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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.
- //-----------------------------------------------------------------------------
- #ifndef _TSRENDERDATA_H_
- #define _TSRENDERDATA_H_
- #ifndef _MMATRIX_H_
- #include "math/mMatrix.h"
- #endif
- #ifndef _GFXDEVICE_H_
- #include "gfx/gfxDevice.h"
- #endif
- #ifndef _BASEMATINSTANCE_H_
- #include "materials/baseMatInstance.h"
- #endif
- class SceneRenderState;
- class GFXCubemap;
- class Frustum;
- class LightQuery;
- class TSShape;
- /// A simple class for passing render state through the pre-render pipeline.
- ///
- /// @section TSRenderState_intro Introduction
- ///
- /// TSRenderState holds on to certain pieces of data that may be
- /// set at the preparation stage of rendering (prepRengerImage etc.)
- /// which are needed further along in the process of submitting
- /// a render instance for later rendering by the RenderManager.
- ///
- /// It was created to clean up and refactor the DTS rendering
- /// from having a large number of static data that would be used
- /// in varying places. These statics were confusing and would often
- /// cause problems when not properly cleaned up by various objects after
- /// submitting their RenderInstances.
- ///
- /// @section TSRenderState_functionality What Does TSRenderState Do?
- ///
- /// TSRenderState is a simple class that performs the function of passing along
- /// (from the prep function(s) to the actual submission) the data
- /// needed for the desired state of rendering.
- ///
- /// @section TSRenderState_example Usage Example
- ///
- /// TSRenderState is very easy to use. Merely create a TSRenderState object (in prepRenderImage usually)
- /// and set any of the desired data members (SceneRenderState, camera transform etc.), and pass the address of
- /// your TSRenderState to your render function.
- ///
- class TSRenderState
- {
- protected:
-
- const SceneRenderState *mState;
- GFXCubemap *mCubemap;
- /// Used to override the normal
- /// fade value of an object.
- /// This is multiplied by the current
- /// fade value of the instance
- /// to gain the resulting visibility fade (see TSMesh::render()).
- F32 mFadeOverride;
- /// These are used in some places
- /// TSShapeInstance::render, however,
- /// it appears they are never set to anything
- /// other than false. We provide methods
- /// for setting them regardless.
- bool mNoRenderTranslucent;
- bool mNoRenderNonTranslucent;
- /// A generic hint value passed from the game
- /// code down to the material for use by shader
- /// features.
- void *mMaterialHint;
- /// An optional object space frustum used to cull
- /// subobjects within the shape.
- const Frustum *mCuller;
- /// Use the origin point of the mesh for distance
- /// sorting for transparency instead of the nearest
- /// bounding box point.
- bool mUseOriginSort;
- /// The lighting query object used if any materials
- /// are forward lit and need lights.
- LightQuery *mLightQuery;
- // The accumulation texture provided by an accumulation
- // volume. This is passed down per-object.
- GFXTextureObject* mAccuTex;
- /// List of matrices to use for hardware skinning
- MatrixF *mNodeTransforms;
- /// Count of matrices in the mNodeTransforms list
- U32 mNodeTransformCount;
- //Custom Shader data
- Vector<CustomShaderBindingData> mCustomShaderData;
- public:
- TSRenderState();
- TSRenderState( const TSRenderState &state );
- /// @name Get/Set methods.
- /// @{
- ///@see mState
- const SceneRenderState* getSceneState() const { return mState; }
- void setSceneState( const SceneRenderState *state ) { mState = state; }
- ///@see mCubemap
- GFXCubemap* getCubemap() const { return mCubemap; }
- void setCubemap( GFXCubemap *cubemap ) { mCubemap = cubemap; }
- ///@see mFadeOverride
- F32 getFadeOverride() const { return mFadeOverride; }
- void setFadeOverride( F32 fade ) { mFadeOverride = fade; }
- ///@see mNoRenderTranslucent
- bool isNoRenderTranslucent() const { return mNoRenderTranslucent; }
- void setNoRenderTranslucent( bool noRenderTrans ) { mNoRenderTranslucent = noRenderTrans; }
- ///@see mNoRenderNonTranslucent
- bool isNoRenderNonTranslucent() const { return mNoRenderNonTranslucent; }
- void setNoRenderNonTranslucent( bool noRenderNonTrans ) { mNoRenderNonTranslucent = noRenderNonTrans; }
- ///@see mMaterialHint
- void* getMaterialHint() const { return mMaterialHint; }
- void setMaterialHint( void *materialHint ) { mMaterialHint = materialHint; }
- ///@see mCuller
- const Frustum* getCuller() const { return mCuller; }
- void setCuller( const Frustum *culler ) { mCuller = culler; }
- ///@see mUseOriginSort
- void setOriginSort( bool enable ) { mUseOriginSort = enable; }
- bool useOriginSort() const { return mUseOriginSort; }
- ///@see mLightQuery
- void setLightQuery( LightQuery *query ) { mLightQuery = query; }
- LightQuery* getLightQuery() const { return mLightQuery; }
- ///@see mAccuTex
- void setAccuTex( GFXTextureObject* query ) { mAccuTex = query; }
- GFXTextureObject* getAccuTex() const { return mAccuTex; }
- void addCustomShaderBinding(CustomShaderBindingData data)
- {
- mCustomShaderData.push_back(data);
- }
- Vector<CustomShaderBindingData> getCustomShaderBinding() const
- {
- return mCustomShaderData;
- }
- ///@ see mNodeTransforms, mNodeTransformCount
- void setNodeTransforms(MatrixF *list, U32 count) { mNodeTransforms = list; mNodeTransformCount = count; }
- void getNodeTransforms(MatrixF **list, U32 *count) const { *list = mNodeTransforms; *count = mNodeTransformCount; }
- /// @}
- };
- #endif // _TSRENDERDATA_H_
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