Added support for depth groups on the renderer
This commit is contained in:
parent
5b63556527
commit
59d8de0f31
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@ -193,7 +193,8 @@ HEADERS += \
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Resource/Factory/CAnimationLoader.h \
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Render/CBoneTransformData.h \
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Resource/CSkin.h \
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Resource/Factory/CSkinLoader.h
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Resource/Factory/CSkinLoader.h \
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Render/EDepthGroup.h
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# Source Files
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SOURCES += \
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@ -4,7 +4,8 @@
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#include "CRenderer.h"
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#include <algorithm>
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void CRenderBucket::Add(const SRenderablePtr& rkPtr)
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// ************ CSubBucket ************
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void CRenderBucket::CSubBucket::Add(const SRenderablePtr& rkPtr)
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{
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if (mSize >= mEstSize)
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mRenderables.push_back(rkPtr);
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@ -14,15 +15,13 @@ void CRenderBucket::Add(const SRenderablePtr& rkPtr)
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mSize++;
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}
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void CRenderBucket::Sort(CCamera* pCamera)
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{
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if (mEnableDepthSort)
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void CRenderBucket::CSubBucket::Sort(const CCamera* pkCamera, bool DebugVisualization)
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{
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std::stable_sort(mRenderables.begin(), mRenderables.begin() + mSize,
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[&, pCamera](const SRenderablePtr& rkLeft, const SRenderablePtr& rkRight) -> bool
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[&, pkCamera](const SRenderablePtr& rkLeft, const SRenderablePtr& rkRight) -> bool
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{
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CVector3f CamPos = pCamera->Position();
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CVector3f CamDir = pCamera->Direction();
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CVector3f CamPos = pkCamera->Position();
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CVector3f CamDir = pkCamera->Direction();
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CVector3f DistL = rkLeft.AABox.ClosestPointAlongVector(CamDir) - CamPos;
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CVector3f DistR = rkRight.AABox.ClosestPointAlongVector(CamDir) - CamPos;
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@ -31,16 +30,16 @@ void CRenderBucket::Sort(CCamera* pCamera)
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return (DotL > DotR);
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});
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if (mEnableDepthSortDebugVisualization)
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if (DebugVisualization)
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{
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for (u32 iPtr = 0; iPtr < mSize; iPtr++)
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{
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SRenderablePtr *pPtr = &mRenderables[iPtr];
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CVector3f Point = pPtr->AABox.ClosestPointAlongVector(pCamera->Direction());
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CVector3f Point = pPtr->AABox.ClosestPointAlongVector(pkCamera->Direction());
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CDrawUtil::DrawWireCube(pPtr->AABox, CColor::skWhite);
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CVector3f Dist = Point - pCamera->Position();
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float Dot = Dist.Dot(pCamera->Direction());
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CVector3f Dist = Point - pkCamera->Position();
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float Dot = Dist.Dot(pkCamera->Direction());
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if (Dot < 0.f) Dot = -Dot;
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if (Dot > 50.f) Dot = 50.f;
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float Intensity = 1.f - (Dot / 50.f);
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@ -52,25 +51,48 @@ void CRenderBucket::Sort(CCamera* pCamera)
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}
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}
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}
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}
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void CRenderBucket::Clear()
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void CRenderBucket::CSubBucket::Clear()
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{
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mEstSize = mSize;
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if (mRenderables.size() > mSize) mRenderables.resize(mSize);
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mSize = 0;
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}
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void CRenderBucket::Draw(const SViewInfo& rkViewInfo)
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void CRenderBucket::CSubBucket::Draw(const SViewInfo& rkViewInfo)
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{
