| 62 | } |
| 63 | |
| 64 | void Forest::prepRenderImage( SceneRenderState *state ) |
| 65 | { |
| 66 | PROFILE_SCOPE(Forest_RenderCells); |
| 67 | |
| 68 | // TODO: Fix stats. |
| 69 | /* |
| 70 | ForestCellVector &theCells = mData->getCells(); |
| 71 | smTotalCells += theCells.size(); |
| 72 | |
| 73 | // Don't render if we don't have a grid! |
| 74 | if ( theCells.empty() ) |
| 75 | return false; |
| 76 | */ |
| 77 | |
| 78 | // Prepare to render. |
| 79 | GFXTransformSaver saver; |
| 80 | |
| 81 | // Figure out the grid range in the viewing area. |
| 82 | const bool isReflectPass = state->isReflectPass(); |
| 83 | |
| 84 | const F32 cullScale = isReflectPass ? mReflectionLodScalar : 1.0f; |
| 85 | |
| 86 | // If we need to update our cached |
| 87 | // zone state then do it now. |
| 88 | if ( mZoningDirty ) |
| 89 | { |
| 90 | mZoningDirty = false; |
| 91 | |
| 92 | Vector<ForestCell*> cells; |
| 93 | mData->getCells( &cells ); |
| 94 | for ( U32 i=0; i < cells.size(); i++ ) |
| 95 | cells[i]->_updateZoning( getSceneManager()->getZoneManager() ); |
| 96 | } |
| 97 | |
| 98 | // TODO: Move these into the TSForestItemData as something we |
| 99 | // setup once and don't do per-instance. |
| 100 | |
| 101 | // Set up the TS render state. |
| 102 | TSRenderState rdata; |
| 103 | rdata.setSceneState( state ); |
| 104 | |
| 105 | // Use origin sort on all forest elements as |
| 106 | // its alot cheaper than the bounds sort. |
| 107 | rdata.setOriginSort( true ); |
| 108 | |
| 109 | // We may have some forward lit materials in |
| 110 | // the forest, so pass down a LightQuery for it. |
| 111 | LightQuery lightQuery; |
| 112 | rdata.setLightQuery( &lightQuery ); |
| 113 | Frustum culler = state->getCullingFrustum(); |
| 114 | |
| 115 | // Adjust the far distance if the cull scale has changed. |
| 116 | if ( !mIsEqual( cullScale, 1.0f ) ) |
| 117 | { |
| 118 | const F32 visFarDist = culler.getFarDist() * cullScale; |
| 119 | culler.setFarDist( visFarDist ); |
| 120 | } |
| 121 |
nothing calls this directly
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