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- #include "T3D/systems/render/meshRenderSystem.h"
- #include "gfx/gfxTransformSaver.h"
- #include "lighting/lightQuery.h"
- #include "renderInstance/renderPassManager.h"
- #include "materials/materialManager.h"
- #include "materials/baseMatInstance.h"
- Vector<MeshRenderSystem::BufferMaterials> MeshRenderSystem::mBufferMaterials(0);
- Vector<MeshRenderSystem::BufferSet> MeshRenderSystem::mStaticBuffers(0);
- void MeshRenderSystem::render(SceneManager *sceneManager, SceneRenderState* state)
- {
- if (sceneManager == nullptr || state == nullptr)
- return;
- Frustum viewFrustum = state->getCullingFrustum();
- MatrixF camTransform = state->getCameraTransform();
- U32 count = MeshRenderSystemInterface::all.size();
- for (U32 i = 0; i < count; i++)
- {
- //Server side items exist for data, but we don't actually render them
- bool isClient = MeshRenderSystemInterface::all[i]->mIsClient;
- if (!MeshRenderSystemInterface::all[i]->mIsClient)
- continue;
- bool isStatic = MeshRenderSystemInterface::all[i]->mStatic;
- if (MeshRenderSystemInterface::all[i]->mStatic)
- continue;
- //First, do frustum culling
- if (viewFrustum.isCulled(MeshRenderSystemInterface::all[i]->mBounds))
- continue;
- // Set the query box for the container query. Never
- // make it larger than the frustum's AABB. In the editor,
- // always query the full frustum as that gives objects
- // the opportunity to render editor visualizations even if
- // they are otherwise not in view.
- if (!state->getCullingFrustum().getBounds().isOverlapped(state->getRenderArea()))
- {
- // This handles fringe cases like flying backwards into a zone where you
- // end up pretty much standing on a zone border and looking directly into
- // its "walls". In that case the traversal area will be behind the frustum
- // (remember that the camera isn't where visibility starts, it's the near
- // distance).
- continue;
- }
- //We can then sort our objects by range since we have it already, so we can do occlusion culling be rendering front-to-back
- //if we've made it this far, call down to the render function to actually display our stuff
- renderInterface(i, state);
- }
- //Static Batch rendering
- if ( /*!mMaterialInst ||*/ !state)
- return;
- BaseMatInstance *matInst = MATMGR->getWarningMatInstance();
- // Get a handy pointer to our RenderPassmanager
- RenderPassManager *renderPass = state->getRenderPass();
- for (U32 i = 0; i < mStaticBuffers.size(); i++)
- {
- for (U32 b = 0; b < mStaticBuffers[i].buffers.size(); b++)
- {
- if (mStaticBuffers[i].buffers[b].vertData.empty())
- continue;
- MeshRenderInst *ri = renderPass->allocInst<MeshRenderInst>();
- // Set our RenderInst as a standard mesh render
- ri->type = RenderPassManager::RIT_Mesh;
- //If our material has transparency set on this will redirect it to proper render bin
- if (matInst->getMaterial()->isTranslucent())
- {
- ri->type = RenderPassManager::RIT_Translucent;
- ri->translucentSort = true;
- }
- // Calculate our sorting point
- if (state)
- {
- // Calculate our sort point manually.
- const Box3F& rBox = Box3F(1000);// getRenderWorldBox();
- ri->sortDistSq = rBox.getSqDistanceToPoint(state->getCameraPosition());
- }
- else
- ri->sortDistSq = 0.0f;
- // Set up our transforms
- MatrixF objectToWorld = MatrixF::Identity;//getRenderTransform();
- //objectToWorld.scale(getScale());
- ri->objectToWorld = renderPass->allocUniqueXform(objectToWorld);
- ri->worldToCamera = renderPass->allocSharedXform(RenderPassManager::View);
- ri->projection = renderPass->allocSharedXform(RenderPassManager::Projection);
- // If our material needs lights then fill the RIs
- // light vector with the best lights.
- /*if (matInst->isForwardLit())
- {
- LightQuery query;
- query.init(getWorldSphere());
- query.getLights(ri->lights, 8);
- }*/
- // Make sure we have an up-to-date backbuffer in case
- // our Material would like to make use of it
- // NOTICE: SFXBB is removed and refraction is disabled!
