Torque3D/Engine/source/scene/sceneManager.cpp

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//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "scene/sceneManager.h"
#include "scene/sceneObject.h"
#include "scene/zones/sceneTraversalState.h"
#include "scene/sceneRenderState.h"
#include "scene/zones/sceneRootZone.h"
#include "scene/zones/sceneZoneSpace.h"
#include "lighting/lightManager.h"
#include "renderInstance/renderPassManager.h"
#include "gfx/gfxDevice.h"
#include "gfx/gfxDrawUtil.h"
#include "gfx/gfxDebugEvent.h"
#include "console/engineAPI.h"
#include "sim/netConnection.h"
#include "T3D/gameBase/gameConnection.h"
#include "math/mathUtils.h"
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#include "T3D/components/render/renderComponentInterface.h"
#include "T3D/systems/render/meshRenderSystem.h"
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// For player object bounds workaround.
#include "T3D/player.h"
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#include "postFx/postEffectManager.h"
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extern bool gEditingMission;
MODULE_BEGIN( Scene )
MODULE_INIT_AFTER( Sim )
MODULE_SHUTDOWN_BEFORE( Sim )
MODULE_INIT
{
// Client scene.
gClientSceneGraph = new SceneManager( true );
// Server scene.
gServerSceneGraph = new SceneManager( false );
Con::addVariable( "$Scene::lockCull", TypeBool, &SceneManager::smLockDiffuseFrustum,
"Debug tool which locks the frustum culling to the current camera location.\n"
"@ingroup Rendering\n" );
Con::addVariable( "$Scene::disableTerrainOcclusion", TypeBool, &SceneCullingState::smDisableTerrainOcclusion,
"Used to disable the somewhat expensive terrain occlusion testing.\n"
"@ingroup Rendering\n" );
Con::addVariable( "$Scene::disableZoneCulling", TypeBool, &SceneCullingState::smDisableZoneCulling,
"If true, zone culling will be disabled and the scene contents will only be culled against the root frustum.\n\n"
"@ingroup Rendering\n" );
Con::addVariable( "$Scene::renderBoundingBoxes", TypeBool, &SceneManager::smRenderBoundingBoxes,
"If true, the bounding boxes of objects will be displayed.\n\n"
"@ingroup Rendering" );
Con::addVariable( "$Scene::maxOccludersPerZone", TypeS32, &SceneCullingState::smMaxOccludersPerZone,
"Maximum number of occluders that will be concurrently allowed into the scene culling state of any given zone.\n\n"
"@ingroup Rendering" );
Con::addVariable( "$Scene::occluderMinWidthPercentage", TypeF32, &SceneCullingState::smOccluderMinWidthPercentage,
"TODO\n\n"
"@ingroup Rendering" );
Con::addVariable( "$Scene::occluderMinHeightPercentage", TypeF32, &SceneCullingState::smOccluderMinHeightPercentage,
"TODO\n\n"
"@ingroup Rendering" );
}
MODULE_SHUTDOWN
{
SAFE_DELETE( gClientSceneGraph );
SAFE_DELETE( gServerSceneGraph );
}
MODULE_END;
bool SceneManager::smRenderBoundingBoxes;
bool SceneManager::smLockDiffuseFrustum = false;
SceneCameraState SceneManager::smLockedDiffuseCamera = SceneCameraState( RectI(), Frustum(), MatrixF(), MatrixF() );
SceneManager* gClientSceneGraph = NULL;
SceneManager* gServerSceneGraph = NULL;
//-----------------------------------------------------------------------------
SceneManager::SceneManager( bool isClient )
: mIsClient( isClient ),
mZoneManager( NULL ),
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mUsePostEffectFog( true ),
mDisplayTargetResolution( 0, 0 ),
mCurrentRenderState( NULL ),
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mVisibleDistance( 500.f ),
mVisibleGhostDistance( 0 ),
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mNearClip( 0.1f ),
mLightManager( NULL ),
mAmbientLightColor( LinearColorF( 0.1f, 0.1f, 0.1f, 1.0f ) ),
mDefaultRenderPass( NULL )
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{
VECTOR_SET_ASSOCIATION( mBatchQueryList );
// For the client, create a zone manager.
