1 // NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
2 // Copyright (C) 2010 Winch Gate Property Limited
4 // This program is free software: you can redistribute it and/or modify
5 // it under the terms of the GNU Affero General Public License as
6 // published by the Free Software Foundation, either version 3 of the
7 // License, or (at your option) any later version.
9 // This program is distributed in the hope that it will be useful,
10 // but WITHOUT ANY WARRANTY; without even the implied warranty of
11 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 // GNU Affero General Public License for more details.
14 // You should have received a copy of the GNU Affero General Public License
15 // along with this program. If not, see <http://www.gnu.org/licenses/>.
19 #include "nel/3d/vegetable_blend_layer_model.h"
20 #include "nel/3d/vegetable_manager.h"
21 #include "nel/3d/vegetable_sort_block.h"
22 #include "nel/3d/render_trav.h"
23 #include "nel/3d/clip_trav.h"
24 #include "nel/misc/debug.h"
25 #include "nel/misc/hierarchical_timer.h"
26 #include "nel/3d/scene.h"
29 using namespace NLMISC
;
38 // ***************************************************************************
39 void CVegetableBlendLayerModel::registerBasic()
41 CScene::registerModel(VegetableBlendLayerModelId
, TransformId
, CVegetableBlendLayerModel::creator
);
45 // ***************************************************************************
46 CVegetableBlendLayerModel::CVegetableBlendLayerModel()
48 VegetableManager
= NULL
;
50 // The model must always be renderer in transparency pass only.
51 setTransparency(true);
54 // The model is of course renderable
55 CTransform::setIsRenderable(true);
59 // ***************************************************************************
60 void CVegetableBlendLayerModel::setWorldPos(const CVector
&pos
)
62 // setup directly the local matrix.
63 _LocalMatrix
.setPos(pos
);
65 // setup directly the world matrix.
66 _WorldMatrix
.setPos(pos
);
71 // ***************************************************************************
72 void CVegetableBlendLayerModel::render(IDriver
*driver
)
74 H_AUTO( NL3D_Vegetable_Render
);
76 nlassert(VegetableManager
);
78 if(SortBlocks
.empty())
81 // Setup VegetableManager renderState (like pre-setuped material)
83 VegetableManager
->setupRenderStateForBlendLayerModel(driver
);
86 // Render SortBlocks of this layer
88 uint rdrPass
= NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT
;
90 // first time, activate the hard VB.
91 bool precVBHardMode
= true;
92 CVegetableVBAllocator
*vbAllocator
= &VegetableManager
->getVBAllocatorForRdrPassAndVBHardMode(rdrPass
, 1);
93 vbAllocator
->activate();
96 CPrimitiveProfile ppIn
, ppOut
;
97 driver
->profileRenderedPrimitives(ppIn
, ppOut
);
98 uint precNTriRdr
= ppOut
.NTriangles
;
100 // render from back to front the list setuped in CVegetableManager::render()
101 for(uint i
=0; i
<SortBlocks
.size();i
++)
103 CVegetableSortBlock
*ptrSortBlock
= SortBlocks
[i
];
105 // change of VertexBuffer (soft / hard) if needed.
106 if(ptrSortBlock
->ZSortHardMode
!= precVBHardMode
)
108 // setup new VB for hardMode.
109 CVegetableVBAllocator
*vbAllocator
= &VegetableManager
->getVBAllocatorForRdrPassAndVBHardMode(rdrPass
, ptrSortBlock
->ZSortHardMode
);
110 vbAllocator
->activate();
112 precVBHardMode
= ptrSortBlock
->ZSortHardMode
;
115 // render him. we are sure that size > 0, because tested before.
116 driver
->activeIndexBuffer(ptrSortBlock
->_SortedTriangleArray
);
118 if (ptrSortBlock
->ZSortHardMode
)
120 nlassert(ptrSortBlock
->_SortedTriangleArray
.getFormat() == CIndexBuffer::Indices16
);
124 nlassert(ptrSortBlock
->_SortedTriangleArray
.getFormat() == CIndexBuffer::Indices32
);
127 driver
->renderSimpleTriangles(
128 ptrSortBlock
->_SortedTriangleIndices
[ptrSortBlock
->_QuadrantId
],
129 ptrSortBlock
->_NTriangles
);
132 // add number of triangles rendered with vegetable manager.
133 driver
->profileRenderedPrimitives(ppIn
, ppOut
);
134 VegetableManager
->_NumVegetableFaceRendered
+= ppOut
.NTriangles
-precNTriRdr
;
138 // We must do it here, because if CVegetableManager::render() is no more called (eg: disabled),
139 // then the blend layers models must do nothing.
143 // Reset RenderState.
145 VegetableManager
->exitRenderStateForBlendLayerModel(driver
);
150 // ***************************************************************************
151 void CVegetableBlendLayerModel::traverseRender()
153 CRenderTrav
&rTrav
= getOwnerScene()->getRenderTrav();
154 render(rTrav
.getDriver());