Process some scene traversals only once when rendering in stereo
This commit is contained in:
parent
758e87e115
commit
7db83ce7da
15 changed files with 226 additions and 103 deletions
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@ -139,7 +139,7 @@ public:
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* \param renderPart : The part of the scene that must be rendered
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* \param renderPart : The part of the scene that must be rendered
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* \param newRender true If scene render is beginning. Otherwise other parts of the scene have already been rendered.
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* \param newRender true If scene render is beginning. Otherwise other parts of the scene have already been rendered.
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*/
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*/
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void traverse(UScene::TRenderPart renderPart, bool newRender);
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void traverse(UScene::TRenderPart renderPart, bool newRender, bool generateShadows);
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//@}
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//@}
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/// \name RenderList.
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/// \name RenderList.
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@ -157,7 +157,7 @@ public:
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* \param doHrcPass set it to false to indicate that the CHrcTrav have not to be traversed. Useful to optimize if
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* \param doHrcPass set it to false to indicate that the CHrcTrav have not to be traversed. Useful to optimize if
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* you know that NONE of your models have moved (a good example is a shoot of the scene from different cameras).
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* you know that NONE of your models have moved (a good example is a shoot of the scene from different cameras).
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*/
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*/
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void render(bool doHrcPass=true);
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void render(bool doHrcPass = true);
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/** Begin Part Rendering
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/** Begin Part Rendering
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* During beginPartRender()/endPartRender(), you can ask other scene to render their part, but you should
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* During beginPartRender()/endPartRender(), you can ask other scene to render their part, but you should
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@ -171,10 +171,10 @@ public:
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* WARNING: always must begin rendering with at least UScene::RenderOpaque, else shadows won't work
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* WARNING: always must begin rendering with at least UScene::RenderOpaque, else shadows won't work
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* WARNING: assert-crash if a part in 'rp' has already been rendered since the last beginPartRender()
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* WARNING: assert-crash if a part in 'rp' has already been rendered since the last beginPartRender()
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*/
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*/
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void renderPart(UScene::TRenderPart rp, bool doHrcPass=true);
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void renderPart(UScene::TRenderPart rp, bool doHrcPass = true, bool doTrav = true, bool keepTrav = false);
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/** End Part Rendering (commit model creation and deletion that were asked during rendering)
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/** End Part Rendering (commit model creation and deletion that were asked during rendering)
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*/
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*/
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void endPartRender();
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void endPartRender(bool keepTrav = false);
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//@}
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//@}
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@ -96,8 +96,8 @@ public:
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// render methods
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// render methods
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virtual void render(bool updateWaitingInstances = true, bool restoreMatrixContextAfterRender = true);
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virtual void render(bool updateWaitingInstances = true, bool restoreMatrixContextAfterRender = true);
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virtual void beginPartRender();
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virtual void beginPartRender();
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virtual void renderPart(TRenderPart rp);
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virtual void renderPart(TRenderPart rp, bool doHrcPass = true, bool doTrav = true, bool keepTrav = false);
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virtual void endPartRender(bool updateWaitingInstances = true, bool restoreMatrixContextAfterRender = true);
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virtual void endPartRender(bool updateWaitingInstances = true, bool restoreMatrixContextAfterRender = true, bool keepTrav = true);
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// update async loading whithout a call to render
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// update async loading whithout a call to render
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virtual void updateWaitingInstances(double ellapsedTime);
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virtual void updateWaitingInstances(double ellapsedTime);
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@ -93,14 +93,21 @@ public:
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virtual void getCurrentMatrix(uint cid, NL3D::UCamera *camera) const;
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virtual void getCurrentMatrix(uint cid, NL3D::UCamera *camera) const;
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/// At the start of a new render target
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/// At the start of a new render target
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virtual bool wantClear();
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virtual bool wantClear();
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/// The 3D scene
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/// The 3D scene
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virtual bool wantScene();
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virtual bool wantScene();
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/// Scene post processing effects
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virtual bool wantSceneEffects();
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/// Interface within the 3D scene
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/// Interface within the 3D scene
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virtual bool wantInterface3D();
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virtual bool wantInterface3D();
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/// 2D Interface
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/// 2D Interface
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virtual bool wantInterface2D();
