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+#include "T3D/systems/render/meshRenderSystem.h"
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+#include "gfx/gfxTransformSaver.h"
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+#include "lighting/lightQuery.h"
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+
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+#include "renderInstance/renderPassManager.h"
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+#include "materials/materialManager.h"
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+#include "materials/baseMatInstance.h"
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+
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+Vector<MeshRenderSystem::BufferMaterials> MeshRenderSystem::mBufferMaterials(0);
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+Vector<MeshRenderSystem::BufferSet> MeshRenderSystem::mStaticBuffers(0);
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+
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+void MeshRenderSystem::render(SceneManager *sceneManager, SceneRenderState* state)
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+{
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+ Frustum viewFrustum = state->getCullingFrustum();
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+ MatrixF camTransform = state->getCameraTransform();
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+
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+ U32 count = MeshRenderSystemInterface::all.size();
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+ for (U32 i = 0; i < count; i++)
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+ {
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+ //Server side items exist for data, but we don't actually render them
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+ bool isClient = MeshRenderSystemInterface::all[i]->mIsClient;
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+ if (!MeshRenderSystemInterface::all[i]->mIsClient)
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+ continue;
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+
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+ bool isStatic = MeshRenderSystemInterface::all[i]->mStatic;
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+ if (MeshRenderSystemInterface::all[i]->mStatic)
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+ continue;
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+
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+ //First, do frustum culling
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+ if (viewFrustum.isCulled(MeshRenderSystemInterface::all[i]->mBounds))
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+ continue;
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+
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+ // Set the query box for the container query. Never
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+ // make it larger than the frustum's AABB. In the editor,
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+ // always query the full frustum as that gives objects
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+ // the opportunity to render editor visualizations even if
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+ // they are otherwise not in view.
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+ if (!state->getCullingFrustum().getBounds().isOverlapped(state->getRenderArea()))
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+ {
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+ // This handles fringe cases like flying backwards into a zone where you
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+ // end up pretty much standing on a zone border and looking directly into
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+ // its "walls". In that case the traversal area will be behind the frustum
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+ // (remember that the camera isn't where visibility starts, it's the near
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+ // distance).
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+
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+ continue;
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+ }
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+
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+ //We can then sort our objects by range since we have it already, so we can do occlusion culling be rendering front-to-back
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+
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+ //if we've made it this far, call down to the render function to actually display our stuff
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+ renderInterface(i, state);
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+ }
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+
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+ //Static Batch rendering
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+ if ( /*!mMaterialInst ||*/ !state)
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+ return;
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+
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+ BaseMatInstance *matInst = MATMGR->getWarningMatInstance();
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+
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+ // Get a handy pointer to our RenderPassmanager
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+ RenderPassManager *renderPass = state->getRenderPass();
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+
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+ for (U32 i = 0; i < mStaticBuffers.size(); i++)
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+ {
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+ for (U32 b = 0; b < mStaticBuffers[i].buffers.size(); b++)
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+ {
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+ if (mStaticBuffers[i].buffers[b].vertData.empty())
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+ continue;
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+
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+ MeshRenderInst *ri = renderPass->allocInst<MeshRenderInst>();
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+
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+ // Set our RenderInst as a standard mesh render
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+ ri->type = RenderPassManager::RIT_Mesh;
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+
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+ //If our material has transparency set on this will redirect it to proper render bin
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+ if (matInst->getMaterial()->isTranslucent())
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+ {
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+ ri->type = RenderPassManager::RIT_Translucent;
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+ ri->translucentSort = true;
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+ }
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+
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+ // Calculate our sorting point
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+ if (state)
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+ {
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+ // Calculate our sort point manually.
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+ const Box3F& rBox = Box3F(1000);// getRenderWorldBox();
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+ ri->sortDistSq = rBox.getSqDistanceToPoint(state->getCameraPosition());
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+ }
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+ else
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+ ri->sortDistSq = 0.0f;
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+
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+ // Set up our transforms
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+ MatrixF objectToWorld = MatrixF::Identity;//getRenderTransform();
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+ //objectToWorld.scale(getScale());
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+
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+ ri->objectToWorld = renderPass->allocUniqueXform(objectToWorld);
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+ ri->worldToCamera = renderPass->allocSharedXform(RenderPassManager::View);
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+ ri->projection = renderPass->allocSharedXform(RenderPassManager::Projection);
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+
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+ // If our material needs lights then fill the RIs
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+ // light vector with the best lights.
