MCPcopy Create free account
hub / github.com/TorqueGameEngines/Torque3D / prepRenderImage

Method prepRenderImage

Engine/source/T3D/player.cpp:7273–7321  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

7271
7272
7273void Player::prepRenderImage( SceneRenderState* state )
7274{
7275 bool renderPlayer = true;
7276 bool renderItems = true;
7277
7278 /*
7279 if ( mPhysicsRep && Con::getBoolVariable("$PhysicsPlayer::DebugRender",false) )
7280 {
7281 ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
7282 ri->renderDelegate.bind( mPhysicsRep, &PhysicsPlayer::renderDebug );
7283 ri->objectIndex = -1;
7284 ri->type = RenderPassManager::RIT_Editor;
7285 state->getRenderPass()->addInst( ri );
7286 }
7287 */
7288
7289 // Debug rendering for all convexes in the Players working list.
7290 if ( sRenderPlayerCollision )
7291 {
7292 ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
7293 ri->renderDelegate.bind( this, &Player::renderConvex );
7294 ri->objectIndex = -1;
7295 ri->type = RenderPassManager::RIT_Editor;
7296 state->getRenderPass()->addInst( ri );
7297 }
7298
7299 GameConnection* connection = GameConnection::getConnectionToServer();
7300 if( connection && connection->getControlObject() == this && connection->isFirstPerson() )
7301 {
7302 // If we're first person and we are not rendering the player
7303 // then disable all shadow rendering... a floating gun shadow sucks.
7304 if ( state->isShadowPass() && !mDataBlock->renderFirstPerson && !mDataBlock->firstPersonShadows )
7305 return;
7306
7307 renderPlayer = mDataBlock->renderFirstPerson || !state->isDiffusePass();
7308
7309 if( !sRenderMyPlayer )
7310 renderPlayer = false;
7311 if( !sRenderMyItems )
7312 renderItems = false;
7313 }
7314
7315 // Call the protected base class to do the work
7316 // now that we know if we're rendering the player
7317 // and mounted shapes.
7318 return ShapeBase::_prepRenderImage( state,
7319 renderPlayer,
7320 renderItems );
7321}
7322
7323void Player::renderConvex( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *overrideMat )
7324{

Callers

nothing calls this directly

Calls 7

isShadowPassMethod · 0.80
isDiffusePassMethod · 0.80
getRenderPassMethod · 0.45
bindMethod · 0.45
addInstMethod · 0.45
getControlObjectMethod · 0.45
isFirstPersonMethod · 0.45

Tested by

no test coverage detected