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

588 lines
19 KiB
C++

//
// MeshPartPayload.cpp
// interface/src/renderer
//
// Created by Sam Gateau on 10/3/15.
// Copyright 2015 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 "MeshPartPayload.h"
#include <PerfStat.h>
#include "DeferredLightingEffect.h"
#include "EntityItem.h"
using namespace render;
namespace render {
template <> const ItemKey payloadGetKey(const MeshPartPayload::Pointer& payload) {
if (payload) {
return payload->getKey();
}
return ItemKey::Builder::opaqueShape(); // for lack of a better idea
}
template <> const Item::Bound payloadGetBound(const MeshPartPayload::Pointer& payload) {
if (payload) {
return payload->getBound();
}
return Item::Bound();
}
template <> const ShapeKey shapeGetShapeKey(const MeshPartPayload::Pointer& payload) {
if (payload) {
return payload->getShapeKey();
}
return ShapeKey::Builder::invalid();
}
template <> void payloadRender(const MeshPartPayload::Pointer& payload, RenderArgs* args) {
return payload->render(args);
}
}
MeshPartPayload::MeshPartPayload(const std::shared_ptr<const model::Mesh>& mesh, int partIndex, model::MaterialPointer material) {
updateMeshPart(mesh, partIndex);
updateMaterial(material);
}
void MeshPartPayload::updateMeshPart(const std::shared_ptr<const model::Mesh>& drawMesh, int partIndex) {
_drawMesh = drawMesh;
if (_drawMesh) {
auto vertexFormat = _drawMesh->getVertexFormat();
_hasColorAttrib = vertexFormat->hasAttribute(gpu::Stream::COLOR);
_drawPart = _drawMesh->getPartBuffer().get<model::Mesh::Part>(partIndex);
_localBound = _drawMesh->evalPartBound(partIndex);
}
}
void MeshPartPayload::updateTransform(const Transform& transform, const Transform& offsetTransform) {
_transform = transform;
Transform::mult(_drawTransform, _transform, offsetTransform);
_worldBound = _localBound;
_worldBound.transform(_drawTransform);
}
void MeshPartPayload::updateMaterial(model::MaterialPointer drawMaterial) {
_drawMaterial = drawMaterial;
}
ItemKey MeshPartPayload::getKey() const {
ItemKey::Builder builder;
builder.withTypeShape();
if (_drawMaterial) {
auto matKey = _drawMaterial->getKey();
if (matKey.isTranslucent()) {
builder.withTransparent();
}
}
return builder.build();
}
Item::Bound MeshPartPayload::getBound() const {
return _worldBound;
}
ShapeKey MeshPartPayload::getShapeKey() const {
model::MaterialKey drawMaterialKey;
if (_drawMaterial) {
drawMaterialKey = _drawMaterial->getKey();
}
ShapeKey::Builder builder;
builder.withMaterial();
if (drawMaterialKey.isTranslucent()) {
builder.withTranslucent();
}
if (drawMaterialKey.isNormalMap()) {
builder.withTangents();
}
if (drawMaterialKey.isMetallicMap()) {
builder.withSpecular();
}
if (drawMaterialKey.isLightmapMap()) {
builder.withLightmap();
}
return builder.build();
}
void MeshPartPayload::drawCall(gpu::Batch& batch) const {
batch.drawIndexed(gpu::TRIANGLES, _drawPart._numIndices, _drawPart._startIndex);
}
void MeshPartPayload::bindMesh(gpu::Batch& batch) {
batch.setIndexBuffer(gpu::UINT32, (_drawMesh->getIndexBuffer()._buffer), 0);
batch.setInputFormat((_drawMesh->getVertexFormat()));
batch.setInputStream(0, _drawMesh->getVertexStream());
// TODO: Get rid of that extra call
if (!_hasColorAttrib) {
batch._glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
}
void MeshPartPayload::bindMaterial(gpu::Batch& batch, const ShapePipeline::LocationsPointer locations, bool enableTextures) const {
