Merging r6468 through r6486 from trunk to ogl-es branch
Also updating ES&ES2 interface to work with removal of IMaterialRendererServices::setBasicRenderStates git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6487 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
@@ -3,6 +3,7 @@
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "CMeshSceneNode.h"
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#include "CBufferRenderNode.h"
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#include "IVideoDriver.h"
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#include "ISceneManager.h"
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#include "S3DVertex.h"
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@@ -22,14 +23,12 @@ namespace irr
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namespace scene
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{
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//! constructor
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CMeshSceneNode::CMeshSceneNode(IMesh* mesh, ISceneNode* parent, ISceneManager* mgr, s32 id,
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const core::vector3df& position, const core::vector3df& rotation,
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const core::vector3df& scale)
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: IMeshSceneNode(parent, mgr, id, position, rotation, scale), Mesh(0), Shadow(0),
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PassCount(0), ReadOnlyMaterials(false)
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: IMeshSceneNode(parent, mgr, id, position, rotation, scale)
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, Mesh(0), Shadow(0), ReadOnlyMaterials(false)
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{
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#ifdef _DEBUG
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setDebugName("CMeshSceneNode");
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@@ -42,6 +41,7 @@ CMeshSceneNode::CMeshSceneNode(IMesh* mesh, ISceneNode* parent, ISceneManager* m
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//! destructor
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CMeshSceneNode::~CMeshSceneNode()
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{
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setUsedBufferRenderNodes(0);
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if (Shadow)
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Shadow->drop();
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if (Mesh)
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@@ -54,39 +54,60 @@ void CMeshSceneNode::OnRegisterSceneNode()
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{
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if (IsVisible && Mesh)
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{
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// because this node supports rendering of mixed mode meshes consisting of
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Box = Mesh->getBoundingBox(); // in case mesh was modified, as clipping happens when registering nodes for rendering
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// Because this node supports rendering of mixed mode meshes consisting of
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// transparent and solid material at the same time, we need to go through all
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// materials, check of what type they are and register this node for the right
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// render pass according to that.
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// Also some buffers might register into their own render node
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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PassCount = 0;
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int transparentCount = 0;
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int solidCount = 0;
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// count transparent and solid materials in this scene node
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const u32 numMaterials = ReadOnlyMaterials ? Mesh->getMeshBufferCount() : Materials.size();
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for (u32 i=0; i<numMaterials; ++i)
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if ( !(DebugDataVisible & scene::EDS_HALF_TRANSPARENCY) )
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{
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const video::SMaterial& material = ReadOnlyMaterials ? Mesh->getMeshBuffer(i)->getMaterial() : Materials[i];
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// count transparent and solid materials in this scene node
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const u32 numMaterials = ReadOnlyMaterials ? Mesh->getMeshBufferCount() : Materials.size();
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const bool parentRenders = NodeRegistration == ENR_DEFAULT || numMaterials < 2;
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for (u32 i=0; i<numMaterials; ++i)
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{
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const video::SMaterial& material = ReadOnlyMaterials ? Mesh->getMeshBuffer(i)->getMaterial() : Materials[i];
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if ( driver->needsTransparentRenderPass(material) )
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++transparentCount;
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else
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++solidCount;
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if (solidCount && transparentCount)
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break;
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if ( driver->needsTransparentRenderPass(material) )
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{
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BufferRenderNodes[i]->prepareRendering(ESNRP_TRANSPARENT, parentRenders);
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if ( parentRenders )
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{
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++transparentCount;
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}
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}
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else
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{
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BufferRenderNodes[i]->prepareRendering(ESNRP_SOLID, parentRenders);
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if ( parentRenders )
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{
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++solidCount;
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}
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}
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}
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}
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// register according to material types counted
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if (solidCount)
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SceneManager->registerNodeForRendering(this, scene::ESNRP_SOLID);
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SceneManager->registerNodeForRendering(this, ESNRP_SOLID);
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if (transparentCount)
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SceneManager->registerNodeForRendering(this, scene::ESNRP_TRANSPARENT);
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SceneManager->registerNodeForRendering(this, ESNRP_TRANSPARENT);
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if (Shadow) // update (not render) shadow node after lights have been set up
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SceneManager->registerNodeForRendering(this, ESNRP_SKY_BOX);
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if (DebugDataVisible) // debug data has it's own render-stage between solid and transparence
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SceneManager->registerNodeForRendering(this, ESNRP_SHADOW);
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ISceneNode::OnRegisterSceneNode();
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}
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@@ -96,109 +117,110 @@ void CMeshSceneNode::OnRegisterSceneNode()
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//! renders the node.
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void CMeshSceneNode::render()
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{
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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if (!Mesh || !driver)
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if (!Mesh )
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return;
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const bool isTransparentPass =
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SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT;
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const E_SCENE_NODE_RENDER_PASS renderPass = SceneManager->getSceneNodeRenderPass();
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++PassCount;
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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Box = Mesh->getBoundingBox();
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if (Shadow && PassCount==1)
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Shadow->updateShadowVolumes();
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// for debug purposes only:
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bool renderMeshes = true;
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video::SMaterial mat;
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if (DebugDataVisible && PassCount==1)
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if ( renderPass == ESNRP_SKY_BOX )
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{
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// overwrite half transparency
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if (DebugDataVisible & scene::EDS_HALF_TRANSPARENCY)
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{
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for (u32 g=0; g<Mesh->getMeshBufferCount(); ++g)
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{
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mat = Materials[g];
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mat.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
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driver->setMaterial(mat);
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driver->drawMeshBuffer(Mesh->getMeshBuffer(g));
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}
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renderMeshes = false;
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}
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if (Shadow )
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Shadow->updateShadowVolumes();
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}
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// render original meshes
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if (renderMeshes)
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else if ( renderPass == ESNRP_SHADOW )
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{
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for (u32 i=0; i<Mesh->getMeshBufferCount(); ++i)
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// for debug purposes only
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if ( DebugDataVisible )
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{
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scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
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if (mb)
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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// render with half transparency
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if (DebugDataVisible & scene::EDS_HALF_TRANSPARENCY)
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{
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const video::SMaterial& material = ReadOnlyMaterials ? mb->getMaterial() : Materials[i];
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const bool transparent = driver->needsTransparentRenderPass(material);
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// only render transparent buffer if this is the transparent render pass
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// and solid only in solid pass
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if (transparent == isTransparentPass)
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for (u32 g=0; g<Mesh->getMeshBufferCount(); ++g)
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{
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driver->setMaterial(material);
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driver->drawMeshBuffer(mb);
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irr::video::SMaterial mat = Materials[g];
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mat.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
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driver->setMaterial(mat);
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driver->drawMeshBuffer(Mesh->getMeshBuffer(g));
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}
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}
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video::SMaterial m;
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m.Lighting = false;
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m.AntiAliasing=0;
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driver->setMaterial(m);
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if (DebugDataVisible & scene::EDS_BBOX)
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{
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driver->draw3DBox(Box, video::SColor(255,255,255,255));
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}
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if (DebugDataVisible & scene::EDS_BBOX_BUFFERS)
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{
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for (u32 g=0; g<Mesh->getMeshBufferCount(); ++g)
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{
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driver->draw3DBox(
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Mesh->getMeshBuffer(g)->getBoundingBox(),
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video::SColor(255,190,128,128));
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}
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}
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if (DebugDataVisible & scene::EDS_NORMALS)
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{
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// draw normals
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const f32 debugNormalLength = SceneManager->getParameters()->getAttributeAsFloat(DEBUG_NORMAL_LENGTH);
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const video::SColor debugNormalColor = SceneManager->getParameters()->getAttributeAsColor(DEBUG_NORMAL_COLOR);
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const u32 count = Mesh->getMeshBufferCount();
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for (u32 i=0; i != count; ++i)
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{
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driver->drawMeshBufferNormals(Mesh->getMeshBuffer(i), debugNormalLength, debugNormalColor);
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}
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}
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// show mesh
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if (DebugDataVisible & scene::EDS_MESH_WIRE_OVERLAY)
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{
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m.Wireframe = true;
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driver->setMaterial(m);
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for (u32 g=0; g<Mesh->getMeshBufferCount(); ++g)
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{
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driver->drawMeshBuffer(Mesh->getMeshBuffer(g));
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}
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}
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}
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}
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// for debug purposes only:
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if (DebugDataVisible && PassCount==1)
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else // solid, transparent or unknown (none when render is called without SceneManager) render stages
