示例#1
0
文件: Stage.cpp 项目: jejatu/3d
void Stage::renderDirectionalLightShadowMap(Light* light, Camera* shadowMapCamera) {
	if (light->shadow != Shadows::None) {
		DirectionalLight* dirLight = (DirectionalLight*) light;
		//directional light only needs one shadow map texture
		//light camera is supposed to be setup so that ortho frustum contains all that the main camera sees
		float quantizeFactor = 0;
		std::vector<glm::vec3> frustumCorners;
		if (dirLight->getShadowMethod() == DirectionalShadowMethods::Basic) {
			frustumCorners = m_camera->getFrustumCorners();
			quantizeFactor = m_camera->getFar() * 0.3f;
		} else if (dirLight->getShadowMethod() == DirectionalShadowMethods::Near) {
			Camera newCamera;
			newCamera.initPerspective(m_camera->getFov(),
									  m_camera->getAspectRatio(),
									  m_camera->getNear(), 
									  m_camera->getFar() * dirLight->getShadowMethodValue());
			newCamera.setTransform(m_camera->getTransform());
			frustumCorners = newCamera.getFrustumCorners();
			quantizeFactor = m_camera->getFar() * dirLight->getShadowMethodValue() * 0.3f;
		}
		glm::mat4 lightView = light->getTransform();
		glm::mat4 invLightView = glm::inverse(lightView);
							
		for (int j = 0; j < 8; ++j) {
			frustumCorners[j] = glm::vec3(lightView * glm::vec4(frustumCorners[j], 1));
			frustumCorners[j].x = glm::ceil(frustumCorners[j].x / quantizeFactor) * quantizeFactor;
			frustumCorners[j].y = glm::ceil(frustumCorners[j].y / quantizeFactor) * quantizeFactor;
			frustumCorners[j].z = glm::ceil(frustumCorners[j].z / quantizeFactor) * quantizeFactor;
		}

		BoundingBox lightBox(frustumCorners);
		lightBox.max.z += 100;
		lightBox.min.z -= 100;

		glm::vec3 boxSize = lightBox.max - lightBox.min;
		glm::vec3 halfBoxSize = boxSize * 0.5f;

		glm::vec3 lightPosition = lightBox.min + halfBoxSize;
		lightPosition.z = lightBox.min.z;

		lightPosition = glm::vec3(invLightView * glm::vec4(lightPosition, 1));

		shadowMapCamera->lookAt(lightPosition,
								lightPosition + light->getForward(),
								light->getUp());
		shadowMapCamera->setProjection(glm::ortho(-boxSize.x, boxSize.x, -boxSize.y, boxSize.y, -boxSize.z, boxSize.z));

		ShaderProgram* depthShader = &m_allShaders.esmDepth;
		if (light->shadow == Shadows::VSM) {
			depthShader = &m_allShaders.vsmDepth;
		}

		m_shadowMap.bind();
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
		renderScene(depthShader, shadowMapCamera, light);
		m_shadowMap.unbind();
	}
}
示例#2
0
void MFixedRenderer::drawScene(MScene * scene, MOCamera * camera)
{
    M_PROFILE_SCOPE(MFixedRenderer::drawScene);
	struct MEntityLight
	{
		MBox3d lightBox;
		MOLight * light;
	};
	
	struct MSubMeshPass
	{
		unsigned int subMeshId;
		unsigned int lightsNumber;
		MObject3d * object;
		MOLight * lights[4];
	};
	
	// sub objects
	#define MAX_TRANSP_SUBOBJ 4096
	static int transpList[MAX_TRANSP_SUBOBJ];
	static float transpZList[MAX_TRANSP_SUBOBJ];
	static MSubMeshPass transpSubObjs[MAX_TRANSP_SUBOBJ];
	
	// lights list
	#define MAX_ENTITY_LIGHTS 256
	static int entityLightsList[MAX_ENTITY_LIGHTS];
	static float entityLightsZList[MAX_ENTITY_LIGHTS];
	static MEntityLight entityLights[MAX_ENTITY_LIGHTS];

	
	// get render
	MRenderingContext * render = MEngine::getInstance()->getRenderingContext();
	render->enableLighting();
	render->enableBlending();

	
	// make frustum
	MFrustum * frustum = camera->getFrustum();
	frustum->makeVolume(camera);
	
	// update visibility
	updateVisibility(scene, camera);
	
	// fog
	enableFog(camera);
	
	// camera
	MVector3 cameraPos = camera->getTransformedPosition();
	
	
	// transp sub obj number
	unsigned int transpSubObsNumber = 0;
	
	// lights
	unsigned int l;
	unsigned int lSize = scene->getLightsNumber();
	
	// entities
	unsigned int i;
	unsigned int eSize = scene->getEntitiesNumber();
	for(i=0; i<eSize; i++)
	{
		// get entity
		MOEntity * entity = scene->getEntityByIndex(i);
		MMesh * mesh = entity->getMesh();
		
		if(! entity->isActive())
			continue;
		
		if(! entity->isVisible())
		{
			if(mesh)
			{
				MArmature * armature = mesh->getArmature();
				MArmatureAnim * armatureAnim = mesh->getArmatureAnim();
				if(armature)
				{
					// animate armature
					if(armatureAnim)
						animateArmature(
										mesh->getArmature(),
										mesh->getArmatureAnim(),
										entity->getCurrentFrame()
										);
					
					// TODO : optimize and add a tag to desactivate it
					updateSkinning(mesh, armature);
					(*entity->getBoundingBox()) = (*mesh->getBoundingBox());
				}
			}
			
			continue;
		}
		
		// draw mesh
		if(mesh)
		{
			MVector3 scale = entity->getTransformedScale();
			MBox3d * entityBox = entity->getBoundingBox();
			
			float minScale = scale.x;
			minScale = MIN(minScale, scale.y);
			minScale = MIN(minScale, scale.z);
			minScale = 1.0f / minScale;
			
			unsigned int entityLightsNumber = 0;
			for(l=0; l<lSize; l++)
			{
				// get entity
				MOLight * light = scene->getLightByIndex(l);
				
				if(! light->isActive())
					continue;
				
				if(! light->isVisible())
					continue;
				
				// light box
				MVector3 lightPos = light->getTransformedPosition();
				MVector3 localPos = entity->getInversePosition(lightPos);
				
				float localRadius = light->getRadius() * minScale;
				
				MBox3d lightBox(
								MVector3(localPos - localRadius),
								MVector3(localPos + localRadius)
								);
				
				if(! entityBox->isInCollisionWith(&lightBox))
					continue;
				
				MEntityLight * entityLight = &entityLights[entityLightsNumber];
				entityLight->lightBox = lightBox;
				entityLight->light = light;
				
				entityLightsNumber++;
				if(entityLightsNumber == MAX_ENTITY_LIGHTS)
					break;
			}
			
			// animate armature
			if(mesh->getArmature() && mesh->getArmatureAnim())
				animateArmature(
								mesh->getArmature(),
								mesh->getArmatureAnim(),
								entity->getCurrentFrame()
								);
			
			// animate textures
			if(mesh->getTexturesAnim())
				animateTextures(mesh, mesh->getTexturesAnim(), entity->getCurrentFrame());
			
			// animate materials
			if(mesh->getMaterialsAnim())
				animateMaterials(mesh, mesh->getMaterialsAnim(), entity->getCurrentFrame());
			
			unsigned int s;
			unsigned int sSize = mesh->getSubMeshsNumber();
			for(s=0; s<sSize; s++)
			{
				MSubMesh * subMesh = &mesh->getSubMeshs()[s];
				MBox3d * box = subMesh->getBoundingBox();
				
				// check if submesh visible
				if(sSize > 1)
				{
					MVector3 * min = box->getMin();
					MVector3 * max = box->getMax();
					
					MVector3 points[8] = {
						entity->getTransformedVector(MVector3(min->x, min->y, min->z)),
						entity->getTransformedVector(MVector3(min->x, max->y, min->z)),
						entity->getTransformedVector(MVector3(max->x, max->y, min->z)),
						entity->getTransformedVector(MVector3(max->x, min->y, min->z)),
						entity->getTransformedVector(MVector3(min->x, min->y, max->z)),
						entity->getTransformedVector(MVector3(min->x, max->y, max->z)),
						entity->getTransformedVector(MVector3(max->x, max->y, max->z)),
						entity->getTransformedVector(MVector3(max->x, min->y, max->z))
					};
					
					if(! frustum->isVolumePointsVisible(points, 8))
						continue;
				}
				
				// subMesh center
				MVector3 center = (*box->getMin()) + ((*box->getMax()) - (*box->getMin()))*0.5f;
				center = entity->getTransformedVector(center);
				
