mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-12-20 16:08:44 +00:00
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
|
@ -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.
|
||||
|
|
|
@ -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);
|
||||
|
||||
//@}
|
||||
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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();
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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();
|
||||
|
|
|
@ -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()
|
||||
{
|
||||
|
|
|
@ -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()
|
||||
{
|
||||
|
|
|
@ -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.
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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);
|
||||
|
||||
|
|
Loading…
Reference in a new issue