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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/renderTerrainMgr.h"
- #include "platform/profiler.h"
- #include "scene/sceneManager.h"
- #include "gfx/gfxTransformSaver.h"
- #include "gfx/gfxDrawUtil.h"
- #include "gfx/gfxDebugEvent.h"
- #include "materials/shaderData.h"
- #include "materials/matInstance.h"
- #include "scene/sceneRenderState.h"
- #include "console/consoleTypes.h"
- #include "terrain/terrCell.h"
- #include "terrain/terrCellMaterial.h"
- #include "math/util/matrixSet.h"
- #include "materials/materialManager.h"
- bool RenderTerrainMgr::smRenderWireframe = false;
- S32 RenderTerrainMgr::smCellsRendered = 0;
- S32 RenderTerrainMgr::smOverrideCells = 0;
- S32 RenderTerrainMgr::smDrawCalls = 0;
- IMPLEMENT_CONOBJECT(RenderTerrainMgr);
- ConsoleDocClass( RenderTerrainMgr,
- "@brief A render bin for terrain mesh rendering.\n\n"
- "This bin renders terrain render instances from a TerrainBlock. "
- "Normally a mesh would render via the RenderMeshMgr, but terrain uses "
- "a TerrainMaterial designed for multi-layered surfaces which this "
- "bin can processs.\n\n"
- "@ingroup RenderBin\n" );
- RenderTerrainMgr::RenderTerrainMgr()
- : RenderBinManager( RenderPassManager::RIT_Terrain, 1.0f, 1.0f )
- {
- }
- RenderTerrainMgr::RenderTerrainMgr( F32 renderOrder, F32 processAddOrder )
- : RenderBinManager( RenderPassManager::RIT_Terrain, renderOrder, processAddOrder )
- {
- }
- RenderTerrainMgr::~RenderTerrainMgr()
- {
- }
- void RenderTerrainMgr::initPersistFields()
- {
- docsURL;
- Con::addVariable( "RenderTerrainMgr::renderWireframe", TypeBool, &smRenderWireframe,
- "Used to enable wireframe rendering on terrain for debugging.\n"
- "@ingroup RenderBin\n" );
- // For stats.
- GFXDevice::getDeviceEventSignal().notify( &RenderTerrainMgr::_clearStats );
- Con::addVariable( "$TerrainBlock::cellsRendered", TypeS32, &smCellsRendered, "@internal" );
- Con::addVariable( "$TerrainBlock::overrideCells", TypeS32, &smOverrideCells, "@internal" );
- Con::addVariable( "$TerrainBlock::drawCalls", TypeS32, &smDrawCalls, "@internal" );
- Parent::initPersistFields();
- }
- bool RenderTerrainMgr::_clearStats( GFXDevice::GFXDeviceEventType type )
- {
- if ( type == GFXDevice::deStartOfFrame )
- {
- smCellsRendered = 0;
- smOverrideCells = 0;
- smDrawCalls = 0;
- }
- return true;
- }
- void RenderTerrainMgr::internalAddElement( RenderInst *inst_ )
- {
- TerrainRenderInst *inst = static_cast<TerrainRenderInst*>( inst_ );
- mInstVector.push_back( inst );
- }
- void RenderTerrainMgr::sort()
- {
- // TODO: We could probably sort this in some
- // manner to improve terrain rendering perf.
- }
- void RenderTerrainMgr::clear()
- {
- mInstVector.clear();
- }
- void RenderTerrainMgr::render( SceneRenderState *state )
- {
- if ( mInstVector.empty() )
- return;
- // Check if bin is disabled in advanced lighting.
- if ( MATMGR->getDeferredEnabled() && mBasicOnly )
- return;
- PROFILE_SCOPE( RenderTerrainMgr_Render );
- GFXTransformSaver saver;
- // Prepare the common scene graph data.
- SceneData sgData;
- sgData.init( state );
- sgData.wireframe |= smRenderWireframe;
- // Restore transforms
- MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
- matrixSet.restoreSceneViewProjection();
- GFXDEBUGEVENT_SCOPE( RenderTerrainMgr_Render, ColorI::GREEN );
- const MatrixF worldViewXfm = matrixSet.getWorldToCamera();
- const MatrixF &projXfm = matrixSet.getCameraToScreen();
- // HACKTASTIC!
- //
- // If this is a shadow pass then render the terrain
- // with the first material we get.
- //
- // In the near future terrains will operate using regular
- // MatInstance materials like any other mesh in which case
- // this will all be replaced by a normal mesh render bin.
- //
- if ( state->isShadowPass() )
- {
- PROFILE_SCOPE( RenderTerrainMgr_Render_Shadow );
- Vector<TerrainRenderInst*>::iterator inst = mInstVector.begin();
- BaseMatInstance *overideMat = (*inst)->mat;
- while ( overideMat && overideMat->setupPass( state, sgData ) )
- {
- for ( ; inst != mInstVector.end(); inst++ )
- {
- smOverrideCells++;
- GFX->setPrimitiveBuffer( (*inst)->primBuff );
- GFX->setVertexBuffer( (*inst)->vertBuff );
- matrixSet.setWorld(*(*inst)->objectToWorldXfm);
- overideMat->setSceneInfo( state, sgData );
- overideMat->setTransforms( matrixSet, state );
- GFX->drawPrimitive( (*inst)->prim );
- }
- }
- return;
- }
- // Do the detail map passes.
- Vector<TerrainRenderInst*>::iterator inst = mInstVector.begin();
- for ( ; inst != mInstVector.end(); inst++ )
- {
- TerrainCellMaterial *mat = (*inst)->cellMat;
- GFX->setPrimitiveBuffer( (*inst)->primBuff );
- GFX->setVertexBuffer( (*inst)->vertBuff );
- ++smCellsRendered;
- mat->setTransformAndEye( *(*inst)->objectToWorldXfm,
- worldViewXfm,
- projXfm,
- state->getFarPlane() );
- sgData.objTrans = (*inst)->objectToWorldXfm;
- dMemcpy( sgData.lights, (*inst)->lights, sizeof( sgData.lights ) );
- while ( mat->setupPass( state, sgData ) )
- {
- ++smDrawCalls;
- GFX->drawPrimitive( (*inst)->prim );
- }
- }
- }
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