void ETHEntityRenderingManager::AddDecomposedPieces(
	ETHRenderEntity* entity,
	const float minHeight,
	const float maxHeight,
	const ETHBackBufferTargetManagerPtr& backBuffer,
	const ETHSceneProperties& props)
{
	const VideoPtr& video = m_provider->GetVideo();
	const ETHShaderManagerPtr& shaderManager = m_provider->GetShaderManager();

	const bool spriteVisible = entity->IsSpriteVisible(props, backBuffer);
	
	// decompose entity sprite
	if (spriteVisible)
	{
		ETHEntityPieceRendererPtr spritePiece(
			new ETHEntitySpriteRenderer(
				entity,
				shaderManager,
				video,
				m_provider->AreLightmapsEnabled(),
				m_provider->AreRealTimeShadowsEnabled(),
				&m_lights));

		// add this entity to the multimap to sort it for an alpha-friendly rendering list
		const float depth = entity->ComputeDepth(maxHeight, minHeight);
		const float drawHash = ComputeDrawHash(video, depth, entity);

		// add the entity to the render map
		m_piecesToRender.insert(std::pair<float, ETHEntityPieceRendererPtr>(drawHash, spritePiece));
	}

	// decompose halo
	if (entity->HasLightSource() && entity->GetHalo())
	{
		const float haloZ = entity->GetPositionZ() + ((entity->GetType() == ETHEntityProperties::ET_VERTICAL) ? entity->GetCurrentSize().y : 0.0f);
		const float depth = ETHEntity::ComputeDepth(haloZ, maxHeight, minHeight);
		const float drawHash = ComputeDrawHash(video, depth, entity);

		ETHEntityPieceRendererPtr haloPiece(new ETHEntityHaloRenderer(entity, shaderManager, depth));
		m_piecesToRender.insert(std::pair<float, ETHEntityPieceRendererPtr>(drawHash, haloPiece));
	}

	// decompose the particle list for this entity
	if (entity->HasParticleSystems())
	{
		for (std::size_t t = 0; t < entity->GetNumParticleSystems(); t++)
		{
			ETHEntityPieceRendererPtr particlePiece(
				new ETHEntityParticleRenderer(entity, shaderManager, t));

			ETHParticleManagerPtr particle = entity->GetParticleManager(t);

			const float shift = ETHParticleManager::GetParticleDepthShift(ETHEntityProperties::ResolveDepthSortingMode(entity->GetType()));
			const float depth = ETHEntity::ComputeDepth(
				particle->GetZPosition() + entity->GetPositionZ() + shift,
				maxHeight,
				minHeight);

			const float drawHash = ComputeDrawHash(video, depth, entity);

			m_piecesToRender.insert(std::pair<float, ETHEntityPieceRendererPtr>(drawHash, particlePiece));
		}
	}

	// fill the light list for this frame
	if (entity->HasLightSource() && m_provider->IsRichLightingEnabled())
	{
		ETHLight light = *(entity->GetLight());
		light.color *= entity->ComputeLightIntensity();
		AddLight(BuildChildLight(light, entity->GetPosition(), entity->GetScale()), props);
	}
}
Ejemplo n.º 2
0
// TODO-TO-DO: this method is too large...
bool ETHScene::RenderList(float &minHeight, float &maxHeight, SpritePtr pOutline, SpritePtr pInvisibleEntSymbol,
						  std::list<ETHRenderEntity*> &outParticles, std::list<ETHRenderEntity*> &outHalos, const bool roundUp)
{
	// This multimap will store all entities contained in the visible buckets
	// It will automatically sort entities to draw them in an "alpha friendly" order
	std::multimap<float, ETHRenderEntity*> mmEntities;

	// store the max and min height to assign when everything is drawn
	maxHeight = m_maxSceneHeight;
	minHeight = m_minSceneHeight;

	m_nRenderedEntities = 0;

	// don't let bucket size be equal to 0
	assert(GetBucketSize().x != 0 || GetBucketSize().y != 0);

	// Gets the list of visible buckets
	std::list<Vector2> bucketList;
	const Vector2& v2CamPos = m_provider->GetVideo()->GetCameraPos(); //for debugging pourposes
	ETHGlobal::GetIntersectingBuckets(bucketList, v2CamPos,
									m_provider->GetVideo()->GetScreenSizeF(), GetBucketSize(),
									IsDrawingBorderBuckets(), IsDrawingBorderBuckets());

	// Loop through all visible Buckets
	for (std::list<Vector2>::iterator bucketPositionIter = bucketList.begin(); bucketPositionIter != bucketList.end(); bucketPositionIter++)
	{
		ETHBucketMap::iterator bucketIter = m_buckets.Find(*bucketPositionIter);

		if (bucketIter == m_buckets.GetLastBucket())
			continue;

		if (bucketIter->second.empty())
			continue;

		ETHEntityList::const_iterator iEnd = bucketIter->second.end();
		for (ETHEntityList::iterator iter = bucketIter->second.begin(); iter != iEnd; iter++)
		{
			ETHSpriteEntity *pRenderEntity = (*iter);

			// update scene bounding for depth buffer
			maxHeight = Max(maxHeight, pRenderEntity->GetMaxHeight());
			minHeight = Min(minHeight, pRenderEntity->GetMinHeight());

			if (pRenderEntity->IsHidden())
				continue;

