Added support for depth groups on the renderer

This commit is contained in:
parax0
2016-04-27 23:32:02 -06:00
parent 5b63556527
commit 59d8de0f31
21 changed files with 182 additions and 123 deletions

View File

@@ -35,9 +35,9 @@ void CCharacterNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkView
if (pModel)
{
if (!pModel->HasTransparency(0))
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
pRenderer->AddMesh(this, -1, AABox(), false, eDrawMesh);
else
AddSurfacesToRenderer(pRenderer, pModel, 0, rkViewInfo, false);
AddSurfacesToRenderer(pRenderer, pModel, 0, rkViewInfo, eMidground, false);
}
if (pSkel)
@@ -46,7 +46,7 @@ void CCharacterNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkView
pSkel->UpdateTransform(mTransformData, pAnim, mAnimTime, false);
if (rkViewInfo.ShowFlags.HasFlag(eShowSkeletons))
pRenderer->AddOpaqueMesh(this, -2, AABox(), eDrawMesh);
pRenderer->AddMesh(this, -2, AABox(), false, eDrawMesh, eForeground);
}
}

View File

@@ -21,10 +21,10 @@ void CCollisionNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkView
if (!rkViewInfo.ViewFrustum.BoxInFrustum(AABox())) return;
if (rkViewInfo.GameMode) return;
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
pRenderer->AddMesh(this, -1, AABox(), false, eDrawMesh);
if (mSelected)
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawSelection);
pRenderer->AddMesh(this, -1, AABox(), false, eDrawSelection);
}
void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, const SViewInfo& rkViewInfo)

View File

@@ -30,14 +30,14 @@ void CLightNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInfo
if (rkViewInfo.GameMode) return;
if (rkViewInfo.ViewFrustum.BoxInFrustum(AABox()))
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
pRenderer->AddMesh(this, -1, AABox(), false, eDrawMesh);
if (IsSelected() && mpLight->Type() == eCustom)
{
CAABox RadiusBox = (CAABox::skOne * 2.f * mpLight->GetRadius()) + mPosition;
if (rkViewInfo.ViewFrustum.BoxInFrustum(RadiusBox))
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawSelection);
pRenderer->AddMesh(this, -1, AABox(), false, eDrawSelection);
}
}

View File

@@ -36,12 +36,12 @@ void CModelNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInfo
if (rkViewInfo.GameMode) return;
if (!mpModel->HasTransparency(mActiveMatSet))
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
pRenderer->AddMesh(this, -1, AABox(), false, eDrawMesh);
else
AddSurfacesToRenderer(pRenderer, mpModel, mActiveMatSet, rkViewInfo);
if (mSelected)
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawSelection);
pRenderer->AddMesh(this, -1, AABox(), false, eDrawSelection);
}
void CModelNode::Draw(FRenderOptions Options, int ComponentIndex, const SViewInfo& rkViewInfo)

View File

@@ -224,7 +224,7 @@ void CSceneNode::DrawRotationArrow() const
spArrowModel->Draw(eNoRenderOptions, 0);
}
void CSceneNode::AddSurfacesToRenderer(CRenderer *pRenderer, CModel *pModel, u32 MatSet, const SViewInfo& rkViewInfo, bool DoFrustumTest /*= true*/)
void CSceneNode::AddSurfacesToRenderer(CRenderer *pRenderer, CModel *pModel, u32 MatSet, const SViewInfo& rkViewInfo, EDepthGroup DepthGroup /*= eMidground*/, bool DoFrustumTest /*= true*/)
{
u32 SurfaceCount = pModel->GetSurfaceCount();
@@ -234,10 +234,7 @@ void CSceneNode::AddSurfacesToRenderer(CRenderer *pRenderer, CModel *pModel, u32
if (!DoFrustumTest || rkViewInfo.ViewFrustum.BoxInFrustum(TransformedBox))
{
if (!pModel->IsSurfaceTransparent(iSurf, MatSet))
pRenderer->AddOpaqueMesh(this, (int) iSurf, TransformedBox, eDrawMesh);
else
pRenderer->AddTransparentMesh(this, (int) iSurf, TransformedBox, eDrawMesh);
pRenderer->AddMesh(this, (int) iSurf, TransformedBox, pModel->IsSurfaceTransparent(iSurf, MatSet), eDrawMesh, DepthGroup);
}
}
}