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FRenderOptions Options = rkViewInfo.pRenderer->RenderOptions();
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for (u32 iPtr = 0; iPtr < mSize; iPtr++)
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{
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if (mRenderables[iPtr].Command == eDrawMesh)
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mRenderables[iPtr].pRenderable->Draw(Options, mRenderables[iPtr].ComponentIndex, rkViewInfo);
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const SRenderablePtr& rkPtr = mRenderables[iPtr];
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else if (mRenderables[iPtr].Command == eDrawSelection)
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mRenderables[iPtr].pRenderable->DrawSelection();
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if (rkPtr.Command == eDrawMesh)
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rkPtr.pRenderable->Draw(Options, rkPtr.ComponentIndex, rkViewInfo);
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else if (rkPtr.Command == eDrawSelection)
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rkPtr.pRenderable->DrawSelection();
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}
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}
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// ************ CRenderBucket ************
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void CRenderBucket::Add(const SRenderablePtr& rkPtr, bool Transparent)
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{
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if (Transparent)
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mTransparentSubBucket.Add(rkPtr);
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else
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mOpaqueSubBucket.Add(rkPtr);
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}
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void CRenderBucket::Clear()
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{
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mOpaqueSubBucket.Clear();
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mTransparentSubBucket.Clear();
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}
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void CRenderBucket::Draw(const SViewInfo& rkViewInfo)
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{
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mOpaqueSubBucket.Draw(rkViewInfo);
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mTransparentSubBucket.Sort(rkViewInfo.pCamera, mEnableDepthSortDebugVisualization);
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mTransparentSubBucket.Draw(rkViewInfo);
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}
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@ -12,27 +12,35 @@
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class CRenderBucket
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{
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bool mEnableDepthSort;
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bool mEnableDepthSortDebugVisualization;
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class CSubBucket
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{
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std::vector<SRenderablePtr> mRenderables;
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u32 mEstSize;
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u32 mSize;
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public:
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CRenderBucket()
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: mEnableDepthSort(false)
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, mEnableDepthSortDebugVisualization(false)
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, mEstSize(0)
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CSubBucket()
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: mEstSize(0)
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, mSize(0)
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{}
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inline void SetDepthSortingEnabled(bool Enabled)
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{
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mEnableDepthSort = Enabled;
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}
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void Add(const SRenderablePtr &rkPtr);
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void Sort(CCamera* pCamera);
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void Sort(const CCamera *pkCamera, bool DebugVisualization);
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void Clear();
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void Draw(const SViewInfo& rkViewInfo);
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};
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CSubBucket mOpaqueSubBucket;
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CSubBucket mTransparentSubBucket;
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public:
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CRenderBucket()
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: mEnableDepthSortDebugVisualization(false)
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{}
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void Add(const SRenderablePtr& rkPtr, bool Transparent);
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void Clear();
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void Draw(const SViewInfo& rkViewInfo);
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};
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@ -24,7 +24,6 @@ CRenderer::CRenderer()
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, mInitialized(false)
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, mContextIndex(-1)
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{
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mTransparentBucket.SetDepthSortingEnabled(true);