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virtual bool wantInterface2D();
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/// Is this the first 3D scene of the frame
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virtual bool isSceneFirst();
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/// Is this the last 3D scene of the frame
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virtual bool isSceneLast();
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/// Returns true if a new render target was set, always fase if not using render targets
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/// Returns true if a new render target was set, always fase if not using render targets
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virtual bool beginRenderTarget();
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virtual bool beginRenderTarget();
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/// Returns true if a render target was fully drawn, always false if not using render targets
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/// Returns true if a render target was fully drawn, always false if not using render targets
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@ -116,14 +116,21 @@ public:
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virtual void getCurrentMatrix(uint cid, NL3D::UCamera *camera) const = 0;
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virtual void getCurrentMatrix(uint cid, NL3D::UCamera *camera) const = 0;
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/// At the start of a new render target
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/// At the start of a new render target
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virtual bool wantClear() = 0;
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virtual bool wantClear() = 0;
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/// The 3D scene
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/// The 3D scene
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virtual bool wantScene() = 0;
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virtual bool wantScene() = 0;
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/// Scene post processing effects
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virtual bool wantSceneEffects() = 0;
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/// Interface within the 3D scene
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/// Interface within the 3D scene
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virtual bool wantInterface3D() = 0;
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virtual bool wantInterface3D() = 0;
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/// 2D Interface
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/// 2D Interface
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virtual bool wantInterface2D() = 0;
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virtual bool wantInterface2D() = 0;
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/// Is this the first 3D scene of the frame
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virtual bool isSceneFirst() = 0;
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/// Is this the last 3D scene of the frame
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virtual bool isSceneLast() = 0;
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/// Returns true if a new render target was set, always fase if not using render targets
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/// Returns true if a new render target was set, always fase if not using render targets
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virtual bool beginRenderTarget() = 0;
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virtual bool beginRenderTarget() = 0;
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/// Returns true if a render target was fully drawn, always false if not using render targets
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/// Returns true if a render target was fully drawn, always false if not using render targets
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@ -110,14 +110,21 @@ public:
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virtual void getCurrentMatrix(uint cid, NL3D::UCamera *camera) const;
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virtual void getCurrentMatrix(uint cid, NL3D::UCamera *camera) const;
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/// At the start of a new render target
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/// At the start of a new render target
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virtual bool wantClear();
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virtual bool wantClear();
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/// The 3D scene
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/// The 3D scene
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virtual bool wantScene();
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virtual bool wantScene();
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/// Scene post processing effects
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virtual bool wantSceneEffects();
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/// Interface within the 3D scene
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/// Interface within the 3D scene
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virtual bool wantInterface3D();
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virtual bool wantInterface3D();
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/// 2D Interface
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/// 2D Interface
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virtual bool wantInterface2D();
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virtual bool wantInterface2D();
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/// Is this the first 3D scene of the frame
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virtual bool isSceneFirst();
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/// Is this the last 3D scene of the frame
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virtual bool isSceneLast();
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/// Returns true if a new render target was set, always fase if not using render targets
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/// Returns true if a new render target was set, always fase if not using render targets
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virtual bool beginRenderTarget();
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virtual bool beginRenderTarget();
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/// Returns true if a render target was fully drawn, always false if not using render targets
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/// Returns true if a render target was fully drawn, always false if not using render targets
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@ -134,14 +134,17 @@ public:
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/** Render a part (see render() for what it does)
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/** Render a part (see render() for what it does)
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* beginPartRender() must have been called
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* beginPartRender() must have been called
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* \param renderPart a combination of UScene::TRenderPart flags, allow to choose which part of the scene must be rendered
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* \param renderPart a combination of UScene::TRenderPart flags, allow to choose which part of the scene must be rendered
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* \param doHrcPass set it to false to indicate that the CHrcTrav have not to be traversed. Useful to optimize if
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* you know that NONE of your models have moved (a good example is a shoot of the scene from different cameras).
