Merge pull request #1519 from Azaezel/deferredShading

Deferred shading
This commit is contained in:
Areloch 2016-02-27 15:08:20 -06:00
commit 908be4818f
112 changed files with 2645 additions and 680 deletions

View file

@ -36,7 +36,8 @@ RenderBinManager::RenderBinManager( const RenderInstType& ritype, F32 renderOrde
mRenderInstType( ritype ),
mRenderOrder( renderOrder ),
mProcessAddOrder( processAddOrder ),
mRenderPass( NULL )
mRenderPass( NULL ),
mBasicOnly ( false )
{
VECTOR_SET_ASSOCIATION( mElementList );
mElementList.reserve( 2048 );
@ -60,6 +61,9 @@ void RenderBinManager::initPersistFields()
addField("processAddOrder", TypeF32, Offset(mProcessAddOrder, RenderBinManager),
"Defines the order for adding instances in relation to other bins." );
addField( "basicOnly", TypeBool, Offset(mBasicOnly, RenderBinManager),
"Limites the render bin to basic lighting only." );
Parent::initPersistFields();
}

View file

@ -128,6 +128,8 @@ protected:
/// RenderInst if available, otherwise, return NULL.
inline BaseMatInstance* getMaterial( RenderInst *inst ) const;
// Limits bin to rendering in basic lighting only.
bool mBasicOnly;
};
@ -160,6 +162,7 @@ inline BaseMatInstance* RenderBinManager::getMaterial( RenderInst *inst ) const
{
if ( inst->type == RenderPassManager::RIT_Mesh ||
inst->type == RenderPassManager::RIT_Decal ||
inst->type == RenderPassManager::RIT_DecalRoad ||
inst->type == RenderPassManager::RIT_Translucent )
return static_cast<MeshRenderInst*>(inst)->matInst;

View file

@ -79,6 +79,7 @@ void RenderGlowMgr::GlowMaterialHook::_overrideFeatures( ProcessedMaterial *mat,
// the glow materials.
fd.features.removeFeature( MFT_Fog );
fd.features.removeFeature( MFT_HDROut );
fd.features.addFeature( MFT_Imposter );
}
RenderGlowMgr::RenderGlowMgr()
@ -89,6 +90,7 @@ RenderGlowMgr::RenderGlowMgr()
Point2I( 512, 512 ) )
{
notifyType( RenderPassManager::RIT_Decal );
notifyType( RenderPassManager::RIT_DecalRoad );
notifyType( RenderPassManager::RIT_Translucent );
notifyType( RenderPassManager::RIT_Particle );

View file

@ -144,6 +144,14 @@ void RenderMeshMgr::render(SceneRenderState * state)
if( !mat )
mat = MATMGR->getWarningMatInstance();
// Check if bin is disabled in advanced lighting.
// Allow forward rendering pass on custom materials.
if ( ( MATMGR->getPrePassEnabled() && mBasicOnly && !mat->isCustomMaterial() ) )
{
j++;
continue;
}
U32 matListEnd = j;
lastMiscTex = sgData.miscTex;

View file

@ -22,6 +22,8 @@
#include "renderObjectMgr.h"
#include "console/consoleTypes.h"
#include "scene/sceneObject.h"
#include "materials/materialManager.h"
#include "scene/sceneRenderState.h"
IMPLEMENT_CONOBJECT(RenderObjectMgr);
@ -66,6 +68,10 @@ void RenderObjectMgr::render( SceneRenderState *state )
if(!mElementList.size())
return;
// Check if bin is disabled in advanced lighting.
if ( MATMGR->getPrePassEnabled() && mBasicOnly )
return;
for( U32 i=0; i<mElementList.size(); i++ )
{
ObjectRenderInst *ri = static_cast<ObjectRenderInst*>(mElementList[i].inst);

View file

@ -51,6 +51,7 @@ const RenderInstType RenderPassManager::RIT_Terrain("Terrain");
const RenderInstType RenderPassManager::RIT_Object("Object");
const RenderInstType RenderPassManager::RIT_ObjectTranslucent("ObjectTranslucent");
const RenderInstType RenderPassManager::RIT_Decal("Decal");
const RenderInstType RenderPassManager::RIT_DecalRoad("DecalRoad");
const RenderInstType RenderPassManager::RIT_Water("Water");
const RenderInstType RenderPassManager::RIT_Foliage("Foliage");
const RenderInstType RenderPassManager::RIT_VolumetricFog("ObjectVolumetricFog");

View file

@ -108,6 +108,7 @@ public:
static const RenderInstType RIT_Object; // objects that do their own rendering
static const RenderInstType RIT_ObjectTranslucent;// self rendering; but sorted with static const RenderInstType RIT_Translucent
static const RenderInstType RIT_Decal;
static const RenderInstType RIT_DecalRoad;
static const RenderInstType RIT_Water;
static const RenderInstType RIT_Foliage;
static const RenderInstType RIT_VolumetricFog;

View file

@ -36,6 +36,7 @@
#include "scene/sceneRenderState.h"
#include "gfx/gfxStringEnumTranslate.h"
#include "gfx/gfxDebugEvent.h"
#include "gfx/gfxCardProfile.h"
#include "materials/customMaterialDefinition.h"
#include "lighting/advanced/advancedLightManager.h"
#include "lighting/advanced/advancedLightBinManager.h"
@ -44,10 +45,17 @@
#include "terrain/terrCellMaterial.h"
#include "math/mathUtils.h"
#include "math/util/matrixSet.h"
#include "gfx/gfxTextureManager.h"
#include "gfx/primBuilder.h"
#include "gfx/gfxDrawUtil.h"
#include "materials/shaderData.h"
#include "gfx/sim/cubemapData.h"
const MatInstanceHookType PrePassMatInstanceHook::Type( "PrePass" );
const String RenderPrePassMgr::BufferName("prepass");
const RenderInstType RenderPrePassMgr::RIT_PrePass("PrePass");
const String RenderPrePassMgr::ColorBufferName("color");
const String RenderPrePassMgr::MatInfoBufferName("matinfo");
IMPLEMENT_CONOBJECT(RenderPrePassMgr);
@ -79,6 +87,7 @@ RenderPrePassMgr::RenderPrePassMgr( bool gatherDepth,
mPrePassMatInstance( NULL )
{
notifyType( RenderPassManager::RIT_Decal );
notifyType( RenderPassManager::RIT_DecalRoad );
notifyType( RenderPassManager::RIT_Mesh );
notifyType( RenderPassManager::RIT_Terrain );
notifyType( RenderPassManager::RIT_Object );
@ -90,6 +99,10 @@ RenderPrePassMgr::RenderPrePassMgr( bool gatherDepth,
GFXShader::addGlobalMacro( "TORQUE_LINEAR_DEPTH" );
mNamedTarget.registerWithName( BufferName );
mColorTarget.registerWithName( ColorBufferName );
mMatInfoTarget.registerWithName( MatInfoBufferName );
mClearGBufferShader = NULL;
_registerFeatures();
}
@ -98,6 +111,8 @@ RenderPrePassMgr::~RenderPrePassMgr()
{
GFXShader::removeGlobalMacro( "TORQUE_LINEAR_DEPTH" );
mColorTarget.release();
mMatInfoTarget.release();
_unregisterFeatures();
SAFE_DELETE( mPrePassMatInstance );
}
@ -119,6 +134,8 @@ bool RenderPrePassMgr::setTargetSize(const Point2I &newTargetSize)
{
bool ret = Parent::setTargetSize( newTargetSize );
mNamedTarget.setViewport( GFX->getViewport() );
mColorTarget.setViewport( GFX->getViewport() );
mMatInfoTarget.setViewport( GFX->getViewport() );
return ret;
}
@ -135,6 +152,40 @@ bool RenderPrePassMgr::_updateTargets()
// reload materials, the conditioner needs to alter the generated shaders
}
GFXFormat colorFormat = mTargetFormat;
bool independentMrtBitDepth = GFX->getCardProfiler()->queryProfile("independentMrtBitDepth", false);
//If independent bit depth on a MRT is supported than just use 8bit channels for the albedo color.
if(independentMrtBitDepth)
colorFormat = GFXFormatR8G8B8A8;
// andrewmac: Deferred Shading Color Buffer
if (mColorTex.getFormat() != colorFormat || mColorTex.getWidthHeight() != mTargetSize || GFX->recentlyReset())
{
mColorTarget.release();
mColorTex.set(mTargetSize.x, mTargetSize.y, colorFormat,
&GFXDefaultRenderTargetProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
1, GFXTextureManager::AA_MATCH_BACKBUFFER);
mColorTarget.setTexture(mColorTex);
for (U32 i = 0; i < mTargetChainLength; i++)
mTargetChain[i]->attachTexture(GFXTextureTarget::Color1, mColorTarget.getTexture());
}
// andrewmac: Deferred Shading Material Info Buffer
if (mMatInfoTex.getFormat() != colorFormat || mMatInfoTex.getWidthHeight() != mTargetSize || GFX->recentlyReset())
{
mMatInfoTarget.release();
mMatInfoTex.set(mTargetSize.x, mTargetSize.y, colorFormat,
&GFXDefaultRenderTargetProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
