Bunch of backend rendering reshuffling; getting rid of DrawAsset, adding convenience functions, renaming some things
This commit is contained in:
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4bad61acec
commit
9494d2276d
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@ -19,6 +19,18 @@ void CRayCollisionTester::AddNode(CSceneNode *pNode, u32 AssetIndex, float Dista
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Intersection.Distance = Distance;
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}
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void CRayCollisionTester::AddNodeModel(CSceneNode *pNode, CBasicModel *pModel)
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{
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// Check each of the model's surfaces and queue them for further testing if they hit
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for (u32 iSurf = 0; iSurf < pModel->GetSurfaceCount(); iSurf++)
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{
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std::pair<bool,float> SurfResult = pModel->GetSurfaceAABox(iSurf).Transformed(pNode->Transform()).IntersectsRay(mRay);
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if (SurfResult.first)
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AddNode(pNode, iSurf, SurfResult.second);
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}
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}
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SRayIntersection CRayCollisionTester::TestNodes(const SViewInfo& ViewInfo)
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{
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// Sort nodes by distance from ray
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@ -7,6 +7,7 @@
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#include "SRayIntersection.h"
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#include "types.h"
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#include <Core/SViewInfo.h>
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#include <Resource/model/CBasicModel.h>
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#include <list>
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@ -22,6 +23,7 @@ public:
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~CRayCollisionTester();
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const CRay& Ray() const;
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void AddNode(CSceneNode *pNode, u32 AssetIndex, float Distance);
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void AddNodeModel(CSceneNode *pNode, CBasicModel *pModel);
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SRayIntersection TestNodes(const SViewInfo& ViewInfo);
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};
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@ -45,7 +45,7 @@ void CGraphics::Initialize()
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mpPixelBlockBuffer = new CUniformBuffer(sizeof(sPixelBlock));
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mpLightBlockBuffer = new CUniformBuffer(sizeof(sLightBlock));
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sLightMode = WorldLighting;
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sLightMode = eWorldLighting;
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sNumLights = 0;
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sWorldLightMultiplier = 1.f;
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@ -162,6 +162,14 @@ void CGraphics::SetDefaultLighting()
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UpdateVertexBlock();
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}
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void CGraphics::SetupAmbientColor()
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{
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if (sLightMode == eWorldLighting)
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sVertexBlock.COLOR0_Amb = sAreaAmbientColor.ToVector4f() * sWorldLightMultiplier;
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else
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sVertexBlock.COLOR0_Amb = skDefaultAmbientColor.ToVector4f();
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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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@ -68,7 +68,7 @@ public:
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static SLightBlock sLightBlock;
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// Lighting-related
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enum ELightingMode { NoLighting, BasicLighting, WorldLighting };
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enum ELightingMode { eNoLighting, eBasicLighting, eWorldLighting };
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static ELightingMode sLightMode;
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static u32 sNumLights;
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static const CColor skDefaultAmbientColor;
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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 SetupAmbientColor();
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static void SetIdentityMVP();
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};
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@ -79,10 +79,7 @@ void CRenderBucket::Draw(const SViewInfo& ViewInfo)
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for (u32 n = 0; n < mSize; n++)
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{
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if (mRenderables[n].Command == eDrawMesh)
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mRenderables[n].pRenderable->Draw(Options, ViewInfo);
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else if (mRenderables[n].Command == eDrawAsset)
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mRenderables[n].pRenderable->DrawAsset(Options, mRenderables[n].Asset, ViewInfo);
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mRenderables[n].pRenderable->Draw(Options, mRenderables[n].ComponentIndex, ViewInfo);
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else if (mRenderables[n].Command == eDrawSelection)
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mRenderables[n].pRenderable->DrawSelection();
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@ -311,21 +311,21 @@ void CRenderer::RenderSky(CModel *pSkyboxModel, const SViewInfo& ViewInfo)
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pSkyboxModel->Draw(mOptions, 0);
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}
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void CRenderer::AddOpaqueMesh(IRenderable *pRenderable, u32 AssetID, CAABox& AABox, ERenderCommand Command)
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void CRenderer::AddOpaqueMesh(IRenderable *pRenderable, int AssetID, CAABox& AABox, ERenderCommand Command)
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{
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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.ComponentIndex = 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(IRenderable *pRenderable, u32 AssetID, CAABox& AABox, ERenderCommand Command)
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void CRenderer::AddTransparentMesh(IRenderable *pRenderable, int AssetID, CAABox& AABox, ERenderCommand Command)
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{
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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.ComponentIndex = 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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@ -75,8 +75,8 @@ public:
