renderPassManager.cpp 11 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2012 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #include "platform/platform.h"
  23. #include "renderInstance/renderPassManager.h"
  24. #include "materials/sceneData.h"
  25. #include "materials/matInstance.h"
  26. #include "materials/customMaterialDefinition.h"
  27. #include "materials/materialManager.h"
  28. #include "scene/sceneManager.h"
  29. #include "scene/sceneObject.h"
  30. #include "gfx/primBuilder.h"
  31. #include "platform/profiler.h"
  32. #include "renderInstance/renderBinManager.h"
  33. #include "renderInstance/renderObjectMgr.h"
  34. #include "renderInstance/renderMeshMgr.h"
  35. #include "renderInstance/renderTranslucentMgr.h"
  36. #include "renderInstance/renderGlowMgr.h"
  37. #include "renderInstance/renderTerrainMgr.h"
  38. #include "core/util/safeDelete.h"
  39. #include "math/util/matrixSet.h"
  40. #include "console/engineAPI.h"
  41. const RenderInstType RenderInstType::Invalid( "" );
  42. const RenderInstType RenderPassManager::RIT_Mesh("Mesh");
  43. const RenderInstType RenderPassManager::RIT_Shadow("Shadow");
  44. const RenderInstType RenderPassManager::RIT_Sky("Sky");
  45. const RenderInstType RenderPassManager::RIT_Terrain("Terrain");
  46. const RenderInstType RenderPassManager::RIT_Object("Object");
  47. const RenderInstType RenderPassManager::RIT_ObjectTranslucent("ObjectTranslucent");
  48. const RenderInstType RenderPassManager::RIT_Decal("Decal");
  49. const RenderInstType RenderPassManager::RIT_Water("Water");
  50. const RenderInstType RenderPassManager::RIT_Foliage("Foliage");
  51. const RenderInstType RenderPassManager::RIT_Translucent("Translucent");
  52. const RenderInstType RenderPassManager::RIT_Begin("Begin");
  53. const RenderInstType RenderPassManager::RIT_Custom("Custom");
  54. const RenderInstType RenderPassManager::RIT_Particle("Particle");
  55. const RenderInstType RenderPassManager::RIT_Occluder("Occluder");
  56. const RenderInstType RenderPassManager::RIT_Editor("Editor");
  57. //*****************************************************************************
  58. // RenderInstance
  59. //*****************************************************************************
  60. void RenderInst::clear()
  61. {
  62. dMemset( this, 0, sizeof(RenderInst) );
  63. }
  64. void MeshRenderInst::clear()
  65. {
  66. dMemset( this, 0, sizeof(MeshRenderInst) );
  67. visibility = 1.0f;
  68. }
  69. void ParticleRenderInst::clear()
  70. {
  71. dMemset( this, 0, sizeof(ParticleRenderInst) );
  72. }
  73. void ObjectRenderInst::clear()
  74. {
  75. userData = NULL;
  76. dMemset( this, 0, sizeof( ObjectRenderInst ) );
  77. // The memset here is kinda wrong... it clears the
  78. // state initialized by the delegate constructor.
  79. //
  80. // This fixes it... but we probably need to have a
  81. // real constructor for RenderInsts.
  82. renderDelegate.clear();
  83. }
  84. void OccluderRenderInst::clear()
  85. {
  86. dMemset( this, 0, sizeof(OccluderRenderInst) );
  87. }
  88. IMPLEMENT_CONOBJECT(RenderPassManager);
  89. ConsoleDocClass( RenderPassManager,
  90. "@brief A grouping of render bin managers which forms a render pass.\n\n"
  91. "The render pass is used to order a set of RenderBinManager objects which are used "
  92. "when rendering a scene. This class does little work itself other than managing "
  93. "its list of render bins.\n\n"
  94. "In 'core/scripts/client/renderManager.cs' you will find the DiffuseRenderPassManager "
  95. "which is used by the C++ engine to render the scene.\n\n"
  96. "@see RenderBinManager\n"
  97. "@ingroup RenderBin\n" );
  98. RenderPassManager::RenderBinEventSignal& RenderPassManager::getRenderBinSignal()
  99. {
  100. static RenderBinEventSignal theSignal;
  101. return theSignal;
  102. }
  103. void RenderPassManager::initPersistFields()
  104. {
  105. }
  106. RenderPassManager::RenderPassManager()
  107. {
  108. mSceneManager = NULL;
  109. VECTOR_SET_ASSOCIATION( mRenderBins );
  110. mMatrixSet = reinterpret_cast<MatrixSet *>(dMalloc_aligned(sizeof(MatrixSet), 16));
  111. constructInPlace(mMatrixSet);
  112. }
  113. RenderPassManager::~RenderPassManager()
  114. {
  115. dFree_aligned(mMatrixSet);
  116. // Any bins left need to be deleted.
