mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 20:54:46 +00:00
135 lines
4.9 KiB
C++
135 lines
4.9 KiB
C++
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "renderInstance/forcedMaterialMeshMgr.h"
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#include "gfx/gfxTransformSaver.h"
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#include "gfx/gfxPrimitiveBuffer.h"
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#include "gfx/gfxDebugEvent.h"
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#include "materials/sceneData.h"
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#include "materials/materialManager.h"
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#include "materials/materialDefinition.h"
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#include "console/consoleTypes.h"
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#include "math/util/matrixSet.h"
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IMPLEMENT_CONOBJECT(ForcedMaterialMeshMgr);
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ConsoleDocClass( ForcedMaterialMeshMgr,
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"@brief Basically the same as RenderMeshMgr, but will override the material "
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"of the instance. Exists for backwards compatibility, not currently used, soon to be deprecated\n\n"
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"@internal"
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);
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ForcedMaterialMeshMgr::ForcedMaterialMeshMgr()
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{
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mOverrideInstance = NULL;
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mOverrideMaterial = NULL;
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}
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ForcedMaterialMeshMgr::ForcedMaterialMeshMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder, BaseMatInstance* overrideMaterial)
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: RenderMeshMgr(riType, renderOrder, processAddOrder)
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{
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mOverrideInstance = overrideMaterial;
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mOverrideMaterial = NULL;
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}
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void ForcedMaterialMeshMgr::setOverrideMaterial(BaseMatInstance* overrideMaterial)
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{
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SAFE_DELETE(mOverrideInstance);
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mOverrideInstance = overrideMaterial;
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}
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ForcedMaterialMeshMgr::~ForcedMaterialMeshMgr()
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{
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setOverrideMaterial(NULL);
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}
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void ForcedMaterialMeshMgr::initPersistFields()
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{
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addProtectedField("material", TYPEID< Material >(), Offset(mOverrideMaterial, ForcedMaterialMeshMgr),
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&_setOverrideMat, &_getOverrideMat, "Material used to draw all meshes in the render bin.");
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Parent::initPersistFields();
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}
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void ForcedMaterialMeshMgr::render(SceneRenderState * state)
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{
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PROFILE_SCOPE(ForcedMaterialMeshMgr_render);
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if(!mOverrideInstance && mOverrideMaterial.isValid())
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{
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mOverrideInstance = mOverrideMaterial->createMatInstance();
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mOverrideInstance->init( MATMGR->getDefaultFeatures(), getGFXVertexFormat<GFXVertexPNTBT>() );
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}
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// Early out if nothing to draw.
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if(!mElementList.size() || !mOverrideInstance)
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return;
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GFXDEBUGEVENT_SCOPE(ForcedMaterialMeshMgr_Render, ColorI::RED);
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// Automagically save & restore our viewport and transforms.
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GFXTransformSaver saver;
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// init loop data
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SceneData sgData;
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sgData.init( state );
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MeshRenderInst *ri = static_cast<MeshRenderInst*>(mElementList[0].inst);
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setupSGData( ri, sgData );
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while (mOverrideInstance->setupPass(state, sgData))
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{
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for( U32 j=0; j<mElementList.size(); j++)
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{
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MeshRenderInst* passRI = static_cast<MeshRenderInst*>(mElementList[j].inst);
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if(passRI->primBuff->getPointer()->mPrimitiveArray[passRI->primBuffIndex].numVertices < 1)
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continue;
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getRenderPass()->getMatrixSet().setWorld(*passRI->objectToWorld);
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getRenderPass()->getMatrixSet().setView(*passRI->worldToCamera);
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getRenderPass()->getMatrixSet().setProjection(*passRI->projection);
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mOverrideInstance->setTransforms(getRenderPass()->getMatrixSet(), state);
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mOverrideInstance->setBuffers(passRI->vertBuff, passRI->primBuff);
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GFX->drawPrimitive( passRI->primBuffIndex );
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}
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}
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}
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const char* ForcedMaterialMeshMgr::_getOverrideMat( void *object, const char *data )
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{
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ForcedMaterialMeshMgr &mgr = *reinterpret_cast<ForcedMaterialMeshMgr *>( object );
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if( mgr.mOverrideMaterial.isValid() )
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return mgr.mOverrideMaterial->getIdString();
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else
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return "0";
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}
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bool ForcedMaterialMeshMgr::_setOverrideMat( void *object, const char *index, const char *data )
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{
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ForcedMaterialMeshMgr &mgr = *reinterpret_cast<ForcedMaterialMeshMgr *>( object );
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BaseMatInstance* material;
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Sim::findObject( data, material );
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mgr.setOverrideMaterial( material );
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return false;
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}
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