void GuiSwatchButtonCtrl::onRender( Point2I offset, const RectI &updateRect )
{
   bool highlight = mMouseOver;

   ColorI borderColor = mActive ? ( highlight ? mProfile->mBorderColorHL : mProfile->mBorderColor ) : mProfile->mBorderColorNA;

   RectI renderRect( offset, getExtent() );
   if ( !highlight )
      renderRect.inset( 1, 1 );      

   GFXDrawUtil *drawer = GFX->getDrawUtil();
   drawer->clearBitmapModulation();

   // Draw background transparency grid texture...
   if ( mGrid.isValid() )
      drawer->drawBitmapStretch( mGrid, renderRect );

   // Draw swatch color as fill...
   if (!mUseSRGB)
      drawer->drawRectFill( renderRect, mSwatchColor.toGamma() );
   else
      drawer->drawRectFill(renderRect, mSwatchColor);

   // Draw any borders...
   drawer->drawRect( renderRect, borderColor );
}
//  Render out the fixed bitmap borders based on a multiplier into the bitmap array
// It renders left and right caps, with a sizable fill area in the middle to reach
// the x extent.  It does not stretch in the y direction.
void renderFixedBitmapBordersFilled( const RectI &bounds, S32 baseMultiplier, GuiControlProfile *profile )
{
   //  Indices into the bitmap array
   S32 numBitmaps = 3;
   S32 borderLeft =     numBitmaps * baseMultiplier - numBitmaps;
   S32 fill =              1 + borderLeft;
   S32 borderRight =       2 + borderLeft;

   GFXDrawUtil *drawer = GFX->getDrawUtil();

   drawer->clearBitmapModulation();
   if(profile->mBitmapArrayRects.size() >= (numBitmaps * baseMultiplier))
   {
      RectI destRect;
      RectI stretchRect;
      RectI* mBitmapBounds = profile->mBitmapArrayRects.address();

      // Draw all corners first.

      //left border
      drawer->drawBitmapSR(profile->mTextureObject,Point2I(bounds.point.x,bounds.point.y),mBitmapBounds[borderLeft]);
      //right border
      drawer->drawBitmapSR(profile->mTextureObject,Point2I(bounds.point.x + bounds.extent.x - mBitmapBounds[borderRight].extent.x,bounds.point.y),mBitmapBounds[borderRight]);

      // End drawing corners

      // Begin drawing fill

      //fill stretch
      destRect.point.x = bounds.point.x + mBitmapBounds[borderLeft].extent.x;
      destRect.extent.x = (bounds.extent.x) - mBitmapBounds[borderLeft].extent.x - mBitmapBounds[borderRight].extent.x;
      destRect.extent.y = mBitmapBounds[fill].extent.y;
      destRect.point.y = bounds.point.y;
      //stretch it
      stretchRect = mBitmapBounds[fill];
      stretchRect.inset(1,0);
      //draw it
      drawer->drawBitmapStretchSR(profile->mTextureObject,destRect,stretchRect);

      // End drawing fill
   }
}
Beispiel #3
0
void GuiTheoraCtrl::onRender(Point2I offset, const RectI &updateRect)
{
	if( mDone && mIsLooping )  
		mTheoraTexture.play(); 

   const RectI rect(offset, getBounds().extent);

	if( mTheoraTexture.isReady() )
	{
      mTheoraTexture.refresh();
      if( mTheoraTexture.isPlaying()
          || mTheoraTexture.isPaused() )
      {
         // Draw the frame.
         
         GFXDrawUtil* drawUtil = GFX->getDrawUtil();
         drawUtil->clearBitmapModulation();
         drawUtil->drawBitmapStretch( mTheoraTexture.getTexture(), rect );
         
         // Draw frame info, if requested.
         
         if( mRenderDebugInfo )
         {
            String info = String::ToString( "Frame Number: %i | Frame Time: %.2fs | Playback Time: %.2fs | Dropped: %i",
               mTheoraTexture.getFrameNumber(),
               mTheoraTexture.getFrameTime(),
               F32( mTheoraTexture.getPosition() ) / 1000.f,
               mTheoraTexture.getNumDroppedFrames() );
            
            drawUtil->setBitmapModulation( mProfile->mFontColors[ 0 ] );
            drawUtil->drawText( mProfile->mFont, localToGlobalCoord( Point2I( 0, 0 ) ), info, mProfile->mFontColors );
         }
      }
      else
         mDone = true;
	}
	else
 		GFX->getDrawUtil()->drawRectFill(rect, mBackgroundColor); // black rect

	renderChildControls(offset, updateRect);
}
void GuiProgressBitmapCtrl::onRender(Point2I offset, const RectI &updateRect)
{	
	RectI ctrlRect(offset, getExtent());
	
