//----------------------------------------------------------------------------- // 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 "renderInstance/forcedMaterialMeshMgr.h" #include "gfx/gfxTransformSaver.h" #include "gfx/gfxPrimitiveBuffer.h" #include "gfx/gfxDebugEvent.h" #include "materials/sceneData.h" #include "materials/materialManager.h" #include "materials/materialDefinition.h" #include "console/consoleTypes.h" #include "math/util/matrixSet.h" IMPLEMENT_CONOBJECT(ForcedMaterialMeshMgr); ConsoleDocClass( ForcedMaterialMeshMgr, "@brief Basically the same as RenderMeshMgr, but will override the material " "of the instance. Exists for backwards compatibility, not currently used, soon to be deprecated\n\n" "@internal" ); ForcedMaterialMeshMgr::ForcedMaterialMeshMgr() { mOverrideInstance = NULL; mOverrideMaterial = NULL; } ForcedMaterialMeshMgr::ForcedMaterialMeshMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder, BaseMatInstance* overrideMaterial) : RenderMeshMgr(riType, renderOrder, processAddOrder) { mOverrideInstance = overrideMaterial; mOverrideMaterial = NULL; } void ForcedMaterialMeshMgr::setOverrideMaterial(BaseMatInstance* overrideMaterial) { SAFE_DELETE(mOverrideInstance); mOverrideInstance = overrideMaterial; } ForcedMaterialMeshMgr::~ForcedMaterialMeshMgr() { setOverrideMaterial(NULL); } void ForcedMaterialMeshMgr::initPersistFields() { addProtectedField("material", TYPEID< Material >(), Offset(mOverrideMaterial, ForcedMaterialMeshMgr), &_setOverrideMat, &_getOverrideMat, "Material used to draw all meshes in the render bin."); Parent::initPersistFields(); } void ForcedMaterialMeshMgr::render(SceneRenderState * state) { PROFILE_SCOPE(ForcedMaterialMeshMgr_render); if(!mOverrideInstance && mOverrideMaterial.isValid()) { mOverrideInstance = mOverrideMaterial->createMatInstance(); mOverrideInstance->init( MATMGR->getDefaultFeatures(), getGFXVertexFormat() ); } // Early out if nothing to draw. if(!mElementList.size() || !mOverrideInstance) return; GFXDEBUGEVENT_SCOPE(ForcedMaterialMeshMgr_Render, ColorI::RED); // Automagically save & restore our viewport and transforms. GFXTransformSaver saver; // init loop data SceneData sgData; sgData.init( state ); MeshRenderInst *ri = static_cast(mElementList[0].inst); setupSGData( ri, sgData ); while (mOverrideInstance->setupPass(state, sgData)) { for( U32 j=0; j(mElementList[j].inst); if(passRI->primBuff->getPointer()->mPrimitiveArray[passRI->primBuffIndex].numVertices < 1) continue; getRenderPass()->getMatrixSet().setWorld(*passRI->objectToWorld); getRenderPass()->getMatrixSet().setView(*passRI->worldToCamera); getRenderPass()->getMatrixSet().setProjection(*passRI->projection); mOverrideInstance->setTransforms(getRenderPass()->getMatrixSet(), state); mOverrideInstance->setBuffers(passRI->vertBuff, passRI->primBuff); GFX->drawPrimitive( passRI->primBuffIndex ); } } } const char* ForcedMaterialMeshMgr::_getOverrideMat( void *object, const char *data ) { ForcedMaterialMeshMgr &mgr = *reinterpret_cast( object ); if( mgr.mOverrideMaterial.isValid() ) return mgr.mOverrideMaterial->getIdString(); else return "0"; } bool ForcedMaterialMeshMgr::_setOverrideMat( void *object, const char *index, const char *data ) { ForcedMaterialMeshMgr &mgr = *reinterpret_cast( object ); Material* material; Sim::findObject(data, material); mgr.mOverrideMaterial = material; return false; }