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+ /*if (matInst->isForwardLit())
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+ {
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+ LightQuery query;
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+ query.init(getWorldSphere());
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+ query.getLights(ri->lights, 8);
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+ }*/
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+
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+ // Make sure we have an up-to-date backbuffer in case
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+ // our Material would like to make use of it
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+ // NOTICE: SFXBB is removed and refraction is disabled!
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+ //ri->backBuffTex = GFX->getSfxBackBuffer();
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+
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+ // Set our Material
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+ ri->matInst = matInst;
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+
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+ // Set up our vertex buffer and primitive buffer
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+ ri->vertBuff = &mStaticBuffers[i].buffers[b].vertexBuffer;
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+ ri->primBuff = &mStaticBuffers[i].buffers[b].primitiveBuffer;
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+
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+ ri->prim = renderPass->allocPrim();
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+ ri->prim->type = GFXTriangleList;
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+ ri->prim->minIndex = 0;
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+ ri->prim->startIndex = 0;
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+ ri->prim->numPrimitives = mStaticBuffers[i].buffers[b].primData.size();
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+ ri->prim->startVertex = 0;
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+ ri->prim->numVertices = mStaticBuffers[i].buffers[b].vertData.size();
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+
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+ // We sort by the material then vertex buffer
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+ ri->defaultKey = matInst->getStateHint();
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+ ri->defaultKey2 = (uintptr_t)ri->vertBuff; // Not 64bit safe!
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+
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+ // Submit our RenderInst to the RenderPassManager
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+ state->getRenderPass()->addInst(ri);
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+ }
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+ }
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+}
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+
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+void MeshRenderSystem::renderInterface(U32 interfaceIndex, SceneRenderState* state)
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+{
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+ //Fetch
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+ MeshRenderSystemInterface* interface = MeshRenderSystemInterface::all[interfaceIndex];
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+
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+ if (interface->mShapeInstance == nullptr)
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+ return;
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+
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+ Point3F cameraOffset;
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+ interface->mTransform.getColumn(3, &cameraOffset);
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+ cameraOffset -= state->getDiffuseCameraPosition();
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+ F32 dist = cameraOffset.len();
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+ if (dist < 0.01f)
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+ dist = 0.01f;
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+
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+ Point3F objScale = interface->mScale;
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+ F32 invScale = (1.0f / getMax(getMax(objScale.x, objScale.y), objScale.z));
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+
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+ interface->mShapeInstance->setDetailFromDistance(state, dist * invScale);
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+
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+ if (interface->mShapeInstance->getCurrentDetail() < 0)
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+ return;
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+
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+ GFXTransformSaver saver;
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+
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+ // Set up our TS render state.
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+ TSRenderState rdata;
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+ rdata.setSceneState(state);
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+ rdata.setFadeOverride(1.0f);
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+ rdata.setOriginSort(false);
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+
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+ // We might have some forward lit materials
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+ // so pass down a query to gather lights.
