renderPassManager.cpp 12 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "renderInstance/renderPassManager.h"
  24. #include "materials/sceneData.h"
  25. #include "materials/matInstance.h"
  26. #include "materials/customMaterialDefinition.h"
  27. #include "materials/materialManager.h"
  28. #include "scene/sceneManager.h"
  29. #include "scene/sceneObject.h"
  30. #include "gfx/primBuilder.h"
  31. #include "platform/profiler.h"
  32. #include "renderInstance/renderBinManager.h"
  33. #include "renderInstance/renderObjectMgr.h"
  34. #include "renderInstance/renderMeshMgr.h"
  35. #include "renderInstance/renderTranslucentMgr.h"
  36. #include "renderInstance/renderGlowMgr.h"
  37. #include "renderInstance/renderTerrainMgr.h"
  38. #include "core/util/safeDelete.h"
  39. #include "math/util/matrixSet.h"
  40. #include "console/engineAPI.h"
  41. const RenderInstType RenderInstType::Invalid( "" );
  42. const RenderInstType RenderPassManager::RIT_Mesh("Mesh");
  43. const RenderInstType RenderPassManager::RIT_Shadow("Shadow");
  44. const RenderInstType RenderPassManager::RIT_Sky("Sky");
  45. const RenderInstType RenderPassManager::RIT_Terrain("Terrain");
  46. const RenderInstType RenderPassManager::RIT_Object("Object");
  47. const RenderInstType RenderPassManager::RIT_ObjectTranslucent("ObjectTranslucent");
  48. const RenderInstType RenderPassManager::RIT_Decal("Decal");
  49. const RenderInstType RenderPassManager::RIT_DecalRoad("DecalRoad");
  50. const RenderInstType RenderPassManager::RIT_Water("Water");
  51. const RenderInstType RenderPassManager::RIT_Foliage("Foliage");
  52. const RenderInstType RenderPassManager::RIT_VolumetricFog("ObjectVolumetricFog");
  53. const RenderInstType RenderPassManager::RIT_Translucent("Translucent");
  54. const RenderInstType RenderPassManager::RIT_Begin("Begin");
  55. const RenderInstType RenderPassManager::RIT_Custom("Custom");
  56. const RenderInstType RenderPassManager::RIT_Particle("Particle");
  57. const RenderInstType RenderPassManager::RIT_Occluder("Occluder");
  58. const RenderInstType RenderPassManager::RIT_Editor("Editor");
  59. const RenderInstType RenderPassManager::RIT_Probes("Probes");
  60. //*****************************************************************************
  61. // RenderInstance
  62. //*****************************************************************************
  63. void RenderInst::clear()
  64. {
  65. dMemset( this, 0, sizeof(RenderInst) );
  66. }
  67. void MeshRenderInst::clear()
  68. {
  69. dMemset( this, 0, sizeof(MeshRenderInst) );
  70. visibility = 1.0f;
  71. }
  72. void ParticleRenderInst::clear()
  73. {
  74. dMemset( this, 0, sizeof(ParticleRenderInst) );
  75. }
  76. void ObjectRenderInst::clear()
  77. {
  78. userData = NULL;
  79. dMemset( this, 0, sizeof( ObjectRenderInst ) );
  80. // The memset here is kinda wrong... it clears the
  81. // state initialized by the delegate constructor.
  82. //
  83. // This fixes it... but we probably need to have a
  84. // real constructor for RenderInsts.
  85. renderDelegate.clear();
  86. }
  87. void OccluderRenderInst::clear()
  88. {
  89. dMemset( this, 0, sizeof(OccluderRenderInst) );
  90. }
  91. void ProbeRenderInst::clear()
  92. {
  93. dMemset(this, 0, sizeof(ProbeRenderInst));
  94. //mCubemap);
  95. }
  96. IMPLEMENT_CONOBJECT(RenderPassManager);
  97. ConsoleDocClass( RenderPassManager,
  98. "@brief A grouping of render bin managers which forms a render pass.\n\n"
  99. "The render pass is used to order a set of RenderBinManager objects which are used "
  100. "when rendering a scene. This class does little work itself other than managing "
  101. "its list of render bins.\n\n"
  102. "In 'core/scripts/client/renderManager.cs' you will find the DiffuseRenderPassManager "
  103. "which is used by the C++ engine to render the scene.\n\n"
  104. "@see RenderBinManager\n"
  105. "@ingroup RenderBin\n" );
  106. RenderPassManager::RenderBinEventSignal& RenderPassManager::getRenderBinSignal()
  107. {
  108. static RenderBinEventSignal theSignal;
  109. return theSignal;
  110. }
  111. void RenderPassManager::initPersistFields()
  112. {
  113. Parent::initPersistFields();
  114. }
  115. RenderPassManager::RenderPassManager()
  116. {
  117. mSceneManager = NULL;
  118. VECTOR_SET_ASSOCIATION( mRenderBins );
  119. mMatrixSet = reinterpret_cast<MatrixSet *>(dMalloc_aligned(sizeof(MatrixSet), 16));
  120. constructInPlace(mMatrixSet);
  121. }
  122. RenderPassManager::~RenderPassManager()
  123. {
  124. dFree_aligned(mMatrixSet);
  125. // Any bins left need to be deleted.
  126. for ( U32 i=0; i<mRenderBins.size(); i++ )
  127. {
  128. RenderBinManager *bin = mRenderBins[i];
  129. // Clear the parent first, so that RenderBinManager::onRemove()
  130. // won't call removeManager() and break this loop.
  131. bin->setRenderPass( NULL );
  132. bin->deleteObject();
  133. }
  134. }
  135. void RenderPassManager::_insertSort(Vector<RenderBinManager*>& list, RenderBinManager* mgr, bool renderOrder)
  136. {
  137. U32 i;
  138. for (i = 0; i < list.size(); i++)
  139. {
  140. bool renderCompare = mgr->getRenderOrder() < list[i]->getRenderOrder();
  141. bool processAddCompare = mgr->getProcessAddOrder() < list[i]->getProcessAddOrder();
  142. if ((renderOrder && renderCompare) || (!renderOrder && processAddCompare))
  143. {
  144. list.insert(i);
  145. list[i] = mgr;
  146. return;
  147. }
  148. }
  149. list.push_back(mgr);
  150. }
  151. void RenderPassManager::addManager(RenderBinManager* mgr)
  152. {
  153. if ( !mgr->isProperlyAdded() )
  154. mgr->registerObject();
  155. AssertFatal( mgr->getRenderPass() == NULL, "RenderPassManager::addManager() - Bin is still part of another pass manager!" );
  156. mgr->setRenderPass( this );
  157. _insertSort(mRenderBins, mgr, true);
  158. }
  159. void RenderPassManager::removeManager(RenderBinManager* mgr)
  160. {
  161. AssertFatal( mgr->getRenderPass() == this, "RenderPassManager::removeManager() - We do not own this bin!" );
  162. mgr->setRenderPass( NULL );
  163. mRenderBins.remove( mgr );
  164. }
  165. RenderBinManager* RenderPassManager::getManager(S32 i) const
  166. {
  167. if (i >= 0 && i < mRenderBins.size())
  168. return mRenderBins[i];
  169. else
  170. return NULL;
  171. }
  172. void RenderPassManager::addInst( RenderInst *inst )
  173. {
  174. PROFILE_SCOPE( RenderPassManager_addInst );
  175. AssertFatal( inst != NULL, "RenderPassManager::addInst - Got null instance!" );
  176. AddInstTable::Iterator iter = mAddInstSignals.find( inst->type );
  177. if ( iter == mAddInstSignals.end() )
  178. return;
  179. iter->value.trigger( inst );
  180. }
  181. void RenderPassManager::sort()
  182. {
  183. PROFILE_SCOPE( RenderPassManager_Sort );
  184. for (Vector<RenderBinManager *>::iterator itr = mRenderBins.begin();
  185. itr != mRenderBins.end(); itr++)
  186. {
  187. AssertFatal(*itr, "Render manager invalid!");
  188. (*itr)->sort();
  189. }
  190. }
  191. void RenderPassManager::clear()
  192. {
  193. PROFILE_SCOPE( RenderPassManager_Clear );
  194. mChunker.clear();
  195. for (Vector<RenderBinManager *>::iterator itr = mRenderBins.begin();
  196. itr != mRenderBins.end(); itr++)
  197. {
  198. AssertFatal(*itr, "Invalid render manager!");
  199. (*itr)->clear();
  200. }
  201. }
  202. void RenderPassManager::render(SceneRenderState * state)
  203. {
  204. PROFILE_SCOPE( RenderPassManager_Render );
  205. GFX->pushWorldMatrix();
  206. MatrixF proj = GFX->getProjectionMatrix();
  207. for (Vector<RenderBinManager *>::iterator itr = mRenderBins.begin();
  208. itr != mRenderBins.end(); itr++)
  209. {
  210. RenderBinManager *curBin = *itr;
  211. AssertFatal(curBin, "Invalid render manager!");
  212. getRenderBinSignal().trigger(curBin, state, true);
  213. curBin->render(state);
  214. getRenderBinSignal().trigger(curBin, state, false);
  215. }
  216. GFX->popWorldMatrix();
  217. GFX->setProjectionMatrix( proj );
  218. // Restore a clean state for subsequent rendering.