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void RenderBuckets(const SViewInfo& ViewInfo);
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void RenderBloom();
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void RenderSky(CModel *pSkyboxModel, const SViewInfo& ViewInfo);
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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 AddOpaqueMesh(IRenderable *pRenderable, int AssetID, CAABox& AABox, ERenderCommand Command);
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void AddTransparentMesh(IRenderable *pRenderable, int AssetID, CAABox& AABox, ERenderCommand Command);
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void BeginFrame();
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void EndFrame();
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void ClearDepthBuffer();
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@ -4,9 +4,7 @@
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enum ERenderCommand
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{
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eDrawMesh,
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eDrawAsset,
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eDrawSelection,
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eDrawExtras
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eDrawSelection
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};
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#endif // ERENDERCOMMAND
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@ -13,8 +13,7 @@ public:
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IRenderable() {}
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virtual ~IRenderable() {}
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virtual void AddToRenderer(CRenderer* pRenderer, const SViewInfo& ViewInfo) = 0;
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virtual void Draw(ERenderOptions /*options*/, const SViewInfo& /*ViewInfo*/) {}
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virtual void DrawAsset(ERenderOptions /*options*/, u32 /*asset*/, const SViewInfo& /*ViewInfo*/) {}
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virtual void Draw(ERenderOptions /*Options*/, int /*ComponentIndex*/, const SViewInfo& /*ViewInfo*/) {}
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virtual void DrawSelection() {}
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};
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@ -10,7 +10,7 @@
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struct SRenderablePtr
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{
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IRenderable *pRenderable;
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u32 Asset;
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u32 ComponentIndex;
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CAABox AABox;
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ERenderCommand Command;
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};
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@ -21,15 +21,14 @@ void CCollisionNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewIn
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if (!ViewInfo.ViewFrustum.BoxInFrustum(AABox())) return;
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if (ViewInfo.GameMode) return;
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pRenderer->AddOpaqueMesh(this, 0, AABox(), eDrawMesh);
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pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
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if (mSelected)
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pRenderer->AddOpaqueMesh(this, 0, AABox(), eDrawSelection);
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pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawSelection);
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}
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void CCollisionNode::Draw(ERenderOptions, const SViewInfo& ViewInfo)
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void CCollisionNode::Draw(ERenderOptions /*Options*/, int /*ComponentIndex*/, const SViewInfo& ViewInfo)
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{
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// Not using parameter 1 (ERenderOptions - Options)
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if (!mpCollision) return;
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LoadModelMatrix();
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@ -13,7 +13,7 @@ public:
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CCollisionNode(CSceneManager *pScene, CSceneNode *pParent = 0, CCollisionMeshGroup *pCollision = 0);
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ENodeType NodeType();
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void AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo);
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void Draw(ERenderOptions Options, const SViewInfo& ViewInfo);
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void Draw(ERenderOptions Options, int ComponentIndex, const SViewInfo& ViewInfo);
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SRayIntersection RayNodeIntersectTest(const CRay &Ray, u32 AssetID, const SViewInfo& ViewInfo);
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void SetCollision(CCollisionMeshGroup *pCollision);
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};
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@ -30,10 +30,10 @@ void CLightNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
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if (!ViewInfo.ViewFrustum.BoxInFrustum(AABox())) return;
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if (ViewInfo.GameMode) return;
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pRenderer->AddOpaqueMesh(this, 0, CAABox(mPosition + 0.5f, mPosition - 0.5f), eDrawMesh);
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pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
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}
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void CLightNode::Draw(ERenderOptions /*Options*/, const SViewInfo& ViewInfo)
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void CLightNode::Draw(ERenderOptions /*Options*/, int /*ComponentIndex*/, const SViewInfo& ViewInfo)
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{
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CDrawUtil::DrawLightBillboard(mpLight->GetType(), mpLight->GetColor(), mPosition, BillboardScale(), TintColor(ViewInfo));
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@ -11,7 +11,7 @@ public:
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CLightNode(CSceneManager *pScene, CSceneNode *pParent = 0, CLight *Light = 0);
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ENodeType NodeType();
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void AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo);
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void Draw(ERenderOptions Options, const SViewInfo& ViewInfo);
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void Draw(ERenderOptions Options, int ComponentIndex, const SViewInfo& ViewInfo);
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void RayAABoxIntersectTest(CRayCollisionTester& Tester);
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SRayIntersection RayNodeIntersectTest(const CRay &Ray, u32 AssetID, const SViewInfo& ViewInfo);
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CLight* Light();
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@ -24,29 +24,15 @@ void CModelNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
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if (ViewInfo.GameMode) return;
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if (!mpModel->HasTransparency(mActiveMatSet))
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pRenderer->AddOpaqueMesh(this, 0, AABox(), eDrawMesh);
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pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
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else
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{
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u32 SurfaceCount = mpModel->GetSurfaceCount();
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for (u32 iSurf = 0; iSurf < SurfaceCount; iSurf++)
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{
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if (ViewInfo.ViewFrustum.BoxInFrustum(mpModel->GetSurfaceAABox(iSurf).Transformed(Transform())))
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{
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if (!mpModel->IsSurfaceTransparent(iSurf, mActiveMatSet))
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pRenderer->AddOpaqueMesh(this, iSurf, mpModel->GetSurfaceAABox(iSurf).Transformed(Transform()), eDrawAsset);
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else
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pRenderer->AddTransparentMesh(this, iSurf, mpModel->GetSurfaceAABox(iSurf).Transformed(Transform()), eDrawAsset);
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}
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}
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}
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AddSurfacesToRenderer(pRenderer, mpModel, mActiveMatSet, ViewInfo);
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if (mSelected)
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pRenderer->AddOpaqueMesh(this, 0, AABox(), eDrawSelection);
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pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawSelection);
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}
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void CModelNode::Draw(ERenderOptions Options, const SViewInfo& ViewInfo)
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void CModelNode::Draw(ERenderOptions Options, int ComponentIndex, const SViewInfo& ViewInfo)
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{
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if (!mpModel) return;
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if (mForceAlphaOn) Options = (ERenderOptions) (Options & ~eNoAlpha);
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@ -67,32 +53,10 @@ void CModelNode::Draw(ERenderOptions Options, const SViewInfo& ViewInfo)
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CGraphics::sPixelBlock.TintColor = TintColor(ViewInfo).ToVector4f();
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LoadModelMatrix();
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if (ComponentIndex < 0)
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mpModel->Draw(Options, mActiveMatSet);
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}
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void CModelNode::DrawAsset(ERenderOptions Options, u32 Asset, const SViewInfo& ViewInfo)
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{
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if (!mpModel) return;
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if (mForceAlphaOn) Options = (ERenderOptions) (Options & ~eNoAlpha);
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if (mLightingEnabled)
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{
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CGraphics::SetDefaultLighting();
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CGraphics::UpdateLightBlock();
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CGraphics::sVertexBlock.COLOR0_Amb = CGraphics::skDefaultAmbientColor.ToVector4f();
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}
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else
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{
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CGraphics::sNumLights = 0;
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CGraphics::sVertexBlock.COLOR0_Amb = CColor::skBlack.ToVector4f();
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}
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CGraphics::sPixelBlock.TevColor = CVector4f(1,1,1,1);
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CGraphics::sPixelBlock.TintColor = TintColor(ViewInfo).ToVector4f();
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CGraphics::UpdatePixelBlock();
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LoadModelMatrix();
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mpModel->DrawSurface(Options, Asset, mActiveMatSet);
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mpModel->DrawSurface(Options, ComponentIndex, mActiveMatSet);
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}
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void CModelNode::DrawSelection()
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@ -110,15 +74,7 @@ void CModelNode::RayAABoxIntersectTest(CRayCollisionTester &Tester)
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std::pair<bool,float> BoxResult = AABox().IntersectsRay(Ray);
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if (BoxResult.first)
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{
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for (u32 iSurf = 0; iSurf < mpModel->GetSurfaceCount(); iSurf++)
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{
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std::pair<bool,float> SurfResult = mpModel->GetSurfaceAABox(iSurf).IntersectsRay(Ray);
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if (SurfResult.first)
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Tester.AddNode(this, iSurf, SurfResult.second);
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}
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}
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Tester.AddNodeModel(this, mpModel);
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}
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SRayIntersection CModelNode::RayNodeIntersectTest(const CRay &Ray, u32 AssetID, const SViewInfo& ViewInfo)
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@ -17,8 +17,7 @@ public:
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virtual ENodeType NodeType();
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virtual void AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo);
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virtual void Draw(ERenderOptions Options, const SViewInfo& ViewInfo);
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virtual void DrawAsset(ERenderOptions Options, u32 asset, const SViewInfo& ViewInfo);
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virtual void Draw(ERenderOptions Options, int ComponentIndex, const SViewInfo& ViewInfo);
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virtual void DrawSelection();
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virtual void RayAABoxIntersectTest(CRayCollisionTester &Tester);
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virtual SRayIntersection RayNodeIntersectTest(const CRay &Ray, u32 AssetID, const SViewInfo& ViewInfo);
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@ -184,7 +184,7 @@ void CSceneNode::LoadLights(const SViewInfo& ViewInfo)
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{
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CGraphics::sNumLights = 0;
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if (CGraphics::sLightMode == CGraphics::WorldLighting || ViewInfo.GameMode)