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sNumRenderers++;
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}
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@ -127,11 +126,21 @@ void CRenderer::RenderBuckets(const SViewInfo& rkViewInfo)
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glDepthRange(0.f, 1.f);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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mOpaqueBucket.Draw(rkViewInfo);
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mOpaqueBucket.Clear();
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mTransparentBucket.Sort(rkViewInfo.pCamera);
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mTransparentBucket.Draw(rkViewInfo);
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mTransparentBucket.Clear();
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mBackgroundBucket.Draw(rkViewInfo);
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mBackgroundBucket.Clear();
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ClearDepthBuffer();
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mMidgroundBucket.Draw(rkViewInfo);
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mMidgroundBucket.Clear();
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ClearDepthBuffer();
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RenderBloom();
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ClearDepthBuffer();
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rkViewInfo.pCamera->LoadMatrices();
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mForegroundBucket.Draw(rkViewInfo);
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mForegroundBucket.Clear();
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ClearDepthBuffer();
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mUIBucket.Draw(rkViewInfo);
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mUIBucket.Clear();
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ClearDepthBuffer();
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}
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void CRenderer::RenderBloom()
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@ -266,24 +275,32 @@ void CRenderer::RenderSky(CModel *pSkyboxModel, const SViewInfo& rkViewInfo)
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pSkyboxModel->Draw(mOptions, 0);
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}
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void CRenderer::AddOpaqueMesh(IRenderable *pRenderable, int AssetID, const CAABox& rkAABox, ERenderCommand Command)
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void CRenderer::AddMesh(IRenderable *pRenderable, int ComponentIndex, const CAABox& rkAABox, bool Transparent, ERenderCommand Command, EDepthGroup DepthGroup /*= eMidground*/)
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{
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SRenderablePtr Ptr;
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Ptr.pRenderable = pRenderable;
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Ptr.ComponentIndex = AssetID;
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Ptr.ComponentIndex = ComponentIndex;
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Ptr.AABox = rkAABox;
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Ptr.Command = Command;
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mOpaqueBucket.Add(Ptr);
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}
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void CRenderer::AddTransparentMesh(IRenderable *pRenderable, int AssetID, const CAABox& rkAABox, ERenderCommand Command)
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switch (DepthGroup)
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{
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SRenderablePtr Ptr;
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Ptr.pRenderable = pRenderable;
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Ptr.ComponentIndex = AssetID;
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Ptr.AABox = rkAABox;
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Ptr.Command = Command;
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mTransparentBucket.Add(Ptr);
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case eBackground:
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mBackgroundBucket.Add(Ptr, Transparent);
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break;
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case eMidground:
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mMidgroundBucket.Add(Ptr, Transparent);
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break;
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case eForeground:
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mForegroundBucket.Add(Ptr, Transparent);
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break;
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case eUI:
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mUIBucket.Add(Ptr, Transparent);
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break;
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}
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}
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void CRenderer::BeginFrame()
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@ -4,8 +4,9 @@
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#include "CCamera.h"
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#include "CGraphics.h"
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#include "CRenderBucket.h"
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#include "FRenderOptions.h"
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#include "EDepthGroup.h"
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#include "ERenderCommand.h"
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#include "FRenderOptions.h"
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#include "SRenderablePtr.h"
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#include "SViewInfo.h"
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#include "Core/OpenGL/CFramebuffer.h"
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@ -33,8 +34,6 @@ private:
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bool mDrawGrid;
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CColor mClearColor;
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u32 mContextIndex;
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CRenderBucket mOpaqueBucket;
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CRenderBucket mTransparentBucket;
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bool mInitialized;
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u32 mViewportWidth, mViewportHeight;
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u32 mBloomWidth, mBloomHeight;
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@ -44,6 +43,11 @@ private:
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CFramebuffer mBloomFramebuffers[3];
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GLint mDefaultFramebuffer;
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CRenderBucket mBackgroundBucket;
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CRenderBucket mMidgroundBucket;
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CRenderBucket mForegroundBucket;
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CRenderBucket mUIBucket;
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// Static Members
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static u32 sNumRenderers;
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void RenderBuckets(const SViewInfo& rkViewInfo);
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void RenderBloom();
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void RenderSky(CModel *pSkyboxModel, const SViewInfo& rkViewInfo);
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void AddOpaqueMesh(IRenderable *pRenderable, int AssetID, const CAABox& rkAABox, ERenderCommand Command);
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void AddTransparentMesh(IRenderable *pRenderable, int AssetID, const CAABox& rkAABox, ERenderCommand Command);
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void AddMesh(IRenderable *pRenderable, int AssetID, const CAABox& rkAABox, bool Transparent, ERenderCommand Command, EDepthGroup DepthGroup = eMidground);
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void BeginFrame();
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void EndFrame();
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void ClearDepthBuffer();
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@ -0,0 +1,13 @@
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#ifndef EDEPTHGROUP
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#define EDEPTHGROUP
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enum EDepthGroup
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{
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eBackground,
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eMidground,
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eForeground,
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eUI
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};
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#endif // EDEPTHGROUP
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@ -40,7 +40,10 @@ CVector3f CBone::TransformedPosition(const CBoneTransformData& rkData) const
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bool CBone::IsRoot() const
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{
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return (mpParent == nullptr);
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// In Retro's engine most skeletons have another bone named Skeleton_Root parented directly under the
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// actual root bone... that bone sometimes acts as the actual root (transforming the entire skeleton),
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// so we need to account for both
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return (mpParent == nullptr || mpParent->Parent() == nullptr);
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}
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// ************ CSkeleton ************
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@ -35,9 +35,9 @@ void CCharacterNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkView
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if (pModel)
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{
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if (!pModel->HasTransparency(0))
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pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
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pRenderer->AddMesh(this, -1, AABox(), false, eDrawMesh);
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else
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AddSurfacesToRenderer(pRenderer, pModel, 0, rkViewInfo, false);
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AddSurfacesToRenderer(pRenderer, pModel, 0, rkViewInfo, eMidground, false);
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}
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if (pSkel)
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@ -46,7 +46,7 @@ void CCharacterNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkView
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pSkel->UpdateTransform(mTransformData, pAnim, mAnimTime, false);
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if (rkViewInfo.ShowFlags.HasFlag(eShowSkeletons))
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pRenderer->AddOpaqueMesh(this, -2, AABox(), eDrawMesh);
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pRenderer->AddMesh(this, -2, AABox(), false, eDrawMesh, eForeground);
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}
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}
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@ -21,10 +21,10 @@ void CCollisionNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkView
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if (!rkViewInfo.ViewFrustum.BoxInFrustum(AABox())) return;
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if (rkViewInfo.GameMode) return;
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pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
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pRenderer->AddMesh(this, -1, AABox(), false, eDrawMesh);
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if (mSelected)
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pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawSelection);
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pRenderer->AddMesh(this, -1, AABox(), false, eDrawSelection);
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}
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void CCollisionNode::Draw(FRenderOptions /*Options*/, int /*ComponentIndex*/, const SViewInfo& rkViewInfo)
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@ -30,14 +30,14 @@ void CLightNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInfo
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if (rkViewInfo.GameMode) return;
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if (rkViewInfo.ViewFrustum.BoxInFrustum(AABox()))
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pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
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pRenderer->AddMesh(this, -1, AABox(), false, eDrawMesh);
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if (IsSelected() && mpLight->Type() == eCustom)
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{
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CAABox RadiusBox = (CAABox::skOne * 2.f * mpLight->GetRadius()) + mPosition;
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if (rkViewInfo.ViewFrustum.BoxInFrustum(RadiusBox))
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pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawSelection);
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pRenderer->AddMesh(this, -1, AABox(), false, eDrawSelection);
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}
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}
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@ -36,12 +36,12 @@ void CModelNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInfo
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if (rkViewInfo.GameMode) return;
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if (!mpModel->HasTransparency(mActiveMatSet))
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pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
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pRenderer->AddMesh(this, -1, AABox(), false, eDrawMesh);
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else
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AddSurfacesToRenderer(pRenderer, mpModel, mActiveMatSet, rkViewInfo);
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if (mSelected)
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pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawSelection);
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pRenderer->AddMesh(this, -1, AABox(), false, eDrawSelection);
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}
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void CModelNode::Draw(FRenderOptions Options, int ComponentIndex, const SViewInfo& rkViewInfo)
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@ -224,7 +224,7 @@ void CSceneNode::DrawRotationArrow() const
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spArrowModel->Draw(eNoRenderOptions, 0);
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}
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void CSceneNode::AddSurfacesToRenderer(CRenderer *pRenderer, CModel *pModel, u32 MatSet, const SViewInfo& rkViewInfo, bool DoFrustumTest /*= true*/)
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void CSceneNode::AddSurfacesToRenderer(CRenderer *pRenderer, CModel *pModel, u32 MatSet, const SViewInfo& rkViewInfo, EDepthGroup DepthGroup /*= eMidground*/, bool DoFrustumTest /*= true*/)
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{
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u32 SurfaceCount = pModel->GetSurfaceCount();
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@ -234,10 +234,7 @@ void CSceneNode::AddSurfacesToRenderer(CRenderer *pRenderer, CModel *pModel, u32
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if (!DoFrustumTest || rkViewInfo.ViewFrustum.BoxInFrustum(TransformedBox))
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{
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if (!pModel->IsSurfaceTransparent(iSurf, MatSet))
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pRenderer->AddOpaqueMesh(this, (int) iSurf, TransformedBox, eDrawMesh);
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else
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pRenderer->AddTransparentMesh(this, (int) iSurf, TransformedBox, eDrawMesh);
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pRenderer->AddMesh(this, (int) iSurf, TransformedBox, pModel->IsSurfaceTransparent(iSurf, MatSet), eDrawMesh, DepthGroup);
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}
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}
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}
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@ -2,6 +2,7 @@
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#define CSCENENODE_H
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#include "ENodeType.h"
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#include "Core/Render/EDepthGroup.h"
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#include "Core/Render/FRenderOptions.h"
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#include "Core/Render/IRenderable.h"
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#include "Core/Resource/CLight.h"
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@ -79,7 +80,7 @@ public:
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void LoadLights(const SViewInfo& rkViewInfo);
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void DrawBoundingBox() const;
