From 7db83ce7da443746930cc4262b76918c21dce8a6 Mon Sep 17 00:00:00 2001 From: kaetemi Date: Wed, 6 Aug 2014 14:36:09 +0200 Subject: [PATCH] Process some scene traversals only once when rendering in stereo --- code/nel/include/nel/3d/render_trav.h | 2 +- code/nel/include/nel/3d/scene.h | 6 +- code/nel/include/nel/3d/scene_user.h | 4 +- code/nel/include/nel/3d/stereo_debugger.h | 9 +- code/nel/include/nel/3d/stereo_display.h | 9 +- code/nel/include/nel/3d/stereo_ovr_04.h | 9 +- code/nel/include/nel/3d/u_scene.h | 7 +- code/nel/src/3d/render_trav.cpp | 5 +- code/nel/src/3d/scene.cpp | 120 +++++++++++------- code/nel/src/3d/scene_user.cpp | 8 +- code/nel/src/3d/stereo_debugger.cpp | 16 +++ code/nel/src/3d/stereo_ovr_04.cpp | 30 +++++ code/ryzom/client/src/landscape_poly_drawer.h | 4 +- code/ryzom/client/src/main_loop.cpp | 98 ++++++++------ code/ryzom/client/src/main_loop.h | 2 +- 15 files changed, 226 insertions(+), 103 deletions(-) diff --git a/code/nel/include/nel/3d/render_trav.h b/code/nel/include/nel/3d/render_trav.h index d50d2c242..6e41d8282 100644 --- a/code/nel/include/nel/3d/render_trav.h +++ b/code/nel/include/nel/3d/render_trav.h @@ -139,7 +139,7 @@ public: * \param renderPart : The part of the scene that must be rendered * \param newRender true If scene render is beginning. Otherwise other parts of the scene have already been rendered. */ - void traverse(UScene::TRenderPart renderPart, bool newRender); + void traverse(UScene::TRenderPart renderPart, bool newRender, bool generateShadows); //@} /// \name RenderList. diff --git a/code/nel/include/nel/3d/scene.h b/code/nel/include/nel/3d/scene.h index e0648ebd3..68e86edf1 100644 --- a/code/nel/include/nel/3d/scene.h +++ b/code/nel/include/nel/3d/scene.h @@ -157,7 +157,7 @@ public: * \param doHrcPass set it to false to indicate that the CHrcTrav have not to be traversed. Useful to optimize if * you know that NONE of your models have moved (a good example is a shoot of the scene from different cameras). */ - void render(bool doHrcPass=true); + void render(bool doHrcPass = true); /** Begin Part Rendering * During beginPartRender()/endPartRender(), you can ask other scene to render their part, but you should @@ -171,10 +171,10 @@ public: * WARNING: always must begin rendering with at least UScene::RenderOpaque, else shadows won't work * WARNING: assert-crash if a part in 'rp' has already been rendered since the last beginPartRender() */ - void renderPart(UScene::TRenderPart rp, bool doHrcPass=true); + void renderPart(UScene::TRenderPart rp, bool doHrcPass = true, bool doTrav = true, bool keepTrav = false); /** End Part Rendering (commit model creation and deletion that were asked during rendering) */ - void endPartRender(); + void endPartRender(bool keepTrav = false); //@} diff --git a/code/nel/include/nel/3d/scene_user.h b/code/nel/include/nel/3d/scene_user.h index 708c8bfd7..639fa33d8 100644 --- a/code/nel/include/nel/3d/scene_user.h +++ b/code/nel/include/nel/3d/scene_user.h @@ -96,8 +96,8 @@ public: // render methods virtual void render(bool updateWaitingInstances = true, bool restoreMatrixContextAfterRender = true); virtual void beginPartRender(); - virtual void renderPart(TRenderPart rp); - virtual void endPartRender(bool updateWaitingInstances = true, bool restoreMatrixContextAfterRender = true); + virtual void renderPart(TRenderPart rp, bool doHrcPass = true, bool doTrav = true, bool keepTrav = false); + virtual void endPartRender(bool updateWaitingInstances = true, bool restoreMatrixContextAfterRender = true, bool keepTrav = true); // update async loading whithout a call to render virtual void