	//grab lowest dimension
	if(getHeight() <= getWidth())
		mDim = getHeight();
	else
		mDim = getWidth();

   GFXDrawUtil* drawUtil = GFX->getDrawUtil();
	
	drawUtil->clearBitmapModulation();

	if(mNumberOfBitmaps == 1)
	{
		//draw the progress with image
		S32 width = (S32)((F32)(getWidth()) * mProgress);
		if (width > 0)
		{
			//drawing stretch bitmap
			RectI progressRect = ctrlRect;
			progressRect.extent.x = width;
			drawUtil->drawBitmapStretchSR(mProfile->mTextureObject, progressRect, mProfile->mBitmapArrayRects[0]);
		}
	}
	else if(mNumberOfBitmaps >= 3)
	{
		//drawing left-end bitmap
		RectI progressRectLeft(ctrlRect.point.x, ctrlRect.point.y, mDim, mDim);
		drawUtil->drawBitmapStretchSR(mProfile->mTextureObject, progressRectLeft, mProfile->mBitmapArrayRects[0]);

		//draw the progress with image
		S32 width = (S32)((F32)(getWidth()) * mProgress);
		if (width > mDim)
		{
			//drawing stretch bitmap
			RectI progressRect = ctrlRect;
			progressRect.point.x +=  mDim;
			progressRect.extent.x = (width - mDim - mDim);
			if (progressRect.extent.x < 0)
				progressRect.extent.x = 0;
			drawUtil->drawBitmapStretchSR(mProfile->mTextureObject, progressRect, mProfile->mBitmapArrayRects[1]);
		
			//drawing right-end bitmap
			RectI progressRectRight(progressRect.point.x + progressRect.extent.x, ctrlRect.point.y, mDim, mDim );
			drawUtil->drawBitmapStretchSR(mProfile->mTextureObject, progressRectRight, mProfile->mBitmapArrayRects[2]);
		}
	}
	else
		Con::warnf("guiProgressBitmapCtrl only processes an array of bitmaps == 1 or >= 3");

	//if there's a border, draw it
   if (mProfile->mBorder)
      drawUtil->drawRect(ctrlRect, mProfile->mBorderColor);

   Parent::onRender( offset, updateRect );

   //render the children
   renderChildControls(offset, updateRect);
	
}
//  Render out the sizable bitmap borders based on a multiplier into the bitmap array
// Based on the 'Skinnable GUI Controls in TGE' resource by Justin DuJardin
void renderSizableBitmapBordersFilledIndex( const RectI &bounds, S32 startIndex, GuiControlProfile *profile )
{
   //  Indices into the bitmap array
   S32 numBitmaps = 9;
   S32 borderTopLeft =     startIndex;
   S32 borderTop =         1 + borderTopLeft;
   S32 borderTopRight =    2 + borderTopLeft;
   S32 borderLeft =        3 + borderTopLeft;
   S32 fill =              4 + borderTopLeft;
   S32 borderRight =       5 + borderTopLeft;
   S32 borderBottomLeft =  6 + borderTopLeft;
   S32 borderBottom =      7 + borderTopLeft;
   S32 borderBottomRight = 8 + borderTopLeft;

   GFXDrawUtil *drawer = GFX->getDrawUtil();

   drawer->clearBitmapModulation();
   if(profile->mBitmapArrayRects.size() >= (startIndex + numBitmaps))
   {
      RectI destRect;
      RectI stretchRect;
      RectI* mBitmapBounds = profile->mBitmapArrayRects.address();

      // Draw all corners first.

      //top left border
      drawer->drawBitmapSR(profile->mTextureObject,Point2I(bounds.point.x,bounds.point.y),mBitmapBounds[borderTopLeft]);
      //top right border
      drawer->drawBitmapSR(profile->mTextureObject,Point2I(bounds.point.x + bounds.extent.x - mBitmapBounds[borderTopRight].extent.x,bounds.point.y),mBitmapBounds[borderTopRight]);

      //bottom left border
      drawer->drawBitmapSR(profile->mTextureObject,Point2I(bounds.point.x,bounds.point.y + bounds.extent.y - mBitmapBounds[borderBottomLeft].extent.y),mBitmapBounds[borderBottomLeft]);
      //bottom right border
      drawer->drawBitmapSR(profile->mTextureObject,Point2I(
         bounds.point.x + bounds.extent.x - mBitmapBounds[borderBottomRight].extent.x,
         bounds.point.y + bounds.extent.y - mBitmapBounds[borderBottomRight].extent.y),
         mBitmapBounds[borderBottomRight]);

      // End drawing corners

      // Begin drawing sides and top stretched borders

      //start with top line stretch
      destRect.point.x = bounds.point.x + mBitmapBounds[borderTopLeft].extent.x;
      destRect.extent.x = bounds.extent.x - mBitmapBounds[borderTopRight].extent.x - mBitmapBounds[borderTopLeft].extent.x;
      destRect.extent.y = mBitmapBounds[borderTop].extent.y;
      destRect.point.y = bounds.point.y;
      //stretch it
      stretchRect = mBitmapBounds[borderTop];
      stretchRect.inset(1,0);
      //draw it
      drawer->drawBitmapStretchSR(profile->mTextureObject,destRect,stretchRect);
      //bottom line stretch
      destRect.point.x = bounds.point.x + mBitmapBounds[borderBottomLeft].extent.x;
      destRect.extent.x = bounds.extent.x - mBitmapBounds[borderBottomRight].extent.x - mBitmapBounds[borderBottomLeft].extent.x;
      destRect.extent.y = mBitmapBounds[borderBottom].extent.y;
      destRect.point.y = bounds.point.y + bounds.extent.y - mBitmapBounds[borderBottom].extent.y;
      //stretch it
      stretchRect = mBitmapBounds[borderBottom];
      stretchRect.inset(1,0);
      //draw it
      drawer->drawBitmapStretchSR(profile->mTextureObject,destRect,stretchRect);
      //left line stretch
      destRect.point.x = bounds.point.x;
      destRect.extent.x = mBitmapBounds[borderLeft].extent.x;
      destRect.extent.y = bounds.extent.y - mBitmapBounds[borderTopLeft].extent.y - mBitmapBounds[borderBottomLeft].extent.y;
      destRect.point.y = bounds.point.y + mBitmapBounds[borderTopLeft].extent.y;
      //stretch it
      stretchRect = mBitmapBounds[borderLeft];
      stretchRect.inset(0,1);
      //draw it
      drawer->drawBitmapStretchSR(profile->mTextureObject,destRect,stretchRect);
      //left line stretch
      destRect.point.x = bounds.point.x + bounds.extent.x - mBitmapBounds[borderRight].extent.x;
      destRect.extent.x = mBitmapBounds[borderRight].extent.x;
      destRect.extent.y = bounds.extent.y - mBitmapBounds[borderTopRight].extent.y - mBitmapBounds[borderBottomRight].extent.y;
      destRect.point.y = bounds.point.y + mBitmapBounds[borderTopRight].extent.y;
      //stretch it
      stretchRect = mBitmapBounds[borderRight];
      stretchRect.inset(0,1);
      //draw it
      drawer->drawBitmapStretchSR(profile->mTextureObject,destRect,stretchRect);
      //fill stretch
      destRect.point.x = bounds.point.x + mBitmapBounds[borderLeft].extent.x;
      destRect.extent.x = (bounds.extent.x) - mBitmapBounds[borderLeft].extent.x - mBitmapBounds[borderRight].extent.x;
      destRect.extent.y = bounds.extent.y - mBitmapBounds[borderTop].extent.y - mBitmapBounds[borderBottom].extent.y;
      destRect.point.y = bounds.point.y + mBitmapBounds[borderTop].extent.y;
      //stretch it
      stretchRect = mBitmapBounds[fill];
      stretchRect.inset(1,1);
      //draw it
      drawer->drawBitmapStretchSR(profile->mTextureObject,destRect,stretchRect);

      // End drawing sides and top stretched borders
   }
}
void renderBorder( const RectI &bounds, GuiControlProfile *profile )
{
   S32 l = bounds.point.x, r = bounds.point.x + bounds.extent.x - 1;
   S32 t = bounds.point.y, b = bounds.point.y + bounds.extent.y - 1;

   GFXDrawUtil *drawer = GFX->getDrawUtil();

   switch(profile->mBorder)
   {
   case 1:
      drawer->drawRect(bounds, profile->mBorderColor);
      break;
   case 2:
      drawer->drawLine(l + 1, t + 1, l + 1, b - 2, profile->mBevelColorHL);
      drawer->drawLine(l + 2, t + 1, r - 2, t + 1, profile->mBevelColorHL);
      drawer->drawLine(r, t, r, b, profile->mBevelColorHL);
      drawer->drawLine(l, b, r - 1, b, profile->mBevelColorHL);
      drawer->drawLine(l, t, r - 1, t, profile->mBorderColorNA);
      drawer->drawLine(l, t + 1, l, b - 1, profile->mBorderColorNA);
      drawer->drawLine(l + 1, b - 1, r - 1, b - 1, profile->mBorderColorNA);
      drawer->drawLine(r - 1, t + 1, r - 1, b - 2, profile->mBorderColorNA);
      break;
   case 3:
      drawer->drawLine(l, b, r, b, profile->mBevelColorHL);
      drawer->drawLine(r, t, r, b - 1, profile->mBevelColorHL);
      drawer->drawLine(l + 1, b - 1, r - 1, b - 1, profile->mFillColor);
      drawer->drawLine(r - 1, t + 1, r - 1, b - 2, profile->mFillColor);
      drawer->drawLine(l, t, l, b - 1, profile->mBorderColorNA);
      drawer->drawLine(l + 1, t, r - 1, t, profile->mBorderColorNA);
      drawer->drawLine(l + 1, t + 1, l + 1, b - 2, profile->mBevelColorLL);
      drawer->drawLine(l + 2, t + 1, r - 2, t + 1, profile->mBevelColorLL);
      break;
   case 4:
      drawer->drawLine(l, t, l, b - 1, profile->mBevelColorHL);
      drawer->drawLine(l + 1, t, r, t, profile->mBevelColorHL);
      drawer->drawLine(l, b, r, b, profile->mBevelColorLL);
      drawer->drawLine(r, t + 1, r, b - 1, profile->mBevelColorLL);
      drawer->drawLine(l + 1, b - 1, r - 1, b - 1, profile->mBorderColor);
      drawer->drawLine(r - 1, t + 1, r - 1, b - 2, profile->mBorderColor);
      break;
   case 5:
      renderFilledBorder( bounds, profile );
      break;
      // 
   case -1:
      // Draw a simple sizable border with corners
      // Taken from the 'Skinnable GUI Controls in TGE' resource by Justin DuJardin       
      if(profile->mBitmapArrayRects.size() >= 8)
      {
         drawer->clearBitmapModulation();

         RectI destRect;
         RectI stretchRect;
         RectI* mBitmapBounds = profile->mBitmapArrayRects.address();

         //  Indices into the bitmap array
         enum
         {
            BorderTopLeft = 0,
            BorderTop,
            BorderTopRight,
            BorderLeft,
            //Fill,
            BorderRight,
            BorderBottomLeft,
            BorderBottom,
            BorderBottomRight,
            NumBitmaps
         };

         // Draw all corners first.

         //top left border
         drawer->drawBitmapSR(profile->mTextureObject,Point2I(bounds.point.x,bounds.point.y),mBitmapBounds[BorderTopLeft]);
         //top right border
         drawer->drawBitmapSR(profile->mTextureObject,Point2I(bounds.point.x + bounds.extent.x - mBitmapBounds[BorderTopRight].extent.x,bounds.point.y),mBitmapBounds[BorderTopRight]);

         //bottom left border
         drawer->drawBitmapSR(profile->mTextureObject,Point2I(bounds.point.x,bounds.point.y + bounds.extent.y - mBitmapBounds[BorderBottomLeft].extent.y),mBitmapBounds[BorderBottomLeft]);
         //bottom right border
         drawer->drawBitmapSR(profile->mTextureObject,Point2I(
            bounds.point.x + bounds.extent.x - mBitmapBounds[BorderBottomRight].extent.x,
            bounds.point.y + bounds.extent.y - mBitmapBounds[BorderBottomRight].extent.y),
            mBitmapBounds[BorderBottomRight]);