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if (CGraphics::sLightMode == CGraphics::eWorldLighting || ViewInfo.GameMode)
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{
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// World lighting: world ambient color, node dynamic lights
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CGraphics::sVertexBlock.COLOR0_Amb = mAmbientColor.ToVector4f();
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@ -193,14 +193,14 @@ void CSceneNode::LoadLights(const SViewInfo& ViewInfo)
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mLights[iLight]->Load();
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}
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else if (CGraphics::sLightMode == CGraphics::BasicLighting)
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else if (CGraphics::sLightMode == CGraphics::eBasicLighting)
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{
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// Basic lighting: default ambient color, default dynamic lights
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CGraphics::SetDefaultLighting();
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CGraphics::sVertexBlock.COLOR0_Amb = CGraphics::skDefaultAmbientColor.ToVector4f();
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}
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else if (CGraphics::sLightMode == CGraphics::NoLighting)
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else if (CGraphics::sLightMode == CGraphics::eNoLighting)
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{
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// No lighting: default ambient color, no dynamic lights
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CGraphics::sVertexBlock.COLOR0_Amb = CGraphics::skDefaultAmbientColor.ToVector4f();
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@ -214,6 +214,24 @@ void CSceneNode::DrawBoundingBox()
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CDrawUtil::DrawWireCube(AABox(), CColor::skWhite);
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}
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void CSceneNode::AddSurfacesToRenderer(CRenderer *pRenderer, CModel *pModel, u32 MatSet, const SViewInfo& rkViewInfo)
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{
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u32 SurfaceCount = pModel->GetSurfaceCount();
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for (u32 iSurf = 0; iSurf < SurfaceCount; iSurf++)
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{
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CAABox TransformedBox = pModel->GetSurfaceAABox(iSurf).Transformed(Transform());
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if (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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}
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}
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}
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// ************ TRANSFORM ************
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void CSceneNode::Translate(const CVector3f& translation, ETransformSpace transformSpace)
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{
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@ -70,6 +70,7 @@ public:
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void BuildLightList(CGameArea *pArea);
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void LoadLights(const SViewInfo& ViewInfo);
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void DrawBoundingBox();
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void AddSurfacesToRenderer(CRenderer *pRenderer, CModel *pModel, u32 MatSet, const SViewInfo& ViewInfo);
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// Transform
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void Translate(const CVector3f& translation, ETransformSpace transformSpace);
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@ -134,70 +134,55 @@ void CScriptNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
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if (ViewInfo.ViewFrustum.BoxInFrustum(AABox()))
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{
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if (!mpActiveModel)
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pRenderer->AddOpaqueMesh(this, 0, AABox(), eDrawMesh);
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pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
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else
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{
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if (!mpActiveModel->IsBuffered())
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mpActiveModel->BufferGL();
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if (!mpActiveModel->HasTransparency(0))
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pRenderer->AddOpaqueMesh(this, 0, AABox(), eDrawMesh);
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pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
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else
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{
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u32 SubmeshCount = mpActiveModel->GetSurfaceCount();
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for (u32 s = 0; s < SubmeshCount; s++)
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{
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if (ViewInfo.ViewFrustum.BoxInFrustum(mpActiveModel->GetSurfaceAABox(s).Transformed(Transform())))
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{
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if (!mpActiveModel->IsSurfaceTransparent(s, 0))
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pRenderer->AddOpaqueMesh(this, s, mpActiveModel->GetSurfaceAABox(s).Transformed(Transform()), eDrawAsset);
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else
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pRenderer->AddTransparentMesh(this, s, mpActiveModel->GetSurfaceAABox(s).Transformed(Transform()), eDrawAsset);
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AddSurfacesToRenderer(pRenderer, mpActiveModel, 0, ViewInfo);
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}
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}
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}
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}
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}
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}
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}
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if (IsSelected() && !ViewInfo.GameMode)
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{
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// 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, 0, AABox(), eDrawSelection);
|
||||
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawSelection);
|
||||
|
||||
if (mHasVolumePreview && (!mpExtra || mpExtra->ShouldDrawVolume()))
|
||||
mpVolumePreviewNode->AddToRenderer(pRenderer, ViewInfo);
|
||||
}
|
||||
}
|
||||
|
||||
void CScriptNode::Draw(ERenderOptions Options, const SViewInfo& ViewInfo)
|
||||
void CScriptNode::Draw(ERenderOptions Options, int ComponentIndex, const SViewInfo& ViewInfo)
|
||||
{
|
||||
if (!mpInstance) return;
|
||||
|
||||
// Draw model
|
||||
if (mpActiveModel)
|
||||
if (mpActiveModel || !mpBillboard)
|
||||
{
|
||||
CGraphics::SetupAmbientColor();
|
||||
CGraphics::UpdateVertexBlock();
|
||||
LoadModelMatrix();
|
||||
LoadLights(ViewInfo);
|
||||
|
||||
// Draw model if possible!
