Pull weather updates out of scene render
--HG-- branch : multipass-stereo
This commit is contained in:
parent
5c568c6ea0
commit
bf8ad82e21
1 changed files with 70 additions and 59 deletions
|
@ -549,74 +549,82 @@ void renderScene(bool forceFullDetail, bool bloom)
|
|||
}
|
||||
}
|
||||
|
||||
// ***************************************************************************************************************************
|
||||
|
||||
void updateWeather()
|
||||
{
|
||||
H_AUTO_USE ( RZ_Client_Main_Loop_Sky_And_Weather )
|
||||
|
||||
//HeightGrid.update(Scene->getCam().getPos());
|
||||
|
||||
// update description of light cycle
|
||||
updateLightDesc();
|
||||
|
||||
// server driven weather mgt
|
||||
updateDBDrivenWeatherValue();
|
||||
|
||||
// Update the weather manager
|
||||
updateWeatherManager(MainCam.getMatrix(), ContinentMngr.cur());
|
||||
|
||||
// compute thunder color
|
||||
ThunderColor.modulateFromui(WeatherManager.getCurrWeatherState().ThunderColor, (uint) (256.f * WeatherManager.getThunderLevel()));
|
||||
|
||||
// Update the lighting
|
||||
LightCycleManager.setHour(DayNightCycleHour, WeatherManager, ThunderColor);
|
||||
|
||||
#ifdef RENDER_CLOUDS
|
||||
if (Filter3D[FilterCloud])
|
||||
{
|
||||
H_AUTO_USE ( RZ_Client_Main_Loop_Update_Cloud_Scape );
|
||||
updateClouds();
|
||||
}
|
||||
#endif
|
||||
|
||||
ContinentMngr.getFogState(MainFog, LightCycleManager.getLightLevel(), LightCycleManager.getLightDesc().DuskRatio, LightCycleManager.getState(), View.viewPos(), MainFogState);
|
||||
|
||||
// TODO: ZBuffer clear was originally before this, but should not be necessary normally.
|
||||
// The anim function renders new clouds. Ensure this does not break.
|
||||
// These are old-style nel clouds.
|
||||
|
||||
#ifdef RENDER_CLOUDS
|
||||
if (CloudScape != NULL && Filter3D[FilterCloud])
|
||||
{
|
||||
H_AUTO_USE ( RZ_Client_Main_Loop_Anim_Cloud_Scape );
|
||||
|
||||
Driver->enableFog (false);
|
||||
|
||||
// Force polygon mode to filled
|
||||
NL3D::UDriver::TPolygonMode oldMode = Driver->getPolygonMode();
|
||||
Driver->setPolygonMode(NL3D::UDriver::Filled);
|
||||
|
||||
CloudScape->anim (DT); // WARNING this function work with screen
|
||||
|
||||
Driver->enableFog (true);
|
||||
|
||||
// Reset backuped polygon mode
|
||||
Driver->setPolygonMode(oldMode);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
// ***************************************************************************************************************************
|
||||
// Render all scenes
|
||||
void renderScene()
|
||||
{
|
||||
if (Driver->getPolygonMode() == UDriver::Filled)
|
||||
{
|
||||
H_AUTO_USE ( RZ_Client_Main_Loop_Sky_And_Weather )
|
||||
Driver->clearZBuffer();
|
||||
}
|
||||
|
||||
//HeightGrid.update(Scene->getCam().getPos());
|
||||
|
||||
// update description of light cycle
|
||||
updateLightDesc();
|
||||
|
||||
// server driven weather mgt
|
||||
updateDBDrivenWeatherValue();
|
||||
|
||||
// Update the weather manager
|
||||
updateWeatherManager(MainCam.getMatrix(), ContinentMngr.cur());
|
||||
|
||||
// compute thunder color
|
||||
ThunderColor.modulateFromui(WeatherManager.getCurrWeatherState().ThunderColor, (uint) (256.f * WeatherManager.getThunderLevel()));
|
||||
|
||||
// Update the lighting
|
||||
LightCycleManager.setHour(DayNightCycleHour, WeatherManager, ThunderColor);
|
||||
|
||||
#ifdef RENDER_CLOUDS
|
||||
if (Filter3D[FilterCloud])
|
||||
// Sky is used to clear the frame buffer now, but if in line or point polygon mode, we should draw it
|
||||
if (Driver->getPolygonMode() != UDriver::Filled)
|
||||
{
|
||||
if (!Driver->isLost())
|
||||
{
|
||||
H_AUTO_USE ( RZ_Client_Main_Loop_Update_Cloud_Scape );
|
||||
updateClouds();
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
ContinentMngr.getFogState(MainFog, LightCycleManager.getLightLevel(), LightCycleManager.getLightDesc().DuskRatio, LightCycleManager.getState(), View.viewPos(), MainFogState);
|
||||
|
||||
if (Driver->getPolygonMode() == UDriver::Filled)
|
||||
{
|
||||
Driver->clearZBuffer();
|
||||
}
|
||||
|
||||
#ifdef RENDER_CLOUDS
|
||||
if (CloudScape != NULL && Filter3D[FilterCloud])
|
||||
{
|
||||
H_AUTO_USE ( RZ_Client_Main_Loop_Anim_Cloud_Scape );
|
||||
|
||||
Driver->enableFog (false);
|
||||
|
||||
// Force polygon mode to filled
|
||||
NL3D::UDriver::TPolygonMode oldMode = Driver->getPolygonMode();
|
||||
Driver->setPolygonMode(NL3D::UDriver::Filled);
|
||||
|
||||
CloudScape->anim (DT); // WARNING this function work with screen
|
||||
|
||||
Driver->enableFog (true);
|
||||
|
||||
// Reset backuped polygon mode
|
||||
Driver->setPolygonMode(oldMode);
|
||||
}
|
||||
#endif
|
||||
// Sky is used to clear the frame buffer now, but if in line or point polygon mode, we should draw it
|
||||
if (Driver->getPolygonMode() != UDriver::Filled)
|
||||
{
|
||||
if (!Driver->isLost())
|
||||
{
|
||||
Driver->clearBuffers (CRGBA(127, 127, 127));
|
||||
}
|
||||
Driver->clearBuffers (CRGBA(127, 127, 127));
|
||||
}
|
||||
}
|
||||
|
||||
// Update Filter Flags
|
||||
Scene->enableElementRender(UScene::FilterAllMeshNoVP, Filter3D[FilterMeshNoVP]);
|
||||
Scene->enableElementRender(UScene::FilterAllMeshVP, Filter3D[FilterMeshVP]);
|
||||
|
@ -1541,6 +1549,9 @@ bool mainLoop()
|
|||
Scene->updateWaterEnvMaps(TimeInSec - FirstTimeInSec);
|
||||
}
|
||||
#endif
|
||||
|
||||
// TODO: Verify that moving this out of renderScene does not negatively impact oversize screenshots.
|
||||
updateWeather();
|
||||
|
||||
if (ClientCfg.Bloom)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue