/* Copyright (c) 2013 yvt This file is part of OpenSpades. OpenSpades is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. OpenSpades is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenSpades. If not, see . */ #include "GLModelRenderer.h" #include "GLModel.h" #include "GLRenderer.h" #include "../Core/Debug.h" #include "GLProfiler.h" namespace spades { namespace draw { GLModelRenderer::GLModelRenderer(GLRenderer *r): device(r->GetGLDevice()), renderer(r){ SPADES_MARK_FUNCTION(); modelCount = 0; } GLModelRenderer::~GLModelRenderer() { SPADES_MARK_FUNCTION(); Clear(); } void GLModelRenderer::AddModel(GLModel *model, const client::ModelRenderParam ¶m) { SPADES_MARK_FUNCTION(); if(model->renderId == -1){ model->renderId = (int)models.size(); RenderModel m; m.model = model; model->AddRef(); models.push_back(m); } modelCount++; models[model->renderId].params.push_back(param); } void GLModelRenderer::RenderShadowMapPass() { SPADES_MARK_FUNCTION(); GLProfiler profiler(device, "Model [%d model(s), %d unique model type(s)]", modelCount, (int)models.size()); int numModels = 0; for(size_t i = 0; i < models.size(); i++){ RenderModel& m = models[i]; GLModel *model = m.model; model->RenderShadowMapPass(m.params); numModels += (int)m.params.size(); } #if 0 printf("Model types: %d, Number of models: %d\n", (int)models.size(), numModels); #endif } void GLModelRenderer::Prerender() { SPADES_MARK_FUNCTION(); } void GLModelRenderer::RenderSunlightPass() { SPADES_MARK_FUNCTION(); GLProfiler profiler(device, "Model [%d model(s), %d unique model type(s)]", modelCount, (int)models.size()); for(size_t i = 0; i < models.size(); i++){ RenderModel& m = models[i]; GLModel *model = m.model; model->RenderSunlightPass(m.params); } } void GLModelRenderer::RenderDynamicLightPass(std::vector lights) { SPADES_MARK_FUNCTION(); GLProfiler profiler(device, "Model [%d model(s), %d unique model type(s)]", modelCount, (int)models.size()); if(!lights.empty()){ for(size_t i = 0; i < models.size(); i++){ RenderModel& m = models[i]; GLModel *model = m.model; model->RenderDynamicLightPass(m.params, lights); } } } void GLModelRenderer::Clear() { // last phase: clear scene for(size_t i = 0; i < models.size(); i++){ models[i].model->renderId = -1; models[i].model->Release(); } models.clear(); modelCount = 0; } } }