  117. for ( U32 i=0; i<mRenderBins.size(); i++ )
  118. {
  119. RenderBinManager *bin = mRenderBins[i];
  120. // Clear the parent first, so that RenderBinManager::onRemove()
  121. // won't call removeManager() and break this loop.
  122. bin->setRenderPass( NULL );
  123. bin->deleteObject();
  124. }
  125. }
  126. void RenderPassManager::_insertSort(Vector<RenderBinManager*>& list, RenderBinManager* mgr, bool renderOrder)
  127. {
  128. U32 i;
  129. for (i = 0; i < list.size(); i++)
  130. {
  131. bool renderCompare = mgr->getRenderOrder() < list[i]->getRenderOrder();
  132. bool processAddCompare = mgr->getProcessAddOrder() < list[i]->getProcessAddOrder();
  133. if ((renderOrder && renderCompare) || (!renderOrder && processAddCompare))
  134. {
  135. list.insert(i);
  136. list[i] = mgr;
  137. return;
  138. }
  139. }
  140. list.push_back(mgr);
  141. }
  142. void RenderPassManager::addManager(RenderBinManager* mgr)
  143. {
  144. if ( !mgr->isProperlyAdded() )
  145. mgr->registerObject();
  146. AssertFatal( mgr->getRenderPass() == NULL, "RenderPassManager::addManager() - Bin is still part of another pass manager!" );
  147. mgr->setRenderPass( this );
  148. _insertSort(mRenderBins, mgr, true);
  149. }
  150. void RenderPassManager::removeManager(RenderBinManager* mgr)
  151. {
  152. AssertFatal( mgr->getRenderPass() == this, "RenderPassManager::removeManager() - We do not own this bin!" );
  153. mgr->setRenderPass( NULL );
  154. mRenderBins.remove( mgr );
  155. }
  156. RenderBinManager* RenderPassManager::getManager(S32 i) const
  157. {
  158. if (i >= 0 && i < mRenderBins.size())
  159. return mRenderBins[i];
  160. else
  161. return NULL;
  162. }
  163. void RenderPassManager::addInst( RenderInst *inst )
  164. {
  165. PROFILE_SCOPE( RenderPassManager_addInst );
  166. AssertFatal( inst != NULL, "RenderPassManager::addInst - Got null instance!" );
  167. AddInstTable::Iterator iter = mAddInstSignals.find( inst->type );
  168. if ( iter == mAddInstSignals.end() )
  169. return;
  170. iter->value.trigger( inst );
  171. }
  172. void RenderPassManager::sort()
  173. {
  174. PROFILE_SCOPE( RenderPassManager_Sort );
  175. for (Vector<RenderBinManager *>::iterator itr = mRenderBins.begin();
  176. itr != mRenderBins.end(); itr++)
  177. {
  178. AssertFatal(*itr, "Render manager invalid!");
  179. (*itr)->sort();
  180. }
  181. }
  182. void RenderPassManager::clear()
  183. {
  184. PROFILE_SCOPE( RenderPassManager_Clear );
  185. mChunker.clear();
  186. for (Vector<RenderBinManager *>::iterator itr = mRenderBins.begin();
  187. itr != mRenderBins.end(); itr++)
  188. {
  189. AssertFatal(*itr, "Invalid render manager!");
  190. (*itr)->clear();
  191. }
  192. }
  193. void RenderPassManager::render(SceneRenderState * state)
  194. {
  195. PROFILE_SCOPE( RenderPassManager_Render );
  196. GFX->pushWorldMatrix();
  197. MatrixF proj = GFX->getProjectionMatrix();
  198. for (Vector<RenderBinManager *>::iterator itr = mRenderBins.begin();
  199. itr != mRenderBins.end(); itr++)
  200. {
  201. RenderBinManager *curBin = *itr;
  202. AssertFatal(curBin, "Invalid render manager!");
  203. getRenderBinSignal().trigger(curBin, state, true);
  204. curBin->render(state);
  205. getRenderBinSignal().trigger(curBin, state, false);
  206. }
  207. GFX->popWorldMatrix();
  208. GFX->setProjectionMatrix( proj );
  209. // Restore a clean state for subsequent rendering.