  219. GFX->setupGenericShaders();
  220. for(S32 i = 0; i < GFX->getNumSamplers(); ++i)
  221. GFX->setTexture(i, NULL);
  222. }
  223. void RenderPassManager::renderPass(SceneRenderState * state)
  224. {
  225. PROFILE_SCOPE( RenderPassManager_RenderPass );
  226. sort();
  227. render(state);
  228. clear();
  229. }
  230. GFXTextureObject *RenderPassManager::getDepthTargetTexture()
  231. {
  232. // If this is OpenGL, or something else has set the depth buffer, return the pointer
  233. if( mDepthBuff.isValid() )
  234. {
  235. // If this is OpenGL, make sure the depth target matches up
  236. // with the active render target. Otherwise recreate.
  237. if( GFX->getAdapterType() == OpenGL )
  238. {
  239. GFXTarget* activeRT = GFX->getActiveRenderTarget();
  240. AssertFatal( activeRT, "Must be an active render target to call 'getDepthTargetTexture'" );
  241. Point2I activeRTSize = activeRT->getSize();
  242. if( mDepthBuff.getWidth() == activeRTSize.x &&
  243. mDepthBuff.getHeight() == activeRTSize.y )
  244. return mDepthBuff.getPointer();
  245. }
  246. else
  247. return mDepthBuff.getPointer();
  248. }
  249. if(GFX->getAdapterType() == OpenGL)
  250. {
  251. AssertFatal(GFX->getActiveRenderTarget(), "Must be an active render target to call 'getDepthTargetTexture'");
  252. const Point2I rtSize = GFX->getActiveRenderTarget()->getSize();
  253. mDepthBuff.set(rtSize.x, rtSize.y, GFXFormatD24S8,
  254. &GFXZTargetProfile, avar("%s() - mDepthBuff (line %d)", __FUNCTION__, __LINE__));
  255. return mDepthBuff.getPointer();
  256. }
  257. // Default return value
  258. return GFXTextureTarget::sDefaultDepthStencil;
  259. }
  260. void RenderPassManager::setDepthTargetTexture( GFXTextureObject *zTarget )
  261. {
  262. mDepthBuff = zTarget;
  263. }
  264. const MatrixF* RenderPassManager::allocSharedXform( SharedTransformType stt )
  265. {
  266. AssertFatal(stt == View || stt == Projection, "Bad shared transform type");
  267. // Enable this to simulate non-shared transform performance
  268. //#define SIMULATE_NON_SHARED_TRANSFORMS
  269. #ifdef SIMULATE_NON_SHARED_TRANSFORMS
  270. return allocUniqueXform(stt == View ? mMatrixSet->getWorldToCamera() : mMatrixSet->getCameraToScreen());
  271. #else
  272. return &(stt == View ? mMatrixSet->getWorldToCamera() : mMatrixSet->getCameraToScreen());
  273. #endif
  274. }
  275. void RenderPassManager::assignSharedXform( SharedTransformType stt, const MatrixF &xfm )
  276. {
  277. AssertFatal(stt == View || stt == Projection, "Bad shared transform type");
  278. if(stt == View)
  279. mMatrixSet->setSceneView(xfm);
  280. else
  281. mMatrixSet->setSceneProjection(xfm);
  282. }
  283. // Script interface
  284. DefineEngineMethod(RenderPassManager, getManagerCount, S32, (),,
  285. "Returns the total number of bin managers." )
  286. {
  287. return object->getManagerCount();
  288. }
  289. DefineEngineMethod( RenderPassManager, getManager, RenderBinManager*, ( S32 index ),,
  290. "Returns the render bin manager at the index or null if the index is out of range." )
  291. {
  292. if(index < 0 || index >= object->getManagerCount())
  293. return NULL;
  294. return object->getManager(index);
  295. }
  296. DefineEngineMethod( RenderPassManager, addManager, void, ( RenderBinManager *renderBin ),,
  297. "Add as a render bin manager to the pass." )
  298. {
  299. if ( renderBin )
  300. object->addManager( renderBin );
  301. }
  302. DefineEngineMethod( RenderPassManager, removeManager, void, ( RenderBinManager *renderBin ),,
  303. "Removes a render bin manager." )
  304. {
  305. if ( renderBin )
  306. object->removeManager( renderBin );
  307. }