Renderer changes; render buckets now use new abstract class IRenderable instead of CSceneNode to allow rendering non-nodes, plus renderer modified to easily allow multiple rendering passes overlaid on each other
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@ -13,6 +13,30 @@ inline X operator|(const X& A, const int B) { \
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} \
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inline void operator|= (X& A, int B) { \
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A = A | B; \
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} \
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inline X operator|(const X& A, const unsigned int B) { \
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return (X) ((int) A | B); \
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} \
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inline void operator|= (X& A, unsigned int B) { \
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A = A | B; \
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} \
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inline X operator&(const X& A, const X& B) { \
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return (X) ((int) A & (int) B); \
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} \
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inline void operator&= (X& A, X& B) { \
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A = A & B; \
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} \
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inline X operator&(const X& A, const int B) { \
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return (X) ((int) A & B); \
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} \
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inline void operator&= (X& A, int B) { \
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A = A & B; \
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} \
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inline X operator&(const X& A, const unsigned int B) { \
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return (X) ((int) A & B); \
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} \
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inline void operator&= (X& A, unsigned int B) { \
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A = A & B; \
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}
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#endif // ENUMUTIL
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@ -157,3 +157,10 @@ void CGraphics::SetDefaultLighting()
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sDefaultDirectionalLights[1].Load();
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sDefaultDirectionalLights[2].Load();
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}
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void CGraphics::SetIdentityMVP()
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{
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sMVPBlock.ModelMatrix = CMatrix4f::skIdentity;
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sMVPBlock.ViewMatrix = CMatrix4f::skIdentity;
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sMVPBlock.ProjectionMatrix = CMatrix4f::skIdentity;
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}
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@ -92,6 +92,7 @@ public:
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static void ReleaseContext(u32 Index);
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static void SetActiveContext(u32 Index);
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static void SetDefaultLighting();
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static void SetIdentityMVP();
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};
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#endif // CGRAPHICS_H
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@ -14,12 +14,12 @@ void CRenderBucket::SetSortType(ESortType Type)
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mSortType = Type;
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}
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void CRenderBucket::Add(const SMeshPointer& Mesh)
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void CRenderBucket::Add(const SRenderablePtr& ptr)
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{
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if (mSize >= mEstSize)
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mNodes.push_back(Mesh);
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mRenderables.push_back(ptr);
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else
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mNodes[mSize] = Mesh;
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mRenderables[mSize] = ptr;
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mSize++;
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}
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@ -28,7 +28,7 @@ void CRenderBucket::Sort(CCamera& Camera)
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{
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struct {
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CCamera *pCamera;
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bool operator()(SMeshPointer left, SMeshPointer right) {
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bool operator()(SRenderablePtr left, SRenderablePtr right) {
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CVector3f cPos = pCamera->Position();
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CVector3f cDir = pCamera->GetDirection();
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@ -42,7 +42,7 @@ void CRenderBucket::Sort(CCamera& Camera)
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backToFront.pCamera = &Camera;
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if (mSortType == BackToFront)
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std::stable_sort(mNodes.begin(), mNodes.begin() + mSize, backToFront);
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std::stable_sort(mRenderables.begin(), mRenderables.begin() + mSize, backToFront);
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// Test: draw node bounding boxes + vertices used for sorting
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/*for (u32 iNode = 0; iNode < mNodes.size(); iNode++)
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@ -67,7 +67,7 @@ void CRenderBucket::Sort(CCamera& Camera)
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void CRenderBucket::Clear()
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{
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mEstSize = mSize;
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if (mNodes.size() > mSize) mNodes.resize(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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@ -75,14 +75,14 @@ void CRenderBucket::Draw(ERenderOptions Options)
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{
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for (u32 n = 0; n < mSize; n++)
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{
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if (mNodes[n].Command == eDrawMesh)
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mNodes[n].pNode->Draw(Options);
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if (mRenderables[n].Command == eDrawMesh)
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mRenderables[n].pRenderable->Draw(Options);
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else if (mNodes[n].Command == eDrawAsset)
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mNodes[n].pNode->DrawAsset(Options, mNodes[n].Asset);
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else if (mRenderables[n].Command == eDrawAsset)
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mRenderables[n].pRenderable->DrawAsset(Options, mRenderables[n].Asset);
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else if (mNodes[n].Command == eDrawSelection)
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mNodes[n].pNode->DrawSelection();
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else if (mRenderables[n].Command == eDrawSelection)
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mRenderables[n].pRenderable->DrawSelection();
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// todo: implementation for eDrawExtras
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}
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@ -3,8 +3,8 @@
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#include "CCamera.h"
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#include "ERenderOptions.h"
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#include "SRenderablePtr.h"
