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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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c3b3db07f1
--HG-- branch : develop
158 lines
4.6 KiB
C++
158 lines
4.6 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/vegetable_blend_layer_model.h"
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#include "nel/3d/vegetable_manager.h"
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#include "nel/3d/vegetable_sort_block.h"
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#include "nel/3d/render_trav.h"
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#include "nel/3d/clip_trav.h"
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#include "nel/misc/debug.h"
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#include "nel/misc/hierarchical_timer.h"
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#include "nel/3d/scene.h"
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using namespace NLMISC;
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#ifdef DEBUG_NEW
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#define new DEBUG_NEW
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#endif
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namespace NL3D {
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// ***************************************************************************
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void CVegetableBlendLayerModel::registerBasic()
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{
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CScene::registerModel(VegetableBlendLayerModelId, TransformId, CVegetableBlendLayerModel::creator);
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}
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// ***************************************************************************
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CVegetableBlendLayerModel::CVegetableBlendLayerModel()
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{
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VegetableManager= NULL;
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// The model must always be renderer in transparency pass only.
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setTransparency(true);
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setOpacity(false);
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// The model is of course renderable
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CTransform::setIsRenderable(true);
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}
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// ***************************************************************************
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void CVegetableBlendLayerModel::setWorldPos(const CVector &pos)
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{
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// setup directly the local matrix.
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_LocalMatrix.setPos(pos);
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// setup directly the world matrix.
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_WorldMatrix.setPos(pos);
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}
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// ***************************************************************************
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void CVegetableBlendLayerModel::render(IDriver *driver)
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{
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H_AUTO( NL3D_Vegetable_Render );
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nlassert(VegetableManager);
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if(SortBlocks.empty())
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return;
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// Setup VegetableManager renderState (like pre-setuped material)
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//==================
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VegetableManager->setupRenderStateForBlendLayerModel(driver);
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// Render SortBlocks of this layer
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//==================
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uint rdrPass= NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT;
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// first time, activate the hard VB.
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bool precVBHardMode= true;
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CVegetableVBAllocator *vbAllocator= &VegetableManager->getVBAllocatorForRdrPassAndVBHardMode(rdrPass, 1);
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vbAllocator->activate();
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// profile
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CPrimitiveProfile ppIn, ppOut;
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driver->profileRenderedPrimitives(ppIn, ppOut);
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uint precNTriRdr= ppOut.NTriangles;
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// render from back to front the list setuped in CVegetableManager::render()
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for(uint i=0; i<SortBlocks.size();i++)
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{
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CVegetableSortBlock *ptrSortBlock= SortBlocks[i];
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// change of VertexBuffer (soft / hard) if needed.
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if(ptrSortBlock->ZSortHardMode != precVBHardMode)
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{
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// setup new VB for hardMode.
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CVegetableVBAllocator *vbAllocator= &VegetableManager->getVBAllocatorForRdrPassAndVBHardMode(rdrPass, ptrSortBlock->ZSortHardMode);
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vbAllocator->activate();
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// prec.
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precVBHardMode= ptrSortBlock->ZSortHardMode;
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}
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// render him. we are sure that size > 0, because tested before.
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driver->activeIndexBuffer(ptrSortBlock->_SortedTriangleArray);
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#ifdef NL_DEBUG
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if (ptrSortBlock->ZSortHardMode)
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{
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nlassert(ptrSortBlock->_SortedTriangleArray.getFormat() == CIndexBuffer::Indices16);
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}
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else
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{
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nlassert(ptrSortBlock->_SortedTriangleArray.getFormat() == CIndexBuffer::Indices32);
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}
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#endif
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driver->renderSimpleTriangles(
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ptrSortBlock->_SortedTriangleIndices[ptrSortBlock->_QuadrantId],
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ptrSortBlock->_NTriangles);
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}
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// add number of triangles rendered with vegetable manager.
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driver->profileRenderedPrimitives(ppIn, ppOut);
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VegetableManager->_NumVegetableFaceRendered+= ppOut.NTriangles-precNTriRdr;
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// refresh list now!
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// We must do it here, because if CVegetableManager::render() is no more called (eg: disabled),
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// then the blend layers models must do nothing.
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SortBlocks.clear();
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// Reset RenderState.
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//==================
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VegetableManager->exitRenderStateForBlendLayerModel(driver);
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}
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// ***************************************************************************
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void CVegetableBlendLayerModel::traverseRender()
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{
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CRenderTrav &rTrav= getOwnerScene()->getRenderTrav();
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render(rTrav.getDriver());
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}
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} // NL3D
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