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* \param doTrav set to false when processing a second frame for stereo rending to avoid unnecessary traversals.
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* WARNING: always must begin rendering with at least UScene::RenderOpaque, else shadows won't work
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* WARNING: always must begin rendering with at least UScene::RenderOpaque, else shadows won't work
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* WARNING: assert-crash if a part in 'rp' has already been rendered since the last beginPartRender()
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* WARNING: assert-crash if a part in 'rp' has already been rendered since the last beginPartRender()
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*/
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*/
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virtual void renderPart(UScene::TRenderPart rp) =0;
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virtual void renderPart(UScene::TRenderPart rp, bool doHrcPass = true, bool doTrav = true, bool keepTrav = false) =0;
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/** End Part Rendering (commit model creation and deletion that were asked during rendering)
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/** End Part Rendering (commit model creation and deletion that were asked during rendering)
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*/
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*/
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virtual void endPartRender(bool updateWaitingInstances = true, bool restoreMatrixContextAfterRender = true) =0;
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virtual void endPartRender(bool updateWaitingInstances = true, bool restoreMatrixContextAfterRender = true, bool keepTrav = false) =0;
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/** Update waiting instances and igs that are loaded asynchronously
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/** Update waiting instances and igs that are loaded asynchronously
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@ -92,7 +92,7 @@ CRenderTrav::CRenderTrav()
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// ***************************************************************************
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// ***************************************************************************
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void CRenderTrav::traverse(UScene::TRenderPart renderPart, bool newRender)
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void CRenderTrav::traverse(UScene::TRenderPart renderPart, bool newRender, bool generateShadows)
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{
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{
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#ifdef NL_DEBUG_RENDER_TRAV
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#ifdef NL_DEBUG_RENDER_TRAV
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nlwarning("Render trave begin");
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nlwarning("Render trave begin");
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@ -279,7 +279,8 @@ void CRenderTrav::traverse(UScene::TRenderPart renderPart, bool newRender)
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*/
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*/
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// Generate ShadowMaps
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// Generate ShadowMaps
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_ShadowMapManager.renderGenerate(Scene);
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if (generateShadows)
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_ShadowMapManager.renderGenerate(Scene);
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// Render the Landscape
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// Render the Landscape
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renderLandscapes();
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renderLandscapes();
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@ -353,28 +353,31 @@ void CScene::beginPartRender()
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// ***************************************************************************
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// ***************************************************************************
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void CScene::endPartRender()
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void CScene::endPartRender(bool keepTrav)
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{
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{
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nlassert(_IsRendering);
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nlassert(_IsRendering);
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// Delete model deleted during the rendering
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_IsRendering = false;
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_IsRendering = false;
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uint i;
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for (i=0; i<_ToDelete.size(); i++)
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deleteModel (_ToDelete[i]);
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_ToDelete.clear ();
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// Special for SkeletonSpawnScript animation. create models spawned now
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if (!keepTrav)
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flushSSSModelRequests();
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{
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// Delete model deleted during the rendering
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uint i;
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for (i=0; i<_ToDelete.size(); i++)
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deleteModel (_ToDelete[i]);
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_ToDelete.clear ();
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// Particle system handling (remove the resources of those which are too far, as their clusters may not have been parsed).
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// Special for SkeletonSpawnScript animation. create models spawned now
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// Note that only a few of them are tested at each call
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flushSSSModelRequests();
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_ParticleSystemManager.refreshModels(ClipTrav.WorldFrustumPyramid, ClipTrav.CamPos);
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// Waiting Instance handling
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// Particle system handling (remove the resources of those which are too far, as their clusters may not have been parsed).
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double deltaT = _DeltaSystemTimeBetweenRender;
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// Note that only a few of them are tested at each call
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clamp (deltaT, 0.01, 0.1);
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_ParticleSystemManager.refreshModels(ClipTrav.WorldFrustumPyramid, ClipTrav.CamPos);
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updateWaitingInstances(deltaT);
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// Waiting Instance handling
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double deltaT = _DeltaSystemTimeBetweenRender;
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clamp (deltaT, 0.01, 0.1);
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updateWaitingInstances(deltaT);
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}
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// Reset profiling
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// Reset profiling
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_NextRenderProfile= false;
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_NextRenderProfile= false;
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// ***************************************************************************
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// ***************************************************************************
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void CScene::renderPart(UScene::TRenderPart rp, bool doHrcPass)
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void CScene::renderPart(UScene::TRenderPart rp, bool doHrcPass, bool doTrav, bool keepTrav)
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{
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{
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nlassert(_IsRendering);
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nlassert(_IsRendering);
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// if first part to be rendered, do the start stuff
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// if first part to be rendered, do the start stuff
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if (_RenderedPart == UScene::RenderNothing)
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if (_RenderedPart == UScene::RenderNothing)
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{
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{
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// update water envmap
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//updateWaterEnvmap();
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RenderTrav.clearWaterModelList();
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RenderTrav.clearWaterModelList();
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_FirstFlare = NULL;
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double fNewGlobalSystemTime = NLMISC::CTime::ticksToSecond(NLMISC::CTime::getPerformanceTime());
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if (doTrav)
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if(_GlobalSystemTime==0)
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{
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_DeltaSystemTimeBetweenRender= 0.020;
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// update water envmap
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else
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//updateWaterEnvmap();
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_DeltaSystemTimeBetweenRender= fNewGlobalSystemTime - _GlobalSystemTime;
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_FirstFlare = NULL;
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_GlobalSystemTime = fNewGlobalSystemTime;
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double fNewGlobalSystemTime = NLMISC::CTime::ticksToSecond(NLMISC::CTime::getPerformanceTime());
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if(_GlobalSystemTime==0)
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_DeltaSystemTimeBetweenRender= 0.020;
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else
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_DeltaSystemTimeBetweenRender= fNewGlobalSystemTime - _GlobalSystemTime;
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_GlobalSystemTime = fNewGlobalSystemTime;
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}
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//
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//
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++ _NumRender;
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++ _NumRender;
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//
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//
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nlassert(CurrentCamera);
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nlassert(CurrentCamera);
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// update models.
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// update models.
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updateModels();
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updateModels();
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// Use the camera to setup Clip / Render pass.
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// Use the camera to setup Clip / Render pass.
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float left, right, bottom, top, znear, zfar;
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float left, right, bottom, top, znear, zfar;
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CurrentCamera->getFrustum(left, right, bottom, top, znear, zfar);
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CurrentCamera->getFrustum(left, right, bottom, top, znear, zfar);
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// **** For all render traversals, traverse them (except the Hrc one), in ascending order.
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// **** For all render traversals, traverse them (except the Hrc one), in ascending order.