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#include <Common/types.h>
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#include <OpenGL/SMeshPointer.h>
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#include <vector>
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class CRenderBucket
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@ -17,14 +17,14 @@ public:
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};
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private:
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ESortType mSortType;
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std::vector<SMeshPointer> mNodes;
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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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void SetSortType(ESortType Type);
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void Add(const SMeshPointer& Mesh);
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void Add(const SRenderablePtr& ptr);
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void Sort(CCamera& Camera);
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void Clear();
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void Draw(ERenderOptions Options);
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@ -60,12 +60,14 @@ bool CRenderer::IsUVAnimationOn()
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void CRenderer::ToggleBackfaceCull(bool b)
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{
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mOptions = (ERenderOptions) ((mOptions & ~eEnableBackfaceCull) | (b << 1));
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if (b) mOptions |= eEnableBackfaceCull;
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else mOptions &= ~eEnableBackfaceCull;
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}
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void CRenderer::ToggleUVAnimation(bool b)
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{
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mOptions = (ERenderOptions) ((mOptions & ~eEnableUVScroll) | b);
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if (b) mOptions |= eEnableUVScroll;
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else mOptions &= ~eEnableUVScroll;
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}
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void CRenderer::ToggleGrid(bool b)
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@ -75,12 +77,14 @@ void CRenderer::ToggleGrid(bool b)
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void CRenderer::ToggleOccluders(bool b)
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{
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mOptions = (ERenderOptions) ((mOptions & ~eEnableOccluders) | (b << 2));
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if (b) mOptions |= eEnableOccluders;
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else mOptions &= ~eEnableOccluders;
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}
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void CRenderer::ToggleAlphaDisabled(bool b)
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{
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mOptions = (ERenderOptions) ((mOptions & ~eNoAlpha) | (b << 5));
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if (b) mOptions |= eNoAlpha;
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else mOptions &= ~eNoAlpha;
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}
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void CRenderer::SetBloom(EBloomMode BloomMode)
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@ -88,9 +92,9 @@ void CRenderer::SetBloom(EBloomMode BloomMode)
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mBloomMode = BloomMode;
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if (BloomMode != eNoBloom)
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mOptions = (ERenderOptions) (mOptions | eEnableBloom);
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mOptions |= eEnableBloom;
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else
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mOptions = (ERenderOptions) (mOptions & ~eEnableBloom);
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mOptions &= ~eEnableBloom;
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}
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void CRenderer::SetFont(CFont *pFont)
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@ -118,22 +122,33 @@ void CRenderer::SetViewportSize(u32 Width, u32 Height)
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}
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// ************ RENDER ************
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void CRenderer::RenderScene(CCamera& Camera)
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void CRenderer::RenderBuckets(CCamera& Camera)
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{
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if (!mInitialized) Init();
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// Set backface culling
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if (mOptions & eEnableBackfaceCull) glEnable(GL_CULL_FACE);
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else glDisable(GL_CULL_FACE);
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// Render scene to texture
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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(mOptions);
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mOpaqueBucket.Clear();
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mTransparentBucket.Sort(Camera);
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mTransparentBucket.Draw(mOptions);
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mTransparentBucket.Clear();
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// Clear depth buffer to enable more rendering passes
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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void CRenderer::RenderBloom()
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{
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// Check to ensure bloom is enabled
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if (mBloomMode == eNoBloom) return;
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// Setup
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static const float skHOffset[6] = { -0.008595f, -0.005470f, -0.002345f,
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0.002345f, 0.005470f, 0.008595f };
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@ -158,9 +173,7 @@ void CRenderer::RenderBloom()
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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CGraphics::sMVPBlock.ModelMatrix = CMatrix4f::skIdentity;
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CGraphics::sMVPBlock.ViewMatrix = CMatrix4f::skIdentity;
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CGraphics::sMVPBlock.ProjectionMatrix = CMatrix4f::skIdentity;
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CGraphics::SetIdentityMVP();
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CGraphics::UpdateMVPBlock();
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// Pass 1: Alpha-blend the scene texture on a black background
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@ -211,6 +224,28 @@ void CRenderer::RenderBloom()
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glBlendFunc(GL_ONE, GL_ONE);
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CDrawUtil::DrawSquare();
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}
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// Render result onto main scene framebuffer
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mSceneFramebuffer.Bind();
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glViewport(0, 0, mViewportWidth, mViewportHeight);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
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CGraphics::SetIdentityMVP();
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CGraphics::UpdateMVPBlock();
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CDrawUtil::UseTextureShader();
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glBlendFunc(GL_ONE, GL_ONE);
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mBloomFramebuffers[2].Texture()->Bind(0);
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CDrawUtil::DrawSquare();
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if (mBloomMode == eBloomMaps)
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{
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// Bloom maps are in the framebuffer alpha channel.