|
||||
if (mpActiveModel)
|
||||
{
|
||||
if (mpExtra) CGraphics::sPixelBlock.TevColor = mpExtra->TevColor().ToVector4f();
|
||||
else CGraphics::sPixelBlock.TevColor = CColor::skWhite.ToVector4f();
|
||||
|
||||
CGraphics::sPixelBlock.TintColor = TintColor(ViewInfo).ToVector4f();
|
||||
mpActiveModel->Draw(Options, 0);
|
||||
}
|
||||
CGraphics::UpdatePixelBlock();
|
||||
|
||||
// Draw billboard
|
||||
else if (mpBillboard)
|
||||
{
|
||||
CDrawUtil::DrawBillboard(mpBillboard, mPosition, BillboardScale(), TintColor(ViewInfo));
|
||||
if (ComponentIndex < 0)
|
||||
mpActiveModel->Draw(Options, 0);
|
||||
else
|
||||
mpActiveModel->DrawSurface(Options, ComponentIndex, 0);
|
||||
}
|
||||
|
||||
// If no model or billboard, default to drawing a purple box
|
||||
|
@ -205,35 +190,15 @@ void CScriptNode::Draw(ERenderOptions Options, const SViewInfo& ViewInfo)
|
|||
{
|
||||
glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ZERO, GL_ZERO);
|
||||
glDepthMask(GL_TRUE);
|
||||
|
||||
LoadModelMatrix();
|
||||
LoadLights(ViewInfo);
|
||||
CGraphics::UpdateVertexBlock();
|
||||
CGraphics::UpdateLightBlock();
|
||||
CDrawUtil::DrawShadedCube(CColor::skTransparentPurple * TintColor(ViewInfo));
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CScriptNode::DrawAsset(ERenderOptions Options, u32 Asset, const SViewInfo& ViewInfo)
|
||||
{
|
||||
if (!mpInstance) return;
|
||||
if (!mpActiveModel) return;
|
||||
|
||||
if (CGraphics::sLightMode == CGraphics::WorldLighting)
|
||||
CGraphics::sVertexBlock.COLOR0_Amb = CGraphics::sAreaAmbientColor.ToVector4f() * CGraphics::sWorldLightMultiplier;
|
||||
else
|
||||
CGraphics::sVertexBlock.COLOR0_Amb = CGraphics::skDefaultAmbientColor.ToVector4f();
|
||||
|
||||
LoadModelMatrix();
|
||||
LoadLights(ViewInfo);
|
||||
|
||||
if (mpExtra) CGraphics::sPixelBlock.TevColor = mpExtra->TevColor().ToVector4f();
|
||||
else CGraphics::sPixelBlock.TevColor = CColor::skWhite.ToVector4f();
|
||||
|
||||
CGraphics::sPixelBlock.TintColor = TintColor(ViewInfo).ToVector4f();
|
||||
|
||||
mpActiveModel->DrawSurface(Options, Asset, 0);
|
||||
// Draw billboard
|
||||
else if (mpBillboard)
|
||||
{
|
||||
CDrawUtil::DrawBillboard(mpBillboard, mPosition, BillboardScale(), TintColor(ViewInfo));
|
||||
}
|
||||
}
|
||||
|
||||
void CScriptNode::DrawSelection()
|
||||
|
@ -293,16 +258,7 @@ void CScriptNode::RayAABoxIntersectTest(CRayCollisionTester &Tester)
|
|||
|
||||
if (BoxResult.first)
|
||||
{
|
||||
if (mpActiveModel)
|
||||
{
|
||||
for (u32 iSurf = 0; iSurf < mpActiveModel->GetSurfaceCount(); iSurf++)
|
||||
{
|
||||
std::pair<bool,float> SurfResult = mpActiveModel->GetSurfaceAABox(iSurf).Transformed(Transform()).IntersectsRay(Ray);
|
||||
|
||||
if (SurfResult.first)
|
||||
Tester.AddNode(this, iSurf, SurfResult.second);
|
||||
}
|
||||
}
|