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if( doHrcPass )
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if( doHrcPass )
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HrcTrav.traverse();
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HrcTrav.traverse();
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else
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HrcTrav._MovingObjects.clear();
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// Set Cam World Matrix for all trav that need it
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// Set Cam World Matrix for all trav that need it
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ClipTrav.setCamMatrix(CurrentCamera->getWorldMatrix());
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ClipTrav.setCamMatrix(CurrentCamera->getWorldMatrix());
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RenderTrav.setCamMatrix (CurrentCamera->getWorldMatrix());
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RenderTrav.setCamMatrix (CurrentCamera->getWorldMatrix());
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LoadBalancingTrav.setCamMatrix (CurrentCamera->getWorldMatrix());
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LoadBalancingTrav.setCamMatrix (CurrentCamera->getWorldMatrix());
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// clip
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// clip
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ClipTrav.traverse();
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ClipTrav.traverse();
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// animDetail
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AnimDetailTrav.traverse();
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if (doTrav)
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{
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// animDetail
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AnimDetailTrav.traverse();
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}
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// loadBalance
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// loadBalance
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LoadBalancingTrav.traverse();
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LoadBalancingTrav.traverse();
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//
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if (_RequestParticlesAnimate)
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if (doTrav)
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{
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{
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_ParticleSystemManager.processAnimate(_EllapsedTime); // deals with permanently animated particle systems
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//
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_RequestParticlesAnimate = false;
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if (_RequestParticlesAnimate)
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{
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_ParticleSystemManager.processAnimate(_EllapsedTime); // deals with permanently animated particle systems
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_RequestParticlesAnimate = false;
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}
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}
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}
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// Light
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// Light
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LightTrav.traverse();
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LightTrav.traverse();
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}
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}
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// render
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// render
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RenderTrav.traverse(rp, _RenderedPart == UScene::RenderNothing);
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RenderTrav.traverse(rp, (_RenderedPart == UScene::RenderNothing), doTrav);
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// Always must clear shadow caster (if render did not work because of IDriver::isLost())
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if (!keepTrav)
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RenderTrav.getShadowMapManager().clearAllShadowCasters();
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{
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// Always must clear shadow caster (if render did not work because of IDriver::isLost())
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RenderTrav.getShadowMapManager().clearAllShadowCasters();
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}
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// render flare
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// render flare
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if (rp & UScene::RenderFlare)
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if (rp & UScene::RenderFlare)
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{
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{
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if (_FirstFlare)
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if (doTrav)
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{
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{
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IDriver *drv = getDriver();
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if (_FirstFlare)
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CFlareModel::updateOcclusionQueryBegin(drv);
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CFlareModel *currFlare = _FirstFlare;
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do
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{
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{
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currFlare->updateOcclusionQuery(drv);
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IDriver *drv = getDriver();
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currFlare = currFlare->Next;
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CFlareModel::updateOcclusionQueryBegin(drv);
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CFlareModel *currFlare = _FirstFlare;
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do
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{
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currFlare->updateOcclusionQuery(drv);
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currFlare = currFlare->Next;
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}
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while(currFlare);
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CFlareModel::updateOcclusionQueryEnd(drv);
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}
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}
|
||||||
while(currFlare);
|
}
|
||||||
CFlareModel::updateOcclusionQueryEnd(drv);
|
else
|
||||||
|
{
|
||||||
|
_FirstFlare = NULL;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
_RenderedPart = (UScene::TRenderPart) (_RenderedPart | rp);
|
_RenderedPart = (UScene::TRenderPart) (_RenderedPart | rp);
|
||||||
|
|
|
@ -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.
|
// render the scene.
|
||||||
|
@ -526,18 +526,18 @@ void CSceneUser::renderPart(TRenderPart rp)
|
||||||
|
|
||||||
if(_Scene.getCam() == NULL)
|
if(_Scene.getCam() == NULL)
|
||||||
nlerror("render(): try to render with no camera linked (may have been deleted)");
|
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.
|
// render the scene.
