| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206 | //-----------------------------------------------------------------------------// 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/renderTerrainMgr.h"#include "platform/profiler.h"#include "scene/sceneManager.h"#include "gfx/gfxTransformSaver.h"#include "gfx/gfxDrawUtil.h"#include "gfx/gfxDebugEvent.h"#include "materials/shaderData.h"#include "materials/matInstance.h"#include "scene/sceneRenderState.h"#include "console/consoleTypes.h"#include "terrain/terrCell.h"#include "terrain/terrCellMaterial.h"#include "math/util/matrixSet.h"#include "materials/materialManager.h"bool RenderTerrainMgr::smRenderWireframe = false;S32 RenderTerrainMgr::smCellsRendered = 0;S32 RenderTerrainMgr::smOverrideCells = 0;S32 RenderTerrainMgr::smDrawCalls = 0;IMPLEMENT_CONOBJECT(RenderTerrainMgr);ConsoleDocClass( RenderTerrainMgr,    "@brief A render bin for terrain mesh rendering.\n\n"   "This bin renders terrain render instances from a TerrainBlock. "   "Normally a mesh would render via the RenderMeshMgr, but terrain uses "   "a TerrainMaterial designed for multi-layered surfaces which this "   "bin can processs.\n\n"   "@ingroup RenderBin\n" );RenderTerrainMgr::RenderTerrainMgr()   :  RenderBinManager( RenderPassManager::RIT_Terrain, 1.0f, 1.0f ){}RenderTerrainMgr::RenderTerrainMgr( F32 renderOrder, F32 processAddOrder )   :  RenderBinManager( RenderPassManager::RIT_Terrain, renderOrder, processAddOrder ){}RenderTerrainMgr::~RenderTerrainMgr(){}void RenderTerrainMgr::initPersistFields(){   docsURL;   Con::addVariable( "RenderTerrainMgr::renderWireframe", TypeBool, &smRenderWireframe,      "Used to enable wireframe rendering on terrain for debugging.\n"      "@ingroup RenderBin\n" );   // For stats.   GFXDevice::getDeviceEventSignal().notify( &RenderTerrainMgr::_clearStats );   Con::addVariable( "$TerrainBlock::cellsRendered", TypeS32, &smCellsRendered, "@internal" );   Con::addVariable( "$TerrainBlock::overrideCells", TypeS32, &smOverrideCells, "@internal" );   Con::addVariable( "$TerrainBlock::drawCalls", TypeS32, &smDrawCalls, "@internal" );   Parent::initPersistFields();}bool RenderTerrainMgr::_clearStats( GFXDevice::GFXDeviceEventType type ){   if ( type == GFXDevice::deStartOfFrame )   {      smCellsRendered = 0;      smOverrideCells = 0;      smDrawCalls = 0;   }   return true;}void RenderTerrainMgr::internalAddElement( RenderInst *inst_ ){   TerrainRenderInst *inst = static_cast<TerrainRenderInst*>( inst_ );   mInstVector.push_back( inst );}void RenderTerrainMgr::sort(){   // TODO: We could probably sort this in some   // manner to improve terrain rendering perf.}void RenderTerrainMgr::clear(){   mInstVector.clear();}void RenderTerrainMgr::render( SceneRenderState *state ){   if ( mInstVector.empty() )      return;   // Check if bin is disabled in advanced lighting.   if ( MATMGR->getDeferredEnabled() && mBasicOnly )      return;   PROFILE_SCOPE( RenderTerrainMgr_Render );   GFXTransformSaver saver;   // Prepare the common scene graph data.   SceneData sgData;   sgData.init( state );   sgData.wireframe |= smRenderWireframe;   // Restore transforms   MatrixSet &matrixSet = getRenderPass()->getMatrixSet();   matrixSet.restoreSceneViewProjection();   GFXDEBUGEVENT_SCOPE( RenderTerrainMgr_Render, ColorI::GREEN );   const MatrixF worldViewXfm = matrixSet.getWorldToCamera();   const MatrixF &projXfm = matrixSet.getCameraToScreen();   // HACKTASTIC!   //   // If this is a shadow pass then render the terrain   // with the first material we get.   //   // In the near future terrains will operate using regular   // MatInstance materials like any other mesh in which case   // this will all be replaced by a normal mesh render bin.   //   if ( state->isShadowPass() )   {            PROFILE_SCOPE( RenderTerrainMgr_Render_Shadow );      Vector<TerrainRenderInst*>::iterator inst = mInstVector.begin();      BaseMatInstance *overideMat = (*inst)->mat;      while ( overideMat && overideMat->setupPass( state, sgData ) )      {         for ( ; inst != mInstVector.end(); inst++ )         {            smOverrideCells++;            GFX->setPrimitiveBuffer( (*inst)->primBuff );            GFX->setVertexBuffer( (*inst)->vertBuff );            matrixSet.setWorld(*(*inst)->objectToWorldXfm);            overideMat->setSceneInfo( state, sgData );            overideMat->setTransforms( matrixSet, state );            GFX->drawPrimitive( (*inst)->prim );         }      }      return;   }   // Do the detail map passes.   Vector<TerrainRenderInst*>::iterator inst = mInstVector.begin();   for ( ; inst != mInstVector.end(); inst++ )   {      TerrainCellMaterial *mat = (*inst)->cellMat;      GFX->setPrimitiveBuffer( (*inst)->primBuff );      GFX->setVertexBuffer( (*inst)->vertBuff );      ++smCellsRendered;      mat->setTransformAndEye(   *(*inst)->objectToWorldXfm,                                 worldViewXfm,                                 projXfm,                                 state->getFarPlane() );      sgData.objTrans = (*inst)->objectToWorldXfm;      dMemcpy( sgData.lights, (*inst)->lights, sizeof( sgData.lights ) );      while ( mat->setupPass( state, sgData ) )      {         ++smDrawCalls;         GFX->drawPrimitive( (*inst)->prim );      }   }}
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