// set and display next in list codepage void BF_GUI_Text::NextCodePage() { iCodePage = (iCodePage < CP_KOI) ? iCodePage + 1 : CP_UTF8; poStatus->SetCodePage(iCodePage); ClearView(); DrawPage(); };
void BF_GUI_Text::ClearMatch( void ) { if(bDrawSel) { bDrawSel = false; ClearView(); DrawPage(); }; }
void ShowView(Loc x, Loc y, Direction dir) { register XYpair *tp = viewTable; register int tx = x.value(); register int ty = y.value(); RatIndexType ratIndex(0); RatLook ratLook; bool oldVisible; ClearView(); prevEdge3 = prevEdge7 = FALSE; while (!M->maze_[tx][ty]) { tp = hidden(tx, ty, dir, tp); /* draw a cell */ switch (dir.value()) { case NORTH: tx++; break; case SOUTH: tx--; break; case EAST: ty++; break; case WEST: ty--; break; } } if (prevEdge3) (void) plotLine(edge3Lines, TRUE); if (prevEdge7) (void) plotLine(edge7Lines, TRUE); /* show the tokens */ for (ratIndex = 0; ratIndex < MAX_RATS; ratIndex = RatIndexType(ratIndex.value() + 1)) { if (ratIndex == MY_RAT_INDEX) continue; ratLook = &Rats2Display[ratIndex.value()]; oldVisible = ratLook->visible; TokenVisible(ratIndex); if (ratLook->visible == TRUE) XORToken(ratIndex); if (ratLook->visible != oldVisible) UpdateScoreCard(ratIndex); } }
/** * Renders the view family. */ void FDeferredShadingSceneRenderer::Render() { if(!ViewFamily.EngineShowFlags.Rendering) { return; } SCOPED_DRAW_EVENT(Scene,DEC_SCENE_ITEMS); // Initialize global system textures (pass-through if already initialized). GSystemTextures.InitializeTextures(); // Allocate the maximum scene render target space for the current view family. GSceneRenderTargets.Allocate(ViewFamily); // Find the visible primitives. InitViews(); const bool bIsWireframe = ViewFamily.EngineShowFlags.Wireframe; static const auto ClearMethodCVar = IConsoleManager::Get().FindTConsoleVariableDataInt(TEXT("r.ClearSceneMethod")); bool bRequiresRHIClear = true; bool bRequiresFarZQuadClear = false; if (ClearMethodCVar) { switch (ClearMethodCVar->GetValueOnRenderThread()) { case 0: // No clear { bRequiresRHIClear = false; bRequiresFarZQuadClear = false; break; } case 1: // RHIClear { bRequiresRHIClear = true; bRequiresFarZQuadClear = false; break; } case 2: // Clear using far-z quad { bRequiresFarZQuadClear = true; bRequiresRHIClear = false; break; } } } // Always perform a full buffer clear for wireframe, shader complexity view mode, and stationary light overlap viewmode. if (bIsWireframe || ViewFamily.EngineShowFlags.ShaderComplexity || ViewFamily.EngineShowFlags.StationaryLightOverlap) { bRequiresRHIClear = true; } // force using occ queries for wireframe if rendering is parented or frozen in the first view check(Views.Num()); #if (UE_BUILD_SHIPPING || UE_BUILD_TEST) const bool bIsViewFrozen = false; const bool bHasViewParent = false; #else const bool bIsViewFrozen = Views[0].State && ((FSceneViewState*)Views[0].State)->bIsFrozen; const bool bHasViewParent = Views[0].State && ((FSceneViewState*)Views[0].State)->HasViewParent(); #endif const bool bIsOcclusionTesting = DoOcclusionQueries() && (!bIsWireframe || bIsViewFrozen || bHasViewParent); // Dynamic vertex and index buffers need to be committed before rendering. FGlobalDynamicVertexBuffer::Get().Commit(); FGlobalDynamicIndexBuffer::Get().Commit(); // Notify the FX system that the scene is about to be rendered. if (Scene->FXSystem) { Scene->FXSystem->PreRender(); } // Draw the scene pre-pass / early z pass, populating the scene depth buffer and HiZ RenderPrePass(); // Clear scene color buffer if necessary. if ( bRequiresRHIClear ) { ClearView(); // Only clear once. bRequiresRHIClear = false; } // Clear LPVs for all views if ( IsFeatureLevelSupported(GRHIShaderPlatform, ERHIFeatureLevel::SM5) ) { ClearLPVs(); } // only temporarily available after early z pass and until base pass check(!GSceneRenderTargets.DBufferA); check(!GSceneRenderTargets.DBufferB); check(!GSceneRenderTargets.DBufferC); if(IsDBufferEnabled()) { GSceneRenderTargets.ResolveSceneDepthTexture(); // Resolve the scene depth to an auxiliary texture when SM3/SM4 is in use. This needs to happen so the auxiliary texture can be bound as a shader parameter // while the primary scene depth texture can be bound as the target. Simultaneously binding a single DepthStencil resource as a parameter and target // is unsupported in d3d feature level 10. if(!(GRHIFeatureLevel >= ERHIFeatureLevel::SM5) && GRHIFeatureLevel >= ERHIFeatureLevel::SM4) { GSceneRenderTargets.ResolveSceneDepthToAuxiliaryTexture(); } // e.g. ambient cubemaps, ambient occlusion, deferred decals for(int32 ViewIndex = 0;ViewIndex < Views.Num();ViewIndex++) { SCOPED_CONDITIONAL_DRAW_EVENTF(EventView,Views.Num() > 1, DEC_SCENE_ITEMS, TEXT("View%d"), ViewIndex); GCompositionLighting.ProcessBeforeBasePass(Views[ViewIndex]); } } if(bIsWireframe && FDeferredShadingSceneRenderer::ShouldCompositeEditorPrimitives(Views[0])) { // In Editor we want wire frame view modes to be MSAA for better quality. Resolve will be done with EditorPrimitives RHISetRenderTarget(GSceneRenderTargets.GetEditorPrimitivesColor(), GSceneRenderTargets.GetEditorPrimitivesDepth()); RHIClear(true, FLinearColor(0, 0, 0, 0), true, 0.0f, false, 0, FIntRect()); } else { // Begin rendering to scene color GSceneRenderTargets.BeginRenderingSceneColor(true); } RenderBasePass(); if(ViewFamily.EngineShowFlags.VisualizeLightCulling) { // clear out emissive and baked lighting (not too efficient but simple and only needed for this debug view) GSceneRenderTargets.BeginRenderingSceneColor(false); RHIClear(true, FLinearColor(0, 0, 0, 0), false, 0, false, 0, FIntRect()); } GSceneRenderTargets.DBufferA.SafeRelease(); GSceneRenderTargets.DBufferB.SafeRelease(); GSceneRenderTargets.DBufferC.SafeRelease(); // only temporarily available after early z pass and until base pass check(!GSceneRenderTargets.DBufferA); check(!GSceneRenderTargets.DBufferB); check(!GSceneRenderTargets.DBufferC); if (bRequiresFarZQuadClear) { // Clears view by drawing quad at maximum Z // TODO: if all the platforms have fast color clears, we can replace this with an RHIClear. ClearGBufferAtMaxZ(); bRequiresFarZQuadClear = false; } GSceneRenderTargets.ResolveSceneColor(FResolveRect(0, 0, ViewFamily.FamilySizeX, ViewFamily.FamilySizeY)); GSceneRenderTargets.ResolveSceneDepthTexture(); // Resolve the scene depth to an auxiliary texture when SM3/SM4 is in use. This needs to happen so the auxiliary texture can be bound as a shader parameter // while the primary scene depth texture can be bound as the target. Simultaneously binding a single DepthStencil resource as a parameter and target // is unsupported in d3d feature level 10. if(!GSupportsDepthFetchDuringDepthTest) { GSceneRenderTargets.ResolveSceneDepthToAuxiliaryTexture(); } RenderCustomDepthPass(); // Notify the FX system that opaque primitives have been rendered and we now have a valid depth buffer. if (Scene->FXSystem && Views.IsValidIndex(0)) { Scene->FXSystem->PostRenderOpaque( Views.GetTypedData(), GSceneRenderTargets.GetSceneDepthTexture(), GSceneRenderTargets.GetGBufferATexture() ); } // Update the quarter-sized depth buffer with the current contents of the scene depth texture. // This needs to happen before occlusion tests, which makes use of the small depth buffer. UpdateDownsampledDepthSurface(); // Issue occlusion queries // This is done after the downsampled depth buffer is created so that it can be used for issuing queries if ( bIsOcclusionTesting ) { BeginOcclusionTests(); } // Render lighting. if (ViewFamily.EngineShowFlags.Lighting && GRHIFeatureLevel >= ERHIFeatureLevel::SM4 && ViewFamily.EngineShowFlags.DeferredLighting ) { // Pre-lighting composition lighting stage // e.g. deferred decals, blurred GBuffer for(int32 ViewIndex = 0;ViewIndex < Views.Num();ViewIndex++) { SCOPED_CONDITIONAL_DRAW_EVENTF(EventView,Views.Num() > 1, DEC_SCENE_ITEMS, TEXT("View%d"), ViewIndex); GCompositionLighting.ProcessAfterBasePass(Views[ViewIndex]); } // Clear the translucent lighting volumes before we accumulate ClearTranslucentVolumeLighting(); RenderLights(); InjectAmbientCubemapTranslucentVolumeLighting(); CompositeIndirectTranslucentVolumeLighting(); // Filter the translucency lighting volume now that it is complete FilterTranslucentVolumeLighting(); // Clear LPVs for all views if ( IsFeatureLevelSupported(GRHIShaderPlatform, ERHIFeatureLevel::SM5) ) { PropagateLPVs(); } // Render reflections that only operate on opaque pixels RenderDeferredReflections(); // Post-lighting composition lighting stage // e.g. ambient cubemaps, ambient occlusion, LPV indirect for(int32 ViewIndex = 0; ViewIndex < Views.Num(); ++ViewIndex) { SCOPED_CONDITIONAL_DRAW_EVENTF(EventView,Views.Num() > 1, DEC_SCENE_ITEMS, TEXT("View%d"), ViewIndex); GCompositionLighting.ProcessLighting(Views[ViewIndex]); } } if( ViewFamily.EngineShowFlags.StationaryLightOverlap && GRHIFeatureLevel >= ERHIFeatureLevel::SM4) { RenderStationaryLightOverlap(); } FLightShaftsOutput LightShaftOutput; // Draw Lightshafts if (ViewFamily.EngineShowFlags.LightShafts) { LightShaftOutput = RenderLightShaftOcclusion(); } // Draw atmosphere if(ShouldRenderAtmosphere(ViewFamily)) { if (Scene->AtmosphericFog) { // Update RenderFlag based on LightShaftTexture is valid or not if (LightShaftOutput.bRendered) { Scene->AtmosphericFog->RenderFlag &= EAtmosphereRenderFlag::E_LightShaftMask; } else { Scene->AtmosphericFog->RenderFlag |= EAtmosphereRenderFlag::E_DisableLightShaft; } #if WITH_EDITOR if (Scene->bIsEditorScene) { // Precompute Atmospheric Textures Scene->AtmosphericFog->PrecomputeTextures(Views.GetTypedData(), &ViewFamily); } #endif RenderAtmosphere(LightShaftOutput); } } // Draw fog. if(ShouldRenderFog(ViewFamily)) { RenderFog(LightShaftOutput); } // No longer needed, release LightShaftOutput.LightShaftOcclusion = NULL; // Draw translucency. if(ViewFamily.EngineShowFlags.Translucency) { SCOPE_CYCLE_COUNTER(STAT_TranslucencyDrawTime); if(ViewFamily.EngineShowFlags.Refraction) { // to apply refraction effect by distorting the scene color RenderDistortion(); } RenderTranslucency(); } if (ViewFamily.EngineShowFlags.LightShafts) { RenderLightShaftBloom(); } // Resolve the scene color for post processing. GSceneRenderTargets.ResolveSceneColor(FResolveRect(0, 0, ViewFamily.FamilySizeX, ViewFamily.FamilySizeY)); #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) if(CVarTestUIBlur.GetValueOnRenderThread() > 0) { Views[0].UIBlurOverrideRectangles.Add(FIntRect(20, 20, 400, 400)); } #endif // Finish rendering for each view. if(ViewFamily.bResolveScene) { SCOPED_DRAW_EVENT(FinishRendering, DEC_SCENE_ITEMS); SCOPE_CYCLE_COUNTER(STAT_FinishRenderViewTargetTime); for(int32 ViewIndex = 0;ViewIndex < Views.Num();ViewIndex++) { SCOPED_CONDITIONAL_DRAW_EVENTF(EventView, Views.Num() > 1, DEC_SCENE_ITEMS, TEXT("View%d"), ViewIndex); FinishRenderViewTarget(&Views[ViewIndex], ViewIndex == (Views.Num() - 1)); } } RenderFinish(); }
nsAbView::~nsAbView() { if (mInitialized) { NS_ASSERTION(NS_SUCCEEDED(ClearView()), "failed to close view"); } }