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 } }