Torque3D/Engine/source/renderInstance/renderPassManager.cpp

366 lines
11 KiB
C++
Raw Normal View History

2012-09-19 15:15:01 +00:00
//-----------------------------------------------------------------------------
// 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/renderPassManager.h"
#include "materials/sceneData.h"
#include "materials/matInstance.h"
#include "materials/customMaterialDefinition.h"
#include "materials/materialManager.h"
#include "scene/sceneManager.h"
#include "scene/sceneObject.h"
#include "gfx/primBuilder.h"
#include "platform/profiler.h"
#include "renderInstance/renderBinManager.h"
#include "renderInstance/renderObjectMgr.h"
#include "renderInstance/renderMeshMgr.h"
#include "renderInstance/renderTranslucentMgr.h"
#include "renderInstance/renderGlowMgr.h"
#include "renderInstance/renderTerrainMgr.h"
#include "core/util/safeDelete.h"
#include "math/util/matrixSet.h"
#include "console/engineAPI.h"
2012-09-23 10:18:12 +00:00
const RenderInstType RenderInstType::Invalid( "" );
2012-09-19 15:15:01 +00:00
const RenderInstType RenderPassManager::RIT_Mesh("Mesh");
const RenderInstType RenderPassManager::RIT_Shadow("Shadow");
const RenderInstType RenderPassManager::RIT_Sky("Sky");
const RenderInstType RenderPassManager::RIT_Terrain("Terrain");
const RenderInstType RenderPassManager::RIT_Object("Object");
const RenderInstType RenderPassManager::RIT_ObjectTranslucent("ObjectTranslucent");
const RenderInstType RenderPassManager::RIT_Decal("Decal");
const RenderInstType RenderPassManager::RIT_Water("Water");
const RenderInstType RenderPassManager::RIT_Foliage("Foliage");
const RenderInstType RenderPassManager::RIT_VolumetricFog("ObjectVolumetricFog");
2012-09-19 15:15:01 +00:00
const RenderInstType RenderPassManager::RIT_Translucent("Translucent");
const RenderInstType RenderPassManager::RIT_Begin("Begin");
const RenderInstType RenderPassManager::RIT_Custom("Custom");
const RenderInstType RenderPassManager::RIT_Particle("Particle");
const RenderInstType RenderPassManager::RIT_Occluder("Occluder");
const RenderInstType RenderPassManager::RIT_Editor("Editor");
//*****************************************************************************
// RenderInstance
//*****************************************************************************
void RenderInst::clear()
{
dMemset( this, 0, sizeof(RenderInst) );
}
void MeshRenderInst::clear()
{
dMemset( this, 0, sizeof(MeshRenderInst) );
visibility = 1.0f;
}
void ParticleRenderInst::clear()
{
dMemset( this, 0, sizeof(ParticleRenderInst) );
}
void ObjectRenderInst::clear()
{
userData = NULL;
dMemset( this, 0, sizeof( ObjectRenderInst ) );
// The memset here is kinda wrong... it clears the
// state initialized by the delegate constructor.
//
// This fixes it... but we probably need to have a
// real constructor for RenderInsts.
renderDelegate.clear();
}
void OccluderRenderInst::clear()
{
dMemset( this, 0, sizeof(OccluderRenderInst) );
}
IMPLEMENT_CONOBJECT(RenderPassManager);
ConsoleDocClass( RenderPassManager,
"@brief A grouping of render bin managers which forms a render pass.\n\n"
"The render pass is used to order a set of RenderBinManager objects which are used "
"when rendering a scene. This class does little work itself other than managing "
"its list of render bins.\n\n"
"In 'core/scripts/client/renderManager.cs' you will find the DiffuseRenderPassManager "
"which is used by the C++ engine to render the scene.\n\n"
"@see RenderBinManager\n"
"@ingroup RenderBin\n" );
RenderPassManager::RenderBinEventSignal& RenderPassManager::getRenderBinSignal()
{
static RenderBinEventSignal theSignal;
return theSignal;
}
void RenderPassManager::initPersistFields()
{
}
RenderPassManager::RenderPassManager()
{
mSceneManager = NULL;
VECTOR_SET_ASSOCIATION( mRenderBins );
mMatrixSet = reinterpret_cast<MatrixSet *>(dMalloc_aligned(sizeof(MatrixSet), 16));
constructInPlace(mMatrixSet);
}
RenderPassManager::~RenderPassManager()
{
dFree_aligned(mMatrixSet);
// Any bins left need to be deleted.