1, GFXTextureManager::AA_MATCH_BACKBUFFER);
mMatInfoTarget.setTexture(mMatInfoTex);
for (U32 i = 0; i < mTargetChainLength; i++)
mTargetChain[i]->attachTexture(GFXTextureTarget::Color2, mMatInfoTarget.getTexture());
}
GFX->finalizeReset();
// Attach the light info buffer as a second render target, if there is
// lightmapped geometry in the scene.
AdvancedLightBinManager *lightBin;
@ -154,11 +205,13 @@ bool RenderPrePassMgr::_updateTargets()
for ( U32 i = 0; i < mTargetChainLength; i++ )
{
GFXTexHandle lightInfoTex = lightBin->getTargetTexture(0, i);
mTargetChain[i]->attachTexture(GFXTextureTarget::Color1, lightInfoTex);
mTargetChain[i]->attachTexture(GFXTextureTarget::Color3, lightInfoTex);
}
}
}
_initShaders();
return ret;
}
@ -191,7 +244,7 @@ void RenderPrePassMgr::addElement( RenderInst *inst )
return;
// First what type of render instance is it?
const bool isDecalMeshInst = inst->type == RenderPassManager::RIT_Decal;
const bool isDecalMeshInst = ((inst->type == RenderPassManager::RIT_Decal)||(inst->type == RenderPassManager::RIT_DecalRoad));
const bool isMeshInst = inst->type == RenderPassManager::RIT_Mesh;
@ -280,9 +333,8 @@ void RenderPrePassMgr::render( SceneRenderState *state )
// Tell the superclass we're about to render
const bool isRenderingToTarget = _onPreRender(state);
// Clear all the buffers to white so that the
// default depth is to the far plane.
GFX->clear( GFXClearTarget | GFXClearZBuffer | GFXClearStencil, ColorI::WHITE, 1.0f, 0);
// Clear all z-buffer, and g-buffer.
clearBuffers();
// Restore transforms
MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
@ -329,7 +381,13 @@ void RenderPrePassMgr::render( SceneRenderState *state )
GFX->drawPrimitive( ri->prim );
}
// init loop data
GFXTextureObject *lastLM = NULL;
GFXCubemap *lastCubemap = NULL;
GFXTextureObject *lastReflectTex = NULL;
GFXTextureObject *lastMiscTex = NULL;
GFXTextureObject *lastAccuTex = NULL;
// Next render all the meshes.
itr = mElementList.begin();
for ( ; itr != mElementList.end(); )
@ -363,12 +421,11 @@ void RenderPrePassMgr::render( SceneRenderState *state )
// Set up SG data for this instance.
setupSGData( passRI, sgData );
mat->setSceneInfo(state, sgData);
matrixSet.setWorld(*passRI->objectToWorld);
matrixSet.setView(*passRI->worldToCamera);
matrixSet.setProjection(*passRI->projection);
mat->setSceneInfo(state, sgData);
mat->setTransforms(matrixSet, state);
// If we're instanced then don't render yet.
@ -385,6 +442,43 @@ void RenderPrePassMgr::render( SceneRenderState *state )
continue;
}
bool dirty = false;
// set the lightmaps if different
if( passRI->lightmap && passRI->lightmap != lastLM )
{
sgData.lightmap = passRI->lightmap;
lastLM = passRI->lightmap;
dirty = true;
}
// set the cubemap if different.
if ( passRI->cubemap != lastCubemap )
{
sgData.cubemap = passRI->cubemap;
lastCubemap = passRI->cubemap;
dirty = true;
}
if ( passRI->reflectTex != lastReflectTex )
{
sgData.reflectTex = passRI->reflectTex;
lastReflectTex = passRI->reflectTex;
dirty = true;
}
// Update accumulation texture if it changed.
// Note: accumulation texture can be NULL, and must be updated.
if (passRI->accuTex != lastAccuTex)
{
sgData.accuTex = passRI->accuTex;
lastAccuTex = lastAccuTex;
dirty = true;
}
if ( dirty )
mat->setTextureStages( state, sgData );
// Setup the vertex and index buffers.
mat->setBuffers( passRI->vertBuff, passRI->primBuff );
@ -525,6 +619,31 @@ void ProcessedPrePassMaterial::_determineFeatures( U32 stageNum,
#ifndef TORQUE_DEDICATED
//tag all materials running through prepass as deferred
newFeatures.addFeature(MFT_isDeferred);
// Deferred Shading : Diffuse
if (mStages[stageNum].getTex( MFT_DiffuseMap ))
{
newFeatures.addFeature(MFT_DiffuseMap);
}
newFeatures.addFeature( MFT_DiffuseColor );
// Deferred Shading : Specular
if( mStages[stageNum].getTex( MFT_SpecularMap ) )
{
newFeatures.addFeature( MFT_DeferredSpecMap );
}
else if ( mMaterial->mPixelSpecular[stageNum] )
{
newFeatures.addFeature( MFT_DeferredSpecVars );
}
else
newFeatures.addFeature(MFT_DeferredEmptySpec);
// Deferred Shading : Material Info Flags
newFeatures.addFeature( MFT_DeferredMatInfoFlags );
for ( U32 i=0; i < fd.features.getCount(); i++ )
{
const FeatureType &type = fd.features.getAt( i );
@ -553,7 +672,10 @@ void ProcessedPrePassMaterial::_determineFeatures( U32 stageNum,
type == MFT_InterlacedPrePass ||
type == MFT_Visibility ||
type == MFT_UseInstancing ||
type == MFT_DiffuseVertColor )
type == MFT_DiffuseVertColor ||
type == MFT_DetailMap ||
type == MFT_DetailNormalMap ||
type == MFT_DiffuseMapAtlas)
newFeatures.addFeature( type );
// Add any transform features.
@ -563,11 +685,39 @@ void ProcessedPrePassMaterial::_determineFeatures( U32 stageNum,
newFeatures.addFeature( type );
}
if (mMaterial->mAccuEnabled[stageNum])
{
newFeatures.addFeature(MFT_AccuMap);
mHasAccumulation = true;
}
// we need both diffuse and normal maps + sm3 to have an accu map
if (newFeatures[MFT_AccuMap] &&
(!newFeatures[MFT_DiffuseMap] ||
!newFeatures[MFT_NormalMap] ||
GFX->getPixelShaderVersion() < 3.0f)) {
AssertWarn(false, "SAHARA: Using an Accu Map requires SM 3.0 and a normal map.");
newFeatures.removeFeature(MFT_AccuMap);
mHasAccumulation = false;
}
// if we still have the AccuMap feature, we add all accu constant features
if (newFeatures[MFT_AccuMap]) {
// add the dependencies of the accu map
newFeatures.addFeature(MFT_AccuScale);
newFeatures.addFeature(MFT_AccuDirection);
newFeatures.addFeature(MFT_AccuStrength);
newFeatures.addFeature(MFT_AccuCoverage);
newFeatures.addFeature(MFT_AccuSpecular);
// now remove some features that are not compatible with this
newFeatures.removeFeature(MFT_UseInstancing);
}
// If there is lightmapped geometry support, add the MRT light buffer features
if(bEnableMRTLightmap)
{
// If this material has a lightmap, pass it through, and flag it to
// send it's output to RenderTarget1
// send it's output to RenderTarget3
if( fd.features.hasFeature( MFT_ToneMap ) )
{
newFeatures.addFeature( MFT_ToneMap );
@ -590,10 +740,16 @@ void ProcessedPrePassMaterial::_determineFeatures( U32 stageNum,
else
{
// If this object isn't lightmapped, add a zero-output feature to it
newFeatures.addFeature( MFT_RenderTarget1_Zero );
newFeatures.addFeature( MFT_RenderTarget3_Zero );
}
}
// cubemaps only available on stage 0 for now - bramage
if ( stageNum < 1 &&
( ( mMaterial->mCubemapData && mMaterial->mCubemapData->mCubemap ) ||
mMaterial->mDynamicCubemap ) )
newFeatures.addFeature( MFT_CubeMap );
#endif
// Set the new features.
@ -602,8 +758,54 @@ void ProcessedPrePassMaterial::_determineFeatures( U32 stageNum,
U32 ProcessedPrePassMaterial::getNumStages()
{
// Return 1 stage so this material gets processed for sure
return 1;
// Loops through all stages to determine how many
// stages we actually use.
//
// The first stage is always active else we shouldn't be
// creating the material to begin with.
U32 numStages = 1;
U32 i;
for( i=1; i<Material::MAX_STAGES; i++ )
{
// Assume stage is inactive
bool stageActive = false;
// Cubemaps only on first stage
if( i == 0 )
{
// If we have a cubemap the stage is active
if( mMaterial->mCubemapData || mMaterial->mDynamicCubemap )
{
numStages++;
continue;
}
}
// If we have a texture for the a feature the
// stage is active.
if ( mStages[i].hasValidTex() )
stageActive = true;
// If this stage has specular lighting, it's active
if ( mMaterial->mPixelSpecular[i] )
stageActive = true;
// If this stage has diffuse color, it's active
if ( mMaterial->mDiffuse[i].alpha > 0 &&
mMaterial->mDiffuse[i] != ColorF::WHITE )
stageActive = true;
// If we have a Material that is vertex lit
// then it may not have a texture
if( mMaterial->mVertLit[i] )