|
||||||
{
|
{
|
||||||
NL3D_HAUTO_RENDER_SCENE_END
|
NL3D_HAUTO_RENDER_SCENE_END
|
||||||
_Scene.endPartRender();
|
_Scene.endPartRender(keepTrav);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (updateWaitingInstancesFlag) updateWaitingInstances();
|
if (updateWaitingInstancesFlag) updateWaitingInstances();
|
||||||
|
|
|
@ -415,6 +415,12 @@ bool CStereoDebugger::wantScene()
|
||||||
return m_Stage != 3;
|
return m_Stage != 3;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// The 3D scene end (after multiple wantScene)
|
||||||
|
bool CStereoDebugger::wantSceneEffects()
|
||||||
|
{
|
||||||
|
return m_Stage != 3;
|
||||||
|
}
|
||||||
|
|
||||||
/// Interface within the 3D scene
|
/// Interface within the 3D scene
|
||||||
bool CStereoDebugger::wantInterface3D()
|
bool CStereoDebugger::wantInterface3D()
|
||||||
{
|
{
|
||||||
|
@ -429,6 +435,16 @@ bool CStereoDebugger::wantInterface2D()
|
||||||
return m_Stage == 3;
|
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
|
/// Returns true if a new render target was set, always fase if not using render targets
|
||||||
bool CStereoDebugger::beginRenderTarget()
|
bool CStereoDebugger::beginRenderTarget()
|
||||||
{
|
{
|
||||||
|
|
|
@ -640,6 +640,16 @@ bool CStereoOVR::wantScene()
|
||||||
return m_Driver->getPolygonMode() != UDriver::Filled;
|
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()
|
bool CStereoOVR::wantInterface3D()
|
||||||
{
|
{
|
||||||
switch (m_Stage)
|
switch (m_Stage)
|
||||||
|
@ -663,6 +673,26 @@ bool CStereoOVR::wantInterface2D()
|
||||||
return m_Driver->getPolygonMode() != UDriver::Filled;
|
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
|
/// Returns non-NULL if a new render target was set
|
||||||
bool CStereoOVR::beginRenderTarget()
|
bool CStereoOVR::beginRenderTarget()
|
||||||
{
|
{
|
||||||
|
|
|
@ -97,7 +97,9 @@ private:
|
||||||
|
|
||||||
// renderScene is called in main loop. It can called beginRenderLandscapePolyPart and renderLandscapePolyPart
|
// renderScene is called in main loop. It can called beginRenderLandscapePolyPart and renderLandscapePolyPart
|
||||||
// methods.
|
// 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,
|
// 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.
|
// before opaque render of canopy and main scene parts.
|
||||||
|
|
|
@ -423,9 +423,9 @@ void beginRenderMainScenePart()
|
||||||
{
|
{
|
||||||
Scene->beginPartRender();
|
Scene->beginPartRender();
|
||||||
}
|
}
|
||||||
void endRenderMainScenePart()
|
void endRenderMainScenePart(bool keepTraversals)
|
||||||
{
|
{
|
||||||
Scene->endPartRender(true);
|
Scene->endPartRender(!keepTraversals, true, keepTraversals);
|
||||||
}
|
}
|
||||||
|
|
||||||
void beginRenderSkyPart()
|
void beginRenderSkyPart()
|
||||||
|
@ -462,7 +462,7 @@ static void renderCanopyPart(UScene::TRenderPart renderPart)
|
||||||
|
|
||||||
// ***************************************************************************************************************************
|
// ***************************************************************************************************************************
|
||||||
// Render a part of the main scene
|
// 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 )
|
H_AUTO_USE ( RZ_Client_Main_Loop_Render_Main )
|
||||||
Driver->setDepthRange(0.f, CANOPY_DEPTH_RANGE_START);
|
Driver->setDepthRange(0.f, CANOPY_DEPTH_RANGE_START);
|
||||||
|
@ -474,7 +474,7 @@ static void renderMainScenePart(UScene::TRenderPart renderPart)
