Allow controlling per-viewport if debug geometry should be rendered, instead of hardcoding to just backbuffer views.
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Родитель
2dc6c117cd
Коммит
7f4b8e5b35
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@ -737,6 +737,7 @@ The steps for rendering each viewport on each frame are roughly the following:
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- Check the influence of each visible light on the objects. If the light casts shadows, query the octree for shadowcaster objects.
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- Construct render operations (batches) for the visible objects, according to the scene passes in the render path command sequence.
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- Perform the render path command sequence during the rendering step at the end of the frame.
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- If the scene has a DebugRenderer component and the viewport has debug rendering enabled, render debug geometry last. Can be controlled with \ref Viewport::SetDrawDebug "SetDrawDebug()", default is enabled.
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In the default render paths, the rendering operations proceed in the following order:
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@ -717,9 +717,8 @@ void Renderer::DrawDebugGeometry(bool depthTest)
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for (unsigned i = 0; i < numViews_; ++i)
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{
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// Make sure it's a main view, and process each node only once
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View* view = views_[i];
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if (view->GetRenderTarget())
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if (!view->GetDrawDebug())
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continue;
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Octree* octree = view->GetOctree();
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if (!octree)
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@ -728,6 +727,7 @@ void Renderer::DrawDebugGeometry(bool depthTest)
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if (!debug || !debug->IsEnabledEffective())
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continue;
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// Process geometries / lights only once
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const PODVector<Drawable*>& geometries = view->GetGeometries();
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const PODVector<Light*>& lights = view->GetLights();
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@ -314,6 +314,7 @@ bool View::Define(RenderSurface* renderTarget, Viewport* viewport)
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if (!renderPath_)
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return false;
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drawDebug_ = viewport->GetDrawDebug();
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hasScenePasses_ = false;
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// Make sure that all necessary batch queues exist
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@ -568,8 +569,8 @@ void View::Render()
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if (currentRenderTarget_ != renderTarget_)
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BlitFramebuffer(static_cast<Texture2D*>(currentRenderTarget_->GetParentTexture()), renderTarget_, true);
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// If this is a main view, draw the associated debug geometry now
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if (!renderTarget_ && octree_ && camera_)
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// Draw the associated debug geometry now if enabled
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if (drawDebug_ && octree_ && camera_)
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{
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DebugRenderer* debug = octree_->GetComponent<DebugRenderer>();
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if (debug && debug->IsEnabledEffective())
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@ -139,6 +139,8 @@ public:
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const FrameInfo& GetFrameInfo() const { return frame_; }
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/// Return the rendertarget. 0 if using the backbuffer.
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RenderSurface* GetRenderTarget() const { return renderTarget_; }
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/// Return whether should draw debug geometry.
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bool GetDrawDebug() const { return drawDebug_; }
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/// Return geometry objects.
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const PODVector<Drawable*>& GetGeometries() const { return geometries_; }
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/// Return occluder objects.
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@ -312,6 +314,8 @@ private:
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bool useLitBase_;
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/// Has scene passes flag. If no scene passes, view can be defined without a valid scene or camera to only perform quad rendering.
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bool hasScenePasses_;
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/// Draw debug geometry flag. Copied from the viewport.
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bool drawDebug_;
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/// Renderpath.
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RenderPath* renderPath_;
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/// Per-thread octree query results.