updateWaitingInstances(double ellapsedTime); diff --git a/code/nel/include/nel/3d/stereo_debugger.h b/code/nel/include/nel/3d/stereo_debugger.h index ba9fff68d..cd66a4fdc 100644 --- a/code/nel/include/nel/3d/stereo_debugger.h +++ b/code/nel/include/nel/3d/stereo_debugger.h @@ -93,14 +93,21 @@ public: virtual void getCurrentMatrix(uint cid, NL3D::UCamera *camera) const; /// At the start of a new render target - virtual bool wantClear(); + virtual bool wantClear(); /// The 3D scene virtual bool wantScene(); + /// Scene post processing effects + virtual bool wantSceneEffects(); /// Interface within the 3D scene virtual bool wantInterface3D(); /// 2D Interface virtual bool wantInterface2D(); + /// Is this the first 3D scene of the frame + virtual bool isSceneFirst(); + /// Is this the last 3D scene of the frame + virtual bool isSceneLast(); + /// Returns true if a new render target was set, always fase if not using render targets virtual bool beginRenderTarget(); /// Returns true if a render target was fully drawn, always false if not using render targets diff --git a/code/nel/include/nel/3d/stereo_display.h b/code/nel/include/nel/3d/stereo_display.h index f796bccfe..52ec37354 100644 --- a/code/nel/include/nel/3d/stereo_display.h +++ b/code/nel/include/nel/3d/stereo_display.h @@ -116,14 +116,21 @@ public: virtual void getCurrentMatrix(uint cid, NL3D::UCamera *camera) const = 0; /// At the start of a new render target - virtual bool wantClear() = 0; + virtual bool wantClear() = 0; /// The 3D scene virtual bool wantScene() = 0; + /// Scene post processing effects + virtual bool wantSceneEffects() = 0; /// Interface within the 3D scene virtual bool wantInterface3D() = 0; /// 2D Interface virtual bool wantInterface2D() = 0; + /// Is this the first 3D scene of the frame + virtual bool isSceneFirst() = 0; + /// Is this the last 3D scene of the frame + virtual bool isSceneLast() = 0; + /// Returns true if a new render target was set, always fase if not using render targets virtual bool beginRenderTarget() = 0; /// Returns true if a render target was fully drawn, always false if not using render targets diff --git a/code/nel/include/nel/3d/stereo_ovr_04.h b/code/nel/include/nel/3d/stereo_ovr_04.h index 34a2d775a..7523819a5 100644 --- a/code/nel/include/nel/3d/stereo_ovr_04.h +++ b/code/nel/include/nel/3d/stereo_ovr_04.h @@ -110,14 +110,21 @@ public: virtual void getCurrentMatrix(uint cid, NL3D::UCamera *camera) const; /// At the start of a new render target - virtual bool wantClear(); + virtual bool wantClear(); /// The 3D scene virtual bool wantScene(); + /// Scene post processing effects + virtual bool wantSceneEffects(); /// Interface within the 3D scene virtual bool wantInterface3D(); /// 2D Interface virtual bool wantInterface2D(); + /// Is this the first 3D scene of the frame + virtual bool isSceneFirst(); + /// Is this the last 3D scene of the frame + virtual bool isSceneLast(); + /// Returns true if a new render target was set, always fase if not using render targets virtual bool beginRenderTarget(); /// Returns true if a render target was fully drawn, always false if not using render targets diff --git a/code/nel/include/nel/3d/u_scene.h b/code/nel/include/nel/3d/u_scene.h index d60266afe..c0733c5d2 100644 --- a/code/nel/include/nel/3d/u_scene.h +++ b/code/nel/include/nel/3d/u_scene.h @@ -134,14 +134,17 @@ public: /** Render a part (see render() for what it does) * beginPartRender() must have been called * \param renderPart a combination of UScene::TRenderPart flags, allow to choose which part of the scene must be rendered + * \param doHrcPass set it to false to indicate that the