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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 "renderInstance/renderBinManager.h"
- #include "console/consoleTypes.h"
- #include "materials/matInstance.h"
- #include "scene/sceneManager.h"
- #include "console/engineAPI.h"
- IMPLEMENT_CONOBJECT(RenderBinManager);
- RenderBinManager::RenderBinManager( const RenderInstType& ritype, F32 renderOrder, F32 processAddOrder ) :
- mProcessAddOrder( processAddOrder ),
- mRenderOrder( renderOrder ),
- mRenderInstType( ritype ),
- mRenderPass( NULL ),
- mBasicOnly ( false )
- {
- VECTOR_SET_ASSOCIATION( mElementList );
- mElementList.reserve( 2048 );
- }
- ConsoleDocClass( RenderBinManager,
- "@brief The abstract base for all render bins.\n\n"
- "The render bins are used by the engine as a high level method to order and batch rendering "
- "operations.\n"
- "@ingroup RenderBin\n" );
- void RenderBinManager::initPersistFields()
- {
- addField( "binType", TypeRealString, Offset(mRenderInstType.mName, RenderBinManager),
- "Sets the render bin type which limits what render instances are added to this bin." );
- addField("renderOrder", TypeF32, Offset(mRenderOrder, RenderBinManager),
- "Defines the order for rendering in relation to other bins." );
- addField("processAddOrder", TypeF32, Offset(mProcessAddOrder, RenderBinManager),
- "Defines the order for adding instances in relation to other bins." );
- addField( "basicOnly", TypeBool, Offset(mBasicOnly, RenderBinManager),
- "Limites the render bin to basic lighting only." );
- Parent::initPersistFields();
- }
- void RenderBinManager::onRemove()
- {
- // Tell the render pass to remove us when
- // we're being unregistered.
- if ( mRenderPass )
- mRenderPass->removeManager( this );
- Parent::onRemove();
- }
- void RenderBinManager::notifyType( const RenderInstType &type )
- {
- // Avoid duplicate types.
- if ( !type.isValid() ||
- mRenderInstType == type ||
- mOtherTypes.contains( type ) )
- return;
- mOtherTypes.push_back( type );
- // Register for the signal if the pass
- // has already been assigned.
- if ( mRenderPass )
- mRenderPass->getAddSignal(type).notify( this, &RenderBinManager::addElement, mProcessAddOrder );
- }
- void RenderBinManager::setRenderPass( RenderPassManager *rpm )
- {
- if ( mRenderPass )
- {
- if ( mRenderInstType.isValid() )
- mRenderPass->getAddSignal(mRenderInstType).remove( this, &RenderBinManager::addElement );
- for ( U32 i=0; i < mOtherTypes.size(); i++ )
- mRenderPass->getAddSignal(mOtherTypes[i]).remove( this, &RenderBinManager::addElement );
- }
- mRenderPass = rpm;
- if ( mRenderPass )
- {
- if ( mRenderInstType.isValid() )
- mRenderPass->getAddSignal(mRenderInstType).notify( this, &RenderBinManager::addElement, mProcessAddOrder );
- for ( U32 i=0; i < mOtherTypes.size(); i++ )
- mRenderPass->getAddSignal(mOtherTypes[i]).notify( this, &RenderBinManager::addElement, mProcessAddOrder );
- }
- }
- void RenderBinManager::addElement( RenderInst *inst )
- {
- internalAddElement(inst);
- }
- void RenderBinManager::internalAddElement(RenderInst* inst)
- {
- mElementList.increment();
- MainSortElem &elem = mElementList.last();
- elem.inst = inst;
- elem.key = inst->defaultKey;
- elem.key2 = inst->defaultKey2;
- }
- void RenderBinManager::clear()
- {
- mElementList.clear();
- }
- void RenderBinManager::sort()
- {
- dQsort( mElementList.address(), mElementList.size(), sizeof(MainSortElem), cmpKeyFunc);
- }
- S32 FN_CDECL RenderBinManager::cmpKeyFunc(const void* p1, const void* p2)
- {
- const MainSortElem* mse1 = (const MainSortElem*) p1;
- const MainSortElem* mse2 = (const MainSortElem*) p2;
- S32 test1 = S32(mse2->key) - S32(mse1->key);
- return ( test1 == 0 ) ? S32(mse1->key2) - S32(mse2->key2) : test1;
- }
- void RenderBinManager::setupSGData(MeshRenderInst *ri, SceneData &data)
- {
- PROFILE_SCOPE( RenderBinManager_setupSGData );
- // NOTE: We do not reset or clear the scene state
- // here as the caller has initialized non-RI members
- // himself and we must preserve them.
- //
- // It also saves a bunch of CPU as this is called for
- // every MeshRenderInst in every pass.
- dMemcpy( data.lights, ri->lights, sizeof( data.lights ) );
- data.objTrans = ri->objectToWorld;
- data.backBuffTex = ri->backBuffTex;
- data.cubemap = ri->cubemap;
- data.miscTex = ri->miscTex;
- data.reflectTex = ri->reflectTex;
- data.accuTex = ri->accuTex;
- data.lightmap = ri->lightmap;
- data.visibility = ri->visibility;
- data.materialHint = ri->materialHint;
- data.customShaderData.clear();
- for (U32 i = 0; i < ri->mCustomShaderData.size(); i++)
- {
- data.customShaderData.push_back(&ri->mCustomShaderData[i]);
- }
- }
- DefineEngineMethod( RenderBinManager, getBinType, const char*, (),,
- "Returns the bin type string." )
- {
- return object->getRenderInstType().getName();
- }
- DefineEngineMethod(RenderBinManager, getRenderOrder, F32, (), ,
- "Returns the bin render order.")
- {
- return object->getRenderOrder();
- }
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