//----------------------------------------------------------------------------- // 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 "renderOcclusionMgr.h" #include "console/consoleTypes.h" #include "scene/sceneObject.h" #include "gfx/gfxOcclusionQuery.h" #include "gfx/gfxDrawUtil.h" #include "gfx/gfxTransformSaver.h" #include "math/util/sphereMesh.h" #include "materials/materialManager.h" #include "materials/sceneData.h" #include "math/util/matrixSet.h" #include "gfx/gfxDebugEvent.h" #include "materials/materialFeatureTypes.h" IMPLEMENT_CONOBJECT(RenderOcclusionMgr); ConsoleDocClass( RenderOcclusionMgr, "@brief A render bin which renders occlusion query requests.\n\n" "This render bin gathers occlusion query render instances and renders them. " "It is currently used by light flares and ShapeBase reflection cubemaps.\n\n" "You can type '$RenderOcclusionMgr::debugRender = true' in the console to " "see debug rendering of the occlusion geometry.\n\n" "@ingroup RenderBin\n" ); bool RenderOcclusionMgr::smDebugRender = false; RenderOcclusionMgr::RenderOcclusionMgr() : RenderBinManager(RenderPassManager::RIT_Occluder, 1.0f, 1.0f) { mSpherePrimCount = 0; mMatInstance = NULL; } static const Point3F cubePoints[8] = { Point3F(-0.5, -0.5, -0.5), Point3F(-0.5, -0.5, 0.5), Point3F(-0.5, 0.5, -0.5), Point3F(-0.5, 0.5, 0.5), Point3F( 0.5, -0.5, -0.5), Point3F( 0.5, -0.5, 0.5), Point3F( 0.5, 0.5, -0.5), Point3F( 0.5, 0.5, 0.5) }; static const U32 cubeFaces[6][4] = { { 0, 4, 6, 2 }, { 0, 2, 3, 1 }, { 0, 1, 5, 4 }, { 3, 2, 6, 7 }, { 7, 6, 4, 5 }, { 3, 7, 5, 1 } }; void RenderOcclusionMgr::init() { delete mMatInstance; mMaterial = MATMGR->allocateAndRegister( String::EmptyString ); mMaterial->mDiffuse[0] = LinearColorF( 1, 0, 1, 1 ); mMaterial->mEmissive[0] = true; mMaterial->mAutoGenerated = true; mMatInstance = mMaterial->createMatInstance(); FeatureSet features = MATMGR->getDefaultFeatures(); features.removeFeature( MFT_Visibility ); features.removeFeature( MFT_Fog ); features.removeFeature( MFT_HDROut ); mMatInstance->init( features, getGFXVertexFormat() ); GFXStateBlockDesc d; d.setBlend( false ); d.cullDefined = true; d.cullMode = GFXCullCCW; d.setZReadWrite( true, false ); d.setColorWrites( false, false, false, false ); mRenderSB = GFX->createStateBlock(d); d.setZReadWrite( false, false ); mTestSB = GFX->createStateBlock(d); mBoxBuff.set( GFX, 36, GFXBufferTypeStatic ); GFXVertexP *verts = mBoxBuff.lock(); U32 vertexIndex = 0; U32 idx; for(S32 i = 0; i < 6; i++) { idx = cubeFaces[i][0]; verts[vertexIndex].point = cubePoints[idx]; vertexIndex++; idx = cubeFaces[i][1]; verts[vertexIndex].point = cubePoints[idx]; vertexIndex++; idx = cubeFaces[i][3]; verts[vertexIndex].point = cubePoints[idx]; vertexIndex++; idx = cubeFaces[i][1]; verts[vertexIndex].point = cubePoints[idx]; vertexIndex++; idx = cubeFaces[i][3]; verts[vertexIndex].point = cubePoints[idx]; vertexIndex++; idx = cubeFaces[i][2]; verts[vertexIndex].point = cubePoints[idx]; vertexIndex++; } mBoxBuff.unlock(); SphereMesh sphere; const SphereMesh::TriangleMesh *sphereMesh = sphere.getMesh(1); mSpherePrimCount = sphereMesh->numPoly; mSphereBuff.set( GFX, mSpherePrimCount * 3, GFXBufferTypeStatic ); verts = mSphereBuff.lock(); vertexIndex = 0; for ( S32 i = 0; i < mSpherePrimCount; i++ ) { verts[vertexIndex].point = sphereMesh->poly[i].pnt[0]; vertexIndex++; verts[vertexIndex].point = sphereMesh->poly[i].pnt[1]; vertexIndex++; verts[vertexIndex].point = sphereMesh->poly[i].pnt[2]; vertexIndex++; } mSphereBuff.unlock(); } void RenderOcclusionMgr::consoleInit() { Con::addVariable( "$RenderOcclusionMgr::debugRender", TypeBool, &RenderOcclusionMgr::smDebugRender, "@brief A debugging feature which renders the occlusion volumes to the scene.\n" "@see RenderOcclusionMgr\n" "@ingroup RenderBin\n" ); } void RenderOcclusionMgr::initPersistFields() { Parent::initPersistFields(); } //----------------------------------------------------------------------------- // render objects //----------------------------------------------------------------------------- void RenderOcclusionMgr::render( SceneRenderState *state ) { PROFILE_SCOPE(RenderOcclusionMgr_render); // Early out if nothing to draw. if ( !mElementList.size() ) return; GFXTransformSaver saver; GFXDEBUGEVENT_SCOPE(RenderOcclusionMgr_Render, ColorI::BLUE); if ( mMatInstance == NULL ) init(); SceneData sgData; sgData.init( state ); // Restore transforms MatrixSet &matrixSet = getRenderPass()->getMatrixSet(); matrixSet.restoreSceneViewProjection(); // The material is single pass... just setup once here. mMatInstance->setupPass( state, sgData ); U32 primCount; for( U32 i=0; i(mElementList[i].inst); AssertFatal( ri->query != NULL, "RenderOcclusionMgr::render, OcclusionRenderInst has NULL GFXOcclusionQuery" ); if ( ri->isSphere ) { GFX->setVertexBuffer( mSphereBuff ); primCount = mSpherePrimCount; } else { GFX->setVertexBuffer( mBoxBuff ); primCount = 12; } MatrixF xfm( *ri->orientation ); xfm.setPosition( ri->position ); xfm.scale( ri->scale ); matrixSet.setWorld(xfm); mMatInstance->setTransforms(matrixSet, state); if ( !smDebugRender ) GFX->setStateBlock( mRenderSB ); ri->query->begin(); GFX->drawPrimitive( GFXTriangleList, 0, primCount ); ri->query->end(); if ( ri->query2 ) { GFX->setStateBlock( mTestSB ); ri->query2->begin(); GFX->drawPrimitive( GFXTriangleList, 0, primCount ); ri->query2->end(); } } // Call setup one more time to end the pass. mMatInstance->setupPass( state, sgData ); }