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