				// sort entity lights
				unsigned int lightsNumber = 0;
				for(l=0; l<entityLightsNumber; l++)
				{
					MEntityLight * entityLight = &entityLights[l];
					if(! box->isInCollisionWith(&entityLight->lightBox))
						continue;
					
					MOLight * light = entityLight->light;
					
					float z = (center - light->getTransformedPosition()).getLength();
					entityLightsList[lightsNumber] = l;
					entityLightsZList[l] = (1.0f/z)*light->getRadius();
					lightsNumber++;
				}
				
				if(lightsNumber > 1)
					sortFloatList(entityLightsList, entityLightsZList, 0, (int)lightsNumber-1);
				
				// local lights
				if(lightsNumber > 4)
					lightsNumber = 4;
				
				for(l=0; l<lightsNumber; l++)
				{
					MEntityLight * entityLight = &entityLights[entityLightsList[l]];
					MOLight * light = entityLight->light;
					
					// attenuation
					float quadraticAttenuation = (8.0f / light->getRadius());
					quadraticAttenuation = (quadraticAttenuation*quadraticAttenuation)*light->getIntensity();
					
					// color
					MVector3 color = light->getFinalColor();
					
					// set light
					render->enableLight(l);
					render->setLightPosition(l, light->getTransformedPosition());
					render->setLightDiffuse(l, MVector4(color));
					render->setLightSpecular(l, MVector4(color));
					render->setLightAmbient(l, MVector3(0, 0, 0));
					render->setLightAttenuation(l, 1, 0, quadraticAttenuation);
					
					// spot
					render->setLightSpotAngle(l, light->getSpotAngle());
					if(light->getSpotAngle() < 90){
						render->setLightSpotDirection(l, light->getRotatedVector(MVector3(0, 0, -1)).getNormalized());
						render->setLightSpotExponent(l, light->getSpotExponent());
					}
					else {
						render->setLightSpotExponent(l, 0.0f);
					}
				}
				
				for(l=lightsNumber; l<4; l++){
					render->disableLight(l);
				}
				
				render->pushMatrix();
				render->multMatrix(entity->getMatrix());
				
				// draw opaques
				drawOpaques(subMesh, mesh->getArmature());
				
				if(subMesh->hasTransparency())
				{
					if(transpSubObsNumber < MAX_TRANSP_SUBOBJ)
					{
						// transparent subMesh pass
						MSubMeshPass * subMeshPass = &transpSubObjs[transpSubObsNumber];
						
						// lights
						subMeshPass->lightsNumber = lightsNumber;
						for(l=0; l<lightsNumber; l++)
							subMeshPass->lights[l] = entityLights[entityLightsList[l]].light;
						
						// z distance to camera
						float z = getDistanceToCam(camera, center);
						
						// set values
						transpList[transpSubObsNumber] = transpSubObsNumber;
						transpZList[transpSubObsNumber] = z;
						subMeshPass->subMeshId = s;
						subMeshPass->object = entity;
						
						transpSubObsNumber++;
					}
				}
				
				render->popMatrix();
			}
			
			mesh->updateBoundingBox();
			(*entity->getBoundingBox()) = (*mesh->getBoundingBox());
		}
	}
	
	
	// texts
	unsigned int tSize = scene->getTextsNumber();
	for(i=0; i<tSize; i++)
	{
		MOText * text = scene->getTextByIndex(i);
		if(text->isActive() && text->isVisible())
		{
			// transparent pass
			MSubMeshPass * subMeshPass = &transpSubObjs[transpSubObsNumber];
			
			// center
			MBox3d * box = text->getBoundingBox();
			MVector3 center = (*box->getMin()) + ((*box->getMax()) - (*box->getMin()))*0.5f;
			center = text->getTransformedVector(center);
			
			// z distance to camera
			float z = getDistanceToCam(camera, center);
			
			// set values
			transpList[transpSubObsNumber] = transpSubObsNumber;
			transpZList[transpSubObsNumber] = z;
			subMeshPass->object = text;
			
			transpSubObsNumber++;
		}
	}
	
	
	// sort transparent list
	if(transpSubObsNumber > 1)
		sortFloatList(transpList, transpZList, 0, (int)transpSubObsNumber-1);
	
	// draw transparents
	for(i=0; i<transpSubObsNumber; i++)
	{
		MSubMeshPass * subMeshPass = &transpSubObjs[transpList[i]];
		MObject3d * object = subMeshPass->object;
		
		// objects
		switch(object->getType())
		{
			case M_OBJECT3D_ENTITY:
			{
				MOEntity * entity = (MOEntity *)object;
				unsigned int subMeshId = subMeshPass->subMeshId;
				MMesh * mesh = entity->getMesh();
				MSubMesh * subMesh = &mesh->getSubMeshs()[subMeshId];
				
				// animate armature
				if(mesh->getArmature() && mesh->getArmatureAnim())
					animateArmature(
									mesh->getArmature(),
									mesh->getArmatureAnim(),
									entity->getCurrentFrame()
									);
				
				// animate textures
				if(mesh->getTexturesAnim())
					animateTextures(mesh, mesh->getTexturesAnim(), entity->getCurrentFrame());
				
				// animate materials
				if(mesh->getMaterialsAnim())
					animateMaterials(mesh, mesh->getMaterialsAnim(), entity->getCurrentFrame());
				
				// lights
				for(l=0; l<subMeshPass->lightsNumber; l++)
				{
					MOLight * light = subMeshPass->lights[l];
					
					// attenuation
					float quadraticAttenuation = (8.0f / light->getRadius());
					quadraticAttenuation = (quadraticAttenuation*quadraticAttenuation)*light->getIntensity();
					
					// color
					MVector3 color = light->getFinalColor();
					
					// set light
					render->enableLight(l);
					render->setLightPosition(l, light->getTransformedPosition());
					render->setLightDiffuse(l, MVector4(color));
					render->setLightSpecular(l, MVector4(color));
					render->setLightAmbient(l, MVector3(0, 0, 0));
					render->setLightAttenuation(l, 1, 0, quadraticAttenuation);
					
					// spot
					render->setLightSpotAngle(l, light->getSpotAngle());
					if(light->getSpotAngle() < 90){
						render->setLightSpotDirection(l, light->getRotatedVector(MVector3(0, 0, -1)).getNormalized());
						render->setLightSpotExponent(l, light->getSpotExponent());
					}
					else {
						render->setLightSpotExponent(l, 0.0f);
					}
				}
				
				for(l=subMeshPass->lightsNumber; l<4; l++){
					render->disableLight(l);
				}
				
				render->pushMatrix();
				render->multMatrix(entity->getMatrix());
				drawTransparents(subMesh, mesh->getArmature());
				render->popMatrix();
				
				mesh->updateBoundingBox();
				(*entity->getBoundingBox()) = (*mesh->getBoundingBox());
			}
				break;
				
			case M_OBJECT3D_TEXT:
			{
				MOText * text = (MOText *)object;
				
				render->pushMatrix();
				render->multMatrix(text->getMatrix());
				drawText(text);
				render->popMatrix();
			}
				break;
		}
	}
	
	render->disableLighting();
	render->disableFog();	
}
void DebugRenderSystem::Process()
{
    uint32 size = entities.size();
	for(uint32 i = 0; i < size; ++i)
	{
        Entity * 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 debugBoundigBox = entity->GetWTMaximumBoundingBoxSlow();
        uint32 debugFlags = debugRenderComponent->GetDebugFlags();

		// Camera debug draw
		if(debugFlags & DebugRenderComponent::DEBUG_DRAW_CAMERA)
		{
			CameraComponent * entityCameraComp = (CameraComponent *) entity->GetComponent(Component::CAMERA_COMPONENT);

			if(NULL != entityCameraComp)
			{
				Camera* entityCamera = entityCameraComp->GetCamera();
				if(NULL != entityCamera && camera != entityCamera)
				{
					Color camColor(0.0f, 1.0f, 0.0f, 1.0f);
					Vector3 camPos = entityCamera->GetPosition();
					//Vector3 camDirect = entityCamera->GetDirection();
					AABBox3 camBox(camPos, 2.5f);

					// If this is clip camera - show it as red camera
					if (entityCamera == entity->GetScene()->GetClipCamera()) camColor = Color(1.0f, 0.0f, 0.0f, 1.0f);

					RenderManager::Instance()->SetRenderEffect(RenderManager::FLAT_COLOR);
					RenderManager::Instance()->SetState(RenderState::STATE_COLORMASK_ALL | RenderState::STATE_DEPTH_WRITE);
					RenderManager::Instance()->SetColor(camColor);

					RenderHelper::Instance()->DrawBox(camBox, 2.5f);