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// White * dst alpha = bloom map colors
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CDrawUtil::UseColorShader(CColor::skWhite);
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glBlendFunc(GL_DST_ALPHA, GL_ZERO);
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CDrawUtil::DrawSquare();
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}
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}
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void CRenderer::RenderSky(CModel *pSkyboxModel, CVector3f CameraPosition)
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pSkyboxModel->Draw(mOptions, 0);
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}
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void CRenderer::AddOpaqueMesh(CSceneNode *pNode, u32 AssetID, CAABox& AABox, ERenderCommand Command)
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void CRenderer::AddOpaqueMesh(IRenderable *pRenderable, u32 AssetID, CAABox& AABox, ERenderCommand Command)
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{
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SMeshPointer mesh;
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mesh.pNode = pNode;
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mesh.Asset = AssetID;
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mesh.AABox = AABox;
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mesh.Command = Command;
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mOpaqueBucket.Add(mesh);
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SRenderablePtr ptr;
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ptr.pRenderable = pRenderable;
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ptr.Asset = AssetID;
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ptr.AABox = AABox;
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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(CSceneNode *pNode, u32 AssetID, CAABox& AABox, ERenderCommand Command)
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void CRenderer::AddTransparentMesh(IRenderable *pRenderable, u32 AssetID, CAABox& AABox, ERenderCommand Command)
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{
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SMeshPointer mesh;
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mesh.pNode = pNode;
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mesh.Asset = AssetID;
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mesh.AABox = AABox;
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mesh.Command = Command;
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mTransparentBucket.Add(mesh);
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SRenderablePtr ptr;
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ptr.pRenderable = pRenderable;
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ptr.Asset = AssetID;
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ptr.AABox = AABox;
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ptr.Command = Command;
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mTransparentBucket.Add(ptr);
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}
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void CRenderer::BeginFrame()
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@ -269,15 +304,12 @@ void CRenderer::BeginFrame()
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glViewport(0, 0, mViewportWidth, mViewportHeight);
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InitFramebuffer();
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if (mOptions & eEnableBackfaceCull) glEnable(GL_CULL_FACE);
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else glDisable(GL_CULL_FACE);
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}
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void CRenderer::EndFrame()
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{
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// Post-processing
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if ((mBloomMode == eBloom) || (mBloomMode == eFakeBloom))
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if (mBloomMode != eNoBloom)
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RenderBloom();
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// Render result to screen
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@ -285,9 +317,7 @@ void CRenderer::EndFrame()
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InitFramebuffer();
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glViewport(0, 0, mViewportWidth, mViewportHeight);
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CGraphics::sMVPBlock.ModelMatrix = CMatrix4f::skIdentity;
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CGraphics::sMVPBlock.ViewMatrix = CMatrix4f::skIdentity;
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CGraphics::sMVPBlock.ProjectionMatrix = CMatrix4f::skIdentity;
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CGraphics::SetIdentityMVP();
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CGraphics::UpdateMVPBlock();
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glDisable(GL_DEPTH_TEST);
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@ -298,23 +328,6 @@ void CRenderer::EndFrame()
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mSceneFramebuffer.Texture()->Bind(0);
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CDrawUtil::DrawSquare();
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if ((mBloomMode == eBloom) || (mBloomMode == eFakeBloom))
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{
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CDrawUtil::UseTextureShader();
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glBlendFunc(GL_ONE, GL_ONE);
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mBloomFramebuffers[2].Texture()->Bind(0);
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CDrawUtil::DrawSquare();
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}
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else if (mBloomMode == eBloomMaps)
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{
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// Bloom maps are in the framebuffer alpha channel.
