Commit 0c0ee8be authored by hybrid's avatar hybrid

Add debug data switch for shadow scene nodes. With EDS_SKELETON and...

Add debug data switch for shadow scene nodes. With EDS_SKELETON and EDS_MESH_WIRE_OVERLAY one can draw the whole shadow volume (or just the wireframe of it) instead of just the shadow. Currently only implemented in the hw drivers.
Also fixed a somewhat slow way of not writing to color planes from alphablend(1,0) to proper colormask settings in d3d driver.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3964 dfc29bdd-3216-0410-991c-e03cc46cb475
parent 197ddb57
......@@ -984,7 +984,7 @@ namespace video
\param count Amount of triangles in the array.
\param zfail If set to true, zfail method is used, otherwise
zpass. */
virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail=true) =0;
virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail=true, u32 debugDataVisible=0) =0;
//! Fills the stencil shadow with color.
/** After the shadow volume has been drawn into the stencil
......
......@@ -1672,12 +1672,19 @@ void CD3D8Driver::setBasicRenderStates(const SMaterial& material, const SMateria
//! sets the needed renderstates
void CD3D8Driver::setRenderStatesStencilShadowMode(bool zfail)
void CD3D8Driver::setRenderStatesStencilShadowMode(bool zfail, u32 debugDataVisible)
{
if ((CurrentRenderMode != ERM_SHADOW_VOLUME_ZFAIL &&
CurrentRenderMode != ERM_SHADOW_VOLUME_ZPASS) ||
Transformation3DChanged)
{
// unset last 3d material
if (CurrentRenderMode == ERM_3D &&
static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())
{
MaterialRenderers[Material.MaterialType].Renderer->OnUnsetMaterial();
ResetRenderStates = true;
}
// switch back the matrices
pID3DDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)((void*)&Matrices[ETS_VIEW]));
pID3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)((void*)&Matrices[ETS_WORLD]));
......@@ -1691,63 +1698,40 @@ void CD3D8Driver::setRenderStatesStencilShadowMode(bool zfail)
setActiveTexture(3,0);
pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_DISABLE);
pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
pID3DDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
pID3DDevice->SetTextureStageState(2, D3DTSS_COLOROP, D3DTOP_DISABLE);
pID3DDevice->SetTextureStageState(2, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
pID3DDevice->SetTextureStageState(3, D3DTSS_COLOROP, D3DTOP_DISABLE);
pID3DDevice->SetTextureStageState(3, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
pID3DDevice->SetVertexShader(D3DFVF_XYZ);
LastVertexType = (video::E_VERTEX_TYPE)(-1);
pID3DDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );
pID3DDevice->SetRenderState( D3DRS_STENCILENABLE, TRUE );
pID3DDevice->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_FLAT);
pID3DDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
pID3DDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
pID3DDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);
//pID3DDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
//pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
// unset last 3d material
if (CurrentRenderMode == ERM_3D &&
Material.MaterialType >= 0 && Material.MaterialType < (s32)MaterialRenderers.size())
MaterialRenderers[Material.MaterialType].Renderer->OnUnsetMaterial();
pID3DDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
pID3DDevice->SetRenderState(D3DRS_STENCILREF, 0x0);
pID3DDevice->SetRenderState(D3DRS_STENCILMASK, 0xffffffff);
pID3DDevice->SetRenderState(D3DRS_STENCILWRITEMASK, 0xffffffff);
if (!(debugDataVisible & (scene::EDS_SKELETON|scene::EDS_MESH_WIRE_OVERLAY)))
pID3DDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
if ((debugDataVisible & scene::EDS_MESH_WIRE_OVERLAY))
pID3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
}
if (CurrentRenderMode != ERM_SHADOW_VOLUME_ZPASS && !zfail)
{
// USE THE ZPASS METHOD
pID3DDevice->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_ALWAYS );
pID3DDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP );
pID3DDevice->SetRenderState( D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP );
pID3DDevice->SetRenderState( D3DRS_STENCILREF, 0x1 );
pID3DDevice->SetRenderState( D3DRS_STENCILMASK, 0xffffffff );
pID3DDevice->SetRenderState( D3DRS_STENCILWRITEMASK, 0xffffffff );
pID3DDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE);
pID3DDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ZERO );
pID3DDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
pID3DDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
pID3DDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
pID3DDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_INCR);
}
else
if (CurrentRenderMode != ERM_SHADOW_VOLUME_ZFAIL && zfail)
{
// USE THE ZFAIL METHOD
pID3DDevice->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_ALWAYS );
pID3DDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP );
pID3DDevice->SetRenderState( D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP );
pID3DDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_KEEP );
pID3DDevice->SetRenderState( D3DRS_STENCILREF, 0x0 );
pID3DDevice->SetRenderState( D3DRS_STENCILMASK, 0xffffffff );
pID3DDevice->SetRenderState( D3DRS_STENCILWRITEMASK, 0xffffffff );
pID3DDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
pID3DDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ZERO );
pID3DDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
pID3DDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
pID3DDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_INCR);
pID3DDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
}
CurrentRenderMode = zfail ? ERM_SHADOW_VOLUME_ZFAIL : ERM_SHADOW_VOLUME_ZPASS;
......@@ -2015,21 +1999,21 @@ const wchar_t* CD3D8Driver::getName() const
//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
//! this: Frist, draw all geometry. Then use this method, to draw the shadow
//! this: First, draw all geometry. Then use this method, to draw the shadow
//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
void CD3D8Driver::drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail)
void CD3D8Driver::drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible)
{
const u32 count = triangles.size();
if (!StencilBuffer || !count)
return;
setRenderStatesStencilShadowMode(zfail);
setRenderStatesStencilShadowMode(zfail, debugDataVisible);
if (!zfail)
{
// ZPASS Method
// Draw front-side of shadow volume in stencil/z only
// Draw front-side of shadow volume in stencil only
pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW );
pID3DDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_INCRSAT);
pID3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, count / 3, triangles.const_pointer(), sizeof(core::vector3df));
......@@ -2043,7 +2027,7 @@ void CD3D8Driver::drawStencilShadowVolume(const core::array<core::vector3df>& tr
{
// ZFAIL Method
// Draw front-side of shadow volume in stencil/z only
// Draw front-side of shadow volume in stencil only
pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW );
pID3DDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_INCRSAT );
pID3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, count / 3, triangles.const_pointer(), sizeof(core::vector3df));
......
......@@ -138,7 +138,7 @@ namespace video
//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
//! this: Frist, draw all geometry. Then use this method, to draw the shadow
//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail);
virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail=true, u32 debugDataVisible=0);
//! Fills the stencil shadow with color. After the shadow volume has been drawn
//! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
......@@ -244,7 +244,7 @@ namespace video
void setRenderStatesStencilFillMode(bool alpha);
//! sets the needed renderstates
void setRenderStatesStencilShadowMode(bool zfail);
void setRenderStatesStencilShadowMode(bool zfail, u32 debugDataVisible);
//! sets the current Texture
bool setActiveTexture(u32 stage, const video::ITexture* texture);
......
......@@ -2414,12 +2414,19 @@ void CD3D9Driver::setBasicRenderStates(const SMaterial& material, const SMateria
//! sets the needed renderstates
void CD3D9Driver::setRenderStatesStencilShadowMode(bool zfail)
void CD3D9Driver::setRenderStatesStencilShadowMode(bool zfail, u32 debugDataVisible)
{
if ((CurrentRenderMode != ERM_SHADOW_VOLUME_ZFAIL &&
CurrentRenderMode != ERM_SHADOW_VOLUME_ZPASS) ||
Transformation3DChanged)
{
// unset last 3d material
if (CurrentRenderMode == ERM_3D &&
static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())
{
MaterialRenderers[Material.MaterialType].Renderer->OnUnsetMaterial();
ResetRenderStates = true;
}
// switch back the matrices
pID3DDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)((void*)&Matrices[ETS_VIEW]));
pID3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)((void*)&Matrices[ETS_WORLD]));
......@@ -2437,53 +2444,37 @@ void CD3D9Driver::setRenderStatesStencilShadowMode(bool zfail)
pID3DDevice->SetFVF(D3DFVF_XYZ);
LastVertexType = (video::E_VERTEX_TYPE)(-1);
pID3DDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );
pID3DDevice->SetRenderState( D3DRS_STENCILENABLE, TRUE );
pID3DDevice->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_FLAT);
// unset last 3d material
if (CurrentRenderMode == ERM_3D &&
Material.MaterialType >= 0 && Material.MaterialType < (s32)MaterialRenderers.size())
MaterialRenderers[Material.MaterialType].Renderer->OnUnsetMaterial();
pID3DDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
pID3DDevice->SetRenderState(D3DRS_STENCILENABLE, TRUE);
pID3DDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);
//pID3DDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
//pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
pID3DDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);
pID3DDevice->SetRenderState(D3DRS_STENCILREF, 0x0);
pID3DDevice->SetRenderState(D3DRS_STENCILMASK, 0xffffffff);
pID3DDevice->SetRenderState(D3DRS_STENCILWRITEMASK, 0xffffffff);
if (!(debugDataVisible & (scene::EDS_SKELETON|scene::EDS_MESH_WIRE_OVERLAY)))
pID3DDevice->SetRenderState(D3DRS_COLORWRITEENABLE, 0);
if ((debugDataVisible & scene::EDS_MESH_WIRE_OVERLAY))
pID3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
}
if (CurrentRenderMode != ERM_SHADOW_VOLUME_ZPASS && !zfail)
{
// USE THE ZPASS METHOD
pID3DDevice->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_ALWAYS );
pID3DDevice->SetRenderState( D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP );
pID3DDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP );
pID3DDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_INCR );
pID3DDevice->SetRenderState( D3DRS_STENCILREF, 0x0 );
pID3DDevice->SetRenderState( D3DRS_STENCILMASK, 0xffffffff );
pID3DDevice->SetRenderState( D3DRS_STENCILWRITEMASK, 0xffffffff );
pID3DDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE);
pID3DDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ZERO );
pID3DDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
pID3DDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
pID3DDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
pID3DDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_INCR);
}
else
if (CurrentRenderMode != ERM_SHADOW_VOLUME_ZFAIL && zfail)
{
// USE THE ZFAIL METHOD
pID3DDevice->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_ALWAYS );
pID3DDevice->SetRenderState( D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP );
pID3DDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_INCR );
pID3DDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_KEEP );
pID3DDevice->SetRenderState( D3DRS_STENCILREF, 0x0 );
pID3DDevice->SetRenderState( D3DRS_STENCILMASK, 0xffffffff );
pID3DDevice->SetRenderState( D3DRS_STENCILWRITEMASK, 0xffffffff );
pID3DDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
pID3DDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ZERO );
pID3DDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
pID3DDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
pID3DDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_INCR);
pID3DDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
}
CurrentRenderMode = zfail ? ERM_SHADOW_VOLUME_ZFAIL : ERM_SHADOW_VOLUME_ZPASS;
......@@ -2509,11 +2500,11 @@ void CD3D9Driver::setRenderStatesStencilFillMode(bool alpha)
pID3DDevice->SetRenderState(D3DRS_STENCILREF, 0x1);
pID3DDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_LESSEQUAL);
//pID3DDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_GREATEREQUAL);
pID3DDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP );
pID3DDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP );
pID3DDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_KEEP );
pID3DDevice->SetRenderState(D3DRS_STENCILMASK, 0xffffffff );
pID3DDevice->SetRenderState(D3DRS_STENCILWRITEMASK, 0xffffffff );
pID3DDevice->SetRenderState(D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
pID3DDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
pID3DDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
pID3DDevice->SetRenderState(D3DRS_STENCILMASK, 0xffffffff);
pID3DDevice->SetRenderState(D3DRS_STENCILWRITEMASK, 0xffffffff);
pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
......@@ -2528,7 +2519,7 @@ void CD3D9Driver::setRenderStatesStencilFillMode(bool alpha)
{
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
pID3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
}
else
{
......@@ -2758,21 +2749,21 @@ const wchar_t* CD3D9Driver::getName() const
//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
//! this: Frist, draw all geometry. Then use this method, to draw the shadow
//! this: First, draw all geometry. Then use this method, to draw the shadow
//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
void CD3D9Driver::drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail)
void CD3D9Driver::drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible)
{
const u32 count = triangles.size();
if (!Params.Stencilbuffer || !count)
return;
setRenderStatesStencilShadowMode(zfail);
setRenderStatesStencilShadowMode(zfail, debugDataVisible);
if (!zfail)
{
// ZPASS Method
// Draw front-side of shadow volume in stencil/z only
// Draw front-side of shadow volume in stencil only
pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
pID3DDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_INCR);
pID3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, count / 3, triangles.const_pointer(), sizeof(core::vector3df));
......@@ -2786,7 +2777,7 @@ void CD3D9Driver::drawStencilShadowVolume(const core::array<core::vector3df>& tr
{
// ZFAIL Method
// Draw front-side of shadow volume in stencil/z only
// Draw front-side of shadow volume in stencil only
pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
pID3DDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_INCR);
pID3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, count / 3, triangles.const_pointer(), sizeof(core::vector3df));
......
......@@ -219,7 +219,7 @@ namespace video
virtual void setAmbientLight(const SColorf& color);
//! Draws a shadow volume into the stencil buffer.
virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail);
virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail=true, u32 debugDataVisible=0);
//! Fills the stencil shadow with color.
virtual void drawStencilShadow(bool clearStencilBuffer=false,
......@@ -341,7 +341,7 @@ namespace video
void setRenderStatesStencilFillMode(bool alpha);
//! sets the needed renderstates
void setRenderStatesStencilShadowMode(bool zfail);
void setRenderStatesStencilShadowMode(bool zfail, u32 debugDataVisible);
//! sets the current Texture
bool setActiveTexture(u32 stage, const video::ITexture* texture);
......
......@@ -915,7 +915,7 @@ const wchar_t* CNullDriver::getName() const
//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
//! this: Frist, draw all geometry. Then use this method, to draw the shadow
//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
void CNullDriver::drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail)
void CNullDriver::drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible)
{
}
......
......@@ -284,7 +284,7 @@ namespace video
//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
//! this: Frist, draw all geometry. Then use this method, to draw the shadow
//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail=true);
virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail=true, u32 debugDataVisible=0);
//! Fills the stencil shadow with color. After the shadow volume has been drawn
//! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
......
......@@ -3502,7 +3502,7 @@ void COpenGLDriver::setViewPort(const core::rect<s32>& area)
//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
//! this: First, draw all geometry. Then use this method, to draw the shadow
//! volume. Next use IVideoDriver::drawStencilShadow() to visualize the shadow.
void COpenGLDriver::drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail)
void COpenGLDriver::drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible)
{
const u32 count=triangles.size();
if (!StencilBuffer || !count)
......@@ -3524,9 +3524,13 @@ void COpenGLDriver::drawStencilShadowVolume(const core::array<core::vector3df>&
glDisable(GL_FOG);
glDepthFunc(GL_LEQUAL);
glDepthMask(GL_FALSE); // no depth buffer writing
// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
if (debugDataVisible & scene::EDS_MESH_WIRE_OVERLAY)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
if (!(debugDataVisible & (scene::EDS_SKELETON|scene::EDS_MESH_WIRE_OVERLAY)))
{
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // no color buffer drawing
glEnable(GL_STENCIL_TEST);
}
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3,GL_FLOAT,sizeof(core::vector3df),triangles.const_pointer());
......
......@@ -238,7 +238,7 @@ namespace video
//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
//! this: First, draw all geometry. Then use this method, to draw the shadow
//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail);
virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible=0);
//! Fills the stencil shadow with color. After the shadow volume has been drawn
//! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
......
......@@ -292,7 +292,7 @@ void CShadowVolumeSceneNode::render()
for (u32 i=0; i<ShadowVolumesUsed; ++i)
{
driver->drawStencilShadowVolume(ShadowVolumes[i], UseZFailMethod);
driver->drawStencilShadowVolume(ShadowVolumes[i], UseZFailMethod, DebugDataVisible);
}
}
......
......@@ -2625,7 +2625,7 @@ u32 CBurningVideoDriver::getMaximalPrimitiveCount() const
//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
//! this: First, draw all geometry. Then use this method, to draw the shadow
//! volume. Next use IVideoDriver::drawStencilShadow() to visualize the shadow.
void CBurningVideoDriver::drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail)
void CBurningVideoDriver::drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible)
{
const u32 count = triangles.size();
IBurningShader *shader = BurningShader [ ETR_STENCIL_SHADOW ];
......
......@@ -146,7 +146,7 @@ namespace video
//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
//! this: First, draw all geometry. Then use this method, to draw the shadow
//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail);
virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail=true, u32 debugDataVisible=0);
//! Fills the stencil shadow with color. After the shadow volume has been drawn
//! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
......
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