| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136 | //-----------------------------------------------------------------------------// 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(){   docsURL;   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<GFXVertexPNTBT>() );   }   // 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<MeshRenderInst*>(mElementList[0].inst);   setupSGData( ri, sgData );   while (mOverrideInstance->setupPass(state, sgData))   {         for( U32 j=0; j<mElementList.size(); j++)      {         MeshRenderInst* passRI = static_cast<MeshRenderInst*>(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<ForcedMaterialMeshMgr *>( 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<ForcedMaterialMeshMgr *>( object );      Material* material;   Sim::findObject(data, material);   mgr.mOverrideMaterial = material;   return false;}
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