Pull weather updates out of scene render

--HG--
branch : multipass-stereo
hg/feature/sound
kaetemi 12 years ago
parent 5c568c6ea0
commit bf8ad82e21

@ -550,73 +550,81 @@ void renderScene(bool forceFullDetail, bool bloom)
}
// ***************************************************************************************************************************
// Render all scenes
void renderScene()
void updateWeather()
{
{
H_AUTO_USE ( RZ_Client_Main_Loop_Sky_And_Weather )
H_AUTO_USE ( RZ_Client_Main_Loop_Sky_And_Weather )
//HeightGrid.update(Scene->getCam().getPos());
//HeightGrid.update(Scene->getCam().getPos());
// update description of light cycle
updateLightDesc();
// update description of light cycle
updateLightDesc();
// server driven weather mgt
updateDBDrivenWeatherValue();
// server driven weather mgt
updateDBDrivenWeatherValue();
// Update the weather manager
updateWeatherManager(MainCam.getMatrix(), ContinentMngr.cur());
// Update the weather manager
updateWeatherManager(MainCam.getMatrix(), ContinentMngr.cur());
// compute thunder color
ThunderColor.modulateFromui(WeatherManager.getCurrWeatherState().ThunderColor, (uint) (256.f * WeatherManager.getThunderLevel()));
// compute thunder color
ThunderColor.modulateFromui(WeatherManager.getCurrWeatherState().ThunderColor, (uint) (256.f * WeatherManager.getThunderLevel()));
// Update the lighting
LightCycleManager.setHour(DayNightCycleHour, WeatherManager, ThunderColor);
// Update the lighting
LightCycleManager.setHour(DayNightCycleHour, WeatherManager, ThunderColor);
#ifdef RENDER_CLOUDS
if (Filter3D[FilterCloud])
{
H_AUTO_USE ( RZ_Client_Main_Loop_Update_Cloud_Scape );
updateClouds();
}
#endif
#ifdef RENDER_CLOUDS
if (Filter3D[FilterCloud])
{
H_AUTO_USE ( RZ_Client_Main_Loop_Update_Cloud_Scape );
updateClouds();
}
#endif
ContinentMngr.getFogState(MainFog, LightCycleManager.getLightLevel(), LightCycleManager.getLightDesc().DuskRatio, LightCycleManager.getState(), View.viewPos(), MainFogState);
// TODO: ZBuffer clear was originally before this, but should not be necessary normally.
// The anim function renders new clouds. Ensure this does not break.
// These are old-style nel clouds.
ContinentMngr.getFogState(MainFog, LightCycleManager.getLightLevel(), LightCycleManager.getLightDesc().DuskRatio, LightCycleManager.getState(), View.viewPos(), MainFogState);
#ifdef RENDER_CLOUDS
if (CloudScape != NULL && Filter3D[FilterCloud])
{
H_AUTO_USE ( RZ_Client_Main_Loop_Anim_Cloud_Scape );
if (Driver->getPolygonMode() == UDriver::Filled)
{
Driver->clearZBuffer();
}
Driver->enableFog (false);
#ifdef RENDER_CLOUDS
if (CloudScape != NULL && Filter3D[FilterCloud])
{
H_AUTO_USE ( RZ_Client_Main_Loop_Anim_Cloud_Scape );
// Force polygon mode to filled
NL3D::UDriver::TPolygonMode oldMode = Driver->getPolygonMode();
Driver->setPolygonMode(NL3D::UDriver::Filled);
Driver->enableFog (false);
CloudScape->anim (DT); // WARNING this function work with screen
// Force polygon mode to filled
NL3D::UDriver::TPolygonMode oldMode = Driver->getPolygonMode();
Driver->setPolygonMode(NL3D::UDriver::Filled);
Driver->enableFog (true);
CloudScape->anim (DT); // WARNING this function work with screen
// Reset backuped polygon mode
Driver->setPolygonMode(oldMode);
}
#endif
}
Driver->enableFog (true);
// ***************************************************************************************************************************
// Render all scenes
void renderScene()
{
if (Driver->getPolygonMode() == UDriver::Filled)
{
Driver->clearZBuffer();
}
// Reset backuped polygon mode
Driver->setPolygonMode(oldMode);
}
#endif
// Sky is used to clear the frame buffer now, but if in line or point polygon mode, we should draw it
if (Driver->getPolygonMode() != UDriver::Filled)
// Sky is used to clear the frame buffer now, but if in line or point polygon mode, we should draw it
if (Driver->getPolygonMode() != UDriver::Filled)
{
if (!Driver->isLost())
{
if (!Driver->isLost())
{
Driver->clearBuffers (CRGBA(127, 127, 127));
}
Driver->clearBuffers (CRGBA(127, 127, 127));
}
}
// Update Filter Flags
Scene->enableElementRender(UScene::FilterAllMeshNoVP, Filter3D[FilterMeshNoVP]);
Scene->enableElementRender(UScene::FilterAllMeshVP, Filter3D[FilterMeshVP]);
@ -1541,6 +1549,9 @@ bool mainLoop()
Scene->updateWaterEnvMaps(TimeInSec - FirstTimeInSec);
}
#endif
// TODO: Verify that moving this out of renderScene does not negatively impact oversize screenshots.
updateWeather();
if (ClientCfg.Bloom)
{

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