CHrcTrav have not to be traversed. Useful to optimize if + * you know that NONE of your models have moved (a good example is a shoot of the scene from different cameras). + * \param doTrav set to false when processing a second frame for stereo rending to avoid unnecessary traversals. * WARNING: always must begin rendering with at least UScene::RenderOpaque, else shadows won't work * WARNING: assert-crash if a part in 'rp' has already been rendered since the last beginPartRender() */ - virtual void renderPart(UScene::TRenderPart rp) =0; + virtual void renderPart(UScene::TRenderPart rp, bool doHrcPass = true, bool doTrav = true, bool keepTrav = false) =0; /** End Part Rendering (commit model creation and deletion that were asked during rendering) */ - virtual void endPartRender(bool updateWaitingInstances = true, bool restoreMatrixContextAfterRender = true) =0; + virtual void endPartRender(bool updateWaitingInstances = true, bool restoreMatrixContextAfterRender = true, bool keepTrav = false) =0; /** Update waiting instances and igs that are loaded asynchronously diff --git a/code/nel/src/3d/render_trav.cpp b/code/nel/src/3d/render_trav.cpp index e7dfe89b1..026e80e9c 100644 --- a/code/nel/src/3d/render_trav.cpp +++ b/code/nel/src/3d/render_trav.cpp @@ -92,7 +92,7 @@ CRenderTrav::CRenderTrav() // *************************************************************************** -void CRenderTrav::traverse(UScene::TRenderPart renderPart, bool newRender) +void CRenderTrav::traverse(UScene::TRenderPart renderPart, bool newRender, bool generateShadows) { #ifdef NL_DEBUG_RENDER_TRAV nlwarning("Render trave begin"); @@ -279,7 +279,8 @@ void CRenderTrav::traverse(UScene::TRenderPart renderPart, bool newRender) */ // Generate ShadowMaps - _ShadowMapManager.renderGenerate(Scene); + if (generateShadows) + _ShadowMapManager.renderGenerate(Scene); // Render the Landscape renderLandscapes(); diff --git a/code/nel/src/3d/scene.cpp b/code/nel/src/3d/scene.cpp index fb2d476ac..b58ad046c 100644 --- a/code/nel/src/3d/scene.cpp +++ b/code/nel/src/3d/scene.cpp @@ -353,28 +353,31 @@ void CScene::beginPartRender() // *************************************************************************** -void CScene::endPartRender() +void CScene::endPartRender(bool keepTrav) { nlassert(_IsRendering); - - // Delete model deleted during the rendering _IsRendering = false; - uint i; - for (i=0; i<_ToDelete.size(); i++) - deleteModel (_ToDelete[i]); - _ToDelete.clear (); - // Special for SkeletonSpawnScript animation. create models spawned now - flushSSSModelRequests(); + if (!keepTrav) + { + // Delete model deleted during the rendering + uint i; + for (i=0; i<_ToDelete.size(); i++) + deleteModel (_ToDelete[i]); + _ToDelete.clear (); - // Particle system handling (remove the resources of those which are too far, as their clusters may not have been parsed). - // Note that only a few of them are tested at each call - _ParticleSystemManager.refreshModels(ClipTrav.WorldFrustumPyramid, ClipTrav.CamPos); + // Special for SkeletonSpawnScript animation. create models spawned now + flushSSSModelRequests(); - // Waiting Instance handling - double deltaT = _DeltaSystemTimeBetweenRender; - clamp (deltaT, 0.01, 0.1); - updateWaitingInstances(deltaT); + // Particle system handling (remove the resources of those which are too far, as their clusters may not have been parsed). + // Note that only a few of them are tested at each call + _ParticleSystemManager.refreshModels(ClipTrav.WorldFrustumPyramid, ClipTrav.CamPos); + + // Waiting Instance handling + double deltaT = _DeltaSystemTimeBetweenRender; + clamp (deltaT, 0.01, 0.1); + updateWaitingInstances(deltaT); + } // Reset profiling _NextRenderProfile= false; @@ -555,7 +558,7 @@ void CScene::endPartRender() // *************************************************************************** -void CScene::renderPart(UScene::TRenderPart rp, bool doHrcPass) +void CScene::renderPart(UScene::TRenderPart rp, bool doHrcPass, bool doTrav, bool keepTrav) { nlassert(_IsRendering); @@ -569,25 +572,31 @@ void CScene::renderPart(UScene::TRenderPart rp, bool doHrcPass) // if first part to be rendered, do the start stuff if (_RenderedPart == UScene::RenderNothing) { - // update water envmap - //updateWaterEnvmap(); RenderTrav.clearWaterModelList(); - _FirstFlare = NULL; - double fNewGlobalSystemTime = NLMISC::CTime::ticksToSecond(NLMISC::CTime::getPerformanceTime()); - if(_GlobalSystemTime==0) - _DeltaSystemTimeBetweenRender= 0.020; - else - _DeltaSystemTimeBetweenRender= fNewGlobalSystemTime - _GlobalSystemTime; - _GlobalSystemTime = fNewGlobalSystemTime; + if (doTrav) + { + // update water envmap + //updateWaterEnvmap(); + _FirstFlare = NULL; + + double fNewGlobalSystemTime = NLMISC::CTime::ticksToSecond(NLMISC::CTime::getPerformanceTime()); + if(_GlobalSystemTime==0) + _DeltaSystemTimeBetweenRender= 0.020; + else + _DeltaSystemTimeBetweenRender= fNewGlobalSystemTime - _GlobalSystemTime; + _GlobalSystemTime = fNewGlobalSystemTime; + } // ++ _NumRender; // nlassert(CurrentCamera); + // update models. updateModels(); + // Use the camera to setup Clip / Render pass. float left, right, bottom, top, znear, zfar; CurrentCamera->getFrustum(left, right, bottom, top, znear, zfar); @@ -609,49 +618,70 @@ void CScene::renderPart(UScene::TRenderPart rp, bool doHrcPass) // **** For all render traversals, traverse them (except the Hrc one), in ascending order. if( doHrcPass ) HrcTrav.traverse(); + else + HrcTrav._MovingObjects.clear(); // Set Cam World Matrix for all trav that need it ClipTrav.setCamMatrix(CurrentCamera->getWorldMatrix()); RenderTrav.setCamMatrix (CurrentCamera->getWorldMatrix()); LoadBalancingTrav.setCamMatrix (CurrentCamera->getWorldMatrix()); - // clip ClipTrav.traverse(); - // animDetail - AnimDetailTrav.traverse(); + + if (doTrav) + { + // animDetail + AnimDetailTrav.traverse(); + } + // loadBalance LoadBalancingTrav.traverse(); - // - if (_RequestParticlesAnimate) + + if (doTrav) { - _ParticleSystemManager.processAnimate(_EllapsedTime); // deals with permanently animated particle systems - _RequestParticlesAnimate = false; + // + if (_RequestParticlesAnimate) + { + _ParticleSystemManager.processAnimate(_EllapsedTime); // deals with permanently animated particle systems + _RequestParticlesAnimate = false; + } } + // Light LightTrav.traverse(); } // render - RenderTrav.traverse(rp, _RenderedPart == UScene::RenderNothing); - // Always must clear shadow caster (if render did not work because of IDriver::isLost()) - RenderTrav.getShadowMapManager().clearAllShadowCasters(); + RenderTrav.traverse(rp, (_RenderedPart == UScene::RenderNothing), doTrav); + if (!keepTrav) + { + // Always must clear shadow caster (if render did not work because of IDriver::isLost()) + RenderTrav.getShadowMapManager().clearAllShadowCasters(); + } // render flare if (rp & UScene::RenderFlare) { - if (_FirstFlare) + if (doTrav) { - IDriver *drv = getDriver(); - CFlareModel::updateOcclusionQueryBegin(drv); - CFlareModel *currFlare = _FirstFlare; - do + if (_FirstFlare) { - currFlare->updateOcclusionQuery(drv); - currFlare = currFlare->Next; + IDriver *drv = getDriver(); + CFlareModel::updateOcclusionQueryBegin(drv); + CFlareModel *currFlare = _FirstFlare; + do + { + currFlare->updateOcclusionQuery(drv); + currFlare = currFlare->Next; + } + while(currFlare); + CFlareModel::updateOcclusionQueryEnd(drv); } - while(currFlare); - CFlareModel::updateOcclusionQueryEnd(drv); + } + else + { + _FirstFlare = NULL; } } _RenderedPart = (UScene::TRenderPart) (_RenderedPart | rp); diff --git a/code/nel/src/3d/scene_user.cpp b/code/nel/src/3d/scene_user.cpp index 908e6a090..0df2439de 100644 --- a/code/nel/src/3d/scene_user.cpp +++ b/code/nel/src/3d/scene_user.cpp @@ -517,7 +517,7 @@ void CSceneUser::beginPartRender() } // *************************************************************************** -void CSceneUser::renderPart(TRenderPart rp) +void CSceneUser::renderPart(TRenderPart rp, bool doHrcPass, bool doTrav, bool keepTrav) { // render the scene. @@ -526,18 +526,18 @@ void CSceneUser::renderPart(TRenderPart rp) if(_Scene.getCam() == NULL) nlerror("render(): try to render with no camera linked (may have been deleted)"); - _Scene.renderPart(rp, true); + _Scene.renderPart(rp, doHrcPass, doTrav, keepTrav); } } // *************************************************************************** -void CSceneUser::endPartRender(bool updateWaitingInstancesFlag, bool restoreMatrixContextAfterRender) +void CSceneUser::endPartRender(bool updateWaitingInstancesFlag, bool restoreMatrixContextAfterRender, bool keepTrav) { // render the scene. { NL3D_HAUTO_RENDER_SCENE_END - _Scene.endPartRender(); + _Scene.endPartRender(keepTrav); } if (updateWaitingInstancesFlag) updateWaitingInstances(); diff --git a/code/nel/src/3d/stereo_debugger.cpp b/code/nel/src/3d/stereo_debugger.cpp index 89ca605d0..f8067d99d 100644 --- a/code/nel/src/3d/stereo_debugger.cpp +++ b/code/nel/src/3d/stereo_debugger.cpp @@ -415,6 +415,12 @@ bool CStereoDebugger::wantScene() return m_Stage != 3; } +/// The 3D scene end (after multiple wantScene) +bool CStereoDebugger::wantSceneEffects() +{ + return m_Stage != 3; +} + /// Interface within the 3D scene bool CStereoDebugger::wantInterface3D() { @@ -429,6 +435,16 @@ bool CStereoDebugger::wantInterface2D() return m_Stage == 3; } +bool CStereoDebugger::isSceneFirst() +{ + return m_Stage == 1; +} + +bool CStereoDebugger::isSceneLast() +{ + return m_Stage == 2; +} + /// Returns true if a new render target was set, always fase if not using render targets bool CStereoDebugger::beginRenderTarget() { diff --git a/code/nel/src/3d/stereo_ovr_04.cpp b/code/nel/src/3d/stereo_ovr_04.cpp index 527f065fd..0f1f0738e 100644 --- a/code/nel/src/3d/stereo_ovr_04.cpp +++ b/code/nel/src/3d/stereo_ovr_04.cpp @@ -640,6 +640,16 @@ bool CStereoOVR::wantScene() return m_Driver->getPolygonMode() != UDriver::Filled; } +bool CStereoOVR::wantSceneEffects() +{ + switch (m_Stage) + { + case 4: + return true; + } + return m_Driver->getPolygonMode() != UDriver::Filled; +} + bool CStereoOVR::wantInterface3D() { switch (m_Stage) @@ -663,6 +673,26 @@ bool CStereoOVR::wantInterface2D() return m_Driver->getPolygonMode() != UDriver::Filled; } +bool CStereoOVR::isSceneFirst() +{ + switch (m_Stage) + { + case 3: + return true; + } + return m_Driver->getPolygonMode() != UDriver::Filled; +} + +bool CStereoOVR::isSceneLast() +{ + switch (m_Stage) + { + case 4: + return true; + } + return m_Driver->getPolygonMode() != UDriver::Filled; +} + /// Returns non-NULL if a new render target was set bool CStereoOVR::beginRenderTarget() { diff --git a/code/ryzom/client/src/landscape_poly_drawer.h b/code/ryzom/client/src/landscape_poly_drawer.h index 73d7fcadc..865112223 100644 --- a/code/ryzom/client/src/landscape_poly_drawer.h +++ b/code/ryzom/client/src/landscape_poly_drawer.h @@ -97,7 +97,9 @@ private: // renderScene