| 153 | } |
| 154 | |
| 155 | void RenderBinManager::setupSGData(MeshRenderInst *ri, SceneData &data) |
| 156 | { |
| 157 | PROFILE_SCOPE( RenderBinManager_setupSGData ); |
| 158 | |
| 159 | // NOTE: We do not reset or clear the scene state |
| 160 | // here as the caller has initialized non-RI members |
| 161 | // himself and we must preserve them. |
| 162 | // |
| 163 | // It also saves a bunch of CPU as this is called for |
| 164 | // every MeshRenderInst in every pass. |
| 165 | |
| 166 | dMemcpy( data.lights, ri->lights, sizeof( data.lights ) ); |
| 167 | data.objTrans = ri->objectToWorld; |
| 168 | data.backBuffTex = ri->backBuffTex; |
| 169 | data.cubemap = ri->cubemap; |
| 170 | data.miscTex = ri->miscTex; |
| 171 | data.reflectTex = ri->reflectTex; |
| 172 | data.accuTex = ri->accuTex; |
| 173 | data.lightmap = ri->lightmap; |
| 174 | data.visibility = ri->visibility; |
| 175 | data.materialHint = ri->materialHint; |
| 176 | data.customShaderData.clear(); |
| 177 | for (U32 i = 0; i < ri->mCustomShaderData.size(); i++) |
| 178 | { |
| 179 | data.customShaderData.push_back(&ri->mCustomShaderData[i]); |
| 180 | } |
| 181 | } |
| 182 | |
| 183 | DefineEngineMethod( RenderBinManager, getBinType, const char*, (),, |
| 184 | "Returns the bin type string." ) |