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hub / github.com/TorqueGameEngines/Torque3D / prepBatchRender

Method prepBatchRender

Engine/source/T3D/fx/explosion.cpp:1199–1228  ·  view source on GitHub ↗

-------------------------------------------------------------------------- Render object --------------------------------------------------------------------------

Source from the content-addressed store, hash-verified

1197// Render object
1198//--------------------------------------------------------------------------
1199void Explosion::prepBatchRender(SceneRenderState* state)
1200{
1201 if ( !mExplosionInstance )
1202 return;
1203
1204 MatrixF proj = GFX->getProjectionMatrix();
1205 RectI viewport = GFX->getViewport();
1206
1207 // Set up our TS render state here.
1208 TSRenderState rdata;
1209 rdata.setSceneState( state );
1210
1211 // We might have some forward lit materials
1212 // so pass down a query to gather lights.
1213 LightQuery query;
1214 query.init( getWorldSphere() );
1215 rdata.setLightQuery( &query );
1216
1217 // render mesh
1218 GFX->pushWorldMatrix();
1219
1220 prepModelView( state );
1221
1222 mExplosionInstance->animate();
1223 mExplosionInstance->render( rdata );
1224
1225 GFX->popWorldMatrix();
1226 GFX->setProjectionMatrix( proj );
1227 GFX->setViewport( viewport );
1228}
1229
1230void Explosion::submitLights( LightManager *lm, bool staticLighting )
1231{

Callers

nothing calls this directly

Calls 10

getProjectionMatrixMethod · 0.80
setSceneStateMethod · 0.80
setLightQueryMethod · 0.80
pushWorldMatrixMethod · 0.80
popWorldMatrixMethod · 0.80
setProjectionMatrixMethod · 0.80
initMethod · 0.45
animateMethod · 0.45
renderMethod · 0.45
setViewportMethod · 0.45

Tested by

no test coverage detected