||||
if (mpActiveModel) Tester.AddNodeModel(this, mpActiveModel);
|
||||
else Tester.AddNode(this, 0, BoxResult.second);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -29,8 +29,7 @@ public:
|
|||
ENodeType NodeType();
|
||||
TString PrefixedName() const;
|
||||
void AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo);
|
||||
void Draw(ERenderOptions Options, const SViewInfo& ViewInfo);
|
||||
void DrawAsset(ERenderOptions Options, u32 Asset, const SViewInfo& ViewInfo);
|
||||
void Draw(ERenderOptions Options, int ComponentIndex, const SViewInfo& ViewInfo);
|
||||
void DrawSelection();
|
||||
void RayAABoxIntersectTest(CRayCollisionTester &Tester);
|
||||
SRayIntersection RayNodeIntersectTest(const CRay &Ray, u32 AssetID, const SViewInfo& ViewInfo);
|
||||
|
|
|
@ -26,23 +26,25 @@ void CStaticNode::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo)
|
|||
if (!ViewInfo.ViewFrustum.BoxInFrustum(AABox())) return;
|
||||
|
||||
if (!mpModel->IsTransparent())
|
||||
pRenderer->AddOpaqueMesh(this, 0, AABox(), eDrawMesh);
|
||||
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawMesh);
|
||||
|
||||
else
|
||||
{
|
||||
u32 sm_count = mpModel->GetSurfaceCount();
|
||||
for (u32 s = 0; s < sm_count; s++)
|
||||
u32 NumSurfaces = mpModel->GetSurfaceCount();
|
||||
for (u32 iSurf = 0; iSurf < NumSurfaces; iSurf++)
|
||||
{
|
||||
if (ViewInfo.ViewFrustum.BoxInFrustum(mpModel->GetSurfaceAABox(s).Transformed(Transform())))
|
||||
pRenderer->AddTransparentMesh(this, s, mpModel->GetSurfaceAABox(s).Transformed(Transform()), eDrawAsset);
|
||||
CAABox TransformedBox = mpModel->GetSurfaceAABox(iSurf).Transformed(Transform());
|
||||
|
||||
if (ViewInfo.ViewFrustum.BoxInFrustum(TransformedBox))
|
||||
pRenderer->AddTransparentMesh(this, iSurf, TransformedBox, eDrawMesh);
|
||||
}
|
||||
}
|
||||
|
||||
if (mSelected && !ViewInfo.GameMode)
|
||||
pRenderer->AddOpaqueMesh(this, 0, AABox(), eDrawSelection);
|
||||
pRenderer->AddOpaqueMesh(this, -1, AABox(), eDrawSelection);
|
||||
}
|
||||
|
||||
void CStaticNode::Draw(ERenderOptions Options, const SViewInfo& ViewInfo)
|
||||
void CStaticNode::Draw(ERenderOptions Options, int ComponentIndex, const SViewInfo& ViewInfo)
|
||||
{
|
||||
if (!mpModel) return;
|
||||
|
||||
|
@ -54,22 +56,10 @@ void CStaticNode::Draw(ERenderOptions Options, const SViewInfo& ViewInfo)
|
|||
CGraphics::UpdateLightBlock();
|
||||
LoadModelMatrix();
|
||||
|
||||
if (ComponentIndex < 0)
|
||||
mpModel->Draw(Options);
|
||||
}
|
||||
|
||||
void CStaticNode::DrawAsset(ERenderOptions Options, u32 Asset, const SViewInfo& ViewInfo)
|
||||
{
|
||||
if (!mpModel) return;
|
||||
|
||||
CGraphics::sVertexBlock.COLOR0_Amb = CVector4f(0,0,0,1);
|
||||
CGraphics::sPixelBlock.TevColor = CVector4f(1,1,1,1);
|
||||
CGraphics::sPixelBlock.TintColor = TintColor(ViewInfo).ToVector4f();