|
||||||
{
|
{
|
||||||
MainFogState.setupInDriver (*Driver);
|
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();
|
s_ForceFullDetail.set();
|
||||||
}
|
}
|
||||||
clearBuffers();
|
clearBuffers();
|
||||||
renderScene();
|
doRenderScene(true, false);
|
||||||
if (forceFullDetail)
|
if (forceFullDetail)
|
||||||
{
|
{
|
||||||
s_ForceFullDetail.restore();
|
s_ForceFullDetail.restore();
|
||||||
|
@ -719,9 +719,7 @@ void updateWeather()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// ***************************************************************************************************************************
|
void beginRenderScene()
|
||||||
// Render all scenes
|
|
||||||
void renderScene()
|
|
||||||
{
|
{
|
||||||
// Update Filter Flags
|
// Update Filter Flags
|
||||||
Scene->enableElementRender(UScene::FilterAllMeshNoVP, Filter3D[FilterMeshNoVP]);
|
Scene->enableElementRender(UScene::FilterAllMeshNoVP, Filter3D[FilterMeshNoVP]);
|
||||||
|
@ -743,28 +741,45 @@ void renderScene()
|
||||||
beginRenderCanopyPart();
|
beginRenderCanopyPart();
|
||||||
beginRenderMainScenePart();
|
beginRenderMainScenePart();
|
||||||
beginRenderSkyPart();
|
beginRenderSkyPart();
|
||||||
|
}
|
||||||
|
|
||||||
|
void drawRenderScene(bool wantTraversals, bool keepTraversals)
|
||||||
|
{
|
||||||
// Render part
|
// Render part
|
||||||
// WARNING: always must begin rendering with at least UScene::RenderOpaque,
|
// WARNING: always must begin rendering with at least UScene::RenderOpaque,
|
||||||
// else dynamic shadows won't work
|
// else dynamic shadows won't work
|
||||||
renderCanopyPart(UScene::RenderOpaque);
|
renderCanopyPart(UScene::RenderOpaque);
|
||||||
renderMainScenePart(UScene::RenderOpaque);
|
renderMainScenePart(UScene::RenderOpaque, wantTraversals, keepTraversals);
|
||||||
|
|
||||||
// render of polygons on landscape
|
// render of polygons on landscape
|
||||||
CLandscapePolyDrawer::getInstance().renderLandscapePolyPart();
|
CLandscapePolyDrawer::getInstance().renderLandscapePolyPart();
|
||||||
|
|
||||||
if (s_SkyMode != NoSky) renderSkyPart((UScene::TRenderPart) (UScene::RenderOpaque | UScene::RenderTransparent));
|
if (s_SkyMode != NoSky) renderSkyPart((UScene::TRenderPart) (UScene::RenderOpaque | UScene::RenderTransparent));
|
||||||
renderCanopyPart((UScene::TRenderPart) (UScene::RenderTransparent | UScene::RenderFlare));
|
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);
|
if (s_SkyMode == NewSky) renderSkyPart(UScene::RenderFlare);
|
||||||
|
}
|
||||||
|
|
||||||
|
void endRenderScene(bool keepTraversals)
|
||||||
|
{
|
||||||
// End Part Rendering
|
// End Part Rendering
|
||||||
endRenderSkyPart();
|
endRenderSkyPart();
|
||||||
endRenderMainScenePart();
|
endRenderMainScenePart(keepTraversals);
|
||||||
endRenderCanopyPart();
|
endRenderCanopyPart();
|
||||||
|
|
||||||
// reset depth range
|
// reset depth range
|
||||||
Driver->setDepthRange(0.f, CANOPY_DEPTH_RANGE_START);
|
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
|
class CMusicFader
|
||||||
|
@ -1628,7 +1643,6 @@ bool mainLoop()
|
||||||
}
|
}
|
||||||
|
|
||||||
uint i = 0;
|
uint i = 0;
|
||||||
bool effectRender = false;
|
|
||||||
CTextureUser *effectRenderTarget = NULL;
|
CTextureUser *effectRenderTarget = NULL;
|
||||||
bool haveEffects = Render && Driver->getPolygonMode() == UDriver::Filled
|
bool haveEffects = Render && Driver->getPolygonMode() == UDriver::Filled
|
||||||
&& (ClientCfg.Bloom || FXAA);
|
