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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/renderMeshMgr.h"
- #include "console/consoleTypes.h"
- #include "gfx/gfxTransformSaver.h"
- #include "gfx/gfxPrimitiveBuffer.h"
- #include "materials/sceneData.h"
- #include "materials/processedMaterial.h"
- #include "materials/materialManager.h"
- #include "scene/sceneRenderState.h"
- #include "gfx/gfxDebugEvent.h"
- #include "math/util/matrixSet.h"
- IMPLEMENT_CONOBJECT(RenderMeshMgr);
- ConsoleDocClass( RenderMeshMgr,
- "@brief A render bin for mesh rendering.\n\n"
- "This is the primary render bin in Torque which does most of the "
- "work of rendering DTS shapes and arbitrary mesh geometry. It knows "
- "how to render mesh instances using materials and supports hardware mesh "
- "instancing.\n\n"
- "@ingroup RenderBin\n" );
- RenderMeshMgr::RenderMeshMgr()
- : RenderBinManager(RenderPassManager::RIT_Mesh, 1.0f, 1.0f)
- {
- }
- RenderMeshMgr::RenderMeshMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder)
- : RenderBinManager(riType, renderOrder, processAddOrder)
- {
- }
- void RenderMeshMgr::init()
- {
- GFXStateBlockDesc d;
- d.cullDefined = true;
- d.cullMode = GFXCullCCW;
- d.samplersDefined = true;
- d.samplers[0] = GFXSamplerStateDesc::getWrapLinear();
- mNormalSB = GFX->createStateBlock(d);
- d.cullMode = GFXCullCW;
- mReflectSB = GFX->createStateBlock(d);
- }
- void RenderMeshMgr::initPersistFields()
- {
- Parent::initPersistFields();
- }
- //-----------------------------------------------------------------------------
- // add element
- //-----------------------------------------------------------------------------
- void RenderMeshMgr::addElement( RenderInst *inst )
- {
- // If this instance is translucent handle it in RenderTranslucentMgr
- if (inst->translucentSort)
- return;
- AssertFatal( inst->defaultKey != 0, "RenderMeshMgr::addElement() - Got null sort key... did you forget to set it?" );
- internalAddElement(inst);
- }
- //-----------------------------------------------------------------------------
- // render
- //-----------------------------------------------------------------------------
- void RenderMeshMgr::render(SceneRenderState * state)
- {
- PROFILE_SCOPE(RenderMeshMgr_render);
- // Early out if nothing to draw.
- if(!mElementList.size())
- return;
- GFXDEBUGEVENT_SCOPE( RenderMeshMgr_Render, ColorI::GREEN );
- // Automagically save & restore our viewport and transforms.
- GFXTransformSaver saver;
- // Restore transforms
- MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
- matrixSet.restoreSceneViewProjection();
- // init loop data
- GFXTextureObject *lastLM = NULL;
- GFXCubemap *lastCubemap = NULL;
- GFXTextureObject *lastReflectTex = NULL;
- GFXTextureObject *lastMiscTex = NULL;
- GFXTextureObject *lastAccuTex = NULL;
- SceneData sgData;
- sgData.init( state );
- U32 binSize = mElementList.size();
- for( U32 j=0; j<binSize; )
- {
- MeshRenderInst *ri = static_cast<MeshRenderInst*>(mElementList[j].inst);
- setupSGData( ri, sgData );
- BaseMatInstance *mat = ri->matInst;
- // If we have an override delegate then give it a
- // chance to swap the material with another.
- if ( mMatOverrideDelegate )
- {
- mat = mMatOverrideDelegate( mat );
- if ( !mat )
- {
- j++;
- continue;
- }
- }
- if( !mat )
- mat = MATMGR->getWarningMatInstance();
- // Check if bin is disabled in advanced lighting.
- // Allow forward rendering pass on custom materials.
- if ( ( MATMGR->getDeferredEnabled() && mBasicOnly && !mat->isCustomMaterial() ) )
- {
- j++;
- continue;
- }
- U32 matListEnd = j;
- lastMiscTex = sgData.miscTex;
- U32 a;
- while( mat && mat->setupPass(state, sgData ) )
- {
- for( a=j; a<binSize; a++ )
- {
- MeshRenderInst *passRI = static_cast<MeshRenderInst*>(mElementList[a].inst);
- // Check to see if we need to break this batch.
- if ( newPassNeeded( ri, passRI ) ||
- lastMiscTex != passRI->miscTex )
- {
- lastLM = NULL;
- 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);
- }
- //push along any overriden fields that are instance-specific as well
- if (passRI->mCustomShaderData.size() > 0)
- {
- mat->setCustomShaderData(passRI->mCustomShaderData);
- }
- setupSGData( passRI, sgData );
- mat->setSceneInfo( state, sgData );
- // If we're instanced then don't render yet.
- if ( mat->isInstanced() )
- {
- // Let the material increment the instance buffer, but
- // break the batch if it runs out of room for more.
- if ( !mat->stepInstance() )
- {
- a++;
- break;
- }
- continue;
- }
- // TODO: This could proably be done in a cleaner way.
- //
- // This section of code is dangerous, it overwrites the
- // lightmap values in sgData. This could be a problem when multiple
- // render instances use the same multi-pass material. When
- // the first pass is done, setupPass() is called again on
- // the material, but the lightmap data has been changed in
- // sgData to the lightmaps in the last renderInstance rendered.
- // This section sets the lightmap data for the current batch.
- // For the first iteration, it sets the same lightmap data,
- // however the redundancy will be caught by GFXDevice and not
- // actually sent to the card. This is done for simplicity given
- // the possible condition mentioned above. Better to set always
- // than to get bogged down into special case detection.
- //-------------------------------------
- bool dirty = false;
- // set the lightmaps if different
- if( passRI->lightmap && passRI->lightmap != lastLM )
- {
- sgData.lightmap = passRI->lightmap;
- lastLM = passRI->lightmap;
- dirty = true;
- }
- // set the cubemap if different.
- if ( passRI->cubemap != lastCubemap )
- {
- sgData.cubemap = passRI->cubemap;
- lastCubemap = passRI->cubemap;
- dirty = true;
- }
- if ( passRI->reflectTex != lastReflectTex )
- {
- sgData.reflectTex = passRI->reflectTex;
- lastReflectTex = passRI->reflectTex;
- dirty = true;
- }
- // Update accumulation texture if it changed.
- // Note: accumulation texture can be NULL, and must be updated.
- if ( passRI->accuTex != lastAccuTex )
- {
- sgData.accuTex = passRI->accuTex;
- lastAccuTex = passRI->accuTex;
- dirty = true;
- }
- if ( dirty )
- mat->setTextureStages( state, sgData );
- // Setup the vertex and index buffers.
- mat->setBuffers( passRI->vertBuff, passRI->primBuff );
- // Render this sucker.
- if ( passRI->prim )
- GFX->drawPrimitive( *passRI->prim );
- else
- GFX->drawPrimitive( passRI->primBuffIndex );
- }
- // Draw the instanced batch.
- if ( mat->isInstanced() )
- {
- // Sets the buffers including the instancing stream.
- mat->setBuffers( ri->vertBuff, ri->primBuff );
- // Render the instanced stream.
- if ( ri->prim )
- GFX->drawPrimitive( *ri->prim );
- else
- GFX->drawPrimitive( ri->primBuffIndex );
- }
- matListEnd = a;
- }
- // force increment if none happened, otherwise go to end of batch
- j = ( j == matListEnd ) ? j+1 : matListEnd;
- }
- }
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