  210. GFX->disableShaders();
  211. for(S32 i = 0; i < GFX->getNumSamplers(); ++i)
  212. GFX->setTexture(i, NULL);
  213. }
  214. void RenderPassManager::renderPass(SceneRenderState * state)
  215. {
  216. PROFILE_SCOPE( RenderPassManager_RenderPass );
  217. sort();
  218. render(state);
  219. clear();
  220. }
  221. GFXTextureObject *RenderPassManager::getDepthTargetTexture()
  222. {
  223. // If this is OpenGL, or something else has set the depth buffer, return the pointer
  224. if( mDepthBuff.isValid() )
  225. {
  226. // If this is OpenGL, make sure the depth target matches up
  227. // with the active render target. Otherwise recreate.
  228. if( GFX->getAdapterType() == OpenGL )
  229. {
  230. GFXTarget* activeRT = GFX->getActiveRenderTarget();
  231. AssertFatal( activeRT, "Must be an active render target to call 'getDepthTargetTexture'" );
  232. Point2I activeRTSize = activeRT->getSize();
  233. if( mDepthBuff.getWidth() == activeRTSize.x &&
  234. mDepthBuff.getHeight() == activeRTSize.y )
  235. return mDepthBuff.getPointer();
  236. }
  237. else
  238. return mDepthBuff.getPointer();
  239. }
  240. if(GFX->getAdapterType() == OpenGL)
  241. {
  242. AssertFatal(GFX->getActiveRenderTarget(), "Must be an active render target to call 'getDepthTargetTexture'");
  243. const Point2I rtSize = GFX->getActiveRenderTarget()->getSize();
  244. mDepthBuff.set(rtSize.x, rtSize.y, GFXFormatD24S8,
  245. &GFXDefaultZTargetProfile, avar("%s() - mDepthBuff (line %d)", __FUNCTION__, __LINE__));
  246. return mDepthBuff.getPointer();
  247. }
  248. // Default return value
  249. return GFXTextureTarget::sDefaultDepthStencil;
  250. }
  251. void RenderPassManager::setDepthTargetTexture( GFXTextureObject *zTarget )
  252. {
  253. mDepthBuff = zTarget;
  254. }
  255. const MatrixF* RenderPassManager::allocSharedXform( SharedTransformType stt )
  256. {
  257. AssertFatal(stt == View || stt == Projection, "Bad shared transform type");
  258. // Enable this to simulate non-shared transform performance
  259. //#define SIMULATE_NON_SHARED_TRANSFORMS
  260. #ifdef SIMULATE_NON_SHARED_TRANSFORMS
  261. return allocUniqueXform(stt == View ? mMatrixSet->getWorldToCamera() : mMatrixSet->getCameraToScreen());
  262. #else
  263. return &(stt == View ? mMatrixSet->getWorldToCamera() : mMatrixSet->getCameraToScreen());
  264. #endif
  265. }
  266. void RenderPassManager::assignSharedXform( SharedTransformType stt, const MatrixF &xfm )
  267. {
  268. AssertFatal(stt == View || stt == Projection, "Bad shared transform type");
  269. if(stt == View)
  270. mMatrixSet->setSceneView(xfm);
  271. else
  272. mMatrixSet->setSceneProjection(xfm);
  273. }
  274. // Script interface
  275. DefineEngineMethod(RenderPassManager, getManagerCount, S32, (),,
  276. "Returns the total number of bin managers." )
  277. {
  278. return object->getManagerCount();
  279. }
  280. DefineEngineMethod( RenderPassManager, getManager, RenderBinManager*, ( S32 index ),,
  281. "Returns the render bin manager at the index or null if the index is out of range." )
  282. {
  283. if(index < 0 || index >= object->getManagerCount())
  284. return NULL;
  285. return object->getManager(index);
  286. }
  287. DefineEngineMethod( RenderPassManager, addManager, void, ( RenderBinManager *renderBin ),,
  288. "Add as a render bin manager to the pass." )
  289. {
  290. if ( renderBin )
  291. object->addManager( renderBin );
  292. }
  293. DefineEngineMethod( RenderPassManager, removeManager, void, ( RenderBinManager *renderBin ),,
  294. "Removes a render bin manager." )
  295. {
  296. if ( renderBin )
  297. object->removeManager( renderBin );
  298. }