if (!_drawMaterial) {
return;
}
auto textureCache = DependencyManager::get<TextureCache>();
batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::MATERIAL, _drawMaterial->getSchemaBuffer());
batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::TEXMAPARRAY, _drawMaterial->getTexMapArrayBuffer());
const auto& materialKey = _drawMaterial->getKey();
const auto& textureMaps = _drawMaterial->getTextureMaps();
int numUnlit = 0;
if (materialKey.isUnlit()) {
numUnlit++;
}
if (!enableTextures) {
batch.setResourceTexture(ShapePipeline::Slot::ALBEDO, textureCache->getWhiteTexture());
batch.setResourceTexture(ShapePipeline::Slot::MAP::ROUGHNESS, textureCache->getWhiteTexture());
batch.setResourceTexture(ShapePipeline::Slot::MAP::NORMAL, textureCache->getBlueTexture());
batch.setResourceTexture(ShapePipeline::Slot::MAP::METALLIC, textureCache->getBlackTexture());
batch.setResourceTexture(ShapePipeline::Slot::MAP::OCCLUSION, textureCache->getWhiteTexture());
batch.setResourceTexture(ShapePipeline::Slot::MAP::SCATTERING, textureCache->getWhiteTexture());
batch.setResourceTexture(ShapePipeline::Slot::MAP::EMISSIVE_LIGHTMAP, textureCache->getBlackTexture());
return;
}
// Albedo
if (materialKey.isAlbedoMap()) {
auto itr = textureMaps.find(model::MaterialKey::ALBEDO_MAP);
if (itr != textureMaps.end() && itr->second->isDefined()) {
batch.setResourceTexture(ShapePipeline::Slot::ALBEDO, itr->second->getTextureView());
} else {
batch.setResourceTexture(ShapePipeline::Slot::ALBEDO, textureCache->getGrayTexture());
}
}
// Roughness map
if (materialKey.isRoughnessMap()) {
auto itr = textureMaps.find(model::MaterialKey::ROUGHNESS_MAP);
if (itr != textureMaps.end() && itr->second->isDefined()) {
batch.setResourceTexture(ShapePipeline::Slot::MAP::ROUGHNESS, itr->second->getTextureView());
// texcoord are assumed to be the same has albedo
} else {
batch.setResourceTexture(ShapePipeline::Slot::MAP::ROUGHNESS, textureCache->getWhiteTexture());
}
}
// Normal map
if (materialKey.isNormalMap()) {
auto itr = textureMaps.find(model::MaterialKey::NORMAL_MAP);
if (itr != textureMaps.end() && itr->second->isDefined()) {
batch.setResourceTexture(ShapePipeline::Slot::MAP::NORMAL, itr->second->getTextureView());
// texcoord are assumed to be the same has albedo
} else {
batch.setResourceTexture(ShapePipeline::Slot::MAP::NORMAL, textureCache->getBlueTexture());
}
}
// Metallic map
if (materialKey.isMetallicMap()) {
auto itr = textureMaps.find(model::MaterialKey::METALLIC_MAP);
if (itr != textureMaps.end() && itr->second->isDefined()) {
batch.setResourceTexture(ShapePipeline::Slot::MAP::METALLIC, itr->second->getTextureView());
// texcoord are assumed to be the same has albedo
} else {
batch.setResourceTexture(ShapePipeline::Slot::MAP::METALLIC, textureCache->getBlackTexture());
}
}
// Occlusion map
if (materialKey.isOcclusionMap()) {
auto itr = textureMaps.find(model::MaterialKey::OCCLUSION_MAP);
if (itr != textureMaps.end() && itr->second->isDefined()) {
batch.setResourceTexture(ShapePipeline::Slot::MAP::OCCLUSION, itr->second->getTextureView());
// texcoord are assumed to be the same has albedo
} else {
batch.setResourceTexture(ShapePipeline::Slot::MAP::OCCLUSION, textureCache->getWhiteTexture());
}
}
// Scattering map
if (materialKey.isScatteringMap()) {
auto itr = textureMaps.find(model::MaterialKey::SCATTERING_MAP);