			// fill the light list for this frame
			// const ETHEntityFile &entity = pRenderEntity->GetData()->entity;
			if (pRenderEntity->HasLightSource())
			{
				ETHLight light = *(pRenderEntity->GetLight());
				// if it has a particle system in the first slot, adjust the light
				// brightness according to the number os active particles
				if (pRenderEntity->GetParticleManager(0) && !pRenderEntity->IsStatic())
				{
					boost::shared_ptr<ETHParticleManager> paticleManager = pRenderEntity->GetParticleManager(0);
					light.color *= 
						static_cast<float>(paticleManager->GetNumActiveParticles()) /
						static_cast<float>(paticleManager->GetNumParticles());
				}
				AddLight(light, pRenderEntity->GetPosition());
			}

			// add this entity to the multimap to sort it for an alpha-friendly rendering list
			const Vector3& v3Pos = pRenderEntity->GetPosition();
			const ETH_ENTITY_TYPE type = pRenderEntity->GetType();
			const float depth = pRenderEntity->ComputeDepth(maxHeight, minHeight);
			const float drawHash = ComputeDrawHash(depth, v2CamPos, v3Pos, type);

			// add the entity to the render map
			mmEntities.insert(std::pair<float, ETHRenderEntity*>(drawHash, *iter));
			m_nRenderedEntities++;
		}
	}

	// Draw visible entities ordered in an alpha-friendly map
	for (std::multimap<float, ETHRenderEntity*>::iterator iter = mmEntities.begin(); iter != mmEntities.end(); iter++)
	{
		ETHRenderEntity *pRenderEntity = (iter->second);

		m_provider->GetShaderManager()->BeginAmbientPass(pRenderEntity, maxHeight, minHeight);

		// draws the ambient pass and if we're at the editor, draw the collision box if it's an invisible entity
		#ifdef _ETHANON_EDITOR
		if (pOutline && pRenderEntity->IsInvisible() && pRenderEntity->Collidable())
		{
			pRenderEntity->DrawCollisionBox(true, pOutline, GS_WHITE, maxHeight, minHeight, m_sceneProps.zAxisDirection);
		}
		#endif

		m_provider->GetVideo()->RoundUpPosition(roundUp);
		pRenderEntity->DrawAmbientPass(m_maxSceneHeight, m_minSceneHeight, (m_enableLightmaps && m_showingLightmaps), m_sceneProps);

		// draw "invisible entity symbol" if we're in the editor
		#ifdef _ETHANON_EDITOR
		if (pOutline)
		{
			if (pRenderEntity->IsInvisible() && pRenderEntity->Collidable())
			{
				pRenderEntity->DrawCollisionBox(false, pOutline, GS_WHITE, maxHeight, minHeight, m_sceneProps.zAxisDirection);
			}
			if (pRenderEntity->IsInvisible() && !pRenderEntity->Collidable())
			{
				const float depth = m_provider->GetVideo()->GetSpriteDepth();
				m_provider->GetVideo()->SetSpriteDepth(1.0f);
				pInvisibleEntSymbol->Draw(pRenderEntity->GetPositionXY());
				m_provider->GetVideo()->SetSpriteDepth(depth);
			}
		}
		#endif

		// fill the halo list
		// const ETHEntityFile &entity = pRenderEntity->GetData()->entity;
		if (pRenderEntity->HasLightSource() && pRenderEntity->GetHalo())
		{
			outHalos.push_back(pRenderEntity);
		}

		// fill the particle list for this frame
		if (pRenderEntity->HasParticleSystems())
		{
			outParticles.push_back(pRenderEntity);
		}

		// fill the callback list
		m_tempEntities.AddCallbackWhenEligible(pRenderEntity);

		m_provider->GetShaderManager()->EndAmbientPass();

		//draw light pass
		for (std::list<ETHLight>::iterator iter = m_lights.begin(); iter != m_lights.end(); iter++)
		{
			if (!pRenderEntity->IsHidden())
			{
				if (!(pRenderEntity->IsStatic() && iter->staticLight && m_enableLightmaps))
				{
					m_provider->GetVideo()->RoundUpPosition(roundUp);
					if (m_provider->GetShaderManager()->BeginLightPass(pRenderEntity, &(*iter), m_maxSceneHeight, m_minSceneHeight, GetLightIntensity()))
					{
						pRenderEntity->DrawLightPass(GetZAxisDirection());
						m_provider->GetShaderManager()->EndLightPass();

						m_provider->GetVideo()->RoundUpPosition(false);
						if (AreRealTimeShadowsEnabled())
						{
							if (m_provider->GetShaderManager()->BeginShadowPass(pRenderEntity, &(*iter), m_maxSceneHeight, m_minSceneHeight))
							{
								pRenderEntity->DrawShadow(m_maxSceneHeight, m_minSceneHeight, m_sceneProps, *iter, 0);
								m_provider->GetShaderManager()->EndShadowPass();
							}
						}
						m_provider->GetVideo()->RoundUpPosition(roundUp);
					}
				}
			}
		}
	}

	mmEntities.clear();
	m_nCurrentLights = m_lights.size();

	// Show the buckets outline in debug mode
	#if defined _DEBUG || defined _ETHANON_EDITOR
	if (m_provider->GetInput()->IsKeyDown(GSK_PAUSE))
	{
		DrawBucketOutlines();
	}
	#endif

	return true;
}