コード例 #1
0
ファイル: PolyEntity.cpp プロジェクト: hsandt/Polycode
void Entity::transformAndRender() {
    if(!renderer || !enabled)
        return;

    if(matrixDirty) {
        rebuildTransformMatrix();
    }

    if(depthOnly) {
        renderer->drawToColorBuffer(false);
    }

    bool isScissorEnabled;
    Polycode::Rectangle oldScissorBox;

    if(enableScissor) {
        isScissorEnabled = renderer->isScissorEnabled();
        oldScissorBox = renderer->getScissorBox();
        renderer->enableScissor(true);

        Rectangle finalScissorBox = scissorBox;

        // make sure that our scissor box is constrained to the parent one if it exists
        if(isScissorEnabled) {
            finalScissorBox = finalScissorBox.Clipped(renderer->getScissorBox());
        }

        renderer->setScissorBox(finalScissorBox);
    }

    renderer->pushMatrix();
    if(ignoreParentMatrix && parentEntity) {
        renderer->multModelviewMatrix(parentEntity->getConcatenatedMatrix().Inverse());
    }

    renderer->multModelviewMatrix(transformMatrix);

    if(billboardMode) {
        if(billboardIgnoreScale) {
            renderer->billboardMatrix();
        } else {
            renderer->billboardMatrixWithScale(getCompoundScale());
        }
        if(billboardRoll) {
            renderer->multModelviewMatrix(getConcatenatedRollMatrix());
        }
    }

    if(!depthWrite)
        renderer->enableDepthWrite(false);
    else
        renderer->enableDepthWrite(true);

    if(!depthTest)
        renderer->enableDepthTest(false);
    else
        renderer->enableDepthTest(true);

    renderer->pushVertexColor();
    renderer->multiplyVertexColor(color);

    renderer->setBlendingMode(blendingMode);

    if(visible && rendererVis) {
        renderer->pushMatrix();
        renderer->translate3D(-anchorPoint.x * bBox.x * 0.5, -anchorPoint.y * bBox.y * 0.5 * yAdjust, -anchorPoint.z * bBox.z * 0.5);
        Render();
        renderer->popMatrix();
    }

    if(!colorAffectsChildren) {
        renderer->pushVertexColor();
        renderer->loadVertexColorIdentity();
        if(visible || (!visible && !visibilityAffectsChildren)) {
            renderChildren();
        }
        renderer->popVertexColor();
    } else {
        if(visible || (!visible && !visibilityAffectsChildren)) {
            renderChildren();
        }
    }

    renderer->popVertexColor();

    renderer->popMatrix();

    if(!depthWrite)
        renderer->enableDepthWrite(true);


    if(depthOnly) {
        renderer->drawToColorBuffer(true);
    }

    if(enableScissor) {
        renderer->enableScissor(isScissorEnabled);
        renderer->setScissorBox(oldScissorBox);
    }
}