| 356 | } |
| 357 | |
| 358 | void Default::renderFrame(float p_DeltaT) |
| 359 | { |
| 360 | // Resize the swap chain (if necessary) |
| 361 | RenderSystem::resizeSwapChain(); |
| 362 | |
| 363 | RenderSystem::beginFrame(); |
| 364 | { |
| 365 | _INTR_PROFILE_GPU("Render Frame"); |
| 366 | _INTR_PROFILE_CPU("Render Process", "Render Frame"); |
| 367 | |
| 368 | // Preparation |
| 369 | { |
| 370 | _INTR_PROFILE_CPU("Render Process", "Culling"); |
| 371 | |
| 372 | // Update camera array |
| 373 | { |
| 374 | _cameras.clear(); |
| 375 | if (!_cameraNames.empty()) |
| 376 | { |
| 377 | for (uint32_t i = 0u; i < _cameraNames.size(); ++i) |
| 378 | { |
| 379 | const Name& cameraName = _cameraNames[i]; |
| 380 | |
| 381 | Components::CameraRef cam = World::_activeCamera; |
| 382 | if (cameraName != _N(ActiveCamera)) |
| 383 | cam = Components::CameraManager::getComponentForEntity( |
| 384 | Entity::EntityManager::getEntityByName(cameraName)); |
| 385 | |
| 386 | _cameras.push_back(cam); |
| 387 | } |
| 388 | } |
| 389 | else |
| 390 | { |
| 391 | _cameras.push_back(World::_activeCamera); |
| 392 | } |
| 393 | } |
| 394 | |
| 395 | // Collect frustums for culling |
| 396 | _activeFrustums.clear(); |
| 397 | for (uint32_t i = 0u; i < _cameras.size(); ++i) |
| 398 | { |
| 399 | Components::CameraRef camRef = _cameras[i]; |
| 400 | |
| 401 | FrustumRef frustumRef = Components::CameraManager::_frustum(camRef); |
| 402 | _cameraToIdMapping[camRef] = (uint8_t)_activeFrustums.size(); |
| 403 | _activeFrustums.push_back(frustumRef); |
| 404 | |
| 405 | // Only allow shadows for the main view |
| 406 | if (_cameraNames[i] == _N(ActiveCamera)) |
| 407 | { |
| 408 | _INTR_ARRAY(FrustumRef)& shadowFrustums = _shadowFrustums[camRef]; |
| 409 | RenderPass::Shadow::prepareFrustums(camRef, shadowFrustums); |
| 410 | _activeFrustums.insert(RenderProcess::Default::_activeFrustums.end(), |
| 411 | shadowFrustums.begin(), shadowFrustums.end()); |
| 412 | } |
| 413 | } |
| 414 | |
| 415 | Components::CameraManager::updateFrustumsAndMatrices( |