stageActive = true;
// Increment the number of active stages
numStages += stageActive;
}
return numStages;
}
void ProcessedPrePassMaterial::addStateBlockDesc(const GFXStateBlockDesc& desc)
@ -633,7 +835,7 @@ void ProcessedPrePassMaterial::addStateBlockDesc(const GFXStateBlockDesc& desc)
if ( isTranslucent )
{
prePassStateBlock.setBlend( true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha );
prePassStateBlock.setColorWrites( true, true, false, false );
prePassStateBlock.setColorWrites(false, false, false, true);
}
// Enable z reads, but only enable zwrites if we're not translucent.
@ -663,7 +865,22 @@ ProcessedMaterial* PrePassMatInstance::getShaderMaterial()
bool PrePassMatInstance::init( const FeatureSet &features,
const GFXVertexFormat *vertexFormat )
{
return Parent::init( features, vertexFormat );
bool vaild = Parent::init(features, vertexFormat);
if (mMaterial && mMaterial->mDiffuseMapFilename[0].isNotEmpty() && mMaterial->mDiffuseMapFilename[0].substr(0, 1).equal("#"))
{
String texTargetBufferName = mMaterial->mDiffuseMapFilename[0].substr(1, mMaterial->mDiffuseMapFilename[0].length() - 1);
NamedTexTarget *texTarget = NamedTexTarget::find(texTargetBufferName);
RenderPassData* rpd = getPass(0);
if (rpd)
{
rpd->mTexSlot[0].texTarget = texTarget;
rpd->mTexType[0] = Material::TexTarget;
rpd->mSamplerNames[0] = "diffuseMap";
}
}
return vaild;
}
PrePassMatInstanceHook::PrePassMatInstanceHook( MatInstance *baseMatInst,
@ -850,3 +1067,77 @@ Var* LinearEyeDepthConditioner::printMethodHeader( MethodType methodType, const
return retVal;
}
void RenderPrePassMgr::_initShaders()
{
if ( mClearGBufferShader ) return;
// Find ShaderData
ShaderData *shaderData;
mClearGBufferShader = Sim::findObject( "ClearGBufferShader", shaderData ) ? shaderData->getShader() : NULL;
if ( !mClearGBufferShader )
Con::errorf( "RenderPrePassMgr::_initShaders - could not find ClearGBufferShader" );
// Create StateBlocks
GFXStateBlockDesc desc;
desc.setCullMode( GFXCullNone );
desc.setBlend( true );
desc.setZReadWrite( false, false );
desc.samplersDefined = true;
desc.samplers[0].addressModeU = GFXAddressWrap;
desc.samplers[0].addressModeV = GFXAddressWrap;
desc.samplers[0].addressModeW = GFXAddressWrap;
desc.samplers[0].magFilter = GFXTextureFilterLinear;
desc.samplers[0].minFilter = GFXTextureFilterLinear;
desc.samplers[0].mipFilter = GFXTextureFilterLinear;
desc.samplers[0].textureColorOp = GFXTOPModulate;
mStateblock = GFX->createStateBlock( desc );
// Set up shader constants.
mShaderConsts = mClearGBufferShader->allocConstBuffer();
mSpecularStrengthSC = mClearGBufferShader->getShaderConstHandle( "$specularStrength" );
mSpecularPowerSC = mClearGBufferShader->getShaderConstHandle( "$specularPower" );
}
void RenderPrePassMgr::clearBuffers()
{
// Clear z-buffer.
GFX->clear( GFXClearTarget | GFXClearZBuffer | GFXClearStencil, ColorI::ZERO, 1.0f, 0);
if ( !mClearGBufferShader )
return;
GFXTransformSaver saver;
// Clear the g-buffer.
RectI box(-1, -1, 3, 3);
GFX->setWorldMatrix( MatrixF::Identity );
GFX->setViewMatrix( MatrixF::Identity );
GFX->setProjectionMatrix( MatrixF::Identity );
GFX->setShader(mClearGBufferShader);
GFX->setStateBlock(mStateblock);
Point2F nw(-0.5,-0.5);
Point2F ne(0.5,-0.5);
GFXVertexBufferHandle<GFXVertexPC> verts(GFX, 4, GFXBufferTypeVolatile);
verts.lock();
F32 ulOffset = 0.5f - GFX->getFillConventionOffset();
Point2F upperLeft(-1.0, -1.0);
Point2F lowerRight(1.0, 1.0);
verts[0].point.set( upperLeft.x+nw.x+ulOffset, upperLeft.y+nw.y+ulOffset, 0.0f );
verts[1].point.set( lowerRight.x+ne.x, upperLeft.y+ne.y+ulOffset, 0.0f );
verts[2].point.set( upperLeft.x-ne.x+ulOffset, lowerRight.y-ne.y, 0.0f );
verts[3].point.set( lowerRight.x-nw.x, lowerRight.y-nw.y, 0.0f );
verts.unlock();
GFX->setVertexBuffer( verts );
GFX->drawPrimitive( GFXTriangleStrip, 0, 2 );
GFX->setShader(NULL);
}