if( isClient )
{
mZoneManager = new SceneZoneSpaceManager( getContainer() );
// Add the root zone to the scene.
addObjectToScene( mZoneManager->getRootZone() );
}
}
//-----------------------------------------------------------------------------
SceneManager::~SceneManager()
{
SAFE_DELETE( mZoneManager );
if( mLightManager )
mLightManager->deactivate();
}
//-----------------------------------------------------------------------------
void SceneManager::renderScene( ScenePassType passType, U32 objectMask )
{
SceneCameraState cameraState = SceneCameraState::fromGFX();
// Handle frustum locking.
const bool lockedFrustum = ( smLockDiffuseFrustum && passType == SPT_Diffuse );
if( lockedFrustum )
cameraState = smLockedDiffuseCamera;
else if( passType == SPT_Diffuse )
{
// Store the camera state so if we lock, this will become the
// locked state.
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smLockedDiffuseCamera = cameraState;
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}
// Create the render state.
SceneRenderState renderState( this, passType, cameraState );
// If we have locked the frustum, reset the view transform
// on the render pass which the render state has just set
// to the view matrix corresponding to the locked frustum. For
// rendering, however, we need the true view matrix from the
// GFX state.
if( lockedFrustum )
{
RenderPassManager* rpm = renderState.getRenderPass();
rpm->assignSharedXform( RenderPassManager::View, GFX->getWorldMatrix() );
}
// Render.
renderScene( &renderState, objectMask );
}
//-----------------------------------------------------------------------------
void SceneManager::renderScene( SceneRenderState* renderState, U32 objectMask, SceneZoneSpace* baseObject, U32 baseZone )
{
PROFILE_SCOPE( SceneGraph_renderScene );
// Get the lights for rendering the scene.
PROFILE_START( SceneGraph_registerLights );
LIGHTMGR->registerGlobalLights( &renderState->getCullingFrustum(), false );
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PROFILE_END();
// If its a diffuse pass, update the current ambient light level.
// To do that find the starting zone and determine whether it has a custom
// ambient light color. If so, pass it on to the ambient light manager.
// If not, use the ambient light color of the sunlight.
//
// Note that we retain the starting zone information here and pass it
// on to renderSceneNoLights so that we don't need to look it up twice.
if( renderState->isDiffusePass() )
{
if( !baseObject && getZoneManager() )
{
getZoneManager()->findZone( renderState->getCameraPosition(), baseObject, baseZone );
AssertFatal( baseObject != NULL, "SceneManager::renderScene - findZone() did not return an object" );
}
LinearColorF zoneAmbient;
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if( baseObject && baseObject->getZoneAmbientLightColor( baseZone, zoneAmbient ) )
mAmbientLightColor.setTargetValue( zoneAmbient );
else
{
const LightInfo* sunlight = LIGHTMGR->getSpecialLight( LightManager::slSunLightType );
if( sunlight )
mAmbientLightColor.setTargetValue( sunlight->getAmbient() );
}
renderState->setAmbientLightColor( mAmbientLightColor.getCurrentValue() );
}
// Trigger the pre-render signal.
PROFILE_START( SceneGraph_preRenderSignal);
mCurrentRenderState = renderState;
getPreRenderSignal().trigger( this, renderState );
mCurrentRenderState = NULL;
PROFILE_END();
// Render the scene.
