コード例 #1
0
ファイル: waterPlane.cpp プロジェクト: belzilep/Torque3D
void WaterPlane::innerRender( SceneRenderState *state )
{
   GFXDEBUGEVENT_SCOPE( WaterPlane_innerRender, ColorI( 255, 0, 0 ) );

   const Point3F &camPosition = state->getCameraPosition();

   Point3F rvec, fvec, uvec, pos;

   const MatrixF &objMat = getTransform(); //getRenderTransform();
   const MatrixF &camMat = state->getCameraTransform();

   MatrixF renderMat( true );

   camMat.getColumn( 1, &fvec );
   uvec.set( 0, 0, 1 );
   rvec = mCross( fvec, uvec );
   rvec.normalize();   
   fvec = mCross( uvec, rvec );
   pos = camPosition;
   pos.z = objMat.getPosition().z;      

   renderMat.setColumn( 0, rvec );
   renderMat.setColumn( 1, fvec );
   renderMat.setColumn( 2, uvec );
   renderMat.setColumn( 3, pos );

   setRenderTransform( renderMat );

   // Setup SceneData
   SceneData sgData = setupSceneGraphInfo( state );   

   // set the material
   S32 matIdx = getMaterialIndex( camPosition );
   
   if ( !initMaterial( matIdx ) )
      return;

   BaseMatInstance *mat = mMatInstances[matIdx];
   WaterMatParams matParams = mMatParamHandles[matIdx];

   // render the geometry
   if ( mat )
   {      
      // setup proj/world transform
      mMatrixSet->restoreSceneViewProjection();
      mMatrixSet->setWorld(getRenderTransform());

      setShaderParams( state, mat, matParams );     

      while( mat->setupPass( state, sgData ) )
      {    
         mat->setSceneInfo(state, sgData);
         mat->setTransforms(*mMatrixSet, state, sgData);
         setCustomTextures( matIdx, mat->getCurPass(), matParams );

         // set vert/prim buffer
         GFX->setVertexBuffer( mVertBuff );
         GFX->setPrimitiveBuffer( mPrimBuff );
         GFX->drawIndexedPrimitive( GFXTriangleList, 0, 0, mVertCount, 0, mPrimCount );
      }
   }
}