         // End drawing corners

         // Begin drawing sides and top stretched borders

         //start with top line stretch
         destRect.point.x = bounds.point.x + mBitmapBounds[BorderTopLeft].extent.x;
         destRect.extent.x = bounds.extent.x - mBitmapBounds[BorderTopRight].extent.x - mBitmapBounds[BorderTopLeft].extent.x;
         destRect.extent.y = mBitmapBounds[BorderTop].extent.y;
         destRect.point.y = bounds.point.y;
         //stretch it
         stretchRect = mBitmapBounds[BorderTop];
         stretchRect.inset(1,0);
         //draw it
         drawer->drawBitmapStretchSR(profile->mTextureObject,destRect,stretchRect);
         //bottom line stretch
         destRect.point.x = bounds.point.x + mBitmapBounds[BorderBottomLeft].extent.x;
         destRect.extent.x = bounds.extent.x - mBitmapBounds[BorderBottomRight].extent.x - mBitmapBounds[BorderBottomLeft].extent.x;
         destRect.extent.y = mBitmapBounds[BorderBottom].extent.y;
         destRect.point.y = bounds.point.y + bounds.extent.y - mBitmapBounds[BorderBottom].extent.y;
         //stretch it
         stretchRect = mBitmapBounds[BorderBottom];
         stretchRect.inset(1,0);
         //draw it
         drawer->drawBitmapStretchSR(profile->mTextureObject,destRect,stretchRect);
         //left line stretch
         destRect.point.x = bounds.point.x;
         destRect.extent.x = mBitmapBounds[BorderLeft].extent.x;
         destRect.extent.y = bounds.extent.y - mBitmapBounds[BorderTopLeft].extent.y - mBitmapBounds[BorderBottomLeft].extent.y;
         destRect.point.y = bounds.point.y + mBitmapBounds[BorderTopLeft].extent.y;
         //stretch it
         stretchRect = mBitmapBounds[BorderLeft];
         stretchRect.inset(0,1);
         //draw it
         drawer->drawBitmapStretchSR(profile->mTextureObject,destRect,stretchRect);
         //right line stretch
         destRect.point.x = bounds.point.x + bounds.extent.x - mBitmapBounds[BorderRight].extent.x;
         destRect.extent.x = mBitmapBounds[BorderRight].extent.x;
         destRect.extent.y = bounds.extent.y - mBitmapBounds[BorderTopRight].extent.y - mBitmapBounds[BorderBottomRight].extent.y;
         destRect.point.y = bounds.point.y + mBitmapBounds[BorderTopRight].extent.y;
         //stretch it
         stretchRect = mBitmapBounds[BorderRight];
         stretchRect.inset(0,1);
         //draw it
         drawer->drawBitmapStretchSR(profile->mTextureObject,destRect,stretchRect);

         // End drawing sides and top stretched borders
         break;
      }
   case -2:
      // Draw a simple sizable border with corners that is filled in
      renderSizableBitmapBordersFilled(bounds, 1, profile);
      break;
   case -3:
      // Draw a simple fixed height border with center fill horizontally.
      renderFixedBitmapBordersFilled( bounds, 1, profile );
      break;

   }
}
void GuiGameListMenuCtrl::onRender(Point2I offset, const RectI &updateRect)
{
   GuiGameListMenuProfile * profile = (GuiGameListMenuProfile *) mProfile;

   GFXDrawUtil* drawUtil = GFX->getDrawUtil();

   F32 xScale = (float) getWidth() / profile->getRowWidth();

   bool profileHasIcons = profile->hasArrows();

   S32 rowHeight = profile->getRowHeight();

   Point2I currentOffset = offset;
   Point2I extent = getExtent();
   Point2I rowExtent(extent.x, rowHeight);
   Point2I textOffset(profile->mTextOffset.x * xScale, profile->mTextOffset.y);
   Point2I textExtent(extent.x - textOffset.x, rowHeight);
   Point2I iconExtent, iconOffset(0.0f, 0.0f);
   if (profileHasIcons)
   {
      iconExtent = profile->getIconExtent();

      // icon is centered vertically plus any specified offset
      S32 iconOffsetY = (rowHeight - iconExtent.y) >> 1;
      iconOffsetY += profile->mIconOffset.y;
      iconOffset = Point2I(profile->mIconOffset.x * xScale, iconOffsetY);
   }
   for (Vector<Row *>::iterator row = mRows.begin(); row < mRows.end(); ++row)
   {
      if (row != mRows.begin())
      {
         // rows other than the first can have padding above them
         currentOffset.y += (*row)->mHeightPad;
         currentOffset.y += rowHeight;
      }

