示例#1
0
///////////////////////////////////////////////////////////
// This callback is part of the Scene interface
// Submit all objects visible in the given frustum
void CGameView::EnumerateObjects(const CFrustum& frustum, SceneCollector* c)
{
	{
	PROFILE3("submit terrain");

	CTerrain* pTerrain = m->Game->GetWorld()->GetTerrain();
	float waterHeight = g_Renderer.GetWaterManager()->m_WaterHeight + 0.001f;
	const ssize_t patchesPerSide = pTerrain->GetPatchesPerSide();

	// find out which patches will be drawn
	for (ssize_t j=0; j<patchesPerSide; ++j)
	{
		for (ssize_t i=0; i<patchesPerSide; ++i)
		{
			CPatch* patch=pTerrain->GetPatch(i,j);	// can't fail

			// If the patch is underwater, calculate a bounding box that also contains the water plane
			CBoundingBoxAligned bounds = patch->GetWorldBounds();
			if(bounds[1].Y < waterHeight)
				bounds[1].Y = waterHeight;

			if (!m->Culling || frustum.IsBoxVisible(bounds))
				c->Submit(patch);
		}
	}
	}

	m->Game->GetSimulation2()->RenderSubmit(*c, frustum, m->Culling);
}
示例#2
0
///////////////////////////////////////////////////////////
// This callback is part of the Scene interface
// Submit all objects visible in the given frustum
void CGameView::EnumerateObjects(const CFrustum& frustum, SceneCollector* c)
{
	{
	PROFILE3("submit terrain");

	CTerrain* pTerrain = m->Game->GetWorld()->GetTerrain();
	const ssize_t patchesPerSide = pTerrain->GetPatchesPerSide();

	// find out which patches will be drawn
	for (ssize_t j=0; j<patchesPerSide; j++) {
		for (ssize_t i=0; i<patchesPerSide; i++) {
			CPatch* patch=pTerrain->GetPatch(i,j);	// can't fail

			// If the patch is underwater, calculate a bounding box that also contains the water plane
			CBoundingBoxAligned bounds = patch->GetWorldBounds();
			float waterHeight = g_Renderer.GetWaterManager()->m_WaterHeight + 0.001f;
			if(bounds[1].Y < waterHeight) {
				bounds[1].Y = waterHeight;
			}

			if (!m->Culling || frustum.IsBoxVisible (CVector3D(0,0,0), bounds)) {
				//c->Submit(patch);

				// set the renderstate for this patch
				patch->setDrawState(true);

				// set the renderstate for the neighbors
				CPatch *nPatch;

				nPatch = pTerrain->GetPatch(i-1,j-1);
				if(nPatch) nPatch->setDrawState(true);

				nPatch = pTerrain->GetPatch(i,j-1);
				if(nPatch) nPatch->setDrawState(true);

				nPatch = pTerrain->GetPatch(i+1,j-1);
				if(nPatch) nPatch->setDrawState(true);

				nPatch = pTerrain->GetPatch(i-1,j);
				if(nPatch) nPatch->setDrawState(true);

				nPatch = pTerrain->GetPatch(i+1,j);
				if(nPatch) nPatch->setDrawState(true);

				nPatch = pTerrain->GetPatch(i-1,j+1);
				if(nPatch) nPatch->setDrawState(true);

				nPatch = pTerrain->GetPatch(i,j+1);
				if(nPatch) nPatch->setDrawState(true);

				nPatch = pTerrain->GetPatch(i+1,j+1);
				if(nPatch) nPatch->setDrawState(true);
			}
		}
	}

