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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:
cutealien
2023-05-05 19:28:40 +00:00
parent e4bb544079
commit 1670db617b
34 changed files with 700 additions and 433 deletions

View File

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