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// White * dst alpha = bloom map colors
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CDrawUtil::UseColorShader(CColor::skWhite);
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glBlendFunc(GL_DST_ALPHA, GL_ZERO);
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CDrawUtil::DrawSquare();
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}
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glEnable(GL_DEPTH_TEST);
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gDrawCount = 0;
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}
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@ -8,12 +8,12 @@
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#include "CRenderBucket.h"
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#include "ERenderOptions.h"
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#include "ERenderCommand.h"
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#include "SRenderablePtr.h"
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#include <Common/CAABox.h>
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#include <Common/CColor.h>
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#include <Common/CMatrix4f.h>
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#include <Common/types.h>
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#include <OpenGL/CFramebuffer.h>
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#include <OpenGL/SMeshPointer.h>
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#include <Resource/CFont.h>
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#include <Resource/CLight.h>
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#include <Resource/CTexture.h>
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void SetViewportSize(u32 Width, u32 Height);
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// Render
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void RenderScene(CCamera& Camera);
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void RenderBuckets(CCamera& Camera);
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void RenderBloom();
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void RenderSky(CModel *pSkyboxModel, CVector3f CameraPosition);
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void AddOpaqueMesh(CSceneNode *pNode, u32 AssetID, CAABox& AABox, ERenderCommand Command);
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void AddTransparentMesh(CSceneNode *pNode, u32 AssetID, CAABox& AABox, ERenderCommand Command);
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void AddOpaqueMesh(IRenderable *pRenderable, u32 AssetID, CAABox& AABox, ERenderCommand Command);
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void AddTransparentMesh(IRenderable *pRenderable, u32 AssetID, CAABox& AABox, ERenderCommand Command);
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void BeginFrame();
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void EndFrame();
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@ -0,0 +1,21 @@
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#ifndef IRENDERABLE_H
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#define IRENDERABLE_H
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#include "ERenderOptions.h"
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#include <Common/CAABox.h>
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#include <Common/types.h>
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class CRenderer;
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class IRenderable
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{
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public:
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IRenderable() {}
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virtual ~IRenderable() {}
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virtual void AddToRenderer(CRenderer *pRenderer) = 0;
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virtual void Draw(ERenderOptions options) = 0;
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virtual void DrawAsset(ERenderOptions, u32) {}
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virtual void DrawSelection() {}
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};
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#endif // IRENDERABLE_H
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@ -1,5 +1,5 @@
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#ifndef SMESHPOINTER_H
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#define SMESHPOINTER_H
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#ifndef SRENDERABLEPTR_H
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#define SRENDERABLEPTR_H
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#include <Common/CAABox.h>
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#include <Common/types.h>
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@ -7,12 +7,12 @@
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#include <Scene/CSceneNode.h>
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#include <Resource/CMaterial.h>
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struct SMeshPointer
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struct SRenderablePtr
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{
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CSceneNode *pNode;
