6e8fbca745
match the genesis editor version 1.3.0.653.
104 lines
3.3 KiB
C++
104 lines
3.3 KiB
C++
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "stdneb.h"
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#include "ForwardShadingRenderPipeline.h"
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#include "graphicsystem/Camera/RenderPipeline/RenderPipelineManager.h"
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#include "graphicsystem/Renderable/GraphicRenderer.h"
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#include "GraphicSystem.h"
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namespace Graphic
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{
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__ImplementClass(ForwardShadingRenderPipeline,'FSRP',Core::RefCounted)
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ForwardShadingRenderPipeline::ForwardShadingRenderPipeline()
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{
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//empty
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}
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ForwardShadingRenderPipeline::~ForwardShadingRenderPipeline()
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{
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m_currentRT = NULL;
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}
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void ForwardShadingRenderPipeline::Render(PipelineParamters& context)
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{
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setGlobalShaderParam(context);
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bool bCameraMain = (context.m_camera->GetCameraOrder()== eCO_Main);
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const Camera::DrawType& _mode = context.m_camera->GetDrawType();
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if ( _mode == Camera::DrawTextured )
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{
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if (bCameraMain)
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{
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GraphicSystem::Instance()->SetWireFrameMode(false);
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renderDepthMap(context);
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#ifdef __WIN32__
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renderLightLitMap(context);
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#endif
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_RenderNormal(context);
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renderSpecialPost(context);
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renderCustomObjs(context);
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renderMain(context);
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}
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else
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{
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renderCustomized(context);
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}
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}
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}
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//------------------------------------------------------------------------
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void ForwardShadingRenderPipeline::_RenderNormal(PipelineParamters& context)
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{
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const Camera* camera = context.m_camera;
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if(!camera->IsRenderNormal())
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return;
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GraphicRenderer::ResetCache();
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//#if __WIN32__
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// GraphicSystem::Instance()->SetRenderTarget(camera->GetBackBuffer(),0,RenderBase::RenderTarget::ClearAll);
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// m_currentRT = 0;
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//#endif
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const GPtr<RenderToTexture>& rtt= camera->GetRenderToTexture();
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if (rtt.isvalid())
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{
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GraphicSystem::Instance()->SetRenderTarget(rtt->GetTargetHandle(),0,RenderBase::RenderTarget::ClearAll);
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m_currentRT = rtt;
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}
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renderRenderableList(context, RenderData::Background, eForward, NULL);//û<>еƹ<D0B5><C6B9>Ķ<EFBFBD><C4B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱦ<EFBFBD><C8BE>
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setCommonLights(context);//<2F><><EFBFBD>ù<EFBFBD><C3B9>еĵƹ⣬<C6B9><E2A3AC>ƽ<EFBFBD>й⣬<D0B9><E2A3AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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renderRenderableListWidthLight(context, RenderData::Opaque, NULL);
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renderRenderableListWidthLight(context, RenderData::Alpha, NULL);
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}
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}
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