This commit is contained in:
ZappoMan 2014-11-12 12:17:46 -08:00
parent 9f3f815f55
commit b2f64b9362
2 changed files with 20 additions and 34 deletions

View file

@ -1475,13 +1475,12 @@ void Model::startScene() {
_modelsInScene.clear();
}
void Model::endSceneSplitPass(RenderMode mode, RenderArgs* args) {
void Model::endScene(RenderMode mode, RenderArgs* args) {
// first, do all the batch/GPU setup work....
// Let's introduce a gpu::Batch to capture all the calls to the graphics api
gpu::Batch batch;
GLBATCH(glDisable)(GL_COLOR_MATERIAL);
if (mode == DIFFUSE_RENDER_MODE || mode == NORMAL_RENDER_MODE) {
@ -1564,31 +1563,31 @@ void Model::endSceneSplitPass(RenderMode mode, RenderArgs* args) {
GLBATCH(glDrawBuffers)(bufferCount, buffers);
}
int translucentMeshPartsRendered = 0;
int translucentParts = 0;
const float MOSTLY_OPAQUE_THRESHOLD = 0.75f;
foreach(Model* model, _modelsInScene) {
translucentMeshPartsRendered += model->renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, false, args);
translucentParts += model->renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, false, args);
}
foreach(Model* model, _modelsInScene) {
translucentMeshPartsRendered += model->renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, true, args);
translucentParts += model->renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, false, true, args);
}
foreach(Model* model, _modelsInScene) {
translucentMeshPartsRendered += model->renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, false, args);
translucentParts += model->renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, false, args);
}
foreach(Model* model, _modelsInScene) {
translucentMeshPartsRendered += model->renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, args);
translucentParts += model->renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, false, true, true, args);
}
foreach(Model* model, _modelsInScene) {
translucentMeshPartsRendered += model->renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, true, false, false, args);
translucentParts += model->renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, true, false, false, args);
}
foreach(Model* model, _modelsInScene) {
translucentMeshPartsRendered += model->renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, true, false, true, args);
translucentParts += model->renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, true, false, true, args);
}
foreach(Model* model, _modelsInScene) {
translucentMeshPartsRendered += model->renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, true, true, false, args);
translucentParts += model->renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, true, true, false, args);
}
foreach(Model* model, _modelsInScene) {
translucentMeshPartsRendered += model->renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, true, false, true, args);
translucentParts += model->renderMeshes(batch, mode, true, MOSTLY_OPAQUE_THRESHOLD, true, false, true, args);
}
GLBATCH(glDisable)(GL_ALPHA_TEST);
@ -1607,28 +1606,28 @@ void Model::endSceneSplitPass(RenderMode mode, RenderArgs* args) {
if (mode == DEFAULT_RENDER_MODE || mode == DIFFUSE_RENDER_MODE) {
const float MOSTLY_TRANSPARENT_THRESHOLD = 0.0f;
foreach(Model* model, _modelsInScene) {
translucentMeshPartsRendered += model->renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, args);
translucentParts += model->renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, false, args);
}
foreach(Model* model, _modelsInScene) {
translucentMeshPartsRendered += model->renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, true, args);
translucentParts += model->renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, false, true, args);
}
foreach(Model* model, _modelsInScene) {
translucentMeshPartsRendered += model->renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, false, args);
translucentParts += model->renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, false, args);
}
foreach(Model* model, _modelsInScene) {
translucentMeshPartsRendered += model->renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, args);
translucentParts += model->renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, false, true, true, args);
}
foreach(Model* model, _modelsInScene) {
translucentMeshPartsRendered += model->renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, false, false, args);
translucentParts += model->renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, false, false, args);
}
foreach(Model* model, _modelsInScene) {
translucentMeshPartsRendered += model->renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, false, true, args);
translucentParts += model->renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, false, true, args);
}
foreach(Model* model, _modelsInScene) {
translucentMeshPartsRendered += model->renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, true, false, args);
translucentParts += model->renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, true, false, args);
}
foreach(Model* model, _modelsInScene) {
translucentMeshPartsRendered += model->renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, false, true, args);
translucentParts += model->renderMeshes(batch, mode, true, MOSTLY_TRANSPARENT_THRESHOLD, true, false, true, args);
}
}
@ -1665,24 +1664,11 @@ void Model::endSceneSplitPass(RenderMode mode, RenderArgs* args) {
Application::getInstance()->setupWorldLight();
if (args) {
args->_translucentMeshPartsRendered = translucentMeshPartsRendered;
args->_translucentMeshPartsRendered = translucentParts;
args->_opaqueMeshPartsRendered = opaqueMeshPartsRendered;
}
}
void Model::endScene(RenderMode mode, RenderArgs* args) {
//endSceneSimple(mode, args);
endSceneSplitPass(mode, args);
}
void Model::endSceneSimple(RenderMode mode, RenderArgs* args) {
// now, for each model in the scene, render the mesh portions
foreach(Model* model, _modelsInScene) {
float alpha = 1.0f;
model->render(alpha, mode, args);
}
}
bool Model::renderInScene(float alpha, RenderArgs* args) {
// render the attachments
foreach (Model* attachment, _attachments) {

View file

@ -90,7 +90,6 @@ public:
enum RenderMode { DEFAULT_RENDER_MODE, SHADOW_RENDER_MODE, DIFFUSE_RENDER_MODE, NORMAL_RENDER_MODE };
bool render(float alpha = 1.0f, RenderMode mode = DEFAULT_RENDER_MODE, RenderArgs* args = NULL);
bool renderCore(float alpha, RenderMode mode, RenderArgs* args);
// Scene rendering support
static void startScene();
@ -403,6 +402,7 @@ private:
// helper functions used by render() or renderInScene()
void renderSetup(RenderArgs* args);
bool renderCore(float alpha, RenderMode mode, RenderArgs* args);
int renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args = NULL);
};