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IRenderable *pRenderable;
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u32 Asset;
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CAABox AABox;
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ERenderCommand Command;
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};
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#endif // SMESHPOINTER_H
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#endif // SRENDERABLEPTR_H
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@ -71,9 +71,9 @@ void CDynamicVertexBuffer::ClearBuffers()
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{
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for (u32 iAttrib = 0; iAttrib < 12; iAttrib++)
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{
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u8 Bit = 1 << iAttrib;
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int bit = 1 << iAttrib;
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if (mBufferedFlags & Bit)
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if (mBufferedFlags & bit)
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glDeleteBuffers(1, &mAttribBuffers[iAttrib]);
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}
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@ -159,7 +159,6 @@ HEADERS += \
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OpenGL/CShaderGenerator.h \
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OpenGL/CVertexBuffer.h \
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OpenGL/GLCommon.h \
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OpenGL/SMeshPointer.h \
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UI/CWorldEditorWindow.h \
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UI/PWEMaterialEditor.h \
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UI/CStartWindow.h \
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@ -282,7 +281,9 @@ HEADERS += \
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UI/WScanPreviewPanel.h \
|
||||
UI/WIntegralSpinBox.h \
|
||||
UI/CAboutDialog.h \
|
||||
UI/CGizmo.h
|
||||
UI/CGizmo.h \
|
||||
Core/IRenderable.h \
|
||||
Core/SRenderablePtr.h
|
||||
|
||||
FORMS += \
|
||||
UI/CWorldEditorWindow.ui \
|
||||
|
|
|
@ -120,7 +120,7 @@ void CMaterialPass::SetAnimCurrent(ERenderOptions Options, u32 PassIndex)
|
|||
|
||||
case eUVScroll: // Mode 2
|
||||
{
|
||||
if (Options & eUVScroll)
|
||||
if (Options & eEnableUVScroll)
|
||||
{
|
||||
TexMtx[0][3] = (s * mAnimParams[2]) + mAnimParams[0];
|
||||
TexMtx[1][3] = (s * mAnimParams[3]) + mAnimParams[1];
|
||||
|
@ -130,7 +130,7 @@ void CMaterialPass::SetAnimCurrent(ERenderOptions Options, u32 PassIndex)
|
|||
|
||||
case eUVRotation: // Mode 3
|
||||
{
|
||||
if (Options & eUVScroll)
|
||||
if (Options & eEnableUVScroll)
|
||||
{
|
||||
float Angle = (s * mAnimParams[1]) + mAnimParams[0];
|
||||
|
||||
|
@ -150,7 +150,7 @@ void CMaterialPass::SetAnimCurrent(ERenderOptions Options, u32 PassIndex)
|
|||
case eHFilmstrip: // Mode 4
|
||||
case eVFilmstrip: // Mode 5
|
||||
{
|
||||
if (Options & eUVScroll)
|
||||
if (Options & eEnableUVScroll)
|
||||
{
|
||||
float Offset = mAnimParams[2] * mAnimParams[0] * (mAnimParams[3] + s);
|
||||
Offset = (float)(short)(float)(mAnimParams[1] * fmod(Offset, 1.0f)) * mAnimParams[2];
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
#ifndef CSCENENODE_H
|
||||
#define CSCENENODE_H
|
||||
|
||||
#include <Core/IRenderable.h>
|
||||
#include "ENodeType.h"
|
||||
#include <Common/CVector3f.h>
|
||||
#include <Common/CQuaternion.h>
|
||||
|
@ -16,7 +17,7 @@
|
|||
class CRenderer;
|
||||
class CSceneManager;
|
||||
|
||||
class CSceneNode
|
||||
class CSceneNode : public IRenderable
|
||||
{
|
||||
private:
|
||||
CTransform4f _mCachedTransform;
|
||||
|
@ -50,9 +51,8 @@ public:
|
|||
virtual ~CSceneNode();
|
||||
virtual ENodeType NodeType() = 0;
|
||||
virtual std::string PrefixedName() const;
|
||||
virtual void AddToRenderer(CRenderer *pRenderer) = 0;
|
||||
virtual void Draw(ERenderOptions Options) = 0;
|
||||
virtual void DrawAsset(ERenderOptions Options, u32 Asset) = 0;
|
||||
virtual void Draw(ERenderOptions options) = 0;
|
||||
virtual void DrawAsset(ERenderOptions options, u32 asset) = 0;
|
||||
virtual void DrawSelection();
|
||||
virtual void RayAABoxIntersectTest(CRayCollisionTester& Tester);
|
||||
virtual SRayIntersection RayNodeIntersectTest(const CRay& Ray, u32 AssetID) = 0;
|
||||
|
|
|
@ -587,7 +587,7 @@ void CModelEditorWindow::PaintViewport(CCamera& Camera)
|
|||
{
|
||||
CDrawUtil::DrawGrid();
|
||||
mpCurrentModelNode->AddToRenderer(mpRenderer);
|
||||
mpRenderer->RenderScene(Camera);
|
||||
mpRenderer->RenderBuckets(Camera);
|
||||
}
|
||||
|
||||
else if (mDrawMode == eDrawSphere)
|
||||
|
|
|
@ -281,7 +281,8 @@ void CWorldEditor::ViewportRender(CCamera& Camera)
|
|||
if (pSky) mpRenderer->RenderSky(pSky, Camera.Position());
|
||||
}
|
||||
|
||||
mpRenderer->RenderScene(Camera);
|
||||
mpRenderer->RenderBuckets(Camera);
|
||||
mpRenderer->RenderBloom();
|
||||
mpRenderer->EndFrame();
|
||||
mFrameTimer.Stop();
|
||||
mFrameCount++;
|
||||
|
|
|
@ -98,7 +98,7 @@ void CWorldEditorWindow::PaintViewport(double DeltaTime)
|
|||
if (pSky) mpRenderer->RenderSky(pSky, mCamera.Position());
|
||||
}
|
||||
|
||||
mpRenderer->RenderScene(mCamera);
|
||||
mpRenderer->RenderBuckets(mCamera);
|
||||
mpRenderer->EndFrame();
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue