isEmpty()) {
_collisionGeometry = DependencyManager::get<GeometryCache>()->getGeometry(_collisionUrl, QUrl(), delayLoad);
}
return _collisionGeometry;
}
void Model::setCollisionModelURL(const QUrl& url) {
if (_collisionUrl == url) {
return;
}
_collisionUrl = url;
_collisionGeometry = DependencyManager::get<GeometryCache>()->getGeometry(url, QUrl(), true);
}
bool Model::getJointPositionInWorldFrame(int jointIndex, glm::vec3& position) const {
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
return false;
}
// position is in world-frame
position = _translation + _rotation * _jointStates[jointIndex].getPosition();
return true;
}
bool Model::getJointPosition(int jointIndex, glm::vec3& position) const {
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
return false;
}
// position is in model-frame
position = extractTranslation(_jointStates[jointIndex].getTransform());
return true;
}
bool Model::getJointRotationInWorldFrame(int jointIndex, glm::quat& rotation) const {
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
return false;
}
rotation = _rotation * _jointStates[jointIndex].getRotation();
return true;
}
bool Model::getJointRotation(int jointIndex, glm::quat& rotation) const {
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
return false;
}
rotation = _jointStates[jointIndex].getRotation();
return true;
}
bool Model::getJointCombinedRotation(int jointIndex, glm::quat& rotation) const {
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
return false;
}
rotation = _rotation * _jointStates[jointIndex].getRotation();
return true;
}
bool Model::getVisibleJointPositionInWorldFrame(int jointIndex, glm::vec3& position) const {
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
return false;
}
// position is in world-frame
position = _translation + _rotation * _jointStates[jointIndex].getVisiblePosition();
return true;
}
bool Model::getVisibleJointRotationInWorldFrame(int jointIndex, glm::quat& rotation) const {
if (jointIndex == -1 || jointIndex >= _jointStates.size()) {
return false;
}
rotation = _rotation * _jointStates[jointIndex].getVisibleRotation();
return true;
}
QStringList Model::getJointNames() const {
if (QThread::currentThread() != thread()) {
QStringList result;
QMetaObject::invokeMethod(const_cast<Model*>(this), "getJointNames", Qt::BlockingQueuedConnection,
Q_RETURN_ARG(QStringList, result));
return result;
}
return isActive() ? _geometry->getFBXGeometry().getJointNames() : QStringList();
}
uint qHash(const WeakAnimationHandlePointer& handle, uint seed) {
return qHash(handle.data(), seed);
}
AnimationHandlePointer Model::createAnimationHandle() {
AnimationHandlePointer handle(new AnimationHandle(this));
handle->_self = handle;
_animationHandles.insert(handle);
return handle;
}
// virtual override from PhysicsEntity
void Model::buildShapes() {
// TODO: figure out how to load/build collision shapes for general models
}
void Model::updateShapePositions() {
// TODO: implement this when we know how to build shapes for regular Models
}
class Blender : public QRunnable {
public:
Blender(Model* model, int blendNumber, const QWeakPointer<NetworkGeometry>& geometry,
const QVector<FBXMesh>& meshes, const QVector<float>& blendshapeCoefficients);
virtual void run();
private:
QPointer<Model> _model;
int _blendNumber;
QWeakPointer<NetworkGeometry> _geometry;
QVector<FBXMesh> _meshes;
QVector<float> _blendshapeCoefficients;
};
Blender::Blender(Model* model, int blendNumber, const QWeakPointer<NetworkGeometry>& geometry,
const QVector<FBXMesh>& meshes, const QVector<float>& blendshapeCoefficients) :
_model(model),
_blendNumber(blendNumber),
_geometry(geometry),
_meshes(meshes),
_blendshapeCoefficients(blendshapeCoefficients) {
}
void Blender::run() {
QVector<glm::vec3> vertices, normals;
if (!_model.isNull()) {
int offset = 0;
foreach (const FBXMesh& mesh, _meshes) {
if (mesh.blendshapes.isEmpty()) {
continue;
}
vertices += mesh.vertices;
normals += mesh.normals;
glm::vec3* meshVertices = vertices.data() + offset;
glm::vec3* meshNormals = normals.data() + offset;
offset += mesh.vertices.size();
const float NORMAL_COEFFICIENT_SCALE = 0.01f;
for (int i = 0, n = qMin(_blendshapeCoefficients.size(), mesh.blendshapes.size()); i < n; i++) {
float vertexCoefficient = _blendshapeCoefficients.at(i);
if (vertexCoefficient < EPSILON) {
continue;
}
float normalCoefficient = vertexCoefficient * NORMAL_COEFFICIENT_SCALE;
const FBXBlendshape& blendshape = mesh.blendshapes.at(i);
for (int j = 0; j < blendshape.indices.size(); j++) {
int index = blendshape.indices.at(j);
meshVertices[index] += blendshape.vertices.at(j) * vertexCoefficient;
meshNormals[index] += blendshape.normals.at(j) * normalCoefficient;
}
}
}
}
// post the result to the geometry cache, which will dispatch to the model if still alive
QMetaObject::invokeMethod(DependencyManager::get<ModelBlender>().data(), "setBlendedVertices",
Q_ARG(const QPointer<Model>&, _model), Q_ARG(int, _blendNumber),
Q_ARG(const QWeakPointer<NetworkGeometry>&, _geometry), Q_ARG(const QVector<glm::vec3>&, vertices),
Q_ARG(const QVector<glm::vec3>&, normals));
}
void Model::setScaleToFit(bool scaleToFit, const glm::vec3& dimensions) {
if (_scaleToFit != scaleToFit || _scaleToFitDimensions != dimensions) {
_scaleToFit = scaleToFit;
_scaleToFitDimensions = dimensions;
_scaledToFit = false; // force rescaling
}
}
void Model::setScaleToFit(bool scaleToFit, float largestDimension) {
// NOTE: if the model is not active, then it means we don't actually know the true/natural dimensions of the
// mesh, and so we can't do the needed calculations for scaling to fit to a single largest dimension. In this
// case we will record that we do want to do this, but we will stick our desired single dimension into the
// first element of the vec3 for the non-fixed aspect ration dimensions
if (!isActive()) {
_scaleToFit = scaleToFit;
if (scaleToFit) {
_scaleToFitDimensions = glm::vec3(largestDimension, FAKE_DIMENSION_PLACEHOLDER, FAKE_DIMENSION_PLACEHOLDER);
}
return;
}
if (_scaleToFit != scaleToFit || glm::length(_scaleToFitDimensions) != largestDimension) {
_scaleToFit = scaleToFit;
// we only need to do this work if we're "turning on" scale to fit.
if (scaleToFit) {
Extents modelMeshExtents = getUnscaledMeshExtents();
float maxDimension = glm::distance(modelMeshExtents.maximum, modelMeshExtents.minimum);
float maxScale = largestDimension / maxDimension;
glm::vec3 modelMeshDimensions = modelMeshExtents.maximum - modelMeshExtents.minimum;
glm::vec3 dimensions = modelMeshDimensions * maxScale;
_scaleToFitDimensions = dimensions;
_scaledToFit = false; // force rescaling
}
}
}
void Model::scaleToFit() {
// If our _scaleToFitDimensions.y/z are FAKE_DIMENSION_PLACEHOLDER then it means our
// user asked to scale us in a fixed aspect ratio to a single largest dimension, but
// we didn't yet have an active mesh. We can only enter this scaleToFit() in this state
// if we now do have an active mesh, so we take this opportunity to actually determine
// the correct scale.
if (_scaleToFit && _scaleToFitDimensions.y == FAKE_DIMENSION_PLACEHOLDER
&& _scaleToFitDimensions.z == FAKE_DIMENSION_PLACEHOLDER) {
setScaleToFit(_scaleToFit, _scaleToFitDimensions.x);
}
Extents modelMeshExtents = getUnscaledMeshExtents();
// size is our "target size in world space"
// we need to set our model scale so that the extents of the mesh, fit in a cube that size...
glm::vec3 meshDimensions = modelMeshExtents.maximum - modelMeshExtents.minimum;
glm::vec3 rescaleDimensions = _scaleToFitDimensions / meshDimensions;
setScaleInternal(rescaleDimensions);
_scaledToFit = true;
}
void Model::setSnapModelToRegistrationPoint(bool snapModelToRegistrationPoint, const glm::vec3& registrationPoint) {
glm::vec3 clampedRegistrationPoint = glm::clamp(registrationPoint, 0.0f, 1.0f);
if (_snapModelToRegistrationPoint != snapModelToRegistrationPoint || _registrationPoint != clampedRegistrationPoint) {
_snapModelToRegistrationPoint = snapModelToRegistrationPoint;
_registrationPoint = clampedRegistrationPoint;
_snappedToRegistrationPoint = false; // force re-centering
}
}
void Model::snapToRegistrationPoint() {
Extents modelMeshExtents = getUnscaledMeshExtents();
glm::vec3 dimensions = (modelMeshExtents.maximum - modelMeshExtents.minimum);
glm::vec3 offset = -modelMeshExtents.minimum - (dimensions * _registrationPoint);
_offset = offset;
_snappedToRegistrationPoint = true;
}
void Model::simulate(float deltaTime, bool fullUpdate) {
fullUpdate = updateGeometry() || fullUpdate || (_scaleToFit && !_scaledToFit)
|| (_snapModelToRegistrationPoint && !_snappedToRegistrationPoint);
if (isActive() && fullUpdate) {
_calculatedMeshBoxesValid = false; // if we have to simulate, we need to assume our mesh boxes are all invalid
_calculatedMeshTrianglesValid = false;
// check for scale to fit
if (_scaleToFit && !_scaledToFit) {
scaleToFit();
}
if (_snapModelToRegistrationPoint && !_snappedToRegistrationPoint) {
snapToRegistrationPoint();
}
simulateInternal(deltaTime);
}
}
void Model::simulateInternal(float deltaTime) {
// NOTE: this is a recursive call that walks all attachments, and their attachments
// update the world space transforms for all joints
// update animations
foreach (const AnimationHandlePointer& handle, _runningAnimations) {
handle->simulate(deltaTime);
}
for (int i = 0; i < _jointStates.size(); i++) {
updateJointState(i);
}
for (int i = 0; i < _jointStates.size(); i++) {
_jointStates[i].resetTransformChanged();
}
_shapesAreDirty = !_shapes.isEmpty();
// update the attachment transforms and simulate them
const FBXGeometry& geometry = _geometry->getFBXGeometry();
for (int i = 0; i < _attachments.size(); i++) {
const FBXAttachment& attachment = geometry.attachments.at(i);
Model* model = _attachments.at(i);
glm::vec3 jointTranslation = _translation;
glm::quat jointRotation = _rotation;
if (_showTrueJointTransforms) {
getJointPositionInWorldFrame(attachment.jointIndex, jointTranslation);
getJointRotationInWorldFrame(attachment.jointIndex, jointRotation);
} else {
getVisibleJointPositionInWorldFrame(attachment.jointIndex, jointTranslation);
getVisibleJointRotationInWorldFrame(attachment.jointIndex, jointRotation);
}
model->setTranslation(jointTranslation + jointRotation * attachment.translation * _scale);
model->setRotation(jointRotation * attachment.rotation);
model->setScale(_scale * attachment.scale);
if (model->isActive()) {
model->simulateInternal(deltaTime);
}
}
glm::mat4 modelToWorld = glm::mat4_cast(_rotation);
for (int i = 0; i < _meshStates.size(); i++) {
MeshState& state = _meshStates[i];
const FBXMesh& mesh = geometry.meshes.at(i);
if (_showTrueJointTransforms) {
for (int j = 0; j < mesh.clusters.size(); j++) {
const FBXCluster& cluster = mesh.clusters.at(j);
state.clusterMatrices[j] = modelToWorld * _jointStates[cluster.jointIndex].getTransform() * cluster.inverseBindMatrix;
}
} else {
for (int j = 0; j < mesh.clusters.size(); j++) {
const FBXCluster& cluster = mesh.clusters.at(j);
state.clusterMatrices[j] = modelToWorld * _jointStates[cluster.jointIndex].getVisibleTransform() * cluster.inverseBindMatrix;
}
}
}
// post the blender if we're not currently waiting for one to finish
if (geometry.hasBlendedMeshes() && _blendshapeCoefficients != _blendedBlendshapeCoefficients) {
_blendedBlendshapeCoefficients = _blendshapeCoefficients;
DependencyManager::get<ModelBlender>()->noteRequiresBlend(this);
}
}
void Model::updateJointState(int index) {
JointState& state = _jointStates[index];
const FBXJoint& joint = state.getFBXJoint();
// compute model transforms
int parentIndex = joint.parentIndex;
if (parentIndex == -1) {
const FBXGeometry& geometry = _geometry->getFBXGeometry();
glm::mat4 parentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
state.computeTransform(parentTransform);
} else {
// guard against out-of-bounds access to _jointStates
if (joint.parentIndex >= 0 && joint.parentIndex < _jointStates.size()) {
const JointState& parentState = _jointStates.at(parentIndex);
state.computeTransform(parentState.getTransform(), parentState.getTransformChanged());
}
}
}
void Model::updateVisibleJointStates() {
if (_showTrueJointTransforms) {
// no need to update visible transforms
return;
}
for (int i = 0; i < _jointStates.size(); i++) {
_jointStates[i].slaveVisibleTransform();
}
}
bool Model::setJointPosition(int jointIndex, const glm::vec3& position, const glm::quat& rotation, bool useRotation,
int lastFreeIndex, bool allIntermediatesFree, const glm::vec3& alignment, float priority) {
if (jointIndex == -1 || _jointStates.isEmpty()) {
return false;
}
const FBXGeometry& geometry = _geometry->getFBXGeometry();
const QVector<int>& freeLineage = geometry.joints.at(jointIndex).freeLineage;
if (freeLineage.isEmpty()) {
return false;
}
if (lastFreeIndex == -1) {
lastFreeIndex = freeLineage.last();
}
// this is a cyclic coordinate descent algorithm: see
// http://www.ryanjuckett.com/programming/animation/21-cyclic-coordinate-descent-in-2d
const int ITERATION_COUNT = 1;
glm::vec3 worldAlignment = alignment;
for (int i = 0; i < ITERATION_COUNT; i++) {
// first, try to rotate the end effector as close as possible to the target rotation, if any
glm::quat endRotation;
if (useRotation) {
JointState& state = _jointStates[jointIndex];
state.setRotationInBindFrame(rotation, priority);
endRotation = state.getRotationInBindFrame();
}
// then, we go from the joint upwards, rotating the end as close as possible to the target
glm::vec3 endPosition = extractTranslation(_jointStates[jointIndex].getTransform());
for (int j = 1; freeLineage.at(j - 1) != lastFreeIndex; j++) {
int index = freeLineage.at(j);
JointState& state = _jointStates[index];
const FBXJoint& joint = state.getFBXJoint();
if (!(joint.isFree || allIntermediatesFree)) {
continue;
}
glm::vec3 jointPosition = extractTranslation(state.getTransform());
glm::vec3 jointVector = endPosition - jointPosition;
glm::quat oldCombinedRotation = state.getRotation();
glm::quat combinedDelta;
float combinedWeight;
if (useRotation) {
combinedDelta = safeMix(rotation * glm::inverse(endRotation),
rotationBetween(jointVector, position - jointPosition), 0.5f);
combinedWeight = 2.0f;
} else {
combinedDelta = rotationBetween(jointVector, position - jointPosition);
combinedWeight = 1.0f;
}
if (alignment != glm::vec3() && j > 1) {
jointVector = endPosition - jointPosition;
glm::vec3 positionSum;
for (int k = j - 1; k > 0; k--) {
int index = freeLineage.at(k);
updateJointState(index);
positionSum += extractTranslation(_jointStates.at(index).getTransform());
}
glm::vec3 projectedCenterOfMass = glm::cross(jointVector,
glm::cross(positionSum / (j - 1.0f) - jointPosition, jointVector));
glm::vec3 projectedAlignment = glm::cross(jointVector, glm::cross(worldAlignment, jointVector));
const float LENGTH_EPSILON = 0.001f;
if (glm::length(projectedCenterOfMass) > LENGTH_EPSILON && glm::length(projectedAlignment) > LENGTH_EPSILON) {
combinedDelta = safeMix(combinedDelta, rotationBetween(projectedCenterOfMass, projectedAlignment),
1.0f / (combinedWeight + 1.0f));
}
}
state.applyRotationDelta(combinedDelta, true, priority);
glm::quat actualDelta = state.getRotation() * glm::inverse(oldCombinedRotation);
endPosition = actualDelta * jointVector + jointPosition;
if (useRotation) {
endRotation = actualDelta * endRotation;
}
}
}
// now update the joint states from the top
for (int j = freeLineage.size() - 1; j >= 0; j--) {
updateJointState(freeLineage.at(j));
}
_shapesAreDirty = !_shapes.isEmpty();
return true;
}
void Model::inverseKinematics(int endIndex, glm::vec3 targetPosition, const glm::quat& targetRotation, float priority) {
// NOTE: targetRotation is from bind- to model-frame
if (endIndex == -1 || _jointStates.isEmpty()) {
return;
}
const FBXGeometry& geometry = _geometry->getFBXGeometry();
const QVector<int>& freeLineage = geometry.joints.at(endIndex).freeLineage;
if (freeLineage.isEmpty()) {
return;
}
int numFree = freeLineage.size();
// store and remember topmost parent transform
glm::mat4 topParentTransform;
{
int index = freeLineage.last();
const JointState& state = _jointStates.at(index);
const FBXJoint& joint = state.getFBXJoint();
int parentIndex = joint.parentIndex;
if (parentIndex == -1) {
const FBXGeometry& geometry = _geometry->getFBXGeometry();
topParentTransform = glm::scale(_scale) * glm::translate(_offset) * geometry.offset;
} else {
topParentTransform = _jointStates[parentIndex].getTransform();
}
}
// this is a cyclic coordinate descent algorithm: see
// http://www.ryanjuckett.com/programming/animation/21-cyclic-coordinate-descent-in-2d
// keep track of the position of the end-effector
JointState& endState = _jointStates[endIndex];
glm::vec3 endPosition = endState.getPosition();
float distanceToGo = glm::distance(targetPosition, endPosition);
const int MAX_ITERATION_COUNT = 2;
const float ACCEPTABLE_IK_ERROR = 0.005f; // 5mm
int numIterations = 0;
do {
++numIterations;
// moving up, rotate each free joint to get endPosition closer to target
for (int j = 1; j < numFree; j++) {
int nextIndex = freeLineage.at(j);
JointState& nextState = _jointStates[nextIndex];
FBXJoint nextJoint = nextState.getFBXJoint();
if (! nextJoint.isFree) {
continue;
}
glm::vec3 pivot = nextState.getPosition();
glm::vec3 leverArm = endPosition - pivot;
float leverLength = glm::length(leverArm);
if (leverLength < EPSILON) {
continue;
}
glm::quat deltaRotation = rotationBetween(leverArm, targetPosition - pivot);
// We want to mix the shortest rotation with one that will pull the system down with gravity
// so that limbs don't float unrealistically. To do this we compute a simplified center of mass
// where each joint has unit mass and we don't bother averaging it because we only need direction.
if (j > 1) {
glm::vec3 centerOfMass(0.0f);
for (int k = 0; k < j; ++k) {
int massIndex = freeLineage.at(k);
centerOfMass += _jointStates[massIndex].getPosition() - pivot;
}
// the gravitational effect is a rotation that tends to align the two cross products
const glm::vec3 worldAlignment = glm::vec3(0.0f, -1.0f, 0.0f);
glm::quat gravityDelta = rotationBetween(glm::cross(centerOfMass, leverArm),
glm::cross(worldAlignment, leverArm));
float gravityAngle = glm::angle(gravityDelta);
const float MIN_GRAVITY_ANGLE = 0.1f;
float mixFactor = 0.5f;
if (gravityAngle < MIN_GRAVITY_ANGLE) {
// the final rotation is a mix of the two
mixFactor = 0.5f * gravityAngle / MIN_GRAVITY_ANGLE;
}
deltaRotation = safeMix(deltaRotation, gravityDelta, mixFactor);
}
// Apply the rotation, but use mixRotationDelta() which blends a bit of the default pose
// in the process. This provides stability to the IK solution for most models.