if(GFX->getCurrentRenderStyle() == GFXDevice::RS_StereoSideBySide)
{
// Store previous values
RectI originalVP = GFX->getViewport();
MatrixF originalWorld = GFX->getWorldMatrix();
Frustum originalFrustum = GFX->getFrustum();
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// Save PFX & SceneManager projections
MatrixF origNonClipProjection = renderState->getSceneManager()->getNonClipProjection();
PFXFrameState origPFXState = PFXMGR->getFrameState();
const FovPort *currentFovPort = GFX->getStereoFovPort();
const MatrixF *worldEyeTransforms = GFX->getInverseStereoEyeTransforms();
// Render left half of display
GFX->activateStereoTarget(0);
GFX->beginField();
GFX->setWorldMatrix(worldEyeTransforms[0]);
Frustum gfxFrustum = originalFrustum;
MathUtils::makeFovPortFrustum(&gfxFrustum, gfxFrustum.isOrtho(), gfxFrustum.getNearDist(), gfxFrustum.getFarDist(), currentFovPort[0]);
GFX->setFrustum(gfxFrustum);
SceneCameraState cameraStateLeft = SceneCameraState::fromGFX();
SceneRenderState renderStateLeft( this, renderState->getScenePassType(), cameraStateLeft );
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renderStateLeft.getSceneManager()->setNonClipProjection(GFX->getProjectionMatrix());
renderStateLeft.setSceneRenderStyle(SRS_SideBySide);
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PFXMGR->setFrameMatrices(GFX->getWorldMatrix(), GFX->getProjectionMatrix());
renderSceneNoLights( &renderStateLeft, objectMask, baseObject, baseZone ); // left
// Indicate that we've just finished a field
//GFX->clear(GFXClearTarget | GFXClearZBuffer | GFXClearStencil, ColorI(255,0,0), 1.0f, 0);
GFX->endField();
// Render right half of display
GFX->activateStereoTarget(1);
GFX->beginField();
GFX->setWorldMatrix(worldEyeTransforms[1]);
gfxFrustum = originalFrustum;
MathUtils::makeFovPortFrustum(&gfxFrustum, gfxFrustum.isOrtho(), gfxFrustum.getNearDist(), gfxFrustum.getFarDist(), currentFovPort[1]);
GFX->setFrustum(gfxFrustum);
SceneCameraState cameraStateRight = SceneCameraState::fromGFX();
SceneRenderState renderStateRight( this, renderState->getScenePassType(), cameraStateRight );
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renderStateRight.getSceneManager()->setNonClipProjection(GFX->getProjectionMatrix());
renderStateRight.setSceneRenderStyle(SRS_SideBySide);
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PFXMGR->setFrameMatrices(GFX->getWorldMatrix(), GFX->getProjectionMatrix());
renderSceneNoLights( &renderStateRight, objectMask, baseObject, baseZone ); // right
// Indicate that we've just finished a field
//GFX->clear(GFXClearTarget | GFXClearZBuffer | GFXClearStencil, ColorI(0,255,0), 1.0f, 0);
GFX->endField();
// Restore previous values
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renderState->getSceneManager()->setNonClipProjection(origNonClipProjection);
PFXMGR->setFrameState(origPFXState);
GFX->setWorldMatrix(originalWorld);
GFX->setFrustum(originalFrustum);
GFX->setViewport(originalVP);
}
else
{
renderSceneNoLights( renderState, objectMask, baseObject, baseZone );
}
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// Trigger the post-render signal.
PROFILE_START( SceneGraphRender_postRenderSignal );
mCurrentRenderState = renderState;
getPostRenderSignal().trigger( this, renderState );
mCurrentRenderState = NULL;
PROFILE_END();
// Remove the previously registered lights.
PROFILE_START( SceneGraph_unregisterLights);
LIGHTMGR->unregisterAllLights();
PROFILE_END();
}
//-----------------------------------------------------------------------------
void SceneManager::renderSceneNoLights( SceneRenderState* renderState, U32 objectMask, SceneZoneSpace* baseObject, U32 baseZone )
{
// Set the current state.
mCurrentRenderState = renderState;
// Render.
