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Add batch to RenderAgrs
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4725d5e676
commit
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1 changed files with 17 additions and 3 deletions
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@ -10,6 +10,7 @@
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//
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#include <gpu/GPUConfig.h>
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#include <gpu/GLBackend.h>
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#include <glm/gtx/quaternion.hpp>
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@ -481,9 +482,18 @@ void EntityTreeRenderer::render(RenderArgs::RenderMode renderMode,
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ViewFrustum* frustum = (renderMode == RenderArgs::SHADOW_RENDER_MODE) ?
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_viewState->getShadowViewFrustum() : _viewState->getCurrentViewFrustum();
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// Setup batch transform matrices
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gpu::Batch batch;
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glm::mat4 projMat;
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Transform viewMat;
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frustum->evalProjectionMatrix(projMat);
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frustum->evalViewTransform(viewMat);
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batch.setProjectionTransform(projMat);
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batch.setViewTransform(viewMat);
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RenderArgs args(this, frustum, getSizeScale(), getBoundaryLevelAdjust(),
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renderMode, renderSide, renderDebugFlags);
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renderMode, renderSide, renderDebugFlags, &batch);
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_tree->lockForRead();
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@ -498,7 +508,11 @@ void EntityTreeRenderer::render(RenderArgs::RenderMode renderMode,
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// on us while rendering the scene
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Model::endScene(renderMode, &args);
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_tree->unlock();
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glPushMatrix();
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gpu::GLBackend::renderBatch(batch);
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glPopMatrix();
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// stats...
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_meshesConsidered = args._meshesConsidered;
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_meshesRendered = args._meshesRendered;
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