is called in main loop. It can called beginRenderLandscapePolyPart and renderLandscapePolyPart // methods. - friend void renderScene(); + friend void beginRenderScene(); + friend void drawRenderScene(bool wantTraversals, bool keepTraversals); + friend void endRenderScene(bool keepTraversals); // Enable stencil test and initialize function and operation of stencil at the beginning of renderScene method, // before opaque render of canopy and main scene parts. diff --git a/code/ryzom/client/src/main_loop.cpp b/code/ryzom/client/src/main_loop.cpp index 66fe7cc39..1ac6a4a0c 100644 --- a/code/ryzom/client/src/main_loop.cpp +++ b/code/ryzom/client/src/main_loop.cpp @@ -423,9 +423,9 @@ void beginRenderMainScenePart() { Scene->beginPartRender(); } -void endRenderMainScenePart() +void endRenderMainScenePart(bool keepTraversals) { - Scene->endPartRender(true); + Scene->endPartRender(!keepTraversals, true, keepTraversals); } void beginRenderSkyPart() @@ -462,7 +462,7 @@ static void renderCanopyPart(UScene::TRenderPart renderPart) // *************************************************************************************************************************** // Render a part of the main scene -static void renderMainScenePart(UScene::TRenderPart renderPart) +static void renderMainScenePart(UScene::TRenderPart renderPart, bool wantTraversals, bool keepTraversals) { H_AUTO_USE ( RZ_Client_Main_Loop_Render_Main ) Driver->setDepthRange(0.f, CANOPY_DEPTH_RANGE_START); @@ -474,7 +474,7 @@ static void renderMainScenePart(UScene::TRenderPart renderPart) { MainFogState.setupInDriver (*Driver); } - Scene->renderPart(renderPart); + Scene->renderPart(renderPart, true, wantTraversals, keepTraversals); } @@ -580,7 +580,7 @@ void renderScene(bool forceFullDetail, bool bloom) s_ForceFullDetail.set(); } clearBuffers(); - renderScene(); + doRenderScene(true, false); if (forceFullDetail) { s_ForceFullDetail.restore(); @@ -719,9 +719,7 @@ void updateWeather() } } -// *************************************************************************************************************************** -// Render all scenes -void renderScene() +void beginRenderScene() { // Update Filter Flags Scene->enableElementRender(UScene::FilterAllMeshNoVP, Filter3D[FilterMeshNoVP]); @@ -743,28 +741,45 @@ void renderScene() beginRenderCanopyPart(); beginRenderMainScenePart(); beginRenderSkyPart(); +} + +void drawRenderScene(bool wantTraversals, bool keepTraversals) +{ // Render part // WARNING: always must begin rendering with at least UScene::RenderOpaque, // else dynamic shadows won't work renderCanopyPart(UScene::RenderOpaque); - renderMainScenePart(UScene::RenderOpaque); + renderMainScenePart(UScene::RenderOpaque, wantTraversals, keepTraversals); // render of polygons on landscape CLandscapePolyDrawer::getInstance().renderLandscapePolyPart(); if (s_SkyMode != NoSky) renderSkyPart((UScene::TRenderPart) (UScene::RenderOpaque | UScene::RenderTransparent)); renderCanopyPart((UScene::TRenderPart) (UScene::RenderTransparent | UScene::RenderFlare)); - renderMainScenePart((UScene::TRenderPart) (UScene::RenderTransparent | UScene::RenderFlare)); + renderMainScenePart((UScene::TRenderPart) (UScene::RenderTransparent | UScene::RenderFlare), wantTraversals, keepTraversals); if (s_SkyMode == NewSky) renderSkyPart(UScene::RenderFlare); +} + +void endRenderScene(bool keepTraversals) +{ // End Part Rendering endRenderSkyPart(); - endRenderMainScenePart(); + endRenderMainScenePart(keepTraversals); endRenderCanopyPart(); // reset depth range