	// draw the patches
	for (ssize_t j=0; j<patchesPerSide; j++)
	{
		for (ssize_t i=0; i<patchesPerSide; i++)
		{
			CPatch* patch=pTerrain->GetPatch(i,j);	// can't fail
			if(patch->getDrawState() == true)
			{
				c->Submit(patch);
				patch->setDrawState(false);
			}
		}
	}
	}

	m->Game->GetSimulation2()->RenderSubmit(*c, frustum, m->Culling);
}
示例#3
0
	// Simplistic implementation of the Scene interface
	virtual void EnumerateObjects(const CFrustum& frustum, SceneCollector* c)
	{
		if (GroundEnabled)
		{
			for (ssize_t pj = 0; pj < Terrain.GetPatchesPerSide(); ++pj)
				for (ssize_t pi = 0; pi < Terrain.GetPatchesPerSide(); ++pi)
					c->Submit(Terrain.GetPatch(pi, pj));
		}

		CmpPtr<ICmpVisual> cmpVisual(Simulation2, Entity);
		if (cmpVisual)
		{
			// add selection box outlines manually
			if (SelectionBoxEnabled)
			{
				SelectionBoxOverlay.m_Color = CColor(35/255.f, 86/255.f, 188/255.f, .75f); // pretty blue
				SelectionBoxOverlay.m_Thickness = 2;

				SimRender::ConstructBoxOutline(cmpVisual->GetSelectionBox(), SelectionBoxOverlay);
				c->Submit(&SelectionBoxOverlay);
			}

			// add origin axis thingy
			if (AxesMarkerEnabled)
			{
				CMatrix3D worldSpaceAxes;
				// offset from the ground a little bit to prevent fighting with the floor texture (also note: SetTranslation
				// sets the identity 3x3 transformation matrix, which are the world axes)
				worldSpaceAxes.SetTranslation(cmpVisual->GetPosition() + CVector3D(0, 0.02f, 0));
				SimRender::ConstructAxesMarker(worldSpaceAxes, AxesMarkerOverlays[0], AxesMarkerOverlays[1], AxesMarkerOverlays[2]);

				c->Submit(&AxesMarkerOverlays[0]);
				c->Submit(&AxesMarkerOverlays[1]);
				c->Submit(&AxesMarkerOverlays[2]);
			}

			// add prop point overlays
			if (PropPointsMode > 0 && Props.size() > 0)
			{
				PropPointOverlays.clear(); // doesn't clear capacity, but should be ok since the number of prop points is usually pretty limited
				for (size_t i = 0; i < Props.size(); ++i)
				{
					CModel::Prop& prop = Props[i];
					if (prop.m_Model) // should always be the case
					{
						// prop point positions are automatically updated during animations etc. by CModel::ValidatePosition
						const CMatrix3D& propCoordSystem = prop.m_Model->GetTransform();
						
						SOverlayLine pointGimbal;
						pointGimbal.m_Color = CColor(1.f, 0.f, 1.f, 1.f);
						SimRender::ConstructGimbal(propCoordSystem.GetTranslation(), 0.05f, pointGimbal);
						PropPointOverlays.push_back(pointGimbal);

						if (PropPointsMode > 1)
						{
							// scale the prop axes coord system down a bit to distinguish them from the main world-space axes markers
							CMatrix3D displayCoordSystem = propCoordSystem;
							displayCoordSystem.Scale(0.5f, 0.5f, 0.5f);
							// revert translation scaling
							displayCoordSystem._14 = propCoordSystem._14;
							displayCoordSystem._24 = propCoordSystem._24;
							displayCoordSystem._34 = propCoordSystem._34;

							// construct an XYZ axes marker for the prop's coordinate system
							SOverlayLine xAxis, yAxis, zAxis;
							SimRender::ConstructAxesMarker(displayCoordSystem, xAxis, yAxis, zAxis);
							PropPointOverlays.push_back(xAxis);
							PropPointOverlays.push_back(yAxis);
							PropPointOverlays.push_back(zAxis);
						}
					}
				}

				for (size_t i = 0; i < PropPointOverlays.size(); ++i)
				{
					c->Submit(&PropPointOverlays[i]);
				}
			}
		}

		// send a RenderSubmit message so the components can submit their visuals to the renderer
		Simulation2.RenderSubmit(*c, frustum, false);
	}