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@ -38,7 +38,8 @@ namespace Urho3D
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Viewport::Viewport(Context* context) :
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Object(context),
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rect_(IntRect::ZERO)
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rect_(IntRect::ZERO),
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drawDebug_(true)
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{
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SetRenderPath((RenderPath*)0);
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}
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@ -47,7 +48,8 @@ Viewport::Viewport(Context* context, Scene* scene, Camera* camera, RenderPath* r
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Object(context),
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scene_(scene),
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camera_(camera),
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rect_(IntRect::ZERO)
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rect_(IntRect::ZERO),
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drawDebug_(true)
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{
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SetRenderPath(renderPath);
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}
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@ -56,7 +58,8 @@ Viewport::Viewport(Context* context, Scene* scene, Camera* camera, const IntRect
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Object(context),
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scene_(scene),
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camera_(camera),
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rect_(rect)
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rect_(rect),
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drawDebug_(true)
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{
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SetRenderPath(renderPath);
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}
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@ -80,6 +83,11 @@ void Viewport::SetRect(const IntRect& rect)
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rect_ = rect;
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}
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void Viewport::SetDrawDebug(bool enable)
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{
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drawDebug_ = enable;
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}
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void Viewport::SetRenderPath(RenderPath* renderPath)
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{
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if (renderPath)
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@ -61,6 +61,8 @@ public:
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void SetRenderPath(RenderPath* path);
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/// Set rendering path from an XML file.
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void SetRenderPath(XMLFile* file);
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/// Set whether to render debug geometry. Default true.
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void SetDrawDebug(bool enable);
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/// Return scene.
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Scene* GetScene() const;
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@ -70,6 +72,8 @@ public:
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const IntRect& GetRect() const { return rect_; }
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/// Return rendering path.
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RenderPath* GetRenderPath() const;
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/// Return whether to draw debug geometry.
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bool GetDrawDebug() const { return drawDebug_; }
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/// Return ray corresponding to normalized screen coordinates.
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Ray GetScreenRay(int x, int y) const;
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// Convert a world space point to normalized screen coordinates.
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@ -86,6 +90,8 @@ private:
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IntRect rect_;
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/// Rendering path.
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SharedPtr<RenderPath> renderPath_;
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/// Debug draw flag.
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bool drawDebug_;
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};
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}
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@ -12,20 +12,22 @@ class Viewport
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void SetRect(const IntRect& rect);
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void SetRenderPath(RenderPath* path);
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void SetRenderPath(XMLFile* file);
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void SetDrawDebug(bool enable);
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Scene* GetScene() const;
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Camera* GetCamera() const;
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const IntRect& GetRect() const;
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RenderPath* GetRenderPath() const;
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bool GetDrawDebug() const;
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Ray GetScreenRay(int x, int y) const;
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IntVector2 WorldToScreenPoint(const Vector3& worldPos) const;
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Vector3 ScreenToWorldPoint(int x, int y, float depth) const;
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tolua_property__get_set Scene* scene;
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tolua_property__get_set Camera* camera;
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tolua_property__get_set IntRect& rect;
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tolua_property__get_set RenderPath* renderPath;
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tolua_property__get_set bool drawDebug;
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};
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${
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@ -424,6 +424,8 @@ static void RegisterTextures(asIScriptEngine* engine)
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engine->RegisterObjectMethod("Viewport", "RenderPath@+ get_renderPath() const", asMETHOD(Viewport, GetRenderPath), asCALL_THISCALL);
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engine->RegisterObjectMethod("Viewport", "void set_rect(const IntRect&in)", asMETHOD(Viewport, SetRect), asCALL_THISCALL);
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engine->RegisterObjectMethod("Viewport", "const IntRect& get_rect() const", asMETHOD(Viewport, GetRect), asCALL_THISCALL);
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engine->RegisterObjectMethod("Viewport", "void set_drawDebug(bool)", asMETHOD(Viewport, SetDrawDebug), asCALL_THISCALL);
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engine->RegisterObjectMethod("Viewport", "bool get_drawDebug() const", asMETHOD(Viewport, GetDrawDebug), asCALL_THISCALL);
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engine->RegisterObjectMethod("Viewport", "Ray GetScreenRay(int, int) const", asMETHOD(Viewport, GetScreenRay), asCALL_THISCALL);
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engine->RegisterObjectMethod("Viewport", "Vector2 WorldToScreenPoint(const Vector3&in) const", asMETHOD(Viewport, WorldToScreenPoint), asCALL_THISCALL);
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engine->RegisterObjectMethod("Viewport", "Vector3 ScreenToWorldPoint(int, int, float) const", asMETHOD(Viewport, ScreenToWorldPoint), asCALL_THISCALL);
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