- //ri->backBuffTex = GFX->getSfxBackBuffer();
- // Set our Material
- ri->matInst = matInst;
- // Set up our vertex buffer and primitive buffer
- ri->vertBuff = &mStaticBuffers[i].buffers[b].vertexBuffer;
- ri->primBuff = &mStaticBuffers[i].buffers[b].primitiveBuffer;
- ri->prim = renderPass->allocPrim();
- ri->prim->type = GFXTriangleList;
- ri->prim->minIndex = 0;
- ri->prim->startIndex = 0;
- ri->prim->numPrimitives = mStaticBuffers[i].buffers[b].primData.size();
- ri->prim->startVertex = 0;
- ri->prim->numVertices = mStaticBuffers[i].buffers[b].vertData.size();
- // We sort by the material then vertex buffer
- ri->defaultKey = matInst->getStateHint();
- ri->defaultKey2 = (uintptr_t)ri->vertBuff;
- // Submit our RenderInst to the RenderPassManager
- state->getRenderPass()->addInst(ri);
- }
- }
- }
- void MeshRenderSystem::renderInterface(U32 interfaceIndex, SceneRenderState* state)
- {
- //Fetch
- MeshRenderSystemInterface* interface = MeshRenderSystemInterface::all[interfaceIndex];
- if (interface->mShapeInstance == nullptr)
- return;
- Point3F cameraOffset;
- interface->mTransform.getColumn(3, &cameraOffset);
- cameraOffset -= state->getDiffuseCameraPosition();
- F32 dist = cameraOffset.len();
- if (dist < 0.01f)
- dist = 0.01f;
- Point3F objScale = interface->mScale;
- F32 invScale = (1.0f / getMax(getMax(objScale.x, objScale.y), objScale.z));
- interface->mShapeInstance->setDetailFromDistance(state, dist * invScale);
- if (interface->mShapeInstance->getCurrentDetail() < 0)
- return;
- GFXTransformSaver saver;
- // Set up our TS render state.
- TSRenderState rdata;
- rdata.setSceneState(state);
- rdata.setFadeOverride(1.0f);
- rdata.setOriginSort(false);
- // We might have some forward lit materials
- // so pass down a query to gather lights.
- LightQuery query;
- query.init(interface->mSphere);
- rdata.setLightQuery(&query);
- MatrixF mat = interface->mTransform;
- mat.scale(objScale);
- GFX->setWorldMatrix(mat);
- interface->mShapeInstance->render(rdata);
- }
- void MeshRenderSystem::rebuildBuffers()
- {
- U32 BUFFER_SIZE = 65000;
- Vector<U32> tempIndices;
- tempIndices.reserve(4);
- Box3F newBounds = Box3F::Zero;
- mStaticBuffers.clear();
- for (U32 i = 0; i < MeshRenderSystemInterface::all.size(); i++)
- {
- if (!MeshRenderSystemInterface::all[i]->mIsEnabled)
- continue;
- if (!MeshRenderSystemInterface::all[i]->mIsClient || !MeshRenderSystemInterface::all[i]->mStatic)
- continue;
- //TODO: Properly re-implement StaticElements to container owner interfaces and buffer sets
- for (U32 j = 0; j < MeshRenderSystemInterface::all[i]->mGeometry.mPolyList.size(); j++)
- {
- const OptimizedPolyList::Poly& poly = MeshRenderSystemInterface::all[i]->mGeometry.mPolyList[j];
- if (poly.vertexCount < 3)
- continue;
- tempIndices.setSize(poly.vertexCount);
- dMemset(tempIndices.address(), 0, poly.vertexCount);
- if (poly.type == OptimizedPolyList::TriangleStrip ||
- poly.type == OptimizedPolyList::TriangleFan)
- {
- tempIndices[0] = 0;
- U32 idx = 1;
- for (U32 k = 1; k < poly.vertexCount; k += 2)
- tempIndices[idx++] = k;
- for (U32 k = ((poly.vertexCount - 1) & (~0x1)); k > 0; k -= 2)
- tempIndices[idx++] = k;
- }
- else if (poly.type == OptimizedPolyList::TriangleList)
- {
- for (U32 k = 0; k < poly.vertexCount; k++)
- tempIndices[k] = k;
- }
- else
- continue;
- //got our data, now insert it into the correct buffer!
- S32 bufferId = findBufferSetByMaterial(poly.material);
- if (bufferId == -1)
- {
- //add a new buffer set if we didn't get a match!
- BufferSet newSet;
- newSet.surfaceMaterialId = poly.material;
- mStaticBuffers.push_back(newSet);
- bufferId = mStaticBuffers.size() - 1;
- }
- //see if this would push us over our buffer size limit, if it is, make a new buffer for this set
- if (mStaticBuffers[bufferId].buffers.last().vertData.size() + 3 > BUFFER_SIZE
- || mStaticBuffers[bufferId].buffers.last().primData.size() + 1 > BUFFER_SIZE)
- {
- //yep, we'll overstep with this, so spool up a new buffer in this set
- BufferSet::Buffers newBuffer = BufferSet::Buffers();
- mStaticBuffers[bufferId].buffers.push_back(newBuffer);
- }
- const U32& firstIdx = MeshRenderSystemInterface::all[i]->mGeometry.mIndexList[poly.vertexStart];
- const OptimizedPolyList::VertIndex& firstVertIdx = MeshRenderSystemInterface::all[i]->mGeometry.mVertexList[firstIdx];
- //Vector<Point3F> geomPoints = MeshRenderSystemInterface::all[i]->mGeometry.mPoints;
- //Vector<Point3F> geomNormals = MeshRenderSystemInterface::all[i]->mGeometry.mNormals;
- //Vector<Point2F> geoUVs = MeshRenderSystemInterface::all[i]->mGeometry.mUV0s;
- for (U32 k = 1; k < poly.vertexCount - 1; k++)
- {
- const U32& secondIdx = MeshRenderSystemInterface::all[i]->mGeometry.mIndexList[poly.vertexStart + tempIndices[k]];
- const U32& thirdIdx = MeshRenderSystemInterface::all[i]->mGeometry.mIndexList[poly.vertexStart + tempIndices[k + 1]];
- const OptimizedPolyList::VertIndex& secondVertIdx = MeshRenderSystemInterface::all[i]->mGeometry.mVertexList[secondIdx];
- const OptimizedPolyList::VertIndex& thirdVertIdx = MeshRenderSystemInterface::all[i]->mGeometry.mVertexList[thirdIdx];
- Point3F points[3];
- points[0] = MeshRenderSystemInterface::all[i]->mGeometry.mPoints[firstVertIdx.vertIdx];
- points[1] = MeshRenderSystemInterface::all[i]->mGeometry.mPoints[secondVertIdx.vertIdx];
- points[2] = MeshRenderSystemInterface::all[i]->mGeometry.mPoints[thirdVertIdx.vertIdx];
- Point3F normals[3];
- normals[0] = MeshRenderSystemInterface::all[i]->mGeometry.mNormals[firstVertIdx.normalIdx];
- normals[1] = MeshRenderSystemInterface::all[i]->mGeometry.mNormals[secondVertIdx.normalIdx];
- normals[2] = MeshRenderSystemInterface::all[i]->mGeometry.mNormals[thirdVertIdx.normalIdx];
- Point3F tangents[3];
- tangents[0] = mCross(points[1] - points[0], normals[0]);
- tangents[1] = mCross(points[2] - points[1], normals[1]);
- tangents[2] = mCross(points[0] - points[2], normals[2]);
- Point2F uvs[3];
- uvs[0] = MeshRenderSystemInterface::all[i]->mGeometry.mUV0s[firstVertIdx.uv0Idx];
- uvs[1] = MeshRenderSystemInterface::all[i]->mGeometry.mUV0s[secondVertIdx.uv0Idx];
- uvs[2] = MeshRenderSystemInterface::all[i]->mGeometry.mUV0s[thirdVertIdx.uv0Idx];
- mStaticBuffers[bufferId].vertCount += 3;
- mStaticBuffers[bufferId].primCount += 1;
- for (U32 v = 0; v < 3; ++v)
- {
- //Build the vert and store it to the buffers!
- GFXVertexPNTT bufVert;
- bufVert.point = points[v];
- bufVert.normal = normals[v];
- bufVert.tangent = tangents[v];
- bufVert.texCoord = uvs[v];
- newBounds.extend(points[v]);
- mStaticBuffers[bufferId].buffers.last().vertData.push_back(bufVert);
- U32 vertPrimId = mStaticBuffers[bufferId].buffers.last().vertData.size() - 1;
- mStaticBuffers[bufferId].buffers.last().primData.push_back(vertPrimId);
- mStaticBuffers[bufferId].center += points[v];
- }
- }
- }
- }
- //Now, iterate through the organized data and turn them into renderable buffers
- for (U32 i = 0; i < mStaticBuffers.size(); i++)
- {
- for (U32 b = 0; b < mStaticBuffers[i].buffers.size(); b++)
- {
- BufferSet::Buffers& buffers = mStaticBuffers[i].buffers[b];
- //if there's no data to be had in this buffer, just skip it
- if (buffers.vertData.empty())
- continue;
- buffers.vertexBuffer.set(GFX, buffers.vertData.size(), GFXBufferTypeStatic);
- GFXVertexPNTT *pVert = buffers.vertexBuffer.lock();
- for (U32 v = 0; v < buffers.vertData.size(); v++)
- {
- pVert->normal = buffers.vertData[v].normal;
- pVert->tangent = buffers.vertData[v].tangent;
- //pVert->color = buffers.vertData[v].color;
- pVert->point = buffers.vertData[v].point;
- pVert->texCoord = buffers.vertData[v].texCoord;
- pVert++;
- }
- buffers.vertexBuffer.unlock();
- // Allocate PB
- buffers.primitiveBuffer.set(GFX, buffers.primData.size(), buffers.primData.size() / 3, GFXBufferTypeStatic);
- U16 *pIndex;
- buffers.primitiveBuffer.lock(&pIndex);
- for (U16 primDataIDx = 0; primDataIDx < buffers.primData.size(); primDataIDx++)
- {
- *pIndex = primDataIDx;
- pIndex++;
- }
- buffers.primitiveBuffer.unlock();
- }
- mStaticBuffers[i].center /= mStaticBuffers[i].vertCount;
- }
- //mObjBox = newBounds;
- //resetWorldBox();
- }
- U32 MeshRenderSystem::findBufferSetByMaterial(U32 matId)
- {
- for (U32 i = 0; i < mStaticBuffers.size(); i++)
- {
- if (mStaticBuffers[i].surfaceMaterialId == matId)
- return i;
- }
- return -1;
- }
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