View file

@ -43,6 +43,10 @@ public:
// registered buffer name
static const String BufferName;
// andremwac: Deferred Rendering
static const String ColorBufferName;
static const String MatInfoBufferName;
// Generic PrePass Render Instance Type
static const RenderInstType RIT_PrePass;
@ -93,6 +97,22 @@ protected:
virtual void _createPrePassMaterial();
bool _lightManagerActivate(bool active);
// Deferred Shading
GFXVertexBufferHandle<GFXVertexPC> mClearGBufferVerts;
GFXShaderRef mClearGBufferShader;
GFXStateBlockRef mStateblock;
NamedTexTarget mColorTarget;
NamedTexTarget mMatInfoTarget;
GFXTexHandle mColorTex;
GFXTexHandle mMatInfoTex;
GFXShaderConstBufferRef mShaderConsts;
GFXShaderConstHandle *mSpecularStrengthSC;
GFXShaderConstHandle *mSpecularPowerSC;
public:
void clearBuffers();
void _initShaders();
};
//------------------------------------------------------------------------------

View file

@ -35,6 +35,7 @@
#include "terrain/terrCell.h"
#include "terrain/terrCellMaterial.h"
#include "math/util/matrixSet.h"
#include "materials/materialManager.h"
bool RenderTerrainMgr::smRenderWireframe = false;
@ -117,6 +118,10 @@ void RenderTerrainMgr::render( SceneRenderState *state )
if ( mInstVector.empty() )
return;
// Check if bin is disabled in advanced lighting.
if ( MATMGR->getPrePassEnabled() && mBasicOnly )
return;
PROFILE_SCOPE( RenderTerrainMgr_Render );
GFXTransformSaver saver;