| 334 | } |
| 335 | |
| 336 | void GroundPlane::prepRenderImage( SceneRenderState* state ) |
| 337 | { |
| 338 | PROFILE_SCOPE( GroundPlane_prepRenderImage ); |
| 339 | |
| 340 | // TODO: Should we skip rendering the ground plane into |
| 341 | // the shadows? Its not like you can ever get under it. |
| 342 | |
| 343 | if ( !mMaterial ) |
| 344 | return; |
| 345 | |
| 346 | // If we don't have a material instance after the override then |
| 347 | // we can skip rendering all together. |
| 348 | BaseMatInstance *matInst = state->getOverrideMaterial( mMaterial ); |
| 349 | if ( !matInst ) |
| 350 | return; |
| 351 | |
| 352 | PROFILE_SCOPE( GroundPlane_prepRender ); |
| 353 | |
| 354 | // Update the geometry. |
| 355 | createGeometry( state->getCullingFrustum() ); |
| 356 | if( mVertexBuffer.isNull() ) |
| 357 | return; |
| 358 | |
| 359 | // Add a render instance. |
| 360 | |
| 361 | RenderPassManager* pass = state->getRenderPass(); |
| 362 | MeshRenderInst* ri = pass->allocInst< MeshRenderInst >(); |
| 363 | |
| 364 | ri->type = RenderPassManager::RIT_Mesh; |
| 365 | ri->vertBuff = &mVertexBuffer; |
| 366 | ri->primBuff = &mPrimitiveBuffer; |
| 367 | ri->prim = &mPrimitive; |
| 368 | ri->matInst = matInst; |
| 369 | ri->objectToWorld = pass->allocUniqueXform( MatrixF::Identity ); |
| 370 | ri->worldToCamera = pass->allocSharedXform( RenderPassManager::View ); |
| 371 | ri->projection = pass->allocSharedXform( RenderPassManager::Projection ); |
| 372 | ri->visibility = 1.0f; |
| 373 | ri->translucentSort = matInst->getMaterial()->isTranslucent(); |
| 374 | ri->defaultKey = matInst->getStateHint(); |
| 375 | |
| 376 | if( ri->translucentSort ) |
| 377 | ri->type = RenderPassManager::RIT_Translucent; |
| 378 | |
| 379 | // If we need lights then set them up. |
| 380 | if ( matInst->isForwardLit() ) |
| 381 | { |
| 382 | LightQuery query; |
| 383 | query.init( getWorldSphere() ); |
| 384 | query.getLights( ri->lights, 8 ); |
| 385 | } |
| 386 | |
| 387 | pass->addInst( ri ); |
| 388 | } |
| 389 | |
| 390 | /// Generate a subset of the ground plane matching the given frustum. |
| 391 |
nothing calls this directly
no test coverage detected