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synced 2024-11-27 01:06:19 +00:00
Refactor fulldetail override
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362024aff3
commit
ee227aaf9c
4 changed files with 66 additions and 38 deletions
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@ -542,7 +542,7 @@ void renderSceneScreenShot (uint left, uint right, uint top, uint bottom, uint s
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CCameraBackup cbScene = setupCameraForScreenshot(*Scene, left, right, top, bottom, screenShotWidth, screenShotHeight);
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CCameraBackup cbCanopy = setupCameraForScreenshot(*SceneRoot, left, right, top, bottom, screenShotWidth, screenShotHeight);
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// sky setup are copied from main scene before rendering so no setup done here
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renderAll(ClientCfg.ScreenShotFullDetail);
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renderScene(ClientCfg.ScreenShotFullDetail);
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restoreCamera(*Scene, cbScene);
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restoreCamera(*SceneRoot, cbCanopy);
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}
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@ -95,11 +95,11 @@ public:
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private:
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// renderAll is called in main loop. It can called beginRenderLandscapePolyPart and renderLandscapePolyPart
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// renderScene is called in main loop. It can called beginRenderLandscapePolyPart and renderLandscapePolyPart
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// methods.
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friend void renderAll(bool);
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friend void renderScene();
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// Enable stencil test and initialize function and operation of stencil at the beginning of renderAll method,
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// Enable stencil test and initialize function and operation of stencil at the beginning of renderScene method,
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// before opaque render of canopy and main scene parts.
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// The eighth bit will be written with a 0 during next render to mark stencil buffer parts which will
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// support Shadow Volume algorithm.
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@ -487,10 +487,55 @@ static void renderSkyPart(UScene::TRenderPart renderPart, TSkyMode skyMode)
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#endif
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}
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struct CForceFullDetail
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{
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public:
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void backup()
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{
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maxFullDetailChar = Scene->getMaxSkeletonsInNotCLodForm();
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oldBalancingMode = Scene->getPolygonBalancingMode();
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oldSkyBalancingMode = UScene::PolygonBalancingOff;
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UScene *skyScene = getSkyScene();
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if (skyScene) oldSkyBalancingMode = skyScene->getPolygonBalancingMode();
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}
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void set()
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{
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Scene->setMaxSkeletonsInNotCLodForm(1000000);
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Scene->setPolygonBalancingMode(UScene::PolygonBalancingOff);
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UScene *skyScene = getSkyScene();
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if (skyScene) skyScene->setPolygonBalancingMode(UScene::PolygonBalancingOff);
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}
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void restore()
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{
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Scene->setMaxSkeletonsInNotCLodForm(maxFullDetailChar);
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Scene->setPolygonBalancingMode(oldBalancingMode);
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UScene *skyScene = getSkyScene();
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if (skyScene) skyScene->setPolygonBalancingMode(oldSkyBalancingMode);
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}
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private:
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uint maxFullDetailChar;
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UScene::TPolygonBalancingMode oldBalancingMode;
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UScene::TPolygonBalancingMode oldSkyBalancingMode;
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};
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static CForceFullDetail s_ForceFullDetail;
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void renderScene(bool forceFullDetail)
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{
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if (forceFullDetail)
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{
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s_ForceFullDetail.backup();
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s_ForceFullDetail.set();
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}
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renderScene();
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if (forceFullDetail)
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{
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s_ForceFullDetail.restore();
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}
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}
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// ***************************************************************************************************************************
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// Render all scenes
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void renderAll(bool forceFullDetail)
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void renderScene()
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{
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if (ClientCfg.Bloom)
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{
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@ -501,26 +546,6 @@ void renderAll(bool forceFullDetail)
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CBloomEffect::getInstance().initBloom();
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}
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// backup old balancing mode
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uint maxFullDetailChar = Scene->getMaxSkeletonsInNotCLodForm();
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UScene *skyScene = getSkyScene();
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UScene::TPolygonBalancingMode oldBalancingMode = Scene->getPolygonBalancingMode();
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UScene::TPolygonBalancingMode oldSkyBalancingMode = UScene::PolygonBalancingOff;
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if (skyScene)
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{
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oldSkyBalancingMode = skyScene->getPolygonBalancingMode();
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}
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// disable load balancing for that frame only if asked
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if (forceFullDetail)
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{
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Scene->setMaxSkeletonsInNotCLodForm(1000000);
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Scene->setPolygonBalancingMode(UScene::PolygonBalancingOff);
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if (skyScene)
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{
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skyScene->setPolygonBalancingMode(UScene::PolygonBalancingOff);
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}
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}
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{
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H_AUTO_USE ( RZ_Client_Main_Loop_Sky_And_Weather )
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@ -649,17 +674,6 @@ void renderAll(bool forceFullDetail)
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// reset depth range
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Driver->setDepthRange(0.f, CANOPY_DEPTH_RANGE_START);
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// restore load balancing mode
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if (forceFullDetail)
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{
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Scene->setMaxSkeletonsInNotCLodForm(maxFullDetailChar);
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Scene->setPolygonBalancingMode(oldBalancingMode);
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if (skyScene)
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{
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skyScene->setPolygonBalancingMode(oldSkyBalancingMode);
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}
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}
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// apply bloom effect
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if (ClientCfg.Bloom)
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CBloomEffect::getInstance().endBloom();
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@ -1524,7 +1538,20 @@ bool mainLoop()
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Scene->updateWaterEnvMaps(TimeInSec - FirstTimeInSec);
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}
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#endif
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renderAll(ScreenshotRequest != ScreenshotRequestNone && ClientCfg.ScreenShotFullDetail); // nb : force full detail if a screenshot is asked
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// nb : force full detail if a screenshot is asked
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// todo : move outside render code
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bool fullDetail = ScreenshotRequest != ScreenshotRequestNone && ClientCfg.ScreenShotFullDetail;
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if (fullDetail)
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{
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s_ForceFullDetail.backup();
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s_ForceFullDetail.set();
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}
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renderScene();
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if (fullDetail)
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{
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s_ForceFullDetail.restore();
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}
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// for that frame and
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// tmp : display height grid
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@ -29,7 +29,8 @@ const uint NUM_MISSION_OPTIONS = 8;
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bool mainLoop();
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// render all
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void renderAll(bool forceFullDetail = false);
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void renderScene();
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void renderScene(bool forceFullDetail);
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void setDefaultChatWindow(CChatWindow *defaultChatWindow);
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void updateDayNightCycleHour();
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