|
||||
CGraphics::sNumLights = 0;
|
||||
CGraphics::UpdateLightBlock();
|
||||
LoadModelMatrix();
|
||||
|
||||
mpModel->DrawSurface(Options, Asset);
|
||||
//CDrawUtil::DrawWireCube(mpModel->GetSurfaceAABox(Asset), CColor::skWhite);
|
||||
else
|
||||
mpModel->DrawSurface(Options, ComponentIndex);
|
||||
}
|
||||
|
||||
void CStaticNode::DrawSelection()
|
||||
|
|
|
@ -12,8 +12,7 @@ public:
|
|||
CStaticNode(CSceneManager *pScene, CSceneNode *pParent = 0, CStaticModel *pModel = 0);
|
||||
ENodeType NodeType();
|
||||
void AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo);
|
||||
void Draw(ERenderOptions Options, const SViewInfo& ViewInfo);
|
||||
void DrawAsset(ERenderOptions Options, u32 asset, const SViewInfo& ViewInfo);
|
||||
void Draw(ERenderOptions Options, int ComponentIndex, const SViewInfo& ViewInfo);
|
||||
void DrawSelection();
|
||||
void RayAABoxIntersectTest(CRayCollisionTester &Tester);
|
||||
SRayIntersection RayNodeIntersectTest(const CRay &Ray, u32 AssetID, const SViewInfo& ViewInfo);
|
||||
|
|
|
@ -89,12 +89,12 @@ void CWaypointExtra::AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewIn
|
|||
CScriptNode *pNode = mLinks[iLink].pWaypoint;
|
||||
|
||||
if (pNode->IsVisible() && !pNode->IsSelected() && ViewInfo.ViewFrustum.BoxInFrustum(mLinks[iLink].LineAABB))
|
||||
pRenderer->AddOpaqueMesh(this, iLink, mLinks[iLink].LineAABB, eDrawAsset);
|
||||
pRenderer->AddOpaqueMesh(this, iLink, mLinks[iLink].LineAABB, eDrawMesh);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CWaypointExtra::DrawAsset(ERenderOptions /*Options*/, u32 AssetID, const SViewInfo& /*ViewInfo*/)
|
||||
void CWaypointExtra::Draw(ERenderOptions /*Options*/, int ComponentIndex, const SViewInfo& /*ViewInfo*/)
|
||||
{
|
||||
glBlendFunc(GL_ONE, GL_ZERO);
|
||||
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
||||
|
@ -102,5 +102,5 @@ void CWaypointExtra::DrawAsset(ERenderOptions /*Options*/, u32 AssetID, const SV
|
|||
|
||||
CGraphics::sMVPBlock.ModelMatrix = CMatrix4f::skIdentity;
|
||||
CGraphics::UpdateMVPBlock();
|
||||
CDrawUtil::DrawLine(mpParent->AABox().Center(), mLinks[AssetID].pWaypoint->AABox().Center(), mColor);
|
||||
CDrawUtil::DrawLine(mpParent->AABox().Center(), mLinks[ComponentIndex].pWaypoint->AABox().Center(), mColor);
|
||||
}
|
||||
|
|
|
@ -24,7 +24,7 @@ public:
|
|||
|
||||
void LinksModified();
|
||||
void AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo);
|
||||
void DrawAsset(ERenderOptions Options, u32 AssetID, const SViewInfo& ViewInfo);
|
||||
void Draw(ERenderOptions Options, int ComponentIndex, const SViewInfo& ViewInfo);
|
||||
};
|
||||
|
||||
#endif // CWAYPOINTEXTRA_H
|
||||
|
|
|
@ -61,24 +61,24 @@ void CGizmo::AddToRenderer(CRenderer *pRenderer, const SViewInfo&)
|
|||
|
||||
// Add to renderer...
