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-//-----------------------------------------------------------------------------
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-// Copyright (c) 2012 GarageGames, LLC
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-//
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-// Permission is hereby granted, free of charge, to any person obtaining a copy
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-// of this software and associated documentation files (the "Software"), to
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-// deal in the Software without restriction, including without limitation the
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-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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-// sell copies of the Software, and to permit persons to whom the Software is
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-// furnished to do so, subject to the following conditions:
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-//
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-// The above copyright notice and this permission notice shall be included in
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-// all copies or substantial portions of the Software.
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-//
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-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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-// IN THE SOFTWARE.
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-//-----------------------------------------------------------------------------
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-
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-#include "platform/platform.h"
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-#include "renderInstance/renderGlowMgr.h"
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-#include "renderInstance/renderParticleMgr.h"
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-
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-#include "scene/sceneManager.h"
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-#include "scene/sceneRenderState.h"
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-#include "materials/sceneData.h"
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-#include "materials/matInstance.h"
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-#include "materials/materialFeatureTypes.h"
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-#include "materials/processedMaterial.h"
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-#include "postFx/postEffect.h"
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-#include "gfx/gfxTransformSaver.h"
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-#include "gfx/gfxDebugEvent.h"
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-#include "math/util/matrixSet.h"
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-
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-IMPLEMENT_CONOBJECT( RenderGlowMgr );
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-
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-
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-ConsoleDocClass( RenderGlowMgr,
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- "@brief A render bin for the glow pass.\n\n"
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- "When the glow buffer PostEffect is enabled this bin gathers mesh render "
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- "instances with glow materials and renders them to the #glowbuffer offscreen "
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- "render target.\n\n"
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- "This render target is then used by the 'GlowPostFx' PostEffect to blur and "
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- "render the glowing portions of the screen.\n\n"
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- "@ingroup RenderBin\n" );
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-
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-const MatInstanceHookType RenderGlowMgr::GlowMaterialHook::Type( "Glow" );
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-
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-
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-RenderGlowMgr::GlowMaterialHook::GlowMaterialHook( BaseMatInstance *matInst )
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- : mGlowMatInst( NULL )
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-{
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- mGlowMatInst = (MatInstance*)matInst->getMaterial()->createMatInstance();
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- mGlowMatInst->getFeaturesDelegate().bind( &GlowMaterialHook::_overrideFeatures );
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- mGlowMatInst->setUserObject(matInst->getUserObject());
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- mGlowMatInst->init( matInst->getRequestedFeatures(),
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- matInst->getVertexFormat() );
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-}
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-
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-RenderGlowMgr::GlowMaterialHook::~GlowMaterialHook()
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-{
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- SAFE_DELETE( mGlowMatInst );
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-}
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-
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-void RenderGlowMgr::GlowMaterialHook::_overrideFeatures( ProcessedMaterial *mat,
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- U32 stageNum,
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- MaterialFeatureData &fd,
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- const FeatureSet &features )
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-{
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- // If this isn't a glow pass... then add the glow mask feature.
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- if ( mat->getMaterial() &&
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- !mat->getMaterial()->mGlow[stageNum] )
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- fd.features.addFeature( MFT_GlowMask );
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-
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- // Don't allow fog or HDR encoding on
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- // the glow materials.
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- fd.features.removeFeature( MFT_Fog );
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- fd.features.addFeature( MFT_Imposter );
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-}
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-
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-RenderGlowMgr::RenderGlowMgr()
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- : RenderTexTargetBinManager( RenderPassManager::RIT_Mesh,
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- 1.0f,
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- 1.0f,
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- GFXFormatR8G8B8A8,
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- Point2I( 512, 512 ) )
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-{
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- notifyType( RenderPassManager::RIT_Decal );
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- notifyType( RenderPassManager::RIT_DecalRoad );
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- notifyType( RenderPassManager::RIT_Translucent );
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- notifyType( RenderPassManager::RIT_Particle );
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-
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- mParticleRenderMgr = NULL;
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-
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- mNamedTarget.registerWithName( "glowbuffer" );
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- mTargetSizeType = WindowSize;
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-}
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-
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-RenderGlowMgr::~RenderGlowMgr()
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-{
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-}
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-
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-PostEffect* RenderGlowMgr::getGlowEffect()
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-{
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- if ( !mGlowEffect )
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- mGlowEffect = dynamic_cast<PostEffect*>( Sim::findObject( "GlowPostFx" ) );
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-
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- return mGlowEffect;
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-}
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-
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-bool RenderGlowMgr::isGlowEnabled()
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-{
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- return getGlowEffect() && getGlowEffect()->isEnabled();
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-}
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-
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-void RenderGlowMgr::addElement( RenderInst *inst )
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-{
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- // Skip out if we don't have the glow post
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- // effect enabled at this time.
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- if ( !isGlowEnabled() )
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- return;
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-
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- // TODO: We need to get the scene state here in a more reliable
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- // manner so we can skip glow in a non-diffuse render pass.
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- //if ( !mParentManager->getSceneManager()->getSceneState()->isDiffusePass() )
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- //return RenderBinManager::arSkipped;
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- ParticleRenderInst *particleInst = NULL;
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- if(inst->type == RenderPassManager::RIT_Particle)
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- particleInst = static_cast<ParticleRenderInst*>(inst);
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- if(particleInst && particleInst->glow)
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- {
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- internalAddElement(inst);
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- return;
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- }
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-
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- // Skip it if we don't have a glowing material.
