| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292 | //-----------------------------------------------------------------------------// 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 "renderInstance/renderMeshMgr.h"#include "console/consoleTypes.h"#include "gfx/gfxTransformSaver.h"#include "gfx/gfxPrimitiveBuffer.h"#include "materials/sceneData.h"#include "materials/processedMaterial.h"#include "materials/materialManager.h"#include "scene/sceneRenderState.h"#include "gfx/gfxDebugEvent.h"#include "math/util/matrixSet.h"IMPLEMENT_CONOBJECT(RenderMeshMgr);ConsoleDocClass( RenderMeshMgr,    "@brief A render bin for mesh rendering.\n\n"   "This is the primary render bin in Torque which does most of the "   "work of rendering DTS shapes and arbitrary mesh geometry.  It knows "   "how to render mesh instances using materials and supports hardware mesh "   "instancing.\n\n"   "@ingroup RenderBin\n" );RenderMeshMgr::RenderMeshMgr(): RenderBinManager(RenderPassManager::RIT_Mesh, 1.0f, 1.0f){}RenderMeshMgr::RenderMeshMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder)   : RenderBinManager(riType, renderOrder, processAddOrder){}void RenderMeshMgr::init(){   GFXStateBlockDesc d;   d.cullDefined = true;   d.cullMode = GFXCullCCW;   d.samplersDefined = true;   d.samplers[0] = GFXSamplerStateDesc::getWrapLinear();   mNormalSB = GFX->createStateBlock(d);   d.cullMode = GFXCullCW;   mReflectSB = GFX->createStateBlock(d);}void RenderMeshMgr::initPersistFields(){   docsURL;   Parent::initPersistFields();}//-----------------------------------------------------------------------------// add element//-----------------------------------------------------------------------------void RenderMeshMgr::addElement( RenderInst *inst ){   // If this instance is translucent handle it in RenderTranslucentMgr   if (inst->translucentSort)      return;   AssertFatal( inst->defaultKey != 0, "RenderMeshMgr::addElement() - Got null sort key... did you forget to set it?" );   internalAddElement(inst);}//-----------------------------------------------------------------------------// render//-----------------------------------------------------------------------------void RenderMeshMgr::render(SceneRenderState * state){   PROFILE_SCOPE(RenderMeshMgr_render);   // Early out if nothing to draw.   if(!mElementList.size())      return;   GFXDEBUGEVENT_SCOPE( RenderMeshMgr_Render, ColorI::GREEN );   // Automagically save & restore our viewport and transforms.   GFXTransformSaver saver;   // Restore transforms   MatrixSet &matrixSet = getRenderPass()->getMatrixSet();   matrixSet.restoreSceneViewProjection();   // init loop data   GFXTextureObject *lastLM = NULL;   GFXCubemap *lastCubemap = NULL;   GFXTextureObject *lastReflectTex = NULL;   GFXTextureObject *lastMiscTex = NULL;   GFXTextureObject *lastAccuTex = NULL;   SceneData sgData;   sgData.init( state );   U32 binSize = mElementList.size();   for( U32 j=0; j<binSize; )   {      MeshRenderInst *ri = static_cast<MeshRenderInst*>(mElementList[j].inst);      setupSGData( ri, sgData );      BaseMatInstance *mat = ri->matInst;      // If we have an override delegate then give it a       // chance to swap the material with another.      if ( mMatOverrideDelegate )      {         mat = mMatOverrideDelegate( mat );         if ( !mat )         {            j++;            continue;         }      }      if( !mat )         mat = MATMGR->getWarningMatInstance();      // Check if bin is disabled in advanced lighting.      // Allow forward rendering pass on custom materials.      if ( ( MATMGR->getDeferredEnabled() && mBasicOnly && !mat->isCustomMaterial() ) )      {         j++;         continue;      }      U32 matListEnd = j;      lastMiscTex = sgData.miscTex;      U32 a;      while( mat && mat->setupPass(state, sgData ) )      {         for( a=j; a<binSize; a++ )         {            MeshRenderInst *passRI = static_cast<MeshRenderInst*>(mElementList[a].inst);            // Check to see if we need to break this batch.            if (  newPassNeeded( ri, passRI ) ||                  lastMiscTex != passRI->miscTex )            {               lastLM = NULL;               break;            }            matrixSet.setWorld(*passRI->objectToWorld);            matrixSet.setView(*passRI->worldToCamera);            matrixSet.setProjection(*passRI->projection);            mat->setTransforms(matrixSet, state);            // Setup HW skinning transforms if applicable            if (mat->usesHardwareSkinning())            {               mat->setNodeTransforms(passRI->mNodeTransforms, passRI->mNodeTransformCount);            }			//push along any overriden fields that are instance-specific as well			if (passRI->mCustomShaderData.size() > 0)			{				mat->setCustomShaderData(passRI->mCustomShaderData);			}            setupSGData( passRI, sgData );            mat->setSceneInfo( state, sgData );            // If we're instanced then don't render yet.            if ( mat->isInstanced() )            {               // Let the material increment the instance buffer, but               // break the batch if it runs out of room for more.               if ( !mat->stepInstance() )               {                  a++;                  break;               }               continue;            }            // TODO: This could proably be done in a cleaner way.            //            // This section of code is dangerous, it overwrites the            // lightmap values in sgData.  This could be a problem when multiple            // render instances use the same multi-pass material.  When            // the first pass is done, setupPass() is called again on            // the material, but the lightmap data has been changed in            // sgData to the lightmaps in the last renderInstance rendered.            // This section sets the lightmap data for the current batch.            // For the first iteration, it sets the same lightmap data,            // however the redundancy will be caught by GFXDevice and not            // actually sent to the card.  This is done for simplicity given            // the possible condition mentioned above.  Better to set always            // than to get bogged down into special case detection.            //-------------------------------------            bool dirty = false;            // set the lightmaps if different            if( passRI->lightmap && passRI->lightmap != lastLM )            {               sgData.lightmap = passRI->lightmap;               lastLM = passRI->lightmap;               dirty = true;            }            // set the cubemap if different.            if ( passRI->cubemap != lastCubemap )            {               sgData.cubemap = passRI->cubemap;               lastCubemap = passRI->cubemap;               dirty = true;            }            if ( passRI->reflectTex != lastReflectTex )            {               sgData.reflectTex = passRI->reflectTex;               lastReflectTex = passRI->reflectTex;               dirty = true;            }            // Update accumulation texture if it changed.            // Note: accumulation texture can be NULL, and must be updated.            if ( passRI->accuTex != lastAccuTex )            {               sgData.accuTex = passRI->accuTex;               lastAccuTex = passRI->accuTex;               dirty = true;            }            if ( dirty )               mat->setTextureStages( state, sgData );            // Setup the vertex and index buffers.            mat->setBuffers( passRI->vertBuff, passRI->primBuff );            // Render this sucker.            if ( passRI->prim )               GFX->drawPrimitive( *passRI->prim );            else               GFX->drawPrimitive( passRI->primBuffIndex );         }         // Draw the instanced batch.         if ( mat->isInstanced() )         {            // Sets the buffers including the instancing stream.            mat->setBuffers( ri->vertBuff, ri->primBuff );            // Render the instanced stream.            if ( ri->prim )               GFX->drawPrimitive( *ri->prim );            else               GFX->drawPrimitive( ri->primBuffIndex );         }         matListEnd = a;      }      // force increment if none happened, otherwise go to end of batch      j = ( j == matListEnd ) ? j+1 : matListEnd;   }}
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