for ( U32 i=0; i<mRenderBins.size(); i++ )
{
RenderBinManager *bin = mRenderBins[i];
// Clear the parent first, so that RenderBinManager::onRemove()
// won't call removeManager() and break this loop.
bin->setRenderPass( NULL );
bin->deleteObject();
}
}
void RenderPassManager::_insertSort(Vector<RenderBinManager*>& list, RenderBinManager* mgr, bool renderOrder)
{
U32 i;
for (i = 0; i < list.size(); i++)
{
bool renderCompare = mgr->getRenderOrder() < list[i]->getRenderOrder();
bool processAddCompare = mgr->getProcessAddOrder() < list[i]->getProcessAddOrder();
if ((renderOrder && renderCompare) || (!renderOrder && processAddCompare))
{
list.insert(i);
list[i] = mgr;
return;
}
}
list.push_back(mgr);
}
void RenderPassManager::addManager(RenderBinManager* mgr)
{
if ( !mgr->isProperlyAdded() )
mgr->registerObject();
AssertFatal( mgr->getRenderPass() == NULL, "RenderPassManager::addManager() - Bin is still part of another pass manager!" );
mgr->setRenderPass( this );
_insertSort(mRenderBins, mgr, true);
}
void RenderPassManager::removeManager(RenderBinManager* mgr)
{
AssertFatal( mgr->getRenderPass() == this, "RenderPassManager::removeManager() - We do not own this bin!" );
mgr->setRenderPass( NULL );
mRenderBins.remove( mgr );
}
RenderBinManager* RenderPassManager::getManager(S32 i) const
{
if (i >= 0 && i < mRenderBins.size())
return mRenderBins[i];
else
return NULL;
}
void RenderPassManager::addInst( RenderInst *inst )
{
PROFILE_SCOPE( RenderPassManager_addInst );
AssertFatal( inst != NULL, "RenderPassManager::addInst - Got null instance!" );
AddInstTable::Iterator iter = mAddInstSignals.find( inst->type );
if ( iter == mAddInstSignals.end() )
return;
iter->value.trigger( inst );
}
void RenderPassManager::sort()
{
PROFILE_SCOPE( RenderPassManager_Sort );
for (Vector<RenderBinManager *>::iterator itr = mRenderBins.begin();
itr != mRenderBins.end(); itr++)
{
AssertFatal(*itr, "Render manager invalid!");
(*itr)->sort();
}
}
void RenderPassManager::clear()
{
PROFILE_SCOPE( RenderPassManager_Clear );
mChunker.clear();
for (Vector<RenderBinManager *>::iterator itr = mRenderBins.begin();
itr != mRenderBins.end(); itr++)
{
AssertFatal(*itr, "Invalid render manager!");
(*itr)->clear();
}
}
void RenderPassManager::render(SceneRenderState * state)
{
PROFILE_SCOPE( RenderPassManager_Render );
GFX->pushWorldMatrix();
MatrixF proj = GFX->getProjectionMatrix();
for (Vector<RenderBinManager *>::iterator itr = mRenderBins.begin();
itr != mRenderBins.end(); itr++)
{
RenderBinManager *curBin = *itr;
AssertFatal(curBin, "Invalid render manager!");
getRenderBinSignal().trigger(curBin, state, true);
curBin->render(state);
getRenderBinSignal().trigger(curBin, state, false);
}
GFX->popWorldMatrix();
GFX->setProjectionMatrix( proj );
// Restore a clean state for subsequent rendering.
GFX->setupGenericShaders();
2012-09-19 15:15:01 +00:00
for(S32 i = 0; i < GFX->getNumSamplers(); ++i)
GFX->setTexture(i, NULL);
}
void RenderPassManager::renderPass(SceneRenderState * state)
{
PROFILE_SCOPE( RenderPassManager_RenderPass );
sort();
render(state);
clear();
}
GFXTextureObject *RenderPassManager::getDepthTargetTexture()
{
// If this is OpenGL, or something else has set the depth buffer, return the pointer
if( mDepthBuff.isValid() )
{
// If this is OpenGL, make sure the depth target matches up
// with the active render target. Otherwise recreate.
if( GFX->getAdapterType() == OpenGL )
{
GFXTarget* activeRT = GFX->getActiveRenderTarget();
AssertFatal( activeRT, "Must be an active render target to call 'getDepthTargetTexture'" );
Point2I activeRTSize = activeRT->getSize();
if( mDepthBuff.getWidth() == activeRTSize.x &&
mDepthBuff.getHeight() == activeRTSize.y )
return mDepthBuff.getPointer();
}
else
return mDepthBuff.getPointer();
}
if(GFX->getAdapterType() == OpenGL)
{
AssertFatal(GFX->getActiveRenderTarget(), "Must be an active render target to call 'getDepthTargetTexture'");
const Point2I rtSize = GFX->getActiveRenderTarget()->getSize();
mDepthBuff.set(rtSize.x, rtSize.y, GFXFormatD24S8,
&GFXDefaultZTargetProfile, avar("%s() - mDepthBuff (line %d)", __FUNCTION__, __LINE__));
return mDepthBuff.getPointer();
}
// Default return value
return GFXTextureTarget::sDefaultDepthStencil;
}
void RenderPassManager::setDepthTargetTexture( GFXTextureObject *zTarget )
{
mDepthBuff = zTarget;
}
const MatrixF* RenderPassManager::allocSharedXform( SharedTransformType stt )
{
AssertFatal(stt == View || stt == Projection, "Bad shared transform type");
// Enable this to simulate non-shared transform performance
//#define SIMULATE_NON_SHARED_TRANSFORMS
#ifdef SIMULATE_NON_SHARED_TRANSFORMS
return allocUniqueXform(stt == View ? mMatrixSet->getWorldToCamera() : mMatrixSet->getCameraToScreen());
#else
return &(stt == View ? mMatrixSet->getWorldToCamera() : mMatrixSet->getCameraToScreen());
#endif
}
void RenderPassManager::assignSharedXform( SharedTransformType stt, const MatrixF &xfm )
{
AssertFatal(stt == View || stt == Projection, "Bad shared transform type");
if(stt == View)
mMatrixSet->setSceneView(xfm);
else
mMatrixSet->setSceneProjection(xfm);
}
// Script interface
DefineEngineMethod(RenderPassManager, getManagerCount, S32, (),,
"Returns the total number of bin managers." )
{
return object->getManagerCount();
}
DefineEngineMethod( RenderPassManager, getManager, RenderBinManager*, ( S32 index ),,
"Returns the render bin manager at the index or null if the index is out of range." )
{
if(index < 0 || index >= object->getManagerCount())
return NULL;
return object->getManager(index);
}
DefineEngineMethod( RenderPassManager, addManager, void, ( RenderBinManager *renderBin ),,
"Add as a render bin manager to the pass." )
{
if ( renderBin )
object->addManager( renderBin );
}
DefineEngineMethod( RenderPassManager, removeManager, void, ( RenderBinManager *renderBin ),,
"Removes a render bin manager." )
{
if ( renderBin )
object->removeManager( renderBin );
}