Fix for Issue #132 for RenderOcclusionMgr Rendering

This commit is contained in:
DavidWyand-GG 2012-11-08 17:47:32 -05:00
parent 74cbcb3e85
commit 6637948067
2 changed files with 66 additions and 71 deletions

View file

@ -29,7 +29,11 @@
#include "gfx/gfxDrawUtil.h"
#include "gfx/gfxTransformSaver.h"
#include "math/util/sphereMesh.h"
#include "materials/materialManager.h"
#include "materials/sceneData.h"
#include "math/util/matrixSet.h"
#include "gfx/gfxDebugEvent.h"
#include "materials/materialFeatureTypes.h"
IMPLEMENT_CONOBJECT(RenderOcclusionMgr);
@ -48,14 +52,14 @@ bool RenderOcclusionMgr::smDebugRender = false;
RenderOcclusionMgr::RenderOcclusionMgr()
: RenderBinManager(RenderPassManager::RIT_Occluder, 1.0f, 1.0f)
{
mOverrideMat = NULL;
mSpherePrimCount = 0;
mMatInstance = NULL;
}
RenderOcclusionMgr::RenderOcclusionMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder)
: RenderBinManager(riType, renderOrder, processAddOrder)
{
mOverrideMat = NULL;
delete mMatInstance;
}
static const Point3F cubePoints[8] =
@ -72,25 +76,33 @@ static const U32 cubeFaces[6][4] =
void RenderOcclusionMgr::init()
{
GFXStateBlockDesc d;
delete mMatInstance;
mMaterial = MATMGR->allocateAndRegister( String::EmptyString );
mMaterial->mDiffuse[0] = ColorF( 1, 0, 1, 1 );
mMaterial->mEmissive[0] = true;
mMaterial->mAutoGenerated = true;
mMatInstance = mMaterial->createMatInstance();
FeatureSet features = MATMGR->getDefaultFeatures();
features.removeFeature( MFT_Visibility );
features.removeFeature( MFT_Fog );
features.removeFeature( MFT_HDROut );
mMatInstance->init( features, getGFXVertexFormat<GFXVertexP>() );
GFXStateBlockDesc d;
d.setBlend( false );
d.cullDefined = true;
d.cullMode = GFXCullCCW;
d.setZReadWrite( true, false );
mDebugSB = GFX->createStateBlock(d);
d.setColorWrites( false, false, false, false );
mNormalSB = GFX->createStateBlock(d);
mRenderSB = GFX->createStateBlock(d);
d.setZReadWrite( false, false );
mTestSB = GFX->createStateBlock(d);
mBoxBuff.set( GFX, 36, GFXBufferTypeStatic );
GFXVertexPC *verts = mBoxBuff.lock();
GFXVertexP *verts = mBoxBuff.lock();
U32 vertexIndex = 0;
U32 idx;
@ -98,32 +110,26 @@ void RenderOcclusionMgr::init()
{
idx = cubeFaces[i][0];
verts[vertexIndex].point = cubePoints[idx];
verts[vertexIndex].color.set( 1,0,1,1 );
vertexIndex++;
idx = cubeFaces[i][1];
verts[vertexIndex].point = cubePoints[idx];
verts[vertexIndex].color.set( 1,0,1,1 );
vertexIndex++;
idx = cubeFaces[i][3];
verts[vertexIndex].point = cubePoints[idx];
verts[vertexIndex].color.set( 1,0,1,1 );
vertexIndex++;
idx = cubeFaces[i][1];
verts[vertexIndex].point = cubePoints[idx];
verts[vertexIndex].color.set( 1,0,1,1 );
vertexIndex++;
idx = cubeFaces[i][3];
verts[vertexIndex].point = cubePoints[idx];
verts[vertexIndex].color.set( 1,0,1,1 );
vertexIndex++;
idx = cubeFaces[i][2];
verts[vertexIndex].point = cubePoints[idx];
verts[vertexIndex].color.set( 1,0,1,1 );
vertexIndex++;
}
@ -139,15 +145,12 @@ void RenderOcclusionMgr::init()
