//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- #ifndef _DEFERRED_MGR_H_ #define _DEFERRED_MGR_H_ #include "renderInstance/renderTexTargetBinManager.h" #include "materials/matInstance.h" #include "materials/processedShaderMaterial.h" #include "shaderGen/conditionerFeature.h" #include "core/util/autoPtr.h" // Forward declare class DeferredMatInstance; // This render manager renders opaque objects to the z-buffer as a z-fill pass. // It can optionally accumulate data from this opaque render pass into a render // target for later use. class RenderDeferredMgr : public RenderTexTargetBinManager { typedef RenderTexTargetBinManager Parent; public: // registered buffer name static const String BufferName; // andremwac: Deferred Rendering static const String ColorBufferName; static const String MatInfoBufferName; // Generic Deferred Render Instance Type static const RenderInstType RIT_Deferred; RenderDeferredMgr( bool gatherDepth = true, GFXFormat format = GFXFormatR16G16B16A16 ); virtual ~RenderDeferredMgr(); virtual void setDeferredMaterial( DeferredMatInstance *mat ); // RenderBinManager interface virtual void render(SceneRenderState * state); virtual void sort(); virtual void clear(); virtual void addElement( RenderInst *inst ); // ConsoleObject DECLARE_CONOBJECT(RenderDeferredMgr); typedef Signal RenderSignal; static RenderSignal& getRenderSignal(); static const U32 OpaqueStaticLitMask = BIT(1); ///< Stencil mask for opaque, lightmapped pixels static const U32 OpaqueDynamicLitMask = BIT(0); ///< Stencil mask for opaque, dynamic lit pixels static const GFXStateBlockDesc &getOpaqueStencilTestDesc(); static const GFXStateBlockDesc &getOpaqueStenciWriteDesc(bool lightmappedGeometry = true); virtual bool setTargetSize(const Point2I &newTargetSize); inline BaseMatInstance* getDeferredMaterial( BaseMatInstance *mat ); protected: /// The terrain render instance elements. Vector< MainSortElem > mTerrainElementList; /// The object render instance elements. Vector< MainSortElem > mObjectElementList; DeferredMatInstance *mDeferredMatInstance; /// Vector< MainSortElem > mProbeElementList; virtual void _registerFeatures(); virtual void _unregisterFeatures(); virtual bool _updateTargets(); virtual void _createDeferredMaterial(); bool _lightManagerActivate(bool active); // Deferred Shading NamedTexTarget mColorTarget; NamedTexTarget mMatInfoTarget; GFXTexHandle mColorTex; GFXTexHandle mMatInfoTex; GFXTexHandle mDiffuseLightTex; GFXTexHandle mSpecularLightTex; GFXShaderConstBufferRef mShaderConsts; }; //------------------------------------------------------------------------------ class ProcessedDeferredMaterial : public ProcessedShaderMaterial { typedef ProcessedShaderMaterial Parent; public: ProcessedDeferredMaterial(Material& mat, const RenderDeferredMgr *deferredMgr); virtual U32 getNumStages(); virtual void addStateBlockDesc(const GFXStateBlockDesc& desc); protected: virtual void _determineFeatures( U32 stageNum, MaterialFeatureData &fd, const FeatureSet &features ); const RenderDeferredMgr *mDeferredMgr; bool mIsLightmappedGeometry; }; //------------------------------------------------------------------------------ class DeferredMatInstance : public MatInstance { typedef MatInstance Parent; public: DeferredMatInstance(MatInstance* root, const RenderDeferredMgr *deferredMgr); virtual ~DeferredMatInstance(); bool init() { return init( mFeatureList, mVertexFormat ); } // MatInstance virtual bool init( const FeatureSet &features, const GFXVertexFormat *vertexFormat ); protected: virtual ProcessedMaterial* getShaderMaterial(); const RenderDeferredMgr *mDeferredMgr; }; //------------------------------------------------------------------------------ class DeferredMatInstanceHook : public MatInstanceHook { public: DeferredMatInstanceHook(MatInstance *baseMatInst, const RenderDeferredMgr *deferredMgr); virtual ~DeferredMatInstanceHook(); virtual DeferredMatInstance *getDeferredMatInstance() { return mHookedDeferredMatInst; } virtual const MatInstanceHookType& getType() const { return Type; } /// The type for deferred material hooks. static const MatInstanceHookType Type; protected: DeferredMatInstance *mHookedDeferredMatInst; const RenderDeferredMgr *mDeferredManager; }; //------------------------------------------------------------------------------ // A very simple, default depth conditioner feature class LinearEyeDepthConditioner : public ConditionerFeature { typedef ConditionerFeature Parent; public: LinearEyeDepthConditioner(const GFXFormat bufferFormat) : Parent(bufferFormat) { } virtual String getName() { return "Linear Eye-Space Depth Conditioner"; } virtual void processPix( Vector &componentList, const MaterialFeatureData &fd ); protected: virtual Var *_conditionOutput( Var *unconditionedOutput, MultiLine *meta ); virtual Var *_unconditionInput( Var *conditionedInput, MultiLine *meta ); virtual Var *printMethodHeader( MethodType methodType, const String &methodName, Stream &stream, MultiLine *meta ); }; inline BaseMatInstance* RenderDeferredMgr::getDeferredMaterial( BaseMatInstance *mat ) { DeferredMatInstanceHook *hook = static_cast( mat->getHook( DeferredMatInstanceHook::Type ) ); if ( !hook ) { hook = new DeferredMatInstanceHook( static_cast( mat ), this ); mat->addHook( hook ); } return hook->getDeferredMatInstance(); } #endif // _DEFERRED_MGR_H_