// 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 "NiMaterialSwapProcessor.h" #include "NiRenderer.h" #include "NiGeometry.h" NiImplementRTTI(NiMaterialSwapProcessor, NiRenderListProcessor); //--------------------------------------------------------------------------- void NiMaterialSwapProcessor::PreRenderProcessList( const NiVisibleArray* pkInput, NiVisibleArray& kOutput, void* pvExtraData) { // If the input array pointer is null, do nothing. if (!pkInput) { return; } const unsigned int uiInputCount = pkInput->GetCount(); // If the material pointer is null, defer rendering of all objects. if (!m_spMaterial) { for (unsigned int ui = 0; ui < uiInputCount; ui++) { kOutput.Add(pkInput->GetAt(ui)); } return; } // Get renderer pointer. NiRenderer* pkRenderer = NiRenderer::GetRenderer(); NIASSERT(pkRenderer); // Iterate over input array, swapping material and rendering. for (unsigned int ui = 0; ui < uiInputCount; ui++) { NiGeometry& kGeometry = pkInput->GetAt(ui); // Backup current active material. const NiMaterial* pkPreviousMaterial = kGeometry.GetActiveMaterial(); // Apply and set active material to new material. kGeometry.ApplyAndSetActiveMaterial(m_spMaterial, m_uiMaterialExtraData); // Render object. kGeometry.RenderImmediate(pkRenderer); // Restore previous active material. kGeometry.SetActiveMaterial(pkPreviousMaterial); } // Don't add any geometry objects to the output array. } //---------------------------------------------------------------------------