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Engine directory for ticket #1
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280
Engine/source/renderInstance/renderTranslucentMgr.cpp
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280
Engine/source/renderInstance/renderTranslucentMgr.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "renderInstance/renderTranslucentMgr.h"
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#include "materials/sceneData.h"
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#include "scene/sceneManager.h"
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#include "scene/sceneObject.h"
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#include "scene/sceneRenderState.h"
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#include "materials/matInstance.h"
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#include "gfx/gfxPrimitiveBuffer.h"
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#include "gfx/gfxTransformSaver.h"
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#include "gfx/gfxDebugEvent.h"
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#include "renderInstance/renderParticleMgr.h"
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#include "math/util/matrixSet.h"
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#define HIGH_NUM ((U32(-1)/2) - 1)
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IMPLEMENT_CONOBJECT(RenderTranslucentMgr);
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ConsoleDocClass( RenderTranslucentMgr,
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"@brief A render bin for rendering translucent meshes.\n\n"
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"This bin is used to render translucent render mesh instances and render object "
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"instances. It is generally ordered late in the RenderPassManager after all opaque "
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"geometry bins.\n\n"
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"@ingroup RenderBin\n" );
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RenderTranslucentMgr::RenderTranslucentMgr()
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: RenderBinManager( RenderPassManager::RIT_Translucent, 1.0f, 1.0f ), mParticleRenderMgr(NULL)
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{
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notifyType( RenderPassManager::RIT_ObjectTranslucent );
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notifyType( RenderPassManager::RIT_Particle );
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}
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RenderTranslucentMgr::~RenderTranslucentMgr()
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{
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}
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void RenderTranslucentMgr::setupSGData(MeshRenderInst *ri, SceneData &data )
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{
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Parent::setupSGData( ri, data );
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// We do not support these in the translucent bin.
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data.backBuffTex = NULL;
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data.cubemap = NULL;
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data.lightmap = NULL;
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}
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void RenderTranslucentMgr::addElement( RenderInst *inst )
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{
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// Right off the bat if its not translucent skip it.
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if ( !inst->translucentSort )
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return;
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// What type of instance is this.
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const bool isMeshInst = inst->type == RenderPassManager::RIT_Translucent;
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// Get its material if its a mesh.
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BaseMatInstance* matInst = NULL;
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if ( isMeshInst )
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matInst = static_cast<MeshRenderInst*>( inst )->matInst;
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// If the material isn't translucent the skip it.
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if ( matInst && !matInst->getMaterial()->isTranslucent() )
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return;
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// We made it this far, add the instance.
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mElementList.increment();
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MainSortElem& elem = mElementList.last();
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elem.inst = inst;
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// Override the instances default key to be the sort distance. All
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// the pointer dereferencing is in there to prevent us from losing
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// information when converting to a U32.
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elem.key = *((U32*)&inst->sortDistSq);
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AssertFatal( inst->defaultKey != 0, "RenderTranslucentMgr::addElement() - Got null sort key... did you forget to set it?" );
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// Then use the instances primary key as our secondary key
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elem.key2 = inst->defaultKey;
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}
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GFXStateBlockRef RenderTranslucentMgr::_getStateBlock( U8 transFlag )
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{
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if ( mStateBlocks[transFlag].isValid() )
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return mStateBlocks[transFlag];
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GFXStateBlockDesc d;
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d.cullDefined = true;
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d.cullMode = GFXCullNone;
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d.blendDefined = true;
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d.blendEnable = true;
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d.blendSrc = (GFXBlend)((transFlag >> 4) & 0x0f);
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d.blendDest = (GFXBlend)(transFlag & 0x0f);
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d.alphaDefined = true;
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// See http://www.garagegames.com/mg/forums/result.thread.php?qt=81397
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d.alphaTestEnable = (d.blendSrc == GFXBlendSrcAlpha && (d.blendDest == GFXBlendInvSrcAlpha || d.blendDest == GFXBlendOne));
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d.alphaTestRef = 1;
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d.alphaTestFunc = GFXCmpGreaterEqual;
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d.zDefined = true;
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d.zWriteEnable = false;
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d.samplersDefined = true;
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d.samplers[0] = GFXSamplerStateDesc::getClampLinear();
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d.samplers[0].alphaOp = GFXTOPModulate;
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d.samplers[0].alphaArg1 = GFXTATexture;
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d.samplers[0].alphaArg2 = GFXTADiffuse;
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mStateBlocks[transFlag] = GFX->createStateBlock(d);
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return mStateBlocks[transFlag];
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}
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void RenderTranslucentMgr::render( SceneRenderState *state )
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{
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PROFILE_SCOPE(RenderTranslucentMgr_render);
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// Early out if nothing to draw.
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if(!mElementList.size())
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return;
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GFXDEBUGEVENT_SCOPE(RenderTranslucentMgr_Render, ColorI::BLUE);
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// Find the particle render manager (if we don't have it)
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if(mParticleRenderMgr == NULL)
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{
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RenderPassManager *rpm = state->getRenderPass();
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for( U32 i = 0; i < rpm->getManagerCount(); i++ )
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{
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RenderBinManager *bin = rpm->getManager(i);
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if( bin->getRenderInstType() == RenderParticleMgr::RIT_Particles )
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{
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mParticleRenderMgr = reinterpret_cast<RenderParticleMgr *>(bin);
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break;
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}
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}
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}
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GFXTransformSaver saver;
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SceneData sgData;
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sgData.init( state );
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GFXVertexBuffer * lastVB = NULL;
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GFXPrimitiveBuffer * lastPB = NULL;
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// Restore transforms
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MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
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matrixSet.restoreSceneViewProjection();
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U32 binSize = mElementList.size();
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for( U32 j=0; j<binSize; )
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{
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RenderInst *baseRI = mElementList[j].inst;
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U32 matListEnd = j;
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// render these separately...
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if ( baseRI->type == RenderPassManager::RIT_ObjectTranslucent )
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{
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ObjectRenderInst* objRI = static_cast<ObjectRenderInst*>(baseRI);
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objRI->renderDelegate( objRI, state, NULL );
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lastVB = NULL;
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lastPB = NULL;
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j++;
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continue;
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}
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else if ( baseRI->type == RenderPassManager::RIT_Particle )
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{
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ParticleRenderInst *ri = static_cast<ParticleRenderInst*>(baseRI);
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// Tell Particle RM to draw the system. (This allows the particle render manager
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// to manage drawing offscreen particle systems, and allows the systems
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// to be composited back into the scene with proper translucent
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// sorting order)
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mParticleRenderMgr->renderInstance(ri, state);
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lastVB = NULL; // no longer valid, null it
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lastPB = NULL; // no longer valid, null it
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j++;
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continue;
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}
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else if ( baseRI->type == RenderPassManager::RIT_Translucent )
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{
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MeshRenderInst* ri = static_cast<MeshRenderInst*>(baseRI);
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BaseMatInstance *mat = ri->matInst;
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setupSGData( ri, sgData );
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while( mat->setupPass( state, sgData ) )
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{
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U32 a;
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for( a=j; a<binSize; a++ )
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{
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RenderInst* nextRI = mElementList[a].inst;
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if ( nextRI->type != RenderPassManager::RIT_Translucent )
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break;
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MeshRenderInst *passRI = static_cast<MeshRenderInst*>(nextRI);
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// Check to see if we need to break this batch.
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if ( newPassNeeded( ri, passRI ) )
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break;
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// Z sorting and stuff is still not working in this mgr...
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setupSGData( passRI, sgData );
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mat->setSceneInfo(state, sgData);
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matrixSet.setWorld(*passRI->objectToWorld);
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matrixSet.setView(*passRI->worldToCamera);
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matrixSet.setProjection(*passRI->projection);
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mat->setTransforms(matrixSet, state);
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// If we're instanced then don't render yet.
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if ( mat->isInstanced() )
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{
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// Let the material increment the instance buffer, but
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// break the batch if it runs out of room for more.
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if ( !mat->stepInstance() )
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{
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a++;
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break;
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}
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continue;
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}
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// Setup the vertex and index buffers.
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mat->setBuffers( passRI->vertBuff, passRI->primBuff );
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// Render this sucker.
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if ( passRI->prim )
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GFX->drawPrimitive( *passRI->prim );
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else
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GFX->drawPrimitive( passRI->primBuffIndex );
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}
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// Draw the instanced batch.
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if ( mat->isInstanced() )
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{
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// Sets the buffers including the instancing stream.
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mat->setBuffers( ri->vertBuff, ri->primBuff );
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// Render the instanced stream.
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if ( ri->prim )
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GFX->drawPrimitive( *ri->prim );
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else
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GFX->drawPrimitive( ri->primBuffIndex );
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}
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matListEnd = a;
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}
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// force increment if none happened, otherwise go to end of batch
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j = ( j == matListEnd ) ? j+1 : matListEnd;
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}
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}
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}
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