View File

@@ -2,6 +2,7 @@
#define CSCENENODE_H
#include "ENodeType.h"
#include "Core/Render/EDepthGroup.h"
#include "Core/Render/FRenderOptions.h"
#include "Core/Render/IRenderable.h"
#include "Core/Resource/CLight.h"
@@ -79,7 +80,7 @@ public:
void LoadLights(const SViewInfo& rkViewInfo);
void DrawBoundingBox() const;
void DrawRotationArrow() const;
void AddSurfacesToRenderer(CRenderer *pRenderer, CModel *pModel, u32 MatSet, const SViewInfo& rkViewInfo, bool DoFrustumTest = true);
void AddSurfacesToRenderer(CRenderer *pRenderer, CModel *pModel, u32 MatSet, const SViewInfo& rkViewInfo, EDepthGroup DepthGroup = eMidground, bool DoFrustumTest = true);
// Transform
void Translate(const CVector3f& rkTranslation, ETransformSpace TransformSpace);

View File

@@ -133,12 +133,12 @@ void CScriptNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInf
if (rkViewInfo.ViewFrustum.BoxInFrustum(AABox()))
{
if (!mpActiveModel)
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
pRenderer->AddMesh(this, -1, AABox(), false, eDrawMesh);
else
{
if (!mpActiveModel->HasTransparency(0))
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
pRenderer->AddMesh(this, -1, AABox(), false, eDrawMesh);
else
AddSurfacesToRenderer(pRenderer, mpActiveModel, 0, rkViewInfo);
}
@@ -151,7 +151,7 @@ void CScriptNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInf
// Script nodes always draw their selections regardless of frustum planes
// in order to ensure that script connection lines don't get improperly culled.
if (ShouldDraw)
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawSelection);
pRenderer->AddMesh(this, -1, AABox(), false, eDrawSelection);
if (mHasVolumePreview && (!mpExtra || mpExtra->ShouldDrawVolume()))
mpVolumePreviewNode->AddToRenderer(pRenderer, rkViewInfo);
@@ -193,6 +193,8 @@ void CScriptNode::Draw(FRenderOptions Options, int ComponentIndex, const SViewIn
// Draw model if possible!
if (mpActiveModel)
{
if (mpActiveModel->IsSkinned()) CGraphics::LoadIdentityBoneTransforms();
if (mpExtra) CGraphics::sPixelBlock.TevColor = mpExtra->TevColor();
else CGraphics::sPixelBlock.TevColor = CColor::skWhite;

View File

@@ -34,7 +34,7 @@ void CStaticNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInf
if (!rkViewInfo.ViewFrustum.BoxInFrustum(AABox())) return;
if (!mpModel->IsTransparent())
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
pRenderer->AddMesh(this, -1, AABox(), false, eDrawMesh);
else
{
@@ -44,12 +44,12 @@ void CStaticNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInf
CAABox TransformedBox = mpModel->GetSurfaceAABox(iSurf).Transformed(Transform());
if (rkViewInfo.ViewFrustum.BoxInFrustum(TransformedBox))
pRenderer->AddTransparentMesh(this, iSurf, TransformedBox, eDrawMesh);
pRenderer->AddMesh(this, iSurf, TransformedBox, true, eDrawMesh);
}
}
if (mSelected && !rkViewInfo.GameMode)
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawSelection);
pRenderer->AddMesh(this, -1, AABox(), false, eDrawSelection);
}
void CStaticNode::Draw(FRenderOptions Options, int ComponentIndex, const SViewInfo& rkViewInfo)