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{
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video::SMaterial m;
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m.Lighting = false;
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m.AntiAliasing=0;
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driver->setMaterial(m);
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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if (DebugDataVisible & scene::EDS_BBOX)
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// render buffers, or at least those which don't render in their own node
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for (u32 i=0; i<BufferRenderNodes.size(); ++i)
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{
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driver->draw3DBox(Box, video::SColor(255,255,255,255));
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}
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if (DebugDataVisible & scene::EDS_BBOX_BUFFERS)
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{
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for (u32 g=0; g<Mesh->getMeshBufferCount(); ++g)
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CBufferRenderNode* bufRenderNode = BufferRenderNodes[i];
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if ( bufRenderNode->getDoesParentRender())
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{
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driver->draw3DBox(
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Mesh->getMeshBuffer(g)->getBoundingBox(),
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video::SColor(255,190,128,128));
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}
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}
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E_SCENE_NODE_RENDER_PASS bufferRenderPass = bufRenderNode->getRenderPass();
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if (DebugDataVisible & scene::EDS_NORMALS)
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{
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// draw normals
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const f32 debugNormalLength = SceneManager->getParameters()->getAttributeAsFloat(DEBUG_NORMAL_LENGTH);
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const video::SColor debugNormalColor = SceneManager->getParameters()->getAttributeAsColor(DEBUG_NORMAL_COLOR);
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const u32 count = Mesh->getMeshBufferCount();
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// render() called without OnRegisterSceneNode, but still wants to render in a specific render stage
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// Note: Not checking transparency every time, as check got slightly expensive (I think it's prone to cache-misses)
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if ( bufferRenderPass == ESNRP_NONE && renderPass > ESNRP_NONE )
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{
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if ( driver->needsTransparentRenderPass(getMaterial(i)) )
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{
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bufferRenderPass = ESNRP_TRANSPARENT;
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}
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else
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{
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bufferRenderPass = ESNRP_SOLID;
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}
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}
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for (u32 i=0; i != count; ++i)
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{
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driver->drawMeshBufferNormals(Mesh->getMeshBuffer(i), debugNormalLength, debugNormalColor);
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}
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}
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// show mesh
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if (DebugDataVisible & scene::EDS_MESH_WIRE_OVERLAY)
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{
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m.Wireframe = true;
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driver->setMaterial(m);
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for (u32 g=0; g<Mesh->getMeshBufferCount(); ++g)
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{
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driver->drawMeshBuffer(Mesh->getMeshBuffer(g));
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if ( bufRenderNode->getRenderPass() == renderPass )
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bufRenderNode->renderBuffer(driver);
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}
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}
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}
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@@ -207,7 +229,7 @@ void CMeshSceneNode::render()
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//! Removes a child from this scene node.
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//! Implemented here, to be able to remove the shadow properly, if there is one,
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//! or to remove attached childs.
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//! or to remove attached children.
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bool CMeshSceneNode::removeChild(ISceneNode* child)
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{
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if (child && Shadow == child)
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@@ -256,6 +278,22 @@ u32 CMeshSceneNode::getMaterialCount() const
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return Materials.size();
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}
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void CMeshSceneNode::setUsedBufferRenderNodes(irr::u32 num)
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{
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if ( BufferRenderNodes.size() > num )
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{
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for ( irr::u32 i=num; i<BufferRenderNodes.size(); ++i )
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BufferRenderNodes[i]->drop();
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BufferRenderNodes.erase(num, BufferRenderNodes.size()-num);
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}
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else if ( BufferRenderNodes.size() < num )
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{
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for ( irr::u32 i=BufferRenderNodes.size(); i < num; ++i )
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{
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BufferRenderNodes.push_back( new CBufferRenderNode(*this, SceneManager, i) );
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}
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}
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}
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//! Sets a new mesh
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void CMeshSceneNode::setMesh(IMesh* mesh)
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@@ -264,10 +302,16 @@ void CMeshSceneNode::setMesh(IMesh* mesh)
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{
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mesh->grab();
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if (Mesh)
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{
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Mesh->drop();
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}
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Mesh = mesh;
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// Note: Mesh can change amount of meshbuffers later and we don't handle that so far so that would cause trouble
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// For now assuming users call setMesh again in that case
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copyMaterials();
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setUsedBufferRenderNodes(Mesh ? Mesh->getMeshBufferCount() : 0);
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}
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}
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