if (itr != textureMaps.end() && itr->second->isDefined()) {
batch.setResourceTexture(ShapePipeline::Slot::MAP::SCATTERING, itr->second->getTextureView());
// texcoord are assumed to be the same has albedo
} else {
batch.setResourceTexture(ShapePipeline::Slot::MAP::SCATTERING, textureCache->getWhiteTexture());
}
}
// Emissive / Lightmap
if (materialKey.isLightmapMap()) {
auto itr = textureMaps.find(model::MaterialKey::LIGHTMAP_MAP);
if (itr != textureMaps.end() && itr->second->isDefined()) {
batch.setResourceTexture(ShapePipeline::Slot::MAP::EMISSIVE_LIGHTMAP, itr->second->getTextureView());
} else {
batch.setResourceTexture(ShapePipeline::Slot::MAP::EMISSIVE_LIGHTMAP, textureCache->getGrayTexture());
}
} else if (materialKey.isEmissiveMap()) {
auto itr = textureMaps.find(model::MaterialKey::EMISSIVE_MAP);
if (itr != textureMaps.end() && itr->second->isDefined()) {
batch.setResourceTexture(ShapePipeline::Slot::MAP::EMISSIVE_LIGHTMAP, itr->second->getTextureView());
} else {
batch.setResourceTexture(ShapePipeline::Slot::MAP::EMISSIVE_LIGHTMAP, textureCache->getBlackTexture());
}
}
}
void MeshPartPayload::bindTransform(gpu::Batch& batch, const ShapePipeline::LocationsPointer locations, RenderArgs::RenderMode renderMode) const {
batch.setModelTransform(_drawTransform);
}
void MeshPartPayload::render(RenderArgs* args) {
PerformanceTimer perfTimer("MeshPartPayload::render");
gpu::Batch& batch = *(args->_batch);
auto locations = args->_shapePipeline->locations;
assert(locations);
// Bind the model transform and the skinCLusterMatrices if needed
bindTransform(batch, locations, args->_renderMode);
//Bind the index buffer and vertex buffer and Blend shapes if needed
bindMesh(batch);
// apply material properties
bindMaterial(batch, locations, args->_enableTexturing);
if (args) {
args->_details._materialSwitches++;
}
// Draw!
{
PerformanceTimer perfTimer("batch.drawIndexed()");
drawCall(batch);
}
if (args) {
const int INDICES_PER_TRIANGLE = 3;
args->_details._trianglesRendered += _drawPart._numIndices / INDICES_PER_TRIANGLE;
}
}
namespace render {
template <> const ItemKey payloadGetKey(const ModelMeshPartPayload::Pointer& payload) {
if (payload) {
return payload->getKey();
}
return ItemKey::Builder::opaqueShape(); // for lack of a better idea
}
template <> const Item::Bound payloadGetBound(const ModelMeshPartPayload::Pointer& payload) {
if (payload) {
return payload->getBound();
}
return Item::Bound();
}
template <> int payloadGetLayer(const ModelMeshPartPayload::Pointer& payload) {
if (payload) {
return payload->getLayer();
}
return 0;
}
template <> const ShapeKey shapeGetShapeKey(const ModelMeshPartPayload::Pointer& payload) {
if (payload) {
return payload->getShapeKey();
}
return ShapeKey::Builder::invalid();
}
template <> void payloadRender(const ModelMeshPartPayload::Pointer& payload, RenderArgs* args) {
return payload->render(args);
}
}
ModelMeshPartPayload::ModelMeshPartPayload(ModelPointer model, int _meshIndex, int partIndex, int shapeIndex, const Transform& transform, const Transform& offsetTransform) :
_meshIndex(_meshIndex),
_shapeID(shapeIndex) {
assert(model && model->isLoaded());
_model = model;
auto& modelMesh = model->getGeometry()->getMeshes().at(_meshIndex);
updateMeshPart(modelMesh, partIndex);
updateTransform(transform, offsetTransform);
initCache();
}
void ModelMeshPartPayload::initCache() {
ModelPointer model = _model.lock();
assert(model && model->isLoaded());
if (_drawMesh) {
auto vertexFormat = _drawMesh->getVertexFormat();
_hasColorAttrib = vertexFormat->hasAttribute(gpu::Stream::COLOR);
_isSkinned = vertexFormat->hasAttribute(gpu::Stream::SKIN_CLUSTER_WEIGHT) && vertexFormat->hasAttribute(gpu::Stream::SKIN_CLUSTER_INDEX);
const FBXGeometry& geometry = model->getFBXGeometry();
const FBXMesh& mesh = geometry.meshes.at(_meshIndex);
_isBlendShaped = !mesh.blendshapes.isEmpty();
}
auto networkMaterial = model->getGeometry()->getShapeMaterial(_shapeID);
if (networkMaterial) {
_drawMaterial = networkMaterial;
}
}
void ModelMeshPartPayload::notifyLocationChanged() {
}
void ModelMeshPartPayload::updateTransformForSkinnedMesh(const Transform& renderTransform, const Transform& boundTransform,
const gpu::BufferPointer& buffer) {
_transform = renderTransform;
_worldBound = _adjustedLocalBound;
_worldBound.transform(boundTransform);
_clusterBuffer = buffer;
}
ItemKey ModelMeshPartPayload::getKey() const {
ItemKey::Builder builder;
builder.withTypeShape();
ModelPointer model = _model.lock();
if (model) {
if (!model->isVisible()) {
builder.withInvisible();
}
if (model->isLayeredInFront()) {
builder.withLayered();
}
if (_isBlendShaped || _isSkinned) {
builder.withDeformed();
}
if (_drawMaterial) {
auto matKey = _drawMaterial->getKey();
if (matKey.isTranslucent()) {
builder.withTransparent();
}
}
}
return builder.build();
}
int ModelMeshPartPayload::getLayer() const {
// MAgic number while we are defining the layering mechanism:
const int LAYER_3D_FRONT = 1;
const int LAYER_3D = 0;
ModelPointer model = _model.lock();
if (model && model->isLayeredInFront()) {
return LAYER_3D_FRONT;
} else {
return LAYER_3D;
}
}
ShapeKey ModelMeshPartPayload::getShapeKey() const {
// guard against partially loaded meshes
ModelPointer model = _model.lock();
if (!model || !model->isLoaded() || !model->getGeometry()) {
return ShapeKey::Builder::invalid();
}
const FBXGeometry& geometry = model->getFBXGeometry();
const auto& networkMeshes = model->getGeometry()->getMeshes();
// guard against partially loaded meshes
if (_meshIndex >= (int)networkMeshes.size() || _meshIndex >= (int)geometry.meshes.size() || _meshIndex >= (int)model->_meshStates.size()) {
return ShapeKey::Builder::invalid();
}
const FBXMesh& mesh = geometry.meshes.at(_meshIndex);
// 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 >= (int)networkMeshes.size() || _meshIndex > geometry.meshes.size()) {
model->_needsFixupInScene = true; // trigger remove/add cycle
model->invalidCalculatedMeshBoxes(); // if we have to reload, we need to assume our mesh boxes are all invalid
return ShapeKey::Builder::invalid();
}
int vertexCount = mesh.vertices.size();
if (vertexCount == 0) {
// sanity check
return ShapeKey::Builder::invalid(); // FIXME
}
model::MaterialKey drawMaterialKey;
if (_drawMaterial) {
drawMaterialKey = _drawMaterial->getKey();
}
bool isTranslucent = drawMaterialKey.isTranslucent();
bool hasTangents = drawMaterialKey.isNormalMap() && !mesh.tangents.isEmpty();
bool hasSpecular = drawMaterialKey.isMetallicMap();
bool hasLightmap = drawMaterialKey.isLightmapMap();
bool isUnlit = drawMaterialKey.isUnlit();
bool isSkinned = _isSkinned;
bool wireframe = model->isWireframe();
if (wireframe) {
isTranslucent = hasTangents = hasSpecular = hasLightmap = isSkinned = false;
}
ShapeKey::Builder builder;
builder.withMaterial();
if (isTranslucent) {
builder.withTranslucent();
}
if (hasTangents) {
builder.withTangents();
}
if (hasSpecular) {
builder.withSpecular();
}
if (hasLightmap) {
builder.withLightmap();
}
if (isUnlit) {
builder.withUnlit();
}
if (isSkinned) {
builder.withSkinned();
}
if (wireframe) {
builder.withWireframe();
}
return builder.build();
}
void ModelMeshPartPayload::bindMesh(gpu::Batch& batch) {
if (!_isBlendShaped) {
batch.setIndexBuffer(gpu::UINT32, (_drawMesh->getIndexBuffer()._buffer), 0);
batch.setInputFormat((_drawMesh->getVertexFormat()));
batch.setInputStream(0, _drawMesh->getVertexStream());
} else {
batch.setIndexBuffer(gpu::UINT32, (_drawMesh->getIndexBuffer()._buffer), 0);
batch.setInputFormat((_drawMesh->getVertexFormat()));
ModelPointer model = _model.lock();
if (model) {
batch.setInputBuffer(0, model->_blendedVertexBuffers[_meshIndex], 0, sizeof(glm::vec3));
batch.setInputBuffer(1, model->_blendedVertexBuffers[_meshIndex], _drawMesh->getNumVertices() * sizeof(glm::vec3), sizeof(glm::vec3));
batch.setInputStream(2, _drawMesh->getVertexStream().makeRangedStream(2));
} else {
batch.setIndexBuffer(gpu::UINT32, (_drawMesh->getIndexBuffer()._buffer), 0);
batch.setInputFormat((_drawMesh->getVertexFormat()));
batch.setInputStream(0, _drawMesh->getVertexStream());
}
}
// TODO: Get rid of that extra call
if (!_hasColorAttrib) {
batch._glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
}
}
void ModelMeshPartPayload::bindTransform(gpu::Batch& batch, const ShapePipeline::LocationsPointer locations, RenderArgs::RenderMode renderMode) const {
// Still relying on the raw data from the model
if (_clusterBuffer) {
batch.setUniformBuffer(ShapePipeline::Slot::BUFFER::SKINNING, _clusterBuffer);
}
batch.setModelTransform(_transform);
}
void ModelMeshPartPayload::render(RenderArgs* args) {
PerformanceTimer perfTimer("ModelMeshPartPayload::render");
ModelPointer model = _model.lock();
if (!model || !model->isAddedToScene() || !model->isVisible()) {
return; // bail asap
}
if (_state == WAITING_TO_START) {
if (model->isLoaded()) {
_state = STARTED;
model->setRenderItemsNeedUpdate();
} else {
return;
}
}
if (_materialNeedsUpdate && model->getGeometry()->areTexturesLoaded()) {
model->setRenderItemsNeedUpdate();
_materialNeedsUpdate = false;
}
if (!args) {
return;
}
if (!getShapeKey().isValid()) {
return;
}
gpu::Batch& batch = *(args->_batch);
auto locations = args->_shapePipeline->locations;
assert(locations);
bindTransform(batch, locations, args->_renderMode);
//Bind the index buffer and vertex buffer and Blend shapes if needed
bindMesh(batch);
// apply material properties
bindMaterial(batch, locations, args->_enableTexturing);
args->_details._materialSwitches++;
// Draw!
{
PerformanceTimer perfTimer("batch.drawIndexed()");
drawCall(batch);
}
const int INDICES_PER_TRIANGLE = 3;
args->_details._trianglesRendered += _drawPart._numIndices / INDICES_PER_TRIANGLE;
}
void ModelMeshPartPayload::computeAdjustedLocalBound(const QVector<glm::mat4>& clusterMatrices) {
_adjustedLocalBound = _localBound;
if (clusterMatrices.size() > 0) {
_adjustedLocalBound.transform(clusterMatrices[0]);
for (int i = 1; i < clusterMatrices.size(); ++i) {
AABox clusterBound = _localBound;
clusterBound.transform(clusterMatrices[i]);
_adjustedLocalBound += clusterBound;
}
}
}