&& (ClientCfg.Bloom || FXAA);
|
||||||
|
@ -1646,6 +1660,7 @@ bool mainLoop()
|
||||||
CBloomEffect::getInstance().setDensityBloom((uint8)ClientCfg.DensityBloom);
|
CBloomEffect::getInstance().setDensityBloom((uint8)ClientCfg.DensityBloom);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
bool fullDetail = false;
|
||||||
while ((!StereoDisplay && i == 0) || (StereoDisplay && StereoDisplay->nextPass()))
|
while ((!StereoDisplay && i == 0) || (StereoDisplay && StereoDisplay->nextPass()))
|
||||||
{
|
{
|
||||||
++i;
|
++i;
|
||||||
|
@ -1686,42 +1701,59 @@ bool mainLoop()
|
||||||
|
|
||||||
if (!StereoDisplay || StereoDisplay->wantClear())
|
if (!StereoDisplay || StereoDisplay->wantClear())
|
||||||
{
|
{
|
||||||
if (Render)
|
|
||||||
{
|
|
||||||
effectRender = haveEffects;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Clear buffers
|
// Clear buffers
|
||||||
clearBuffers();
|
clearBuffers();
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!StereoDisplay || StereoDisplay->wantScene())
|
if (!StereoDisplay || StereoDisplay->wantScene())
|
||||||
{
|
{
|
||||||
if (!ClientCfg.Light)
|
if (!ClientCfg.Light && Render)
|
||||||
{
|
{
|
||||||
// Render
|
if (!StereoDisplay || StereoDisplay->isSceneFirst())
|
||||||
if(Render)
|
|
||||||
{
|
{
|
||||||
// nb : force full detail if a screenshot is asked
|
// nb : force full detail if a screenshot is asked
|
||||||
// todo : move outside render code
|
// todo : move outside render code
|
||||||
bool fullDetail = ScreenshotRequest != ScreenshotRequestNone && ClientCfg.ScreenShotFullDetail;
|
if (!fullDetail)
|
||||||
if (fullDetail)
|
|
||||||
{
|
{
|
||||||
s_ForceFullDetail.backup();
|
fullDetail = ScreenshotRequest != ScreenshotRequestNone && ClientCfg.ScreenShotFullDetail;
|
||||||
s_ForceFullDetail.set();
|
if (fullDetail)
|
||||||
|
{
|
||||||
|
s_ForceFullDetail.backup();
|
||||||
|
s_ForceFullDetail.set();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Render scene
|
// Render scene
|
||||||
renderScene();
|
bool wantTraversals = !StereoDisplay || StereoDisplay->isSceneFirst();
|
||||||
|
bool keepTraversals = StereoDisplay && !StereoDisplay->isSceneLast();
|
||||||
|
doRenderScene(wantTraversals, keepTraversals);
|
||||||
|
|
||||||
|
if (!StereoDisplay || StereoDisplay->isSceneLast())
|
||||||
|
{
|
||||||
if (fullDetail)
|
if (fullDetail)
|
||||||
{
|
{
|
||||||
s_ForceFullDetail.restore();
|
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 (!StereoDisplay || StereoDisplay->wantInterface3D())
|
||||||
{
|
{
|
||||||
if (!ClientCfg.Light)
|
if (!ClientCfg.Light)
|
||||||
|
@ -1729,18 +1761,6 @@ bool mainLoop()
|
||||||
// Render
|
// Render
|
||||||
if (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
|
// for that frame and
|
||||||
// tmp : display height grid
|
// tmp : display height grid
|
||||||
//static volatile bool displayHeightGrid = true;
|
//static volatile bool displayHeightGrid = true;
|
||||||
|
|
|
@ -29,7 +29,7 @@ const uint NUM_MISSION_OPTIONS = 8;
|
||||||
bool mainLoop();
|
bool mainLoop();
|
||||||
|
|
||||||
// render all
|
// render all
|
||||||
void renderScene();
|
void doRenderScene(bool wantTraversals, bool keepTraversals);
|
||||||
void renderScene(bool forceFullDetail, bool bloom);
|
void renderScene(bool forceFullDetail, bool bloom);
|
||||||
void setDefaultChatWindow(CChatWindow *defaultChatWindow);
|
void setDefaultChatWindow(CChatWindow *defaultChatWindow);
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue