// EMERGENT GAME TECHNOLOGIES PROPRIETARY INFORMATION // // This software is supplied under the terms of a license agreement or // nondisclosure agreement with Emergent Game Technologies and may not // be copied or disclosed except in accordance with the terms of that // agreement. // // Copyright (c) 1996-2007 Emergent Game Technologies. // All Rights Reserved. // // Emergent Game Technologies, Chapel Hill, North Carolina 27517 // http://www.emergent.net // Precompiled Header #include "NiMainPCH.h" #include "NiAccumulatorProcessor.h" #include "NiRenderer.h" NiImplementRTTI(NiAccumulatorProcessor, NiRenderListProcessor); //--------------------------------------------------------------------------- void NiAccumulatorProcessor::PreRenderProcessList( const NiVisibleArray* pkInput, NiVisibleArray& kOutput, void* pvExtraData) { // If the input array pointer is null, do nothing. if (!pkInput) { return; } // Propogate all objects from input array to output array. const unsigned int uiInputCount = pkInput->GetCount(); for (unsigned int ui = 0; ui < uiInputCount; ui++) { kOutput.Add(pkInput->GetAt(ui)); } // If the accumulator pointer is null, defer rendering of all objects. if (!m_spAccumulator) { return; } // Get renderer pointer. NiRenderer* pkRenderer = NiRenderer::GetRenderer(); NIASSERT(pkRenderer); // Get camera data from renderer. pkRenderer->GetCameraData(*m_spDummyCamera); if (!m_spAccumulator->IsAccumulating()) { // Start accumulating. m_spAccumulator->StartAccumulating(m_spDummyCamera); } // Register the input object array. m_spAccumulator->RegisterObjectArray(kOutput); if (m_bFinishAccumulating) { // Finish accumulating (renders all deferred objects). m_spAccumulator->FinishAccumulating(); } // Clear the output array, since all objects have been rendered. kOutput.RemoveAll(); } //---------------------------------------------------------------------------