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void DrawRotationArrow() const;
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void AddSurfacesToRenderer(CRenderer *pRenderer, CModel *pModel, u32 MatSet, const SViewInfo& rkViewInfo, bool DoFrustumTest = true);
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void AddSurfacesToRenderer(CRenderer *pRenderer, CModel *pModel, u32 MatSet, const SViewInfo& rkViewInfo, EDepthGroup DepthGroup = eMidground, bool DoFrustumTest = true);
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// Transform
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void Translate(const CVector3f& rkTranslation, ETransformSpace TransformSpace);
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@ -133,12 +133,12 @@ void CScriptNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInf
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if (rkViewInfo.ViewFrustum.BoxInFrustum(AABox()))
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{
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if (!mpActiveModel)
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pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
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pRenderer->AddMesh(this, -1, AABox(), false, eDrawMesh);
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else
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{
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if (!mpActiveModel->HasTransparency(0))
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pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
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pRenderer->AddMesh(this, -1, AABox(), false, eDrawMesh);
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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;
|
||||
|
||||
|
|
|
@ -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)
|
||||
|
|
|
@ -183,9 +183,9 @@ void CDamageableTriggerExtra::AddToRenderer(CRenderer *pRenderer, const SViewInf
|
|||
if (mRenderSide != eNoRender)
|
||||
{
|
||||
if (rkViewInfo.ViewFrustum.BoxInFrustum(AABox()))
|
||||
pRenderer->AddTransparentMesh(this, -1, AABox(), eDrawMesh);
|
||||
pRenderer->AddMesh(this, -1, AABox(), true, eDrawMesh);
|
||||
if (mpParent->IsSelected() && !rkViewInfo.GameMode)
|
||||
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawSelection);
|
||||
pRenderer->AddMesh(this, -1, AABox(), false, eDrawSelection);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -67,10 +67,10 @@ void CDoorExtra::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkViewInfo
|
|||
if (mpShieldModel->HasTransparency(0))
|
||||
AddSurfacesToRenderer(pRenderer, mpShieldModel, 0, rkViewInfo);
|
||||
else
|
||||
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
|
||||
pRenderer->AddMesh(this, -1, AABox(), false, eDrawMesh);
|
||||
|
||||
if (mpParent->IsSelected() && !rkViewInfo.GameMode)
|
||||
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawSelection);
|
||||
pRenderer->AddMesh(this, -1, AABox(), false, eDrawSelection);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -32,7 +32,7 @@ void CRadiusSphereExtra::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rk
|
|||
CAABox BoundingBox = Bounds();
|
||||
|
||||
if (rkViewInfo.ViewFrustum.BoxInFrustum(BoundingBox))
|
||||
pRenderer->AddOpaqueMesh(this, -1, BoundingBox, eDrawMesh);
|
||||
pRenderer->AddMesh(this, -1, BoundingBox, false, eDrawMesh);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -167,7 +167,7 @@ void CWaypointExtra::AddToRenderer(CRenderer *pRenderer, const SViewInfo& rkView
|
|||
CScriptNode *pNode = mLinks[iLink].pWaypoint;
|
||||
|
||||
if (pNode->IsVisible() && !pNode->IsSelected() && rkViewInfo.ViewFrustum.BoxInFrustum(mLinks[iLink].LineAABB))
|
||||
pRenderer->AddOpaqueMesh(this, iLink, mLinks[iLink].LineAABB, eDrawMesh);
|
||||
pRenderer->AddMesh(this, iLink, mLinks[iLink].LineAABB, false, eDrawMesh);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -57,11 +57,7 @@ void CGizmo::AddToRenderer(CRenderer *pRenderer, const SViewInfo&)
|
|||
u32 SetID = (IsHighlighted ? 1 : 0);
|
||||
|
||||
// Add to renderer...
|
||||
if (pModel->HasTransparency(SetID))
|
||||
pRenderer->AddTransparentMesh(this, iPart, pModel->AABox().Transformed(mTransform), eDrawMesh);
|
||||
else
|
||||
pRenderer->AddOpaqueMesh(this, iPart, pModel->AABox().Transformed(mTransform), eDrawMesh);
|
||||
|
||||
pRenderer->AddMesh(this, iPart, pModel->AABox().Transformed(mTransform), pModel->HasTransparency(SetID), eDrawMesh, eForeground);
|
||||
pPart++;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -299,6 +299,7 @@ void CSceneViewport::Paint()
|
|||
|
||||
mpRenderer->BeginFrame();
|
||||
|
||||
// todo: The sky should really just be a regular node in the background depth group instead of having special rendering code here
|
||||
if ((mViewInfo.ShowFlags & eShowSky) || mViewInfo.GameMode)
|
||||
{
|
||||
CModel *pSky = mpScene->ActiveSkybox();
|
||||
|
@ -308,6 +309,14 @@ void CSceneViewport::Paint()
|
|||
mCamera.LoadMatrices();
|
||||
mpScene->AddSceneToRenderer(mpRenderer, mViewInfo);
|
||||
|
||||
// Add gizmo to renderer
|
||||
if (mpEditor->IsGizmoVisible() && !mViewInfo.GameMode)
|
||||
{
|
||||
CGizmo *pGizmo = mpEditor->Gizmo();
|
||||
pGizmo->UpdateForCamera(mCamera);
|
||||
pGizmo->AddToRenderer(mpRenderer, mViewInfo);
|
||||
}
|
||||
|
||||
// Draw the line for the link the user is editing. This is a little hacky but I don't really have a better way to do this atm.
|
||||
if (mLinkLineEnabled)
|
||||
{
|
||||
|
@ -318,19 +327,6 @@ void CSceneViewport::Paint()
|
|||
}
|
||||
|
||||
mpRenderer->RenderBuckets(mViewInfo);
|
||||
mpRenderer->RenderBloom();
|
||||
|
||||
if (mpEditor->IsGizmoVisible() && !mViewInfo.GameMode)
|
||||
{
|
||||
CGizmo *pGizmo = mpEditor->Gizmo();
|
||||
mCamera.LoadMatrices();
|
||||
|
||||
mpRenderer->ClearDepthBuffer();
|
||||
pGizmo->UpdateForCamera(mCamera);
|
||||
pGizmo->AddToRenderer(mpRenderer, mViewInfo);
|
||||
mpRenderer->RenderBuckets(mViewInfo);
|
||||
}
|
||||
|
||||
mpRenderer->EndFrame();
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue