Esempio n. 1
0
void LodSystem::Process()
{
	for(int32 i = partialUpdateIndices[currentPartialUpdateIndex]; i < partialUpdateIndices[currentPartialUpdateIndex+1]; ++i)
	{
		SceneNode * entity = entities[i];
		LodComponent * lod = static_cast<LodComponent*>(entity->GetComponent(Component::LOD_COMPONENT));
		if(lod->flags & LodComponent::NEED_UPDATE_AFTER_LOAD)
		{
			UpdateEntityAfterLoad(entity);
			lod->flags &= ~LodComponent::NEED_UPDATE_AFTER_LOAD;
		}

		UpdateLod(entity);
	}

	currentPartialUpdateIndex = currentPartialUpdateIndex < UPDATE_PART_PER_FRAME-1 ? currentPartialUpdateIndex+1 : 0;
}
SceneNode* ParticlesEditorSceneModelHelper::PreprocessSceneNode(SceneNode* rawNode)
{
    // There is one and only preprocessing case - if the "raw" node is "orphaned" Particles Emitter
    // (without the ParticlesEffectNode parent), we'll create the new Particles Effect node and
    // move the raw Emitter node to it.
	ParticleEmitter * emitter = GetEmitter(rawNode);
    if (!emitter)
    {
        return rawNode;
    }

	//ParticleEmitterNode* emitterNode = static_cast<ParticleEmitterNode*>(rawNode);
	//emitterNode->SetEmitter(emitterComponent->GetParticleEmitter());
    SceneNode* curParentNode = rawNode->GetParent();
    ParticleEffectComponent * effectComponent = cast_if_equal<ParticleEffectComponent*>(curParentNode->GetComponent(Component::PARTICLE_EFFECT_COMPONENT));
    // If the Emitter Node has parent, but its parent is not ParticleEffectNode, we need to
    // "adopt" this node by creating ParticleEffect node and attaching.
    if (curParentNode && (effectComponent == NULL))
    {
		SceneNode* newParentNodeParticleEffect = CreateParticleEffectNode();
		curParentNode->AddNode(newParentNodeParticleEffect);

        // Add the emitter node to the new Effect (this will also remove it from the scene).
        newParentNodeParticleEffect->AddNode(rawNode);

        // Register the Particle Editor structure for the new node.
        EffectParticleEditorNode* effectEditorNode =
        ParticlesEditorController::Instance()->RegisterParticleEffectNode(newParentNodeParticleEffect);
        EmitterParticleEditorNode* emitterEditorNode = new EmitterParticleEditorNode(newParentNodeParticleEffect,
            rawNode, QString::fromStdString(rawNode->GetName()));
        effectEditorNode->AddChildNode(emitterEditorNode);

        return newParentNodeParticleEffect;
    }
    
    // No preprocessing needed.
    return rawNode;
}
void DebugRenderSystem::Process()
{
    uint32 size = entities.size();
	for(uint32 i = 0; i < size; ++i)
	{
        SceneNode * entity = entities[i];
        
        DebugRenderComponent * debugRenderComponent = cast_if_equal<DebugRenderComponent*>(entity->GetComponent(Component::DEBUG_RENDER_COMPONENT));
        //TransformComponent * transformComponent = cast_if_equal<TransformComponent*>(entity->GetComponent(Component::TRANSFORM_COMPONENT));
        //RenderComponent * renderComponent = cast_if_equal<RenderComponent*>(entity->GetComponent(Component::RENDER_COMPONENT));
        
        Matrix4 worldTransform = /*(*transformComponent->GetWorldTransform()) * */camera->GetMatrix();
        RenderManager::Instance()->SetMatrix(RenderManager::MATRIX_MODELVIEW, camera->GetMatrix());

        
        AABBox3 box = entity->GetWTMaximumBoundingBoxSlow();
        
        uint32 debugFlags = debugRenderComponent->GetDebugFlags();
        
        if ((debugFlags & DebugRenderComponent::DEBUG_DRAW_AABOX_CORNERS))
        {            
            RenderManager::Instance()->SetRenderEffect(RenderManager::FLAT_COLOR);
            RenderManager::Instance()->SetState(RenderStateBlock::STATE_COLORMASK_ALL | RenderStateBlock::STATE_DEPTH_WRITE | RenderStateBlock::STATE_DEPTH_TEST);
            RenderManager::Instance()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
            RenderHelper::Instance()->DrawCornerBox(box);
            RenderManager::Instance()->SetState(RenderStateBlock::DEFAULT_3D_STATE);
            RenderManager::Instance()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
            //		RenderManager::Instance()->SetMatrix(RenderManager::MATRIX_MODELVIEW, prevMatrix);
        }
        
        if (debugFlags & DebugRenderComponent::DEBUG_DRAW_RED_AABBOX)
        {
            RenderManager::Instance()->SetRenderEffect(RenderManager::FLAT_COLOR);
            RenderManager::Instance()->SetState(RenderStateBlock::STATE_COLORMASK_ALL | RenderStateBlock::STATE_DEPTH_WRITE | RenderStateBlock::STATE_DEPTH_TEST);
            RenderManager::Instance()->SetColor(1.0f, 0.0f, 0.0f, 1.0f);
            RenderHelper::Instance()->DrawBox(box);
            RenderManager::Instance()->SetState(RenderStateBlock::DEFAULT_3D_STATE);
            RenderManager::Instance()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
        }
        
        // Camera debug draw
#if 0
        if (debugFlags & DEBUG_DRAW_ALL)
        {
            Camera * prevCamera = scene->GetCurrentCamera();
            
            // Build this camera matrixes & it's frustum
            this->Set();
            
            // Restore original camera
            // Do that only if exists because potentially it can be scene without camera set
            if (prevCamera)
                prevCamera->Set();
            
            RenderManager::Instance()->SetColor(0.0f, 1.0f, 0.0f, 1.0f);
            
            // If this is clip camera - show it as red camera
            if (this == scene->GetClipCamera())
                RenderManager::Instance()->SetColor(1.0f, 0.0f, 0.0f, 1.0f);
            
            // Draw frustum of this camera
            if (currentFrustum)
            {
                currentFrustum->DebugDraw();
            }
            // reset color
            RenderManager::Instance()->ResetColor();
        }
#endif
        
        // LightNode debug draw
#if 0
        if (debugFlags != DEBUG_DRAW_NONE)
        {
            if (!(flags & SceneNode::NODE_VISIBLE))return;
            
            RenderManager::Instance()->SetRenderEffect(RenderManager::FLAT_COLOR);
            RenderManager::Instance()->SetState(RenderStateBlock::STATE_COLORMASK_ALL | RenderStateBlock::STATE_DEPTH_WRITE);
            
            RenderManager::Instance()->SetColor(1.0f, 0.0f, 0.0f, 1.0f);
            RenderHelper::Instance()->DrawLine(position, position + direction * 20);
            
            RenderManager::Instance()->SetState(RenderStateBlock::DEFAULT_3D_STATE);
            RenderManager::Instance()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
        }
#endif
        // UserNode Draw
#if 0
       	
        if (debugFlags & DEBUG_DRAW_USERNODE)
        {
            Matrix4 prevMatrix = RenderManager::Instance()->GetMatrix(RenderManager::MATRIX_MODELVIEW);
            Matrix4 finalMatrix = worldTransform * prevMatrix;
            RenderManager::Instance()->SetMatrix(RenderManager::MATRIX_MODELVIEW, finalMatrix);
            
            RenderManager::Instance()->SetRenderEffect(RenderManager::FLAT_COLOR);
            RenderManager::Instance()->SetState(RenderStateBlock::STATE_COLORMASK_ALL | RenderStateBlock::STATE_DEPTH_WRITE | RenderStateBlock::STATE_DEPTH_TEST);
            RenderManager::Instance()->SetColor(0, 0, 1.0f, 1.0f);
            RenderHelper::Instance()->DrawBox(drawBox);
            RenderManager::Instance()->SetColor(1.f, 1.f, 0, 1.0f);
            RenderHelper::Instance()->DrawLine(Vector3(0, 0, 0), Vector3(1.f, 0, 0));
            RenderManager::Instance()->SetColor(1.f, 0, 1.f, 1.0f);
            RenderHelper::Instance()->DrawLine(Vector3(0, 0, 0), Vector3(0, 1.f, 0));
            RenderManager::Instance()->SetColor(0, 1.f, 1.f, 1.0f);
            RenderHelper::Instance()->DrawLine(Vector3(0, 0, 0), Vector3(0, 0, 1.f));
            RenderManager::Instance()->SetState(RenderStateBlock::DEFAULT_3D_STATE);
            RenderManager::Instance()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
            RenderManager::Instance()->SetMatrix(RenderManager::MATRIX_MODELVIEW, prevMatrix);
        }
#endif
        
#if 0
        // ParticleEffectNode
        if (debugFlags != DEBUG_DRAW_NONE)
        {
            if (!(flags & SceneNode::NODE_VISIBLE))return;
            
            RenderManager::Instance()->SetRenderEffect(RenderManager::FLAT_COLOR);
            RenderManager::Instance()->SetState(RenderStateBlock::STATE_COLORMASK_ALL | RenderStateBlock::STATE_DEPTH_WRITE);
            
            Vector3 position = Vector3(0.0f, 0.0f, 0.0f) * GetWorldTransform();
            Matrix3 rotationPart(GetWorldTransform());
            Vector3 direction = Vector3(0.0f, 0.0f, 1.0f) * rotationPart;
            direction.Normalize();
            
            RenderManager::Instance()->SetColor(0.0f, 0.0f, 1.0f, 1.0f);
            
            RenderHelper::Instance()->DrawLine(position, position + direction * 10, 2.f);
            
            RenderManager::Instance()->SetState(RenderStateBlock::DEFAULT_3D_STATE);
            RenderManager::Instance()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
        }
#endif
        
    }
}