|
||||
if (pModel->HasTransparency(setID))
|
||||
pRenderer->AddTransparentMesh(this, iPart, pModel->AABox().Transformed(mTransform), eDrawAsset);
|
||||
pRenderer->AddTransparentMesh(this, iPart, pModel->AABox().Transformed(mTransform), eDrawMesh);
|
||||
else
|
||||
pRenderer->AddOpaqueMesh(this, iPart, pModel->AABox().Transformed(mTransform), eDrawAsset);
|
||||
pRenderer->AddOpaqueMesh(this, iPart, pModel->AABox().Transformed(mTransform), eDrawMesh);
|
||||
|
||||
pPart++;
|
||||
}
|
||||
}
|
||||
|
||||
void CGizmo::DrawAsset(ERenderOptions /*options*/, u32 asset, const SViewInfo& /*ViewInfo*/)
|
||||
void CGizmo::Draw(ERenderOptions /*Options*/, int ComponentIndex, const SViewInfo& /*ViewInfo*/)
|
||||
{
|
||||
// Determine which SModelPart array to use
|
||||
if (asset >= mNumCurrentParts) return;
|
||||
if (ComponentIndex >= (int) mNumCurrentParts) return;
|
||||
SModelPart *pPart = mpCurrentParts;
|
||||
|
||||
// Set model matrix
|
||||
if (pPart[asset].isBillboard)
|
||||
if (pPart[ComponentIndex].isBillboard)
|
||||
CGraphics::sMVPBlock.ModelMatrix = mBillboardTransform.ToMatrix4f();
|
||||
else if ((mMode == eScale) && ((mSelectedAxes & pPart[asset].modelAxes) != 0))
|
||||
else if ((mMode == eScale) && ((mSelectedAxes & pPart[ComponentIndex].modelAxes) != 0))
|
||||
CGraphics::sMVPBlock.ModelMatrix = mScaledTransform.ToMatrix4f();
|
||||
else
|
||||
CGraphics::sMVPBlock.ModelMatrix = mTransform.ToMatrix4f();
|
||||
|
@ -90,12 +90,12 @@ void CGizmo::DrawAsset(ERenderOptions /*options*/, u32 asset, const SViewInfo& /
|
|||
CGraphics::UpdatePixelBlock();
|
||||
|
||||
// Choose material set
|
||||
EGizmoAxes partAxes = pPart[asset].modelAxes;
|
||||
bool isHighlighted = (partAxes != eNone) && ((mSelectedAxes & partAxes) == pPart[asset].modelAxes);
|
||||
EGizmoAxes partAxes = pPart[ComponentIndex].modelAxes;
|
||||
bool isHighlighted = (partAxes != eNone) && ((mSelectedAxes & partAxes) == pPart[ComponentIndex].modelAxes);
|
||||
u32 setID = (isHighlighted ? 1 : 0);
|
||||
|
||||
// Draw model
|
||||
pPart[asset].pModel->Draw((ERenderOptions) 0, setID);
|
||||
pPart[ComponentIndex].pModel->Draw((ERenderOptions) 0, setID);
|
||||
}
|
||||
|
||||
void CGizmo::IncrementSize()
|
||||
|
|
|
@ -125,7 +125,7 @@ public:
|
|||
~CGizmo();
|
||||
|
||||
void AddToRenderer(CRenderer *pRenderer, const SViewInfo& ViewInfo);
|
||||
void DrawAsset(ERenderOptions options, u32 asset, const SViewInfo& ViewInfo);
|
||||
void Draw(ERenderOptions Options, int ComponentIndex, const SViewInfo& ViewInfo);
|
||||
|
||||
void IncrementSize();
|
||||
void DecrementSize();
|
||||
|
|
|
@ -377,7 +377,7 @@ void CWorldEditor::on_ActionDrawSky_triggered()
|
|||
|
||||
void CWorldEditor::on_ActionNoLighting_triggered()
|
||||
{
|
||||
CGraphics::sLightMode = CGraphics::NoLighting;
|
||||
CGraphics::sLightMode = CGraphics::eNoLighting;
|
||||
ui->ActionNoLighting->setChecked(true);
|
||||
ui->ActionBasicLighting->setChecked(false);
|
||||
ui->ActionWorldLighting->setChecked(false);
|
||||
|
@ -385,7 +385,7 @@ void CWorldEditor::on_ActionNoLighting_triggered()
|
|||
|
||||
void CWorldEditor::on_ActionBasicLighting_triggered()
|
||||
{
|
||||
CGraphics::sLightMode = CGraphics::BasicLighting;
|
||||
CGraphics::sLightMode = CGraphics::eBasicLighting;
|
||||
ui->ActionNoLighting->setChecked(false);
|
||||
ui->ActionBasicLighting->setChecked(true);
|
||||
ui->ActionWorldLighting->setChecked(false);
|
||||
|
@ -393,7 +393,7 @@ void CWorldEditor::on_ActionBasicLighting_triggered()
|
|||
|
||||
void CWorldEditor::on_ActionWorldLighting_triggered()
|
||||
{
|
||||
CGraphics::sLightMode = CGraphics::WorldLighting;
|
||||
CGraphics::sLightMode = CGraphics::eWorldLighting;
|
||||
ui->ActionNoLighting->setChecked(false);
|
||||
ui->ActionBasicLighting->setChecked(false);
|
||||
ui->ActionWorldLighting->setChecked(true);
|
||||
|
|
Loading…
Reference in New Issue