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- BaseMatInstance *matInst = getMaterial( inst );
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- if ( !matInst || !matInst->hasGlow() )
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- return;
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-
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- internalAddElement(inst);
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-}
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-
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-void RenderGlowMgr::render( SceneRenderState *state )
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-{
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- PROFILE_SCOPE( RenderGlowMgr_Render );
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-
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- if ( !isGlowEnabled() )
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- return;
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-
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- const U32 binSize = mElementList.size();
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-
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- // If this is a non-diffuse pass or we have no objects to
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- // render then tell the effect to skip rendering.
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- if ( !state->isDiffusePass() || binSize == 0 )
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- {
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- getGlowEffect()->setSkip( true );
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- return;
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- }
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-
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- GFXDEBUGEVENT_SCOPE( RenderGlowMgr_Render, ColorI::GREEN );
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-
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- GFXTransformSaver saver;
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-
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- // Respect the current viewport
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- mNamedTarget.setViewport(GFX->getViewport());
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-
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- // Tell the superclass we're about to render, preserve contents
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- const bool isRenderingToTarget = _onPreRender( state, true );
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-
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- // Clear all the buffers to black.
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- GFX->clear( GFXClearTarget, ColorI::BLACK, 1.0f, 0);
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-
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- // Restore transforms
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- MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
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- matrixSet.restoreSceneViewProjection();
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-
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- // init loop data
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- SceneData sgData;
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- sgData.init( state, SceneData::GlowBin );
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-
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- for( U32 j=0; j<binSize; )
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- {
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- RenderInst *_ri = mElementList[j].inst;
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- if(_ri->type == RenderPassManager::RIT_Particle)
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- {
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- // Find the particle render manager (if we don't have it)
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- if(mParticleRenderMgr == NULL)
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- {
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- RenderPassManager *rpm = state->getRenderPass();
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- for( U32 i = 0; i < rpm->getManagerCount(); i++ )
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- {
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- RenderBinManager *bin = rpm->getManager(i);
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- if( bin->getRenderInstType() == RenderParticleMgr::RIT_Particles )
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- {
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- mParticleRenderMgr = reinterpret_cast<RenderParticleMgr *>(bin);
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- break;
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- }
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- }
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- }
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-
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- ParticleRenderInst *ri = static_cast<ParticleRenderInst*>(_ri);
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-
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- GFX->setStateBlock(mParticleRenderMgr->_getHighResStateBlock(ri));
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- mParticleRenderMgr->_getShaderConsts().mShaderConsts->setSafe(mParticleRenderMgr->_getShaderConsts().mModelViewProjSC, *ri->modelViewProj);
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-
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- mParticleRenderMgr->renderParticle(ri, state);
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- j++;
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- continue;
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- }
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-
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- MeshRenderInst *ri = static_cast<MeshRenderInst*>(_ri);
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-
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- setupSGData( ri, sgData );
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-
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- BaseMatInstance *mat = ri->matInst;
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- GlowMaterialHook *hook = mat->getHook<GlowMaterialHook>();
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- if ( !hook )
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- {
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- hook = new GlowMaterialHook( ri->matInst );
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- ri->matInst->addHook( hook );
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- }
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- BaseMatInstance *glowMat = hook->getMatInstance();
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-
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- U32 matListEnd = j;
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-
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- while( glowMat && glowMat->setupPass( state, sgData ) )
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- {
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- U32 a;
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- for( a=j; a<binSize; a++ )
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- {
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- if (mElementList[a].inst->type == RenderPassManager::RIT_Particle)
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- break;
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-
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- MeshRenderInst *passRI = static_cast<MeshRenderInst*>(mElementList[a].inst);
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-
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- if ( newPassNeeded( ri, passRI ) )
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- break;
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-
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- matrixSet.setWorld(*passRI->objectToWorld);
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- matrixSet.setView(*passRI->worldToCamera);
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- matrixSet.setProjection(*passRI->projection);
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- glowMat->setTransforms(matrixSet, state);
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-
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- // Setup HW skinning transforms if applicable
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- if (glowMat->usesHardwareSkinning())
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- {
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- glowMat->setNodeTransforms(passRI->mNodeTransforms, passRI->mNodeTransformCount);
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- }
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-
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- //push along any overriden fields that are instance-specific as well
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- if (passRI->mCustomShaderData.size() > 0)
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- {
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- mat->setCustomShaderData(passRI->mCustomShaderData);
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- }
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-
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- glowMat->setSceneInfo(state, sgData);
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- glowMat->setBuffers(passRI->vertBuff, passRI->primBuff);
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-
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- if ( passRI->prim )
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- GFX->drawPrimitive( *passRI->prim );
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- else
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- GFX->drawPrimitive( passRI->primBuffIndex );
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- }
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- matListEnd = a;
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- setupSGData( ri, sgData );
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- }
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-
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- // force increment if none happened, otherwise go to end of batch
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- j = ( j == matListEnd ) ? j+1 : matListEnd;
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- }
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-
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- // Finish up.
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- if ( isRenderingToTarget )
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- _onPostRender();
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-
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- // Make sure the effect is gonna render.
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- getGlowEffect()->setSkip( false );
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-}
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