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+ LightQuery query;
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+ query.init(interface->mSphere);
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+ rdata.setLightQuery(&query);
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+
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+ MatrixF mat = interface->mTransform;
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+
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+ mat.scale(objScale);
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+ GFX->setWorldMatrix(mat);
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+
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+ interface->mShapeInstance->render(rdata);
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+}
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+
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+void MeshRenderSystem::rebuildBuffers()
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+{
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+ U32 BUFFER_SIZE = 65000;
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+ Vector<U32> tempIndices;
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+ tempIndices.reserve(4);
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+
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+ Box3F newBounds = Box3F::Zero;
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+
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+ mStaticBuffers.clear();
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+
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+ for (U32 i = 0; i < MeshRenderSystemInterface::all.size(); i++)
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+ {
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+ if (!MeshRenderSystemInterface::all[i]->mIsEnabled)
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+ continue;
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+
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+ if (!MeshRenderSystemInterface::all[i]->mIsClient || !MeshRenderSystemInterface::all[i]->mStatic)
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+ continue;
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+
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+ //TODO: Properly re-implement StaticElements to container owner interfaces and buffer sets
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+ for (U32 j = 0; j < MeshRenderSystemInterface::all[i]->mGeometry.mPolyList.size(); j++)
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+ {
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+ const OptimizedPolyList::Poly& poly = MeshRenderSystemInterface::all[i]->mGeometry.mPolyList[j];
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+
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+ if (poly.vertexCount < 3)
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+ continue;
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+
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+ tempIndices.setSize(poly.vertexCount);
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+ dMemset(tempIndices.address(), 0, poly.vertexCount);
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+
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+ if (poly.type == OptimizedPolyList::TriangleStrip ||
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+ poly.type == OptimizedPolyList::TriangleFan)
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+ {
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+ tempIndices[0] = 0;
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+ U32 idx = 1;
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+
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+ for (U32 k = 1; k < poly.vertexCount; k += 2)
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+ tempIndices[idx++] = k;
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+
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+ for (U32 k = ((poly.vertexCount - 1) & (~0x1)); k > 0; k -= 2)
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+ tempIndices[idx++] = k;
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+ }
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+ else if (poly.type == OptimizedPolyList::TriangleList)
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+ {
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+ for (U32 k = 0; k < poly.vertexCount; k++)
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+ tempIndices[k] = k;
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+ }
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+ else
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+ continue;
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+
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+ //got our data, now insert it into the correct buffer!
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+ S32 bufferId = findBufferSetByMaterial(poly.material);
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+
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+ if (bufferId == -1)
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+ {
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+ //add a new buffer set if we didn't get a match!
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+ BufferSet newSet;
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+ newSet.surfaceMaterialId = poly.material;
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+
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+ mStaticBuffers.push_back(newSet);
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+
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+ bufferId = mStaticBuffers.size() - 1;
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+ }
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+
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+ //see if this would push us over our buffer size limit, if it is, make a new buffer for this set
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+ if (mStaticBuffers[bufferId].buffers.last().vertData.size() + 3 > BUFFER_SIZE
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+ || mStaticBuffers[bufferId].buffers.last().primData.size() + 1 > BUFFER_SIZE)
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+ {
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+ //yep, we'll overstep with this, so spool up a new buffer in this set
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+ BufferSet::Buffers newBuffer = BufferSet::Buffers();
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+ mStaticBuffers[bufferId].buffers.push_back(newBuffer);
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+ }
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+
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+ const U32& firstIdx = MeshRenderSystemInterface::all[i]->mGeometry.mIndexList[poly.vertexStart];
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+ const OptimizedPolyList::VertIndex& firstVertIdx = MeshRenderSystemInterface::all[i]->mGeometry.mVertexList[firstIdx];
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+
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+ //Vector<Point3F> geomPoints = MeshRenderSystemInterface::all[i]->mGeometry.mPoints;
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+ //Vector<Point3F> geomNormals = MeshRenderSystemInterface::all[i]->mGeometry.mNormals;
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+ //Vector<Point2F> geoUVs = MeshRenderSystemInterface::all[i]->mGeometry.mUV0s;
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+
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+ for (U32 k = 1; k < poly.vertexCount - 1; k++)
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+ {
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+ const U32& secondIdx = MeshRenderSystemInterface::all[i]->mGeometry.mIndexList[poly.vertexStart + tempIndices[k]];
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+ const U32& thirdIdx = MeshRenderSystemInterface::all[i]->mGeometry.mIndexList[poly.vertexStart + tempIndices[k + 1]];
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+
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+ const OptimizedPolyList::VertIndex& secondVertIdx = MeshRenderSystemInterface::all[i]->mGeometry.mVertexList[secondIdx];
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+ const OptimizedPolyList::VertIndex& thirdVertIdx = MeshRenderSystemInterface::all[i]->mGeometry.mVertexList[thirdIdx];
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+
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+ Point3F points[3];
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+ points[0] = MeshRenderSystemInterface::all[i]->mGeometry.mPoints[firstVertIdx.vertIdx];
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+ points[1] = MeshRenderSystemInterface::all[i]->mGeometry.mPoints[secondVertIdx.vertIdx];
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+ points[2] = MeshRenderSystemInterface::all[i]->mGeometry.mPoints[thirdVertIdx.vertIdx];
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+
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+ Point3F normals[3];
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+ normals[0] = MeshRenderSystemInterface::all[i]->mGeometry.mNormals[firstVertIdx.normalIdx];
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+ normals[1] = MeshRenderSystemInterface::all[i]->mGeometry.mNormals[secondVertIdx.normalIdx];
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+ normals[2] = MeshRenderSystemInterface::all[i]->mGeometry.mNormals[thirdVertIdx.normalIdx];
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+
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+ Point3F tangents[3];
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+ tangents[0] = mCross(points[1] - points[0], normals[0]);
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+ tangents[1] = mCross(points[2] - points[1], normals[1]);
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+ tangents[2] = mCross(points[0] - points[2], normals[2]);
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+
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+ Point2F uvs[3];
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+ uvs[0] = MeshRenderSystemInterface::all[i]->mGeometry.mUV0s[firstVertIdx.uv0Idx];
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+ uvs[1] = MeshRenderSystemInterface::all[i]->mGeometry.mUV0s[secondVertIdx.uv0Idx];
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+ uvs[2] = MeshRenderSystemInterface::all[i]->mGeometry.mUV0s[thirdVertIdx.uv0Idx];
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+
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+ mStaticBuffers[bufferId].vertCount += 3;
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+ mStaticBuffers[bufferId].primCount += 1;
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+
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+ for (U32 v = 0; v < 3; ++v)
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+ {
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+ //Build the vert and store it to the buffers!
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+ GFXVertexPNTT bufVert;
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+ bufVert.point = points[v];
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+ bufVert.normal = normals[v];
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+ bufVert.tangent = tangents[v];
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+ bufVert.texCoord = uvs[v];
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+
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+ newBounds.extend(points[v]);
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+
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+ mStaticBuffers[bufferId].buffers.last().vertData.push_back(bufVert);
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+
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+ U32 vertPrimId = mStaticBuffers[bufferId].buffers.last().vertData.size() - 1;
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+ mStaticBuffers[bufferId].buffers.last().primData.push_back(vertPrimId);
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+
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+ mStaticBuffers[bufferId].center += points[v];
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+ }
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+ }
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+ }
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+ }
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+
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+ //Now, iterate through the organized data and turn them into renderable buffers
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+ for (U32 i = 0; i < mStaticBuffers.size(); i++)
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+ {
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+ for (U32 b = 0; b < mStaticBuffers[i].buffers.size(); b++)
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+ {
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+ BufferSet::Buffers& buffers = mStaticBuffers[i].buffers[b];
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+
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+ //if there's no data to be had in this buffer, just skip it
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+ if (buffers.vertData.empty())
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+ continue;
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+
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+ buffers.vertexBuffer.set(GFX, buffers.vertData.size(), GFXBufferTypeStatic);
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+ GFXVertexPNTT *pVert = buffers.vertexBuffer.lock();
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+
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+ for (U32 v = 0; v < buffers.vertData.size(); v++)
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+ {
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+ pVert->normal = buffers.vertData[v].normal;
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+ pVert->tangent = buffers.vertData[v].tangent;
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+ //pVert->color = buffers.vertData[v].color;
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+ pVert->point = buffers.vertData[v].point;
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+ pVert->texCoord = buffers.vertData[v].texCoord;
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+
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+ pVert++;
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+ }
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+
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+ buffers.vertexBuffer.unlock();
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+
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+ // Allocate PB
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+ buffers.primitiveBuffer.set(GFX, buffers.primData.size(), buffers.primData.size() / 3, GFXBufferTypeStatic);
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+
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+ U16 *pIndex;
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+ buffers.primitiveBuffer.lock(&pIndex);
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+
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+ for (U16 i = 0; i < buffers.primData.size(); i++)
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+ {
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+ *pIndex = i;
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+ pIndex++;
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+ }
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+
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+ buffers.primitiveBuffer.unlock();
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+ }
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+
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+ mStaticBuffers[i].center /= mStaticBuffers[i].vertCount;
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+ }
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+
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+ //mObjBox = newBounds;
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+ //resetWorldBox();
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+}
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+
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+U32 MeshRenderSystem::findBufferSetByMaterial(U32 matId)
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+{
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+ for (U32 i = 0; i < mStaticBuffers.size(); i++)
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+ {
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+ if (mStaticBuffers[i].surfaceMaterialId == matId)
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+ return i;
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+ }
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+
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+ return -1;
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+}
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