123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182 |
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- // Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
- // Copyright (C) 2015 Faust Logic, Inc.
- //
- // 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.
- //
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- // The afxRenderHighlightMgr class is adapted from the resource,
- // "Silhoute selection via postFX for Torque3D" posted by Konrad Kiss.
- // http://www.garagegames.com/community/resources/view/17821
- // Supporting code mods in other areas of the engine are marked as
- // "(selection-highlight)".
- //~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
- #include "platform/platform.h"
- #include "afxRenderHighlightMgr.h"
- #include "scene/sceneManager.h"
- #include "scene/sceneRenderState.h"
- #include "materials/sceneData.h"
- #include "materials/matInstance.h"
- //#include "materials/materialFeatureTypes.h"
- #include "materials/processedMaterial.h"
- #include "postFx/postEffect.h"
- #include "gfx/gfxTransformSaver.h"
- #include "gfx/gfxDebugEvent.h"
- #include "math/util/matrixSet.h"
- IMPLEMENT_CONOBJECT( afxRenderHighlightMgr );
- afxRenderHighlightMgr::afxRenderHighlightMgr()
- : RenderTexTargetBinManager( RenderPassManager::RIT_Mesh,
- 1.0f,
- 1.0f,
- GFXFormatR8G8B8A8,
- Point2I( 512, 512 ) )
- {
- mNamedTarget.registerWithName( "highlight" );
- mTargetSizeType = WindowSize;
- }
- afxRenderHighlightMgr::~afxRenderHighlightMgr()
- {
- }
- PostEffect* afxRenderHighlightMgr::getSelectionEffect()
- {
- if ( !mSelectionEffect )
- mSelectionEffect = dynamic_cast<PostEffect*>( Sim::findObject( "afxHighlightPostFX" ) );
-
- return mSelectionEffect;
- }
- bool afxRenderHighlightMgr::isSelectionEnabled()
- {
- return getSelectionEffect() && getSelectionEffect()->isEnabled();
- }
- void afxRenderHighlightMgr::addElement( RenderInst *inst )
- {
- // Skip out if we don't have the selection post
- // effect enabled at this time.
- if ( !isSelectionEnabled() )
- return;
- // Skip it if we don't have a selection material.
- BaseMatInstance *matInst = getMaterial( inst );
- if ( !matInst || !matInst->needsSelectionHighlighting() )
- return;
- internalAddElement(inst);
- }
- void afxRenderHighlightMgr::render( SceneRenderState *state )
- {
- PROFILE_SCOPE( RenderSelectionMgr_Render );
-
- if ( !isSelectionEnabled() )
- return;
- const U32 binSize = mElementList.size();
- // If this is a non-diffuse pass or we have no objects to
- // render then tell the effect to skip rendering.
- if ( !state->isDiffusePass() || binSize == 0 )
- {
- getSelectionEffect()->setSkip( true );
- return;
- }
- GFXDEBUGEVENT_SCOPE( RenderSelectionMgr_Render, ColorI::GREEN );
- GFXTransformSaver saver;
- // Tell the superclass we're about to render, preserve contents
- const bool isRenderingToTarget = _onPreRender( state, true );
- // Clear all the buffers to black.
- //GFX->clear( GFXClearTarget, ColorI::BLACK, 1.0f, 0);
- GFX->clear( GFXClearTarget, ColorI::ZERO, 1.0f, 0);
- // Restore transforms
- MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
- matrixSet.restoreSceneViewProjection();
- // init loop data
- SceneData sgData;
- sgData.init( state, SceneData::HighlightBin );
- for( U32 j=0; j<binSize; )
- {
- MeshRenderInst *ri = static_cast<MeshRenderInst*>(mElementList[j].inst);
- setupSGData( ri, sgData );
- BaseMatInstance *mat = ri->matInst;
- U32 matListEnd = j;
- while( mat && mat->setupPass( state, sgData ) )
- {
- U32 a;
- for( a=j; a<binSize; a++ )
- {
- MeshRenderInst *passRI = static_cast<MeshRenderInst*>(mElementList[a].inst);
- if ( newPassNeeded( ri, passRI ) )
- break;
- matrixSet.setWorld(*passRI->objectToWorld);
- matrixSet.setView(*passRI->worldToCamera);
- matrixSet.setProjection(*passRI->projection);
- mat->setTransforms(matrixSet, state);
- // Setup HW skinning transforms if applicable
- if (mat->usesHardwareSkinning())
- {
- mat->setNodeTransforms(passRI->mNodeTransforms, passRI->mNodeTransformCount);
- }
- mat->setSceneInfo(state, sgData);
- mat->setBuffers(passRI->vertBuff, passRI->primBuff);
- if ( passRI->prim )
- GFX->drawPrimitive( *passRI->prim );
- else
- GFX->drawPrimitive( passRI->primBuffIndex );
- }
- matListEnd = a;
- setupSGData( ri, sgData );
- }
- // force increment if none happened, otherwise go to end of batch
- j = ( j == matListEnd ) ? j+1 : matListEnd;
- }
- // Finish up.
- if ( isRenderingToTarget )
- _onPostRender();
- // Make sure the effect is gonna render.
- getSelectionEffect()->setSkip( false );
- }
|