for ( S32 i = 0; i < mSpherePrimCount; i++ )
{
verts[vertexIndex].point = sphereMesh->poly[i].pnt[0];
verts[vertexIndex].color.set( 1,0,1,1 );
vertexIndex++;
verts[vertexIndex].point = sphereMesh->poly[i].pnt[1];
verts[vertexIndex].color.set( 1,0,1,1 );
vertexIndex++;
verts[vertexIndex].point = sphereMesh->poly[i].pnt[2];
verts[vertexIndex].color.set( 1,0,1,1 );
vertexIndex++;
}
mSphereBuff.unlock();
@ -177,62 +180,52 @@ void RenderOcclusionMgr::render( SceneRenderState *state )
if ( !mElementList.size() )
return;
GFXTransformSaver saver;
GFXDEBUGEVENT_SCOPE(RenderOcclusionMgr_Render, ColorI::BLUE);
if ( mNormalSB.isNull() )
if ( mMatInstance == NULL )
init();
GFX->disableShaders();
GFX->setupGenericShaders( GFXDevice::GSColor );
SceneData sgData;
sgData.init( state );
// Restore transforms
MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
matrixSet.restoreSceneViewProjection();
OccluderRenderInst *firstEl = static_cast<OccluderRenderInst*>(mElementList[0].inst);
if ( firstEl->isSphere )
GFX->setVertexBuffer( mSphereBuff );
else
GFX->setVertexBuffer( mBoxBuff );
bool wasSphere = firstEl->isSphere;
// The material is single pass... just setup once here.
mMatInstance->setupPass( state, sgData );
U32 primCount;
for( U32 i=0; i<mElementList.size(); i++ )
{
OccluderRenderInst *ri = static_cast<OccluderRenderInst*>(mElementList[i].inst);
OccluderRenderInst *ri = static_cast<OccluderRenderInst*>(mElementList[i].inst);
AssertFatal( ri->query != NULL, "RenderOcclusionMgr::render, OcclusionRenderInst has NULL GFXOcclusionQuery" );
if ( ri->isSphere != wasSphere )
{
if ( ri->isSphere )
GFX->setVertexBuffer( mSphereBuff );
else
GFX->setVertexBuffer( mBoxBuff );
if ( ri->isSphere )
{
GFX->setVertexBuffer( mSphereBuff );
primCount = mSpherePrimCount;
}
else
{
GFX->setVertexBuffer( mBoxBuff );
primCount = 12;
}
wasSphere = ri->isSphere;
}
GFX->pushWorldMatrix();
MatrixF xfm( *ri->orientation );
xfm.setPosition( ri->position );
xfm.scale( ri->scale );
//GFXTransformSaver saver;
GFX->multWorld( xfm );
matrixSet.setWorld(xfm);
mMatInstance->setTransforms(matrixSet, state);
if ( smDebugRender )
GFX->setStateBlock( mDebugSB );
else
GFX->setStateBlock( mNormalSB );
ri->query->begin();
if ( wasSphere )
GFX->drawPrimitive( GFXTriangleList, 0, mSpherePrimCount );
else
GFX->drawPrimitive( GFXTriangleList, 0, 12 );
if ( !smDebugRender )
GFX->setStateBlock( mRenderSB );
ri->query->begin();
GFX->drawPrimitive( GFXTriangleList, 0, primCount );
ri->query->end();
if ( ri->query2 )
@ -240,15 +233,11 @@ void RenderOcclusionMgr::render( SceneRenderState *state )
GFX->setStateBlock( mTestSB );
ri->query2->begin();
if ( wasSphere )
GFX->drawPrimitive( GFXTriangleList, 0, mSpherePrimCount );
else
GFX->drawPrimitive( GFXTriangleList, 0, 12 );
GFX->drawPrimitive( GFXTriangleList, 0, primCount );
ri->query2->end();
}
}
GFX->popWorldMatrix();
}
// Call setup one more time to end the pass.
mMatInstance->setupPass( state, sgData );
}