glm::quat oldNextRotation = nextState.getRotation();
float mixFactor = 0.03f;
nextState.mixRotationDelta(deltaRotation, mixFactor, priority);
// measure the result of the rotation which may have been modified by
// blending and constraints
glm::quat actualDelta = nextState.getRotation() * glm::inverse(oldNextRotation);
endPosition = pivot + actualDelta * leverArm;
}
// recompute transforms from the top down
glm::mat4 parentTransform = topParentTransform;
for (int j = numFree - 1; j >= 0; --j) {
JointState& freeState = _jointStates[freeLineage.at(j)];
freeState.computeTransform(parentTransform);
parentTransform = freeState.getTransform();
}
// measure our success
endPosition = endState.getPosition();
distanceToGo = glm::distance(targetPosition, endPosition);
} while (numIterations < MAX_ITERATION_COUNT && distanceToGo < ACCEPTABLE_IK_ERROR);
// set final rotation of the end joint
endState.setRotationInBindFrame(targetRotation, priority, true);
_shapesAreDirty = !_shapes.isEmpty();
}
bool Model::restoreJointPosition(int jointIndex, float fraction, float priority) {
if (jointIndex == -1 || _jointStates.isEmpty()) {
return false;
}
const FBXGeometry& geometry = _geometry->getFBXGeometry();
const QVector<int>& freeLineage = geometry.joints.at(jointIndex).freeLineage;
foreach (int index, freeLineage) {
JointState& state = _jointStates[index];
state.restoreRotation(fraction, priority);
}
return true;
}
float Model::getLimbLength(int jointIndex) const {
if (jointIndex == -1 || _jointStates.isEmpty()) {
return 0.0f;
}
const FBXGeometry& geometry = _geometry->getFBXGeometry();
const QVector<int>& freeLineage = geometry.joints.at(jointIndex).freeLineage;
float length = 0.0f;
float lengthScale = (_scale.x + _scale.y + _scale.z) / 3.0f;
for (int i = freeLineage.size() - 2; i >= 0; i--) {
length += geometry.joints.at(freeLineage.at(i)).distanceToParent * lengthScale;
}
return length;
}
void Model::renderJointCollisionShapes(float alpha) {
// implement this when we have shapes for regular models
}
bool Model::maybeStartBlender() {
const FBXGeometry& fbxGeometry = _geometry->getFBXGeometry();
if (fbxGeometry.hasBlendedMeshes()) {
QThreadPool::globalInstance()->start(new Blender(this, ++_blendNumber, _geometry,
fbxGeometry.meshes, _blendshapeCoefficients));
return true;
}
return false;
}
void Model::setBlendedVertices(int blendNumber, const QWeakPointer<NetworkGeometry>& geometry,
const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& normals) {
if (_geometry != geometry || _blendedVertexBuffers.empty() || blendNumber < _appliedBlendNumber) {
return;
}
_appliedBlendNumber = blendNumber;
const FBXGeometry& fbxGeometry = _geometry->getFBXGeometry();
int index = 0;
for (int i = 0; i < fbxGeometry.meshes.size(); i++) {
const FBXMesh& mesh = fbxGeometry.meshes.at(i);
if (mesh.blendshapes.isEmpty()) {
continue;
}
gpu::BufferPointer& buffer = _blendedVertexBuffers[i];
buffer->setSubData(0, mesh.vertices.size() * sizeof(glm::vec3), (gpu::Byte*) vertices.constData() + index*sizeof(glm::vec3));
buffer->setSubData(mesh.vertices.size() * sizeof(glm::vec3),
mesh.normals.size() * sizeof(glm::vec3), (gpu::Byte*) normals.constData() + index*sizeof(glm::vec3));
index += mesh.vertices.size();
}
}
void Model::applyNextGeometry() {
// delete our local geometry and custom textures
deleteGeometry();
_dilatedTextures.clear();
_lodHysteresis = _nextLODHysteresis;
// we retain a reference to the base geometry so that its reference count doesn't fall to zero
_baseGeometry = _nextBaseGeometry;
_geometry = _nextGeometry;
_meshGroupsKnown = false;
_nextBaseGeometry.reset();
_nextGeometry.reset();
}
void Model::deleteGeometry() {
foreach (Model* attachment, _attachments) {
delete attachment;
}
_attachments.clear();
_blendedVertexBuffers.clear();
_jointStates.clear();
_meshStates.clear();
clearShapes();
for (QSet<WeakAnimationHandlePointer>::iterator it = _animationHandles.begin(); it != _animationHandles.end(); ) {
AnimationHandlePointer handle = it->toStrongRef();
if (handle) {
handle->_jointMappings.clear();
it++;
} else {
it = _animationHandles.erase(it);
}
}
if (_geometry) {
_geometry->clearLoadPriority(this);
}
_blendedBlendshapeCoefficients.clear();
}
// Scene rendering support
QVector<Model*> Model::_modelsInScene;
gpu::Batch Model::_sceneRenderBatch;
void Model::startScene(RenderArgs::RenderSide renderSide) {
if (renderSide != RenderArgs::STEREO_RIGHT) {
_modelsInScene.clear();
}
}
void Model::setupBatchTransform(gpu::Batch& batch, RenderArgs* args) {
// Capture the view matrix once for the rendering of this model
if (_transforms.empty()) {
_transforms.push_back(Transform());
}
// We should be able to use the Frustum viewpoint onstead of the "viewTransform"
// but it s still buggy in some cases, so let's s wait and fix it...
_transforms[0] = _viewState->getViewTransform();
_transforms[0].preTranslate(-_translation);
batch.setViewTransform(_transforms[0]);
}
void Model::endScene(RenderArgs* args) {
// Now that we migrated everything to the new RENDER/SCENE no more work to do!
return;
PROFILE_RANGE(__FUNCTION__);
#if (GPU_TRANSFORM_PROFILE == GPU_LEGACY)
// with legacy transform profile, we still to protect that transform stack...
glPushMatrix();
#endif
auto mode = args->_renderMode;
RenderArgs::RenderSide renderSide = RenderArgs::MONO;
if (args) {
renderSide = args->_renderSide;
}
gpu::GLBackend backend;
backend.syncCache(); // force sync with gl state here
if (args) {
glm::mat4 proj;
// If for easier debug depending on the pass
if (mode == RenderArgs::SHADOW_RENDER_MODE) {
args->_viewFrustum->evalProjectionMatrix(proj);
} else {
args->_viewFrustum->evalProjectionMatrix(proj);
}
gpu::Batch batch;
batch.setProjectionTransform(proj);
backend.render(batch);
}
// Do the rendering batch creation for mono or left eye, not for right eye
if (renderSide != RenderArgs::STEREO_RIGHT) {
// Let's introduce a gpu::Batch to capture all the calls to the graphics api
_sceneRenderBatch.clear();
gpu::Batch& batch = _sceneRenderBatch;
/*DependencyManager::get<TextureCache>()->setPrimaryDrawBuffers(
mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::DIFFUSE_RENDER_MODE,
mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::NORMAL_RENDER_MODE,
mode == RenderArgs::DEFAULT_RENDER_MODE);
*/
/* if (mode != RenderArgs::SHADOW_RENDER_MODE) */{
GLenum buffers[3];
int bufferCount = 0;
// if (mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::DIFFUSE_RENDER_MODE) {
if (mode != RenderArgs::SHADOW_RENDER_MODE) {
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
}
//if (mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::NORMAL_RENDER_MODE) {
if (mode != RenderArgs::SHADOW_RENDER_MODE) {
buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
}
// if (mode == RenderArgs::DEFAULT_RENDER_MODE) {
if (mode != RenderArgs::SHADOW_RENDER_MODE) {
buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
}
GLBATCH(glDrawBuffers)(bufferCount, buffers);
// batch.setFramebuffer(DependencyManager::get<TextureCache>()->getPrimaryOpaqueFramebuffer());
}
const float DEFAULT_ALPHA_THRESHOLD = 0.5f;
int opaqueMeshPartsRendered = 0;
// now, for each model in the scene, render the mesh portions
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, false, false, args);
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, true, false, args);
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, true, false, false, args);
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, true, true, false, args);
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, false, false, false, args);
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, false, true, false, args);
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, true, false, false, args);
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, true, true, false, args);
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, false, false, false, args);
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, true, false, false, args);
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, false, false, false, args);
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, true, false, false, args);
opaqueMeshPartsRendered += renderMeshesForModelsInScene(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, false, true, args);
// render translucent meshes afterwards
{
GLenum buffers[2];
int bufferCount = 0;
buffers[bufferCount++] = GL_COLOR_ATTACHMENT1;
buffers[bufferCount++] = GL_COLOR_ATTACHMENT2;
GLBATCH(glDrawBuffers)(bufferCount, buffers);
}
int translucentParts = 0;
const float MOSTLY_OPAQUE_THRESHOLD = 0.75f;
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, false, false, false, args);
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, false, true, false, args);
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, true, false, false, args);
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, true, true, false, args);
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, false, false, false, args);
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, false, true, false, args);
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, false, false, args);
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, true, false, args);
{
GLenum buffers[1];
int bufferCount = 0;
buffers[bufferCount++] = GL_COLOR_ATTACHMENT0;
GLBATCH(glDrawBuffers)(bufferCount, buffers);
// batch.setFramebuffer(DependencyManager::get<TextureCache>()->getPrimaryTransparentFramebuffer());
}
// if (mode == RenderArgs::DEFAULT_RENDER_MODE || mode == RenderArgs::DIFFUSE_RENDER_MODE) {
if (mode != RenderArgs::SHADOW_RENDER_MODE) {
// batch.setFramebuffer(DependencyManager::get<TextureCache>()->getPrimaryTransparentFramebuffer());
const float MOSTLY_TRANSPARENT_THRESHOLD = 0.0f;
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, false, false, args);
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, true, false, args);
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, true, false, false, args);
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, true, true, false, args);
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, false, false, false, args);
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, false, true, false, args);
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, false, false, args);
translucentParts += renderMeshesForModelsInScene(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, true, false, args);
// batch.setFramebuffer(DependencyManager::get<TextureCache>()->getPrimaryOpaqueFramebuffer());
}
GLBATCH(glDepthMask)(true);
GLBATCH(glDepthFunc)(GL_LESS);
GLBATCH(glDisable)(GL_CULL_FACE);
if (mode == RenderArgs::SHADOW_RENDER_MODE) {
GLBATCH(glCullFace)(GL_BACK);
}
GLBATCH(glActiveTexture)(GL_TEXTURE0 + 1);
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
GLBATCH(glActiveTexture)(GL_TEXTURE0 + 2);
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
GLBATCH(glActiveTexture)(GL_TEXTURE0 + 3);
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
GLBATCH(glActiveTexture)(GL_TEXTURE0);
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
// deactivate vertex arrays after drawing
GLBATCH(glDisableClientState)(GL_NORMAL_ARRAY);
GLBATCH(glDisableClientState)(GL_VERTEX_ARRAY);
GLBATCH(glDisableClientState)(GL_TEXTURE_COORD_ARRAY);
GLBATCH(glDisableClientState)(GL_COLOR_ARRAY);
GLBATCH(glDisableVertexAttribArray)(gpu::Stream::TANGENT);
GLBATCH(glDisableVertexAttribArray)(gpu::Stream::SKIN_CLUSTER_INDEX);
GLBATCH(glDisableVertexAttribArray)(gpu::Stream::SKIN_CLUSTER_WEIGHT);
// bind with 0 to switch back to normal operation
GLBATCH(glBindBuffer)(GL_ARRAY_BUFFER, 0);
GLBATCH(glBindBuffer)(GL_ELEMENT_ARRAY_BUFFER, 0);
GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
// Back to no program
GLBATCH(glUseProgram)(0);
if (args) {
args->_translucentMeshPartsRendered = translucentParts;
args->_opaqueMeshPartsRendered = opaqueMeshPartsRendered;
}
}
// Render!
{
PROFILE_RANGE("render Batch");
backend.render(_sceneRenderBatch);
}
#if (GPU_TRANSFORM_PROFILE == GPU_LEGACY)
// with legacy transform profile, we still to protect that transform stack...
glPopMatrix();
#endif
// restore all the default material settings
_viewState->setupWorldLight();
}
bool Model::renderInScene(float alpha, RenderArgs* args) {
// render the attachments
foreach (Model* attachment, _attachments) {
attachment->renderInScene(alpha);
}
if (_meshStates.isEmpty()) {
return false;
}
if (args->_debugFlags == RenderArgs::RENDER_DEBUG_HULLS && _renderCollisionHull == false) {
// turning collision hull rendering on
_renderCollisionHull = true;
_nextGeometry = _collisionGeometry;
_saveNonCollisionGeometry = _geometry;
updateGeometry();
simulate(0.0, true);
} else if (args->_debugFlags != RenderArgs::RENDER_DEBUG_HULLS && _renderCollisionHull == true) {
// turning collision hull rendering off
_renderCollisionHull = false;
_nextGeometry = _saveNonCollisionGeometry;
_saveNonCollisionGeometry.clear();
updateGeometry();
simulate(0.0, true);
}
renderSetup(args);
_modelsInScene.push_back(this);
return true;
}
AABox Model::getPartBounds(int meshIndex, int partIndex) {
if (!_calculatedMeshPartBoxesValid) {
recalculateMeshBoxes(true);
}
if (_calculatedMeshPartBoxesValid && _calculatedMeshPartBoxes.contains(QPair<int,int>(meshIndex, partIndex))) {
return _calculatedMeshPartBoxes[QPair<int,int>(meshIndex, partIndex)];
}
if (!_calculatedMeshBoxesValid) {
return _calculatedMeshBoxes[meshIndex];
}
return AABox();
}
void Model::renderPart(RenderArgs* args, int meshIndex, int partIndex, bool translucent) {
renderSetup(args);
/*
if (translucent) {
renderCore(args, 1.0f);
return;
}
*/
auto textureCache = DependencyManager::get<TextureCache>();
gpu::Batch& batch = *(args->_batch);
auto mode = args->_renderMode;
// Capture the view matrix once for the rendering of this model
if (_transforms.empty()) {
_transforms.push_back(Transform());
}
_transforms[0] = _viewState->getViewTransform();
// apply entity translation offset to the viewTransform in one go (it's a preTranslate because viewTransform goes from world to eye space)
_transforms[0].preTranslate(-_translation);
batch.setViewTransform(_transforms[0]);
const float OPAQUE_ALPHA_THRESHOLD = 0.5f;
const float TRANSPARENT_ALPHA_THRESHOLD = 0.0f;
auto alphaThreshold = translucent ? TRANSPARENT_ALPHA_THRESHOLD : OPAQUE_ALPHA_THRESHOLD; // FIX ME
const FBXGeometry& geometry = _geometry->getFBXGeometry();
const QVector<NetworkMesh>& networkMeshes = _geometry->getMeshes();
const NetworkMesh& networkMesh = networkMeshes.at(meshIndex);
const FBXMesh& mesh = geometry.meshes.at(meshIndex);
const MeshState& state = _meshStates.at(meshIndex);
bool translucentMesh = translucent; // networkMesh.getTranslucentPartCount(mesh) == networkMesh.parts.size();
bool hasTangents = !mesh.tangents.isEmpty();
bool hasSpecular = mesh.hasSpecularTexture();
bool hasLightmap = mesh.hasEmissiveTexture();
bool isSkinned = state.clusterMatrices.size() > 1;
bool wireframe = isWireframe();
if (wireframe) {
translucentMesh = hasTangents = hasSpecular = hasLightmap = isSkinned = false;
}
Locations* locations = nullptr;
pickPrograms(batch, mode, translucent, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned, wireframe,
args, locations);
int meshPartsRendered = 0;
updateVisibleJointStates();
// if our index is ever out of range for either meshes or networkMeshes, then skip it, and set our _meshGroupsKnown
// to false to rebuild out mesh groups.
if (meshIndex < 0 || meshIndex >= networkMeshes.size() || meshIndex > geometry.meshes.size()) {
_meshGroupsKnown = false; // regenerate these lists next time around.
return; // FIXME!
}
batch.setIndexBuffer(gpu::UINT32, (networkMesh._indexBuffer), 0);
int vertexCount = mesh.vertices.size();
if (vertexCount == 0) {
// sanity check
return; // FIXME!
}
if (state.clusterMatrices.size() > 1) {
GLBATCH(glUniformMatrix4fv)(locations->clusterMatrices, state.clusterMatrices.size(), false,
(const float*)state.clusterMatrices.constData());
batch.setModelTransform(Transform());
} else {
batch.setModelTransform(Transform(state.clusterMatrices[0]));
}
if (mesh.blendshapes.isEmpty()) {
batch.setInputFormat(networkMesh._vertexFormat);
batch.setInputStream(0, *networkMesh._vertexStream);
} else {
batch.setInputFormat(networkMesh._vertexFormat);
batch.setInputBuffer(0, _blendedVertexBuffers[meshIndex], 0, sizeof(glm::vec3));
batch.setInputBuffer(1, _blendedVertexBuffers[meshIndex], vertexCount * sizeof(glm::vec3), sizeof(glm::vec3));
batch.setInputStream(2, *networkMesh._vertexStream);
}
if (mesh.colors.isEmpty()) {
GLBATCH(glColor4f)(1.0f, 1.0f, 1.0f, 1.0f);
}
qint64 offset = 0;
const NetworkMeshPart& networkPart = networkMesh.parts.at(partIndex);
const FBXMeshPart& part = mesh.parts.at(partIndex);
model::MaterialPointer material = part._material;
if (material == nullptr) {
qCDebug(renderutils) << "WARNING: material == nullptr!!!";
}
if (material != nullptr) {
// apply material properties
if (mode != RenderArgs::SHADOW_RENDER_MODE) {
#ifdef WANT_DEBUG
qCDebug(renderutils) << "Material Changed ---------------------------------------------";
qCDebug(renderutils) << "part INDEX:" << partIndex;
qCDebug(renderutils) << "NEW part.materialID:" << part.materialID;
#endif //def WANT_DEBUG
if (locations->materialBufferUnit >= 0) {
batch.setUniformBuffer(locations->materialBufferUnit, material->getSchemaBuffer());
}
Texture* diffuseMap = networkPart.diffuseTexture.data();
if (mesh.isEye && diffuseMap) {
diffuseMap = (_dilatedTextures[meshIndex][partIndex] =
static_cast<DilatableNetworkTexture*>(diffuseMap)->getDilatedTexture(_pupilDilation)).data();
}
static bool showDiffuse = true;
if (showDiffuse && diffuseMap) {
batch.setUniformTexture(0, diffuseMap->getGPUTexture());
} else {
batch.setUniformTexture(0, textureCache->getWhiteTexture());
}
if (locations->texcoordMatrices >= 0) {
glm::mat4 texcoordTransform[2];
if (!part.diffuseTexture.transform.isIdentity()) {
part.diffuseTexture.transform.getMatrix(texcoordTransform[0]);
}
if (!part.emissiveTexture.transform.isIdentity()) {
part.emissiveTexture.transform.getMatrix(texcoordTransform[1]);
}
GLBATCH(glUniformMatrix4fv)(locations->texcoordMatrices, 2, false, (const float*) &texcoordTransform);
}
if (!mesh.tangents.isEmpty()) {
Texture* normalMap = networkPart.normalTexture.data();
batch.setUniformTexture(1, !normalMap ?
textureCache->getBlueTexture() : normalMap->getGPUTexture());
}
if (locations->specularTextureUnit >= 0) {
Texture* specularMap = networkPart.specularTexture.data();
batch.setUniformTexture(locations->specularTextureUnit, !specularMap ?
textureCache->getWhiteTexture() : specularMap->getGPUTexture());
}
if (args) {
args->_materialSwitches++;
}
// HACK: For unknown reason (yet!) this code that should be assigned only if the material changes need to be called for every
// drawcall with an emissive, so let's do it for now.
if (locations->emissiveTextureUnit >= 0) {
// assert(locations->emissiveParams >= 0); // we should have the emissiveParams defined in the shader
float emissiveOffset = part.emissiveParams.x;
float emissiveScale = part.emissiveParams.y;
GLBATCH(glUniform2f)(locations->emissiveParams, emissiveOffset, emissiveScale);
Texture* emissiveMap = networkPart.emissiveTexture.data();
batch.setUniformTexture(locations->emissiveTextureUnit, !emissiveMap ?
textureCache->getWhiteTexture() : emissiveMap->getGPUTexture());
}
}
}
meshPartsRendered++;
if (part.quadIndices.size() > 0) {
batch.drawIndexed(gpu::QUADS, part.quadIndices.size(), offset);
offset += part.quadIndices.size() * sizeof(int);
}
if (part.triangleIndices.size() > 0) {
batch.drawIndexed(gpu::TRIANGLES, part.triangleIndices.size(), offset);
offset += part.triangleIndices.size() * sizeof(int);
}
if (args) {
const int INDICES_PER_TRIANGLE = 3;
const int INDICES_PER_QUAD = 4;
args->_trianglesRendered += part.triangleIndices.size() / INDICES_PER_TRIANGLE;
args->_quadsRendered += part.quadIndices.size() / INDICES_PER_QUAD;
}
}
void Model::segregateMeshGroups() {
_renderBuckets.clear();
const FBXGeometry& geometry = _geometry->getFBXGeometry();
const QVector<NetworkMesh>& networkMeshes = _geometry->getMeshes();
// all of our mesh vectors must match in size
if (networkMeshes.size() != geometry.meshes.size() ||
geometry.meshes.size() != _meshStates.size()) {
qDebug() << "WARNING!!!! Mesh Sizes don't match! We will not segregate mesh groups yet.";
return;
}
// Run through all of the meshes, and place them into their segregated, but unsorted buckets
for (int i = 0; i < networkMeshes.size(); i++) {
const NetworkMesh& networkMesh = networkMeshes.at(i);
const FBXMesh& mesh = geometry.meshes.at(i);
const MeshState& state = _meshStates.at(i);
bool translucentMesh = networkMesh.getTranslucentPartCount(mesh) == networkMesh.parts.size();
bool hasTangents = !mesh.tangents.isEmpty();
bool hasSpecular = mesh.hasSpecularTexture();
bool hasLightmap = mesh.hasEmissiveTexture();
bool isSkinned = state.clusterMatrices.size() > 1;
bool wireframe = isWireframe();
if (wireframe) {
translucentMesh = hasTangents = hasSpecular = hasLightmap = isSkinned = false;
}
// Debug...
int totalParts = mesh.parts.size();
for (int partIndex = 0; partIndex < totalParts; partIndex++) {
// this is a good place to create our renderPayloads
if (translucentMesh) {
_transparentRenderItems << std::shared_ptr<TransparentMeshPart>(new TransparentMeshPart(this, i, partIndex));
} else {
_opaqueRenderItems << std::shared_ptr<OpaqueMeshPart>(new OpaqueMeshPart(this, i, partIndex));
}
}
QString materialID;
// create a material name from all the parts. If there's one part, this will be a single material and its
// true name. If however the mesh has multiple parts the name will be all the part's materials mashed together
// which will result in those parts being sorted away from single material parts.
QString lastPartMaterialID;
foreach(FBXMeshPart part, mesh.parts) {
if (part.materialID != lastPartMaterialID) {
materialID += part.materialID;
}
lastPartMaterialID = part.materialID;
}
const bool wantDebug = false;
if (wantDebug) {
qCDebug(renderutils) << "materialID:" << materialID << "parts:" << mesh.parts.size();
}
RenderKey key(translucentMesh, hasLightmap, hasTangents, hasSpecular, isSkinned, wireframe);
// reuse or create the bucket corresponding to that key and insert the mesh as unsorted
_renderBuckets[key.getRaw()]._unsortedMeshes.insertMulti(materialID, i);
}
for(auto& b : _renderBuckets) {
foreach(auto i, b.second._unsortedMeshes) {
b.second._meshes.append(i);
}
b.second._unsortedMeshes.clear();
}
_meshGroupsKnown = true;
}
QVector<int>* Model::pickMeshList(bool translucent, float alphaThreshold, bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, bool isWireframe) {
PROFILE_RANGE(__FUNCTION__);
// depending on which parameters we were called with, pick the correct mesh group to render
QVector<int>* whichList = NULL;
RenderKey key(translucent, hasLightmap, hasTangents, hasSpecular, isSkinned, isWireframe);
auto bucket = _renderBuckets.find(key.getRaw());
if (bucket != _renderBuckets.end()) {
whichList = &(*bucket).second._meshes;
}
return whichList;
}
void Model::pickPrograms(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, bool isWireframe, RenderArgs* args,
Locations*& locations) {
RenderKey key(mode, translucent, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned, isWireframe);
auto pipeline = _renderPipelineLib.find(key.getRaw());
if (pipeline == _renderPipelineLib.end()) {
qDebug() << "No good, couldn't find a pipeline from the key ?" << key.getRaw();
locations = 0;
return;
}
gpu::ShaderPointer program = (*pipeline).second._pipeline->getProgram();
locations = (*pipeline).second._locations.get();
// Setup the One pipeline
batch.setPipeline((*pipeline).second._pipeline);
if ((locations->alphaThreshold > -1) && (mode != RenderArgs::SHADOW_RENDER_MODE)) {
GLBATCH(glUniform1f)(locations->alphaThreshold, alphaThreshold);
}
if ((locations->glowIntensity > -1) && (mode != RenderArgs::SHADOW_RENDER_MODE)) {
GLBATCH(glUniform1f)(locations->glowIntensity, DependencyManager::get<GlowEffect>()->getIntensity());
}
}
int Model::renderMeshesForModelsInScene(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, bool isWireframe, RenderArgs* args) {
PROFILE_RANGE(__FUNCTION__);
int meshPartsRendered = 0;
bool pickProgramsNeeded = true;
Locations* locations = nullptr;
foreach(Model* model, _modelsInScene) {
QVector<int>* whichList = model->pickMeshList(translucent, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned, isWireframe);
if (whichList) {
QVector<int>& list = *whichList;
if (list.size() > 0) {
if (pickProgramsNeeded) {
pickPrograms(batch, mode, translucent, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned, isWireframe, args, locations);
pickProgramsNeeded = false;
}
model->setupBatchTransform(batch, args);
meshPartsRendered += model->renderMeshesFromList(list, batch, mode, translucent, alphaThreshold, args, locations);
}
}
}
return meshPartsRendered;
}
int Model::renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, bool isWireframe, RenderArgs* args,
bool forceRenderSomeMeshes) {
PROFILE_RANGE(__FUNCTION__);
int meshPartsRendered = 0;
//Pick the mesh list with the requested render flags
QVector<int>* whichList = pickMeshList(translucent, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned, isWireframe);
if (!whichList) {
return 0;
}
QVector<int>& list = *whichList;
// If this list has nothing to render, then don't bother proceeding. This saves us on binding to programs
if (list.empty()) {
return 0;
}
Locations* locations = nullptr;
pickPrograms(batch, mode, translucent, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned, isWireframe,
args, locations);
meshPartsRendered = renderMeshesFromList(list, batch, mode, translucent, alphaThreshold,
args, locations, forceRenderSomeMeshes);
return meshPartsRendered;
}
int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold, RenderArgs* args,
Locations* locations, bool forceRenderMeshes) {
PROFILE_RANGE(__FUNCTION__);
auto textureCache = DependencyManager::get<TextureCache>();
QString lastMaterialID;
int meshPartsRendered = 0;
updateVisibleJointStates();
const FBXGeometry& geometry = _geometry->getFBXGeometry();
const QVector<NetworkMesh>& networkMeshes = _geometry->getMeshes();
// i is the "index" from the original networkMeshes QVector...
foreach (int i, list) {
// if our index is ever out of range for either meshes or networkMeshes, then skip it, and set our _meshGroupsKnown
// to false to rebuild out mesh groups.
if (i < 0 || i >= networkMeshes.size() || i > geometry.meshes.size()) {
_meshGroupsKnown = false; // regenerate these lists next time around.
continue;
}
// exit early if the translucency doesn't match what we're drawing
const NetworkMesh& networkMesh = networkMeshes.at(i);
const FBXMesh& mesh = geometry.meshes.at(i);
batch.setIndexBuffer(gpu::UINT32, (networkMesh._indexBuffer), 0);
int vertexCount = mesh.vertices.size();
if (vertexCount == 0) {
// sanity check
continue;
}
// if we got here, then check to see if this mesh is in view
if (args) {
bool shouldRender = true;
args->_meshesConsidered++;
if (args->_viewFrustum) {
shouldRender = forceRenderMeshes ||
args->_viewFrustum->boxInFrustum(_calculatedMeshBoxes.at(i)) != ViewFrustum::OUTSIDE;
if (shouldRender && !forceRenderMeshes) {
float distance = args->_viewFrustum->distanceToCamera(_calculatedMeshBoxes.at(i).calcCenter());
shouldRender = !_viewState ? false : _viewState->shouldRenderMesh(_calculatedMeshBoxes.at(i).getLargestDimension(),
distance);
if (!shouldRender) {
args->_meshesTooSmall++;
}
} else {
args->_meshesOutOfView++;
}
}
if (shouldRender) {
args->_meshesRendered++;
} else {
continue; // skip this mesh
}
}
const MeshState& state = _meshStates.at(i);
if (state.clusterMatrices.size() > 1) {
GLBATCH(glUniformMatrix4fv)(locations->clusterMatrices, state.clusterMatrices.size(), false,
(const float*)state.clusterMatrices.constData());
batch.setModelTransform(Transform());
} else {
batch.setModelTransform(Transform(state.clusterMatrices[0]));
}
if (mesh.blendshapes.isEmpty()) {
batch.setInputFormat(networkMesh._vertexFormat);
batch.setInputStream(0, *networkMesh._vertexStream);
} else {
batch.setInputFormat(networkMesh._vertexFormat);
batch.setInputBuffer(0, _blendedVertexBuffers[i], 0, sizeof(glm::vec3));
batch.setInputBuffer(1, _blendedVertexBuffers[i], vertexCount * sizeof(glm::vec3), sizeof(glm::vec3));
batch.setInputStream(2, *networkMesh._vertexStream);
}
if (mesh.colors.isEmpty()) {
GLBATCH(glColor4f)(1.0f, 1.0f, 1.0f, 1.0f);
}
qint64 offset = 0;
for (int j = 0; j < networkMesh.parts.size(); j++) {
const NetworkMeshPart& networkPart = networkMesh.parts.at(j);
const FBXMeshPart& part = mesh.parts.at(j);
model::MaterialPointer material = part._material;
if ((networkPart.isTranslucent() || part.opacity != 1.0f) != translucent) {
offset += (part.quadIndices.size() + part.triangleIndices.size()) * sizeof(int);
continue;
}
// apply material properties
if (mode == RenderArgs::SHADOW_RENDER_MODE) {
/// GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
} else {
if (lastMaterialID != part.materialID) {
const bool wantDebug = false;
if (wantDebug) {
qCDebug(renderutils) << "Material Changed ---------------------------------------------";
qCDebug(renderutils) << "part INDEX:" << j;
qCDebug(renderutils) << "NEW part.materialID:" << part.materialID;
}
if (locations->materialBufferUnit >= 0) {
batch.setUniformBuffer(locations->materialBufferUnit, material->getSchemaBuffer());
}
Texture* diffuseMap = networkPart.diffuseTexture.data();
if (mesh.isEye && diffuseMap) {
diffuseMap = (_dilatedTextures[i][j] =
static_cast<DilatableNetworkTexture*>(diffuseMap)->getDilatedTexture(_pupilDilation)).data();
}
static bool showDiffuse = true;
if (showDiffuse && diffuseMap) {
batch.setUniformTexture(0, diffuseMap->getGPUTexture());
} else {
batch.setUniformTexture(0, textureCache->getWhiteTexture());
}
if (locations->texcoordMatrices >= 0) {
glm::mat4 texcoordTransform[2];
if (!part.diffuseTexture.transform.isIdentity()) {
part.diffuseTexture.transform.getMatrix(texcoordTransform[0]);
}
if (!part.emissiveTexture.transform.isIdentity()) {
part.emissiveTexture.transform.getMatrix(texcoordTransform[1]);
}
GLBATCH(glUniformMatrix4fv)(locations->texcoordMatrices, 2, false, (const float*) &texcoordTransform);
}
if (!mesh.tangents.isEmpty()) {
Texture* normalMap = networkPart.normalTexture.data();
batch.setUniformTexture(1, !normalMap ?
textureCache->getBlueTexture() : normalMap->getGPUTexture());
}
if (locations->specularTextureUnit >= 0) {
Texture* specularMap = networkPart.specularTexture.data();
batch.setUniformTexture(locations->specularTextureUnit, !specularMap ?
textureCache->getWhiteTexture() : specularMap->getGPUTexture());
}
if (args) {
args->_materialSwitches++;
}
}
// HACK: For unkwon reason (yet!) this code that should be assigned only if the material changes need to be called for every
// drawcall with an emissive, so let's do it for now.
if (locations->emissiveTextureUnit >= 0) {
// assert(locations->emissiveParams >= 0); // we should have the emissiveParams defined in the shader
float emissiveOffset = part.emissiveParams.x;
float emissiveScale = part.emissiveParams.y;
GLBATCH(glUniform2f)(locations->emissiveParams, emissiveOffset, emissiveScale);
Texture* emissiveMap = networkPart.emissiveTexture.data();
batch.setUniformTexture(locations->emissiveTextureUnit, !emissiveMap ?
textureCache->getWhiteTexture() : emissiveMap->getGPUTexture());
}
lastMaterialID = part.materialID;
}
meshPartsRendered++;
if (part.quadIndices.size() > 0) {
batch.drawIndexed(gpu::QUADS, part.quadIndices.size(), offset);
offset += part.quadIndices.size() * sizeof(int);
}
if (part.triangleIndices.size() > 0) {
batch.drawIndexed(gpu::TRIANGLES, part.triangleIndices.size(), offset);
offset += part.triangleIndices.size() * sizeof(int);
}
if (args) {
const int INDICES_PER_TRIANGLE = 3;
const int INDICES_PER_QUAD = 4;
args->_trianglesRendered += part.triangleIndices.size() / INDICES_PER_TRIANGLE;
args->_quadsRendered += part.quadIndices.size() / INDICES_PER_QUAD;
}
}
}
return meshPartsRendered;
}
ModelBlender::ModelBlender() :
_pendingBlenders(0) {
}
ModelBlender::~ModelBlender() {
}
void ModelBlender::noteRequiresBlend(Model* model) {
if (_pendingBlenders < QThread::idealThreadCount()) {
if (model->maybeStartBlender()) {
_pendingBlenders++;
}
return;
}
if (!_modelsRequiringBlends.contains(model)) {
_modelsRequiringBlends.append(model);
}
}
void ModelBlender::setBlendedVertices(const QPointer<Model>& model, int blendNumber,
const QWeakPointer<NetworkGeometry>& geometry, const QVector<glm::vec3>& vertices, const QVector<glm::vec3>& normals) {
if (!model.isNull()) {
model->setBlendedVertices(blendNumber, geometry, vertices, normals);
}
_pendingBlenders--;
while (!_modelsRequiringBlends.isEmpty()) {
Model* nextModel = _modelsRequiringBlends.takeFirst();
if (nextModel && nextModel->maybeStartBlender()) {
_pendingBlenders++;
return;
}
}
}