_renderScene( mCurrentRenderState, objectMask, baseObject, baseZone );
#ifdef TORQUE_DEBUG
// If frustum is locked and this is a diffuse pass, render the culling volumes of
// zones that are selected (or the volumes of the outdoor zone if no zone is
// selected).
if( gEditingMission && renderState->isDiffusePass() && smLockDiffuseFrustum )
renderState->getCullingState().debugRenderCullingVolumes();
#endif
mCurrentRenderState = NULL;
}
//-----------------------------------------------------------------------------
void SceneManager::_renderScene( SceneRenderState* state, U32 objectMask, SceneZoneSpace* baseObject, U32 baseZone )
{
AssertFatal( this == gClientSceneGraph, "SceneManager::_buildSceneGraph - Only the client scenegraph can support this call!" );
PROFILE_SCOPE( SceneGraph_batchRenderImages );
// In the editor, override the type mask for diffuse passes.
if( gEditingMission && state->isDiffusePass() )
objectMask = EDITOR_RENDER_TYPEMASK;
MeshRenderSystem::render(this, state);
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// Update the zoning state and traverse zones.
if( getZoneManager() )
{
// Update.
getZoneManager()->updateZoningState();
// If zone culling isn't disabled, traverse the
// zones now.
if( !state->getCullingState().disableZoneCulling() )
{
// Find the start zone if we haven't already.
if( !baseObject )
{
getZoneManager()->findZone( state->getCameraPosition(), baseObject, baseZone );
AssertFatal( baseObject != NULL, "SceneManager::_renderScene - findZone() did not return an object" );
}
// Traverse zones starting in base object.
SceneTraversalState traversalState( &state->getCullingState() );
PROFILE_START( Scene_traverseZones );
baseObject->traverseZones( &traversalState, baseZone );
PROFILE_END();
// Set the scene render box to the area we have traversed.
state->setRenderArea( traversalState.getTraversedArea() );
}
}
// Set the query box for the container query. Never
// make it larger than the frustum's AABB. In the editor,
// always query the full frustum as that gives objects
// the opportunity to render editor visualizations even if
// they are otherwise not in view.
if( !state->getCullingFrustum().getBounds().isOverlapped( state->getRenderArea() ) )
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{
// This handles fringe cases like flying backwards into a zone where you
// end up pretty much standing on a zone border and looking directly into
// its "walls". In that case the traversal area will be behind the frustum
// (remember that the camera isn't where visibility starts, it's the near
// distance).
return;
}
Box3F queryBox = state->getCullingFrustum().getBounds();
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if( !gEditingMission )
{
queryBox.minExtents.setMax( state->getRenderArea().minExtents );
queryBox.maxExtents.setMin( state->getRenderArea().maxExtents );
}
PROFILE_START( Scene_cullObjects );
//TODO: We should split the codepaths here based on whether the outdoor zone has visible space.
// If it has, we should use the container query-based path.
// If it hasn't, we should fill the object list directly from the zone lists which will usually
// include way fewer objects.
// Gather all objects that intersect the scene render box.
mBatchQueryList.clear();
getContainer()->findObjectList( queryBox, objectMask, &mBatchQueryList );
// Cull the list.
U32 numRenderObjects = state->getCullingState().cullObjects(
mBatchQueryList.address(),
mBatchQueryList.size(),
!state->isDiffusePass() ? SceneCullingState::CullEditorOverrides : 0 // Keep forced editor stuff out of non-diffuse passes.
);
//HACK: If the control object is a Player and it is not in the render list, force
// it into it. This really should be solved by collision bounds being separate from
// object bounds; only because the Player class is using bounds not encompassing
// the actual player object is it that we have this problem in the first place.
// Note that we are forcing the player object into ALL passes here but such
// is the power of proliferation of things done wrong.
GameConnection* connection = GameConnection::getConnectionToServer();
if( connection )
{
Player* player = dynamic_cast< Player* >( connection->getControlObject() );
if( player )
{
mBatchQueryList.setSize( numRenderObjects );
if( !mBatchQueryList.contains( player ) )
{
mBatchQueryList.push_back( player );
numRenderObjects ++;
}
}
}
PROFILE_END();
//store our rendered objects into a list we can easily look up against later if required
mRenderedObjectsList.clear();
for (U32 i = 0; i < numRenderObjects; ++i)
{
mRenderedObjectsList.push_back(mBatchQueryList[i]);
}
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// Render the remaining objects.