Driver->setDepthRange(0.f, CANOPY_DEPTH_RANGE_START); } +// *************************************************************************************************************************** +// Render all scenes +void doRenderScene(bool wantTraversals, bool keepTraversals) +{ + beginRenderScene(); + drawRenderScene(wantTraversals, keepTraversals); + endRenderScene(keepTraversals); +} + // *************************************************************************** class CMusicFader @@ -1628,7 +1643,6 @@ bool mainLoop() } uint i = 0; - bool effectRender = false; CTextureUser *effectRenderTarget = NULL; bool haveEffects = Render && Driver->getPolygonMode() == UDriver::Filled && (ClientCfg.Bloom || FXAA); @@ -1646,6 +1660,7 @@ bool mainLoop() CBloomEffect::getInstance().setDensityBloom((uint8)ClientCfg.DensityBloom); } } + bool fullDetail = false; while ((!StereoDisplay && i == 0) || (StereoDisplay && StereoDisplay->nextPass())) { ++i; @@ -1686,42 +1701,59 @@ bool mainLoop() if (!StereoDisplay || StereoDisplay->wantClear()) { - if (Render) - { - effectRender = haveEffects; - } - // Clear buffers clearBuffers(); } if (!StereoDisplay || StereoDisplay->wantScene()) { - if (!ClientCfg.Light) + if (!ClientCfg.Light && Render) { - // Render - if(Render) + if (!StereoDisplay || StereoDisplay->isSceneFirst()) { // nb : force full detail if a screenshot is asked // todo : move outside render code - bool fullDetail = ScreenshotRequest != ScreenshotRequestNone && ClientCfg.ScreenShotFullDetail; - if (fullDetail) + if (!fullDetail) { - s_ForceFullDetail.backup(); - s_ForceFullDetail.set(); + fullDetail = ScreenshotRequest != ScreenshotRequestNone && ClientCfg.ScreenShotFullDetail; + if (fullDetail) + { + s_ForceFullDetail.backup(); + s_ForceFullDetail.set(); + } } + } - // Render scene - renderScene(); - + // Render scene + bool wantTraversals = !StereoDisplay || StereoDisplay->isSceneFirst(); + bool keepTraversals = StereoDisplay && !StereoDisplay->isSceneLast(); + doRenderScene(wantTraversals, keepTraversals); + + if (!StereoDisplay || StereoDisplay->isSceneLast()) + { if (fullDetail) { s_ForceFullDetail.restore(); + fullDetail = false; } } } } + if (!StereoDisplay || StereoDisplay->wantSceneEffects()) + { + if (!ClientCfg.Light && Render && haveEffects) + { + if (StereoDisplay) Driver->setViewport(NL3D::CViewport()); + UCamera pCam = Scene->getCam(); + Driver->setMatrixMode2D11(); + if (FXAA) FXAA->applyEffect(); + if (ClientCfg.Bloom) CBloomEffect::instance().applyBloom(); + Driver->setMatrixMode3D(pCam); + if (StereoDisplay) Driver->setViewport(StereoDisplay->getCurrentViewport()); + } + } + if (!StereoDisplay || StereoDisplay->wantInterface3D()) { if (!ClientCfg.Light) @@ -1729,18 +1761,6 @@ bool mainLoop() // Render if (Render) { - if (effectRender) - { - if (StereoDisplay) Driver->setViewport(NL3D::CViewport()); - UCamera pCam = Scene->getCam(); - Driver->setMatrixMode2D11(); - if (FXAA) FXAA->applyEffect(); - if (ClientCfg.Bloom) CBloomEffect::instance().applyBloom(); - Driver->setMatrixMode3D(pCam); - if (StereoDisplay) Driver->setViewport(StereoDisplay->getCurrentViewport()); - effectRender = false; - } - // for that frame and // tmp : display height grid //static volatile bool displayHeightGrid = true; diff --git a/code/ryzom/client/src/main_loop.h b/code/ryzom/client/src/main_loop.h index 21f64d37e..93e4db36d 100644 --- a/code/ryzom/client/src/main_loop.h +++ b/code/ryzom/client/src/main_loop.h @@ -29,7 +29,7 @@ const uint NUM_MISSION_OPTIONS = 8; bool mainLoop(); // render all -void renderScene(); +void doRenderScene(bool wantTraversals, bool keepTraversals); void renderScene(bool forceFullDetail, bool bloom); void setDefaultChatWindow(CChatWindow *defaultChatWindow);