//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "platform/platform.h" #include "scene/sceneRenderState.h" #include "renderInstance/renderPassManager.h" #include "math/util/matrixSet.h" //----------------------------------------------------------------------------- SceneRenderState::SceneRenderState( SceneManager* sceneManager, ScenePassType passType, const SceneCameraState& view, RenderPassManager* renderPass /* = NULL */, bool usePostEffects /* = true */ ) : mSceneManager( sceneManager ), mScenePassType( passType ), mRenderPass( renderPass ? renderPass : sceneManager->getDefaultRenderPass() ), mCullingState( sceneManager, view ), mUsePostEffects( usePostEffects ), mRenderLightmappedMeshes( true ), mRenderNonLightmappedMeshes( true ), mRenderArea( view.getFrustum().getBounds() ), mDisableAdvancedLightingBins( false ), mSceneRenderStyle( SRS_Standard ), mAmbientLightColor( sceneManager->getAmbientLightColor() ) { // Setup the default parameters for the screen metrics methods. mDiffuseCameraTransform = view.getHeadWorldViewMatrix(); mDiffuseCameraTransform.inverse(); // The vector eye is the camera vector with its // length normalized to 1 / zFar. getCameraTransform().getColumn( 1, &mVectorEye ); mVectorEye.normalize( 1.0f / getFarPlane() ); // TODO: What about ortho modes? Is near plane ok // or do i need to remove it... maybe ortho has a near // plane of 1 and it just works out? const Frustum& frustum = view.getFrustum(); const RectI& viewport = view.getViewport(); mWorldToScreenScale.set( ( frustum.getNearDist() * viewport.extent.x ) / ( frustum.getNearRight() - frustum.getNearLeft() ), ( frustum.getNearDist() * viewport.extent.y ) / ( frustum.getNearTop() - frustum.getNearBottom() ) ); // Assign shared matrix data to the render pass. mRenderPass->assignSharedXform( RenderPassManager::View, view.getWorldViewMatrix() ); mRenderPass->assignSharedXform( RenderPassManager::Projection, view.getProjectionMatrix() ); } //----------------------------------------------------------------------------- SceneRenderState::~SceneRenderState() { } //----------------------------------------------------------------------------- const MatrixF& SceneRenderState::getWorldViewMatrix() const { return getRenderPass()->getMatrixSet().getWorldToCamera(); } //----------------------------------------------------------------------------- const MatrixF& SceneRenderState::getProjectionMatrix() const { return getRenderPass()->getMatrixSet().getCameraToScreen(); } const MatrixF& SceneRenderState::getInvProjectionMatrix() const { return getRenderPass()->getMatrixSet().getScreenToCamera(); } //----------------------------------------------------------------------------- void SceneRenderState::renderObjects( SceneObject** objects, U32 numObjects ) { // Let the objects batch their stuff. PROFILE_START( SceneRenderState_prepRenderImages ); for( U32 i = 0; i < numObjects; ++ i ) { SceneObject* object = objects[ i ]; object->prepRenderImage( this ); } PROFILE_END(); // Render what the objects have batched. getRenderPass()->renderPass( this ); }