PROFILE_START( Scene_renderObjects );
state->renderObjects( mBatchQueryList.address(), numRenderObjects );
PROFILE_END();
// Render bounding boxes, if enabled.
if( smRenderBoundingBoxes && state->isDiffusePass() )
{
GFXDEBUGEVENT_SCOPE( Scene_renderBoundingBoxes, ColorI::WHITE );
GameBase* cameraObject = 0;
if( connection )
cameraObject = connection->getCameraObject();
GFXStateBlockDesc desc;
desc.setFillModeWireframe();
desc.setZReadWrite( true, false );
for( U32 i = 0; i < numRenderObjects; ++ i )
{
SceneObject* object = mBatchQueryList[ i ];
// Skip global bounds object.
if( object->isGlobalBounds() )
continue;
// Skip camera object as we're viewing the scene from it.
if( object == cameraObject )
continue;
const Box3F& worldBox = object->getWorldBox();
GFX->getDrawUtil()->drawObjectBox(
desc,
Point3F( worldBox.len_x(), worldBox.len_y(), worldBox.len_z() ),
worldBox.getCenter(),
MatrixF::Identity,
ColorI::WHITE
);
}
}
}
//-----------------------------------------------------------------------------
struct ScopingInfo
{
Point3F scopePoint;
F32 scopeDist;
F32 scopeDistSquared;
NetConnection* connection;
};
static void _scopeCallback( SceneObject* object, void* data )
{
if( !object->isScopeable() )
return;
ScopingInfo* info = reinterpret_cast< ScopingInfo* >( data );
NetConnection* connection = info->connection;
F32 difSq = ( object->getWorldSphere().center - info->scopePoint ).lenSquared();
if( difSq < info->scopeDistSquared )
{
// Not even close, it's in...
connection->objectInScope( object );
}
else
{
// Check a little more closely...
F32 realDif = mSqrt( difSq );
if( realDif - object->getWorldSphere().radius < info->scopeDist)
connection->objectInScope( object );
}
}
void SceneManager::scopeScene( CameraScopeQuery* query, NetConnection* netConnection )
{
PROFILE_SCOPE( SceneGraph_scopeScene );
// Note that this method does not use the zoning information in the scene
// to scope objects. The reason is that with the way that scoping is implemented
// in the networking layer--i.e. by killing off ghosts of objects that are out
// of scope--, it doesn't make sense to let, for example, all objects in the outdoor
// zone go out of scope, just because there is no exterior portal that is visible from
// the current camera viewpoint (in any direction).
//
// So, we perform a simple box query on the area covered by the camera query
// and then scope in everything that is in range.
// Set up scoping info.
ScopingInfo info;
info.scopePoint = query->pos;
info.scopeDist = query->visibleDistance;
info.scopeDistSquared = info.scopeDist * info.scopeDist;
info.connection = netConnection;
// Scope all objects in the query area.
Box3F area( query->visibleDistance );
area.setCenter( query->pos );
getContainer()->findObjects( area, 0xFFFFFFFF, _scopeCallback, &info );
}
//-----------------------------------------------------------------------------
bool SceneManager::addObjectToScene( SceneObject* object )
{
AssertFatal( !object->mSceneManager, "SceneManager::addObjectToScene - Object already part of a scene" );
// Mark the object as belonging to us.
object->mSceneManager = this;
// Register with managers except its the root zone.
if( !dynamic_cast< SceneRootZone* >( object ) )
{
// Add to container.
getContainer()->addObject( object );
// Register the object with the zone manager.
if( getZoneManager() )
getZoneManager()->registerObject( object );
}
// Notify the object.
return object->onSceneAdd();
}
//-----------------------------------------------------------------------------
void SceneManager::removeObjectFromScene( SceneObject* obj )
{
AssertFatal( obj, "SceneManager::removeObjectFromScene - Object is not declared" );
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AssertFatal( obj->getSceneManager() == this, "SceneManager::removeObjectFromScene - Object not part of SceneManager" );
// Notify the object.
