Пример #1
0
void MirrorRenderLoop_cl::DrawStaticGeometry(const VisStaticGeometryInstanceCollection_cl &collection, int iPassType)
{
  INSERT_PERF_MARKER_SCOPE("MirrorRenderLoop_cl::DrawStaticGeometry");

  m_CustomGeoInstances.Clear();

  int iNumGI = collection.GetNumEntries();
  VCompiledShaderPass *pCurrentPass = NULL;

  for (int i=0; i<iNumGI; i++)
  {
    VisStaticGeometryInstance_cl *pGI = collection.GetEntry(i);
    if ( pGI->GetGeometryType() == STATIC_GEOMETRY_TYPE_TERRAIN )
      ((VTerrainSector*)pGI)->EnsureLoaded();
    VCompiledShaderPass *pPass = GetMirrorShader (pGI->GetSurface (), m_pMirror->m_eReflectionShaderMode);
    if (pPass != pCurrentPass)
    {
      if (m_CustomGeoInstances.GetNumEntries() > 0)
      {
        VASSERT(pCurrentPass != NULL);
        Vision::RenderLoopHelper.RenderStaticGeometryWithShader(m_CustomGeoInstances, *pCurrentPass); // can use simplified lightmap shader
        m_CustomGeoInstances.Clear();
      }
      pCurrentPass = pPass;
    }
    m_CustomGeoInstances.AppendEntry(pGI);
  }

  // Render remaining instances
  if (m_CustomGeoInstances.GetNumEntries() > 0 && pCurrentPass != NULL)
    Vision::RenderLoopHelper.RenderStaticGeometryWithShader(m_CustomGeoInstances, *pCurrentPass); // can use simplified lightmap shader
}
Пример #2
0
// renders visible wallmarks of specified pass type (pre or post, which is relevant in deferred context)
void VWallmarkManager::RenderProjectedWallmarks(VPassType_e ePassType)
{
  INSERT_PERF_MARKER_SCOPE("Wallmark Rendering (VWallmarkManager::RenderProjectedWallmarks)");

  const int iWallmarkCount = m_AllProjectedWallmarks.Count();
  IVisVisibilityCollector_cl *pVisCollector = Vision::Contexts.GetCurrentContext()->GetVisibilityCollector();
  if (!pVisCollector || !iWallmarkCount)
    return;

  const VisStaticGeometryInstanceCollection_cl *pGeoInstances = pVisCollector->GetVisibleStaticGeometryInstances();

  VisStaticGeometryInstance_cl::ResetTags();
  pGeoInstances->TagEntries();
  VisStaticGeometryInstanceCollection_cl &targetGiCollection = m_TempGeoInstanceCollection;

  VisRenderContext_cl *pContext = Vision::Contexts.GetCurrentContext();
  VisRenderContext_cl *pLODContext = pContext->GetLODReferenceContext();
  hkvVec3 vLODPos = pLODContext ? pLODContext->GetCamera()->GetPosition() : pContext->GetCamera()->GetPosition();

  unsigned int iContextFilter = pContext->GetRenderFilterMask();
  const VisFrustum_cl *pFrustum = pVisCollector->GetBaseFrustum();

  int i;
  for (i=0;i<iWallmarkCount;i++)
  {
    VProjectedWallmark *pProjWallmark = m_AllProjectedWallmarks.GetAt(i);
    if ((pProjWallmark->GetVisibleBitmask() & iContextFilter)==0 || (ePassType & pProjWallmark->m_ePassType) == 0)
      continue;
    pProjWallmark->PrepareForRendering();
    const VisStaticGeometryInstanceCollection_cl &wmGiList = pProjWallmark->GetStaticGeometryCollection();  

#ifdef HK_DEBUG
    const int iNum = wmGiList.GetNumEntries();
    for (int j=0;j<iNum;j++)
    {
      VisStaticGeometryInstance_cl *pInst = wmGiList.GetEntry(j);
      VASSERT_MSG(pInst && (pInst->GetGeometryType()==STATIC_GEOMETRY_TYPE_MESHINSTANCE || pInst->GetGeometryType()==STATIC_GEOMETRY_TYPE_TERRAIN), "The wallmark conains invalid primitive references")
    }
#endif

    // clip against its bounding box (primitive visibility might overestimate visible parts)
    const hkvAlignedBBox &bbox = pProjWallmark->GetBoundingBox();
    if (pProjWallmark->m_fFarClipDistance>0.f && pProjWallmark->m_fFarClipDistance<bbox.getDistanceTo(vLODPos))
      continue;
    if (pFrustum && !pFrustum->Overlaps(bbox))
      continue;

    const int iGeomFilter = pProjWallmark->GetGeometryTypeFilterMask();
    if (iGeomFilter&PROJECTOR_AFFECTS_STATICMESHES)
    {
      // standard geometry
      targetGiCollection.Clear();
      wmGiList.GetTaggedEntriesOfType(targetGiCollection,STATIC_GEOMETRY_TYPE_MESHINSTANCE);
      if (targetGiCollection.GetNumEntries())
      {
        // render the static geometry instances using lightmapped or non-lightmapped shader
        VProjectorShaderPass *pShader = GetWallmarkShader(pProjWallmark,STATIC_GEOMETRY_TYPE_MESHINSTANCE);
        Vision::RenderLoopHelper.RenderStaticGeometryWithShader(targetGiCollection, *pShader);
      }
    }

    if (iGeomFilter&PROJECTOR_AFFECTS_TERRAIN)
    {
      // terrain geometry (different shader)
      targetGiCollection.Clear();
      wmGiList.GetTaggedEntriesOfType(targetGiCollection,STATIC_GEOMETRY_TYPE_TERRAIN);
      if (targetGiCollection.GetNumEntries()>0)
      {
        // render the static geometry instances using lightmapped or non-lightmapped shader
        VProjectorShaderPass *pShader = GetWallmarkShader(pProjWallmark,STATIC_GEOMETRY_TYPE_TERRAIN);
        if (pShader)
          Vision::RenderLoopHelper.RenderStaticGeometryWithShader(targetGiCollection, *pShader);
      }
    }

    // entities
    if (iGeomFilter&PROJECTOR_AFFECTS_ENTITIES)
    {
      const VisEntityCollection_cl *pVisibleEntities = pVisCollector->GetVisibleEntities();
      const unsigned int iInfluenceMask = pProjWallmark->GetInfluenceBitmask();
      m_TempEntityCollection.Clear();
      const int iEntCount = pVisibleEntities->GetNumEntries();
      for (int j=0;j<iEntCount;j++)
      {
        VisBaseEntity_cl *pEntity = pVisibleEntities->GetEntry(j);
        if (pEntity==NULL || (pEntity->GetVisibleBitmask()&iInfluenceMask)==0)
          continue;
        const hkvAlignedBBox &entityBox(*pEntity->GetCurrentVisBoundingBoxPtr());
        if (!entityBox.overlaps(bbox))
          continue;
        m_TempEntityCollection.AppendEntry(pEntity);
      }
      if (m_TempEntityCollection.GetNumEntries()>0)
      {
        VProjectorShaderPass *pShader = GetWallmarkShader(pProjWallmark,STATIC_GEOMETRY_TYPE_MESHINSTANCE); // we can use this shader - VS skinning is used implicitly
        Vision::RenderLoopHelper.RenderEntitiesWithShader(m_TempEntityCollection, *pShader);
      }
    }

  }
}