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- //-----------------------------------------------------------------------------
- // 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 "scene/sceneRenderState.h"
- #include "renderInstance/renderPassManager.h"
- #include "math/util/matrixSet.h"
- //-----------------------------------------------------------------------------
- SceneRenderState::SceneRenderState( SceneManager* sceneManager,
- ScenePassType passType,
- const SceneCameraState& view,
- RenderPassManager* renderPass /* = NULL */,
- bool usePostEffects /* = true */ )
- : mSceneManager( sceneManager ),
- mScenePassType( passType ),
- mRenderPass( renderPass ? renderPass : sceneManager->getDefaultRenderPass() ),
- mCullingState( sceneManager, view ),
- mUsePostEffects( usePostEffects ),
- mRenderLightmappedMeshes( true ),
- mRenderNonLightmappedMeshes( true ),
- mRenderArea( view.getFrustum().getBounds() ),
- mDisableAdvancedLightingBins( false ),
- mSceneRenderStyle( SRS_Standard ),
- mAmbientLightColor( sceneManager->getAmbientLightColor() )
- {
- // Setup the default parameters for the screen metrics methods.
- mDiffuseCameraTransform = view.getHeadWorldViewMatrix();
- mDiffuseCameraTransform.inverse();
- // The vector eye is the camera vector with its
- // length normalized to 1 / zFar.
- getCameraTransform().getColumn( 1, &mVectorEye );
- mVectorEye.normalize( 1.0f / getFarPlane() );
- // TODO: What about ortho modes? Is near plane ok
- // or do i need to remove it... maybe ortho has a near
- // plane of 1 and it just works out?
- const Frustum& frustum = view.getFrustum();
- const RectI& viewport = view.getViewport();
- mWorldToScreenScale.set( ( frustum.getNearDist() * viewport.extent.x ) / ( frustum.getNearRight() - frustum.getNearLeft() ),
- ( frustum.getNearDist() * viewport.extent.y ) / ( frustum.getNearTop() - frustum.getNearBottom() ) );
- // Assign shared matrix data to the render pass.
- mRenderPass->assignSharedXform( RenderPassManager::View, view.getWorldViewMatrix() );
- mRenderPass->assignSharedXform( RenderPassManager::Projection, view.getProjectionMatrix() );
- }
- //-----------------------------------------------------------------------------
- SceneRenderState::~SceneRenderState()
- {
- }
- //-----------------------------------------------------------------------------
- const MatrixF& SceneRenderState::getWorldViewMatrix() const
- {
- return getRenderPass()->getMatrixSet().getWorldToCamera();
- }
- //-----------------------------------------------------------------------------
- const MatrixF& SceneRenderState::getProjectionMatrix() const
- {
- return getRenderPass()->getMatrixSet().getCameraToScreen();
- }
- const MatrixF& SceneRenderState::getInvProjectionMatrix() const
- {
- return getRenderPass()->getMatrixSet().getScreenToCamera();
- }
- //-----------------------------------------------------------------------------
- void SceneRenderState::renderObjects( SceneObject** objects, U32 numObjects )
- {
- // Let the objects batch their stuff.
- PROFILE_START( SceneRenderState_prepRenderImages );
- for( U32 i = 0; i < numObjects; ++ i )
- {
- SceneObject* object = objects[ i ];
- object->prepRenderImage( this );
- }
- PROFILE_END();
- // Render what the objects have batched.
- getRenderPass()->renderPass( this );
- }
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