obj->onSceneRemove();
// Remove the object from the container.
if( getContainer() )
getContainer()->removeObject( obj );
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// Remove the object from the zoning system.
if( getZoneManager() )
getZoneManager()->unregisterObject( obj );
// Clear out the reference to us.
obj->mSceneManager = NULL;
}
//-----------------------------------------------------------------------------
void SceneManager::notifyObjectDirty( SceneObject* object )
{
// Update container state.
if( object->mContainer )
object->mContainer->checkBins( object );
// Mark zoning state as dirty.
if( getZoneManager() )
getZoneManager()->notifyObjectChanged( object );
}
//-----------------------------------------------------------------------------
void SceneManager::setDisplayTargetResolution( const Point2I &size )
{
mDisplayTargetResolution = size;
}
//-----------------------------------------------------------------------------
const Point2I & SceneManager::getDisplayTargetResolution() const
{
return mDisplayTargetResolution;
}
//-----------------------------------------------------------------------------
bool SceneManager::setLightManager( const char* lmName )
{
LightManager *lm = LightManager::findByName( lmName );
if ( !lm )
return false;
return _setLightManager( lm );
}
//-----------------------------------------------------------------------------
bool SceneManager::_setLightManager( LightManager* lm )
{
// Avoid unnecessary work reinitializing materials.
if ( lm == mLightManager )
return true;
// Make sure its valid... else fail!
if ( !lm->isCompatible() )
return false;
// We only deactivate it... all light managers are singletons
// and will manager their own lifetime.
if ( mLightManager )
mLightManager->deactivate();
mLightManager = lm;
if ( mLightManager )
mLightManager->activate( this );
return true;
}
//-----------------------------------------------------------------------------
RenderPassManager* SceneManager::getDefaultRenderPass() const
{
if( !mDefaultRenderPass )
{
Sim::findObject( "DiffuseRenderPassManager", mDefaultRenderPass );
AssertISV( mDefaultRenderPass, "SceneManager::_setDefaultRenderPass - No DiffuseRenderPassManager defined! Must be set up in script!" );
}
return mDefaultRenderPass;
}
//=============================================================================
// Console API.
//=============================================================================
// MARK: ---- Console API ----
//-----------------------------------------------------------------------------
DefineConsoleFunction( sceneDumpZoneStates, void, ( bool updateFirst ), ( true ),
"Dump the current zoning states of all zone spaces in the scene to the console.\n\n"
"@param updateFirst If true, zoning states are brought up to date first; if false, the zoning states "
"are dumped as is.\n\n"
"@note Only valid on the client.\n"
"@ingroup Game" )
{
if( !gClientSceneGraph )
{
Con::errorf( "sceneDumpZoneStates - Only valid on client!" );
return;
}
SceneZoneSpaceManager* manager = gClientSceneGraph->getZoneManager();
if( !manager )
{
Con::errorf( "sceneDumpZoneStates - Scene is not using zones!" );
return;
}
manager->dumpZoneStates( updateFirst );
}
//-----------------------------------------------------------------------------
DefineConsoleFunction( sceneGetZoneOwner, SceneObject*, ( U32 zoneId ),,
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"Return the SceneObject that contains the given zone.\n\n"
"@param zoneId ID of zone.\n"
"@return A SceneObject or NULL if the given @a zoneId is invalid.\n\n"
"@note Only valid on the client.\n"
"@ingroup Game" )
{
if( !gClientSceneGraph )
{
Con::errorf( "sceneGetZoneOwner - Only valid on client!" );
return NULL;
}
SceneZoneSpaceManager* manager = gClientSceneGraph->getZoneManager();
if( !manager )
{
Con::errorf( "sceneGetZoneOwner - Scene is not using zones!" );
return NULL;
}
if( !manager->isValidZoneId( zoneId ) )
{
Con::errorf( "sceneGetZoneOwner - Invalid zone ID: %i", zoneId );
return NULL;
}
return manager->getZoneOwner( zoneId );
}