mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 19:53:48 +00:00
Engine directory for ticket #1
This commit is contained in:
parent
352279af7a
commit
7dbfe6994d
3795 changed files with 1363358 additions and 0 deletions
261
Engine/source/renderInstance/renderMeshMgr.cpp
Normal file
261
Engine/source/renderInstance/renderMeshMgr.cpp
Normal file
|
|
@ -0,0 +1,261 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// 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;
|
||||
|
||||
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();
|
||||
|
||||
|
||||
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);
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue