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- //-----------------------------------------------------------------------------
- // 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 _PREPASS_MGR_H_
- #define _PREPASS_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 PrePassMatInstance;
- // 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 RenderPrePassMgr : 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 PrePass Render Instance Type
- static const RenderInstType RIT_PrePass;
- RenderPrePassMgr( bool gatherDepth = true,
- GFXFormat format = GFXFormatR16G16B16A16 );
- virtual ~RenderPrePassMgr();
- virtual void setPrePassMaterial( PrePassMatInstance *mat );
- // RenderBinManager interface
- virtual void render(SceneRenderState * state);
- virtual void sort();
- virtual void clear();
- virtual void addElement( RenderInst *inst );
- // ConsoleObject
- DECLARE_CONOBJECT(RenderPrePassMgr);
- typedef Signal<void(const SceneRenderState*, RenderPrePassMgr*, bool)> 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* getPrePassMaterial( BaseMatInstance *mat );
- protected:
- /// The terrain render instance elements.
- Vector< MainSortElem > mTerrainElementList;
- /// The object render instance elements.
- Vector< MainSortElem > mObjectElementList;
- PrePassMatInstance *mPrePassMatInstance;
- virtual void _registerFeatures();
- virtual void _unregisterFeatures();
- virtual bool _updateTargets();
- virtual void _createPrePassMaterial();
- bool _lightManagerActivate(bool active);
- // Deferred Shading
- GFXVertexBufferHandle<GFXVertexPC> mClearGBufferVerts;
- GFXShaderRef mClearGBufferShader;
- GFXStateBlockRef mStateblock;
- NamedTexTarget mColorTarget;
- NamedTexTarget mMatInfoTarget;
- GFXTexHandle mColorTex;
- GFXTexHandle mMatInfoTex;
- GFXShaderConstBufferRef mShaderConsts;
- GFXShaderConstHandle *mSpecularStrengthSC;
- GFXShaderConstHandle *mSpecularPowerSC;
- public:
- void clearBuffers();
- void _initShaders();
- };
- //------------------------------------------------------------------------------
- class ProcessedPrePassMaterial : public ProcessedShaderMaterial
- {
- typedef ProcessedShaderMaterial Parent;
-
- public:
- ProcessedPrePassMaterial(Material& mat, const RenderPrePassMgr *prePassMgr);
- virtual U32 getNumStages();
- virtual void addStateBlockDesc(const GFXStateBlockDesc& desc);
- protected:
- virtual void _determineFeatures( U32 stageNum, MaterialFeatureData &fd, const FeatureSet &features );
- const RenderPrePassMgr *mPrePassMgr;
- bool mIsLightmappedGeometry;
- };
- //------------------------------------------------------------------------------
- class PrePassMatInstance : public MatInstance
- {
- typedef MatInstance Parent;
- public:
- PrePassMatInstance(MatInstance* root, const RenderPrePassMgr *prePassMgr);
- virtual ~PrePassMatInstance();
- bool init()
- {
- return init( mFeatureList, mVertexFormat );
- }
- // MatInstance
- virtual bool init( const FeatureSet &features,
- const GFXVertexFormat *vertexFormat );
- protected:
- virtual ProcessedMaterial* getShaderMaterial();
- const RenderPrePassMgr *mPrePassMgr;
- };
- //------------------------------------------------------------------------------
- class PrePassMatInstanceHook : public MatInstanceHook
- {
- public:
- PrePassMatInstanceHook(MatInstance *baseMatInst, const RenderPrePassMgr *prePassMgr);
- virtual ~PrePassMatInstanceHook();
- virtual PrePassMatInstance *getPrePassMatInstance() { return mHookedPrePassMatInst; }
- virtual const MatInstanceHookType& getType() const { return Type; }
- /// The type for prepass material hooks.
- static const MatInstanceHookType Type;
- protected:
- PrePassMatInstance *mHookedPrePassMatInst;
- const RenderPrePassMgr *mPrePassManager;
- };
- //------------------------------------------------------------------------------
- // 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<ShaderComponent*> &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* RenderPrePassMgr::getPrePassMaterial( BaseMatInstance *mat )
- {
- PrePassMatInstanceHook *hook = static_cast<PrePassMatInstanceHook*>( mat->getHook( PrePassMatInstanceHook::Type ) );
- if ( !hook )
- {
- hook = new PrePassMatInstanceHook( static_cast<MatInstance*>( mat ), this );
- mat->addHook( hook );
- }
- return hook->getPrePassMatInstance();
- }
- #endif // _PREPASS_MGR_H_
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