					RenderManager::Instance()->SetState(RenderState::DEFAULT_3D_STATE);
					RenderManager::Instance()->ResetColor();

					debugBoundigBox = camBox;
				}
			}
		}

		// UserNode debug draw
		if(debugFlags & DebugRenderComponent::DEBUG_DRAW_USERNODE)
		{
			if(NULL != entity->GetComponent(Component::USER_COMPONENT))
			{
				Color dcColor(0.0f, 0.0f, 1.0f, 1.0f);
				AABBox3 dcBox(Vector3(), 1.0f);

				Matrix4 prevMatrix = RenderManager::Instance()->GetMatrix(RenderManager::MATRIX_MODELVIEW);
				Matrix4 finalMatrix = transformComponent->GetWorldTransform() * prevMatrix;
				RenderManager::Instance()->SetMatrix(RenderManager::MATRIX_MODELVIEW, finalMatrix);

				RenderManager::Instance()->SetRenderEffect(RenderManager::FLAT_COLOR);
				RenderManager::Instance()->SetState(RenderState::STATE_COLORMASK_ALL | RenderState::STATE_DEPTH_WRITE | RenderState::STATE_DEPTH_TEST);

				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()->SetColor(dcColor);
				RenderHelper::Instance()->DrawBox(dcBox);

				RenderManager::Instance()->SetState(RenderState::DEFAULT_3D_STATE);
				RenderManager::Instance()->ResetColor();
				RenderManager::Instance()->SetMatrix(RenderManager::MATRIX_MODELVIEW, prevMatrix);

				dcBox.GetTransformedBox(transformComponent->GetWorldTransform(), debugBoundigBox);
			}
		}

		// LightNode debug draw
		if (debugFlags & DebugRenderComponent::DEBUG_DRAW_LIGHT_NODE)
		{
			LightComponent *lightComp = (LightComponent *) entity->GetComponent(Component::LIGHT_COMPONENT);

			if(NULL != lightComp)
			{
				Light* light = lightComp->GetLightObject();

				if(NULL != light)
				{
					Vector3 lPosition = light->GetPosition();

					RenderManager::Instance()->SetRenderEffect(RenderManager::FLAT_COLOR);
					RenderManager::Instance()->SetState(RenderState::STATE_COLORMASK_ALL | RenderState::STATE_DEPTH_WRITE);
					RenderManager::Instance()->SetColor(1.0f, 1.0f, 0.0f, 1.0f);

					switch (light->GetType())
					{
					case Light::TYPE_DIRECTIONAL:
						{
							Vector3 lDirection = light->GetDirection();

							RenderHelper::Instance()->DrawArrow(lPosition, lPosition + lDirection * 10, 2.5f);
							RenderHelper::Instance()->DrawBox(AABBox3(lPosition, 0.5f), 1.5f);

							debugBoundigBox = AABBox3(lPosition, 2.5f);
						}
						break;
					default:
						{
							AABBox3 lightBox(lPosition, 2.5f);
							RenderHelper::Instance()->DrawBox(lightBox, 2.5f);

							debugBoundigBox = lightBox;
						}
						break;
					}

					RenderManager::Instance()->SetState(RenderState::DEFAULT_3D_STATE);
					RenderManager::Instance()->ResetColor();
				}
			}
		}
        
        if ((debugFlags & DebugRenderComponent::DEBUG_DRAW_AABOX_CORNERS))
        {            
            RenderManager::Instance()->SetRenderEffect(RenderManager::FLAT_COLOR);
            RenderManager::Instance()->SetState(RenderState::STATE_COLORMASK_ALL | RenderState::STATE_DEPTH_WRITE | RenderState::STATE_DEPTH_TEST);
            RenderManager::Instance()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
            RenderHelper::Instance()->DrawCornerBox(debugBoundigBox, 1.5f);
            RenderManager::Instance()->SetState(RenderState::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(RenderState::STATE_COLORMASK_ALL | RenderState::STATE_DEPTH_WRITE);
            RenderManager::Instance()->SetColor(1.0f, 0.0f, 0.0f, 1.0f);
            RenderHelper::Instance()->DrawBox(debugBoundigBox, 1.5f);
            RenderManager::Instance()->SetState(RenderState::DEFAULT_3D_STATE);
            RenderManager::Instance()->SetColor(1.0f, 1.0f, 1.0f, 1.0f);
        }
        

        // 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
        
    }
}