      // select appropriate colors and textures
      ColorI fontColor;
      U32 buttonTextureIndex;
      S32 iconIndex = (*row)->mIconIndex;
      bool useHighlightIcon = (*row)->mUseHighlightIcon;
      if (! (*row)->mEnabled)
      {
         buttonTextureIndex = Profile::TEX_DISABLED;
         fontColor = profile->mFontColorNA;
      }
      else if (row == &mRows[mSelected])
      {
         if (iconIndex != NO_ICON)
         {
            iconIndex++;
         }
         buttonTextureIndex = Profile::TEX_SELECTED;
         fontColor = profile->mFontColorSEL;
      }
      else if ((mHighlighted != NO_ROW) && (row == &mRows[mHighlighted]))
      {
         if (iconIndex != NO_ICON && useHighlightIcon)
         {
            iconIndex++;
         }
         buttonTextureIndex = Profile::TEX_HIGHLIGHT;
         fontColor = profile->mFontColorHL;
      }
      else
      {
         buttonTextureIndex = Profile::TEX_NORMAL;
         fontColor = profile->mFontColor;
      }

      // render the row bitmap
      drawUtil->clearBitmapModulation();
      drawUtil->drawBitmapStretchSR(profile->mTextureObject, RectI(currentOffset, rowExtent), profile->getBitmapArrayRect(buttonTextureIndex));

      // render the row icon if it has one
      if ((iconIndex != NO_ICON) && profileHasIcons && (! profile->getBitmapArrayRect((U32)iconIndex).extent.isZero()))
      {
         iconIndex += Profile::TEX_FIRST_ICON;
         drawUtil->clearBitmapModulation();
         drawUtil->drawBitmapStretchSR(profile->mTextureObject, RectI(currentOffset + iconOffset, iconExtent), profile->getBitmapArrayRect(iconIndex));
      }

      // render the row text
      drawUtil->setBitmapModulation(fontColor);
      renderJustifiedText(currentOffset + textOffset, textExtent, (*row)->mLabel);
   }

   if (mDebugRender)
   {
      onDebugRender(offset);
   }

   renderChildControls(offset, updateRect);
}
Beispiel #8
0
void Forest::prepRenderImage( SceneRenderState *state )
{
    PROFILE_SCOPE(Forest_RenderCells);

    // TODO: Fix stats.
    /*
    ForestCellVector &theCells = mData->getCells();
    smTotalCells += theCells.size();

    // Don't render if we don't have a grid!
    if ( theCells.empty() )
       return false;
    */

    // Prepare to render.
    GFXTransformSaver saver;

    // Figure out the grid range in the viewing area.
    const bool isReflectPass = state->isReflectPass();

    const F32 cullScale = isReflectPass ? mReflectionLodScalar : 1.0f;

    // If we need to update our cached
    // zone state then do it now.
    if ( mZoningDirty )
    {
        mZoningDirty = false;

        Vector<ForestCell*> cells;
        mData->getCells(  &cells );
        for ( U32 i=0; i < cells.size(); i++ )
            cells[i]->_updateZoning( getSceneManager()->getZoneManager() );
    }

    // TODO: Move these into the TSForestItemData as something we
    // setup once and don't do per-instance.

    // Set up the TS render state.
    TSRenderState rdata;
    rdata.setSceneState( state );

    // Use origin sort on all forest elements as
    // its alot cheaper than the bounds sort.
    rdata.setOriginSort( true );

    // We may have some forward lit materials in
    // the forest, so pass down a LightQuery for it.
    LightQuery lightQuery;
    rdata.setLightQuery( &lightQuery );
    Frustum culler = state->getFrustum();

    // Adjust the far distance if the cull scale has changed.
    if ( !mIsEqual( cullScale, 1.0f ) )
    {
        const F32 visFarDist = culler.getFarDist() * cullScale;
        culler.setFarDist( visFarDist );
    }

    Box3F worldBox;

    // Used for debug drawing.
    GFXDrawUtil* drawer = GFX->getDrawUtil();
    drawer->clearBitmapModulation();

    // Go thru the visible cells.
    const Box3F &cullerBounds = culler.getBounds();
    const Point3F &camPos = state->getDiffuseCameraPosition();

    U32 clipMask;
    smAverageItemsPerCell = 0.0f;
    U32 cellsProcessed = 0;
    ForestCell *cell;

    // First get all the top level cells which
    // intersect the frustum.
    Vector<ForestCell*> cellStack;
    mData->getCells( culler, &cellStack );

    // Get the culling zone state.
    const BitVector &zoneState = state->getCullingState().getZoneVisibilityFlags();

    // Now loop till we run out of cells.
    while ( !cellStack.empty() )
    {
        // Pop off the next cell.
        cell = cellStack.last();
        cellStack.pop_back();

        const Box3F &cellBounds = cell->getBounds();

        // If the cell is empty or its bounds is outside the frustum
        // bounds then we have nothing nothing more to do.
        if ( cell->isEmpty() || !cullerBounds.isOverlapped( cellBounds ) )
            continue;

        // Can we cull this cell entirely?
        clipMask = culler.testPlanes( cellBounds, Frustum::PlaneMaskAll );
        if ( clipMask == -1 )
            continue;

        // Test cell visibility for interior zones.
        const bool visibleInside = !cell->getZoneOverlap().empty() ? zoneState.testAny( cell->getZoneOverlap() ) : false;

        // Test cell visibility for outdoor zone, but only
        // if we need to.
        bool visibleOutside = false;
        if( !cell->mIsInteriorOnly && !visibleInside )
        {
            U32 outdoorZone = SceneZoneSpaceManager::RootZoneId;
            visibleOutside = !state->getCullingState().isCulled( cellBounds, &outdoorZone, 1 );
        }

        // Skip cell if neither visible indoors nor outdoors.
        if( !visibleInside && !visibleOutside )
            continue;

        // Update the stats.
        smAverageItemsPerCell += cell->getItems().size();
        ++cellsProcessed;
        //if ( cell->isLeaf() )
        //++leafCellsProcessed;

        // Get the distance from the camera to the cell bounds.
        F32 dist = cellBounds.getDistanceToPoint( camPos );

        // If the largest item in the cell can be billboarded
        // at the cell distance to the camera... then the whole
        // cell can be billboarded.
        //
        if (  smForceImposters ||
                ( dist > 0.0f && cell->getLargestItem().canBillboard( state, dist ) ) )
        {
            // If imposters are disabled then skip out.
            if ( smDisableImposters )
                continue;

            PROFILE_SCOPE(Forest_RenderBatches);

            // Keep track of how many cells were batched.
            ++smCellsBatched;

            // Ok... everything in this cell should be batched.  First
            // create the batches if we don't have any.
            if ( !cell->hasBatches() )
                cell->buildBatches();

            //if ( drawCells )
            //mCellRenderFlag[ cellIter - theCells.begin() ] = 1;

            // TODO: Light queries for batches?

            // Now render the batches... we pass the culler if the
            // cell wasn't fully visible so that each batch can be culled.
            smCellItemsBatched += cell->renderBatches( state, clipMask != 0 ? &culler : NULL );
            continue;
        }

        // If this isn't a leaf then recurse.
        if ( !cell->isLeaf() )
        {
            cell->getChildren( &cellStack );
            continue;
        }

        // This cell has mixed billboards and mesh based items.
        ++smCellsRendered;

        PROFILE_SCOPE(Forest_RenderItems);

        //if ( drawCells )
        //mCellRenderFlag[ cellIter - theCells.begin() ] = 2;

        // Use the cell bounds as the light query volume.
        //
        // This means all forward lit items in this cell will
        // get the same lights, but it performs much better.
        lightQuery.init( cellBounds );

        // This cell is visible... have it render its items.
        smCellItemsRendered += cell->render( &rdata, clipMask != 0 ? &culler : NULL );
    }

    // Keep track of the average items per cell.
    if ( cellsProcessed > 0 )
        smAverageItemsPerCell /= (F32)cellsProcessed;

    // Got debug drawing to do?
    if ( smDrawCells && state->isDiffusePass() )
    {
        ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
        ri->renderDelegate.bind( this, &Forest::_renderCellBounds );
        ri->type = RenderPassManager::RIT_Editor;
        state->getRenderPass()->addInst( ri );
    }
}