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Engine directory for ticket #1
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110
Engine/source/scene/sceneRenderState.cpp
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110
Engine/source/scene/sceneRenderState.cpp
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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 "platform/platform.h"
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#include "scene/sceneRenderState.h"
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#include "renderInstance/renderPassManager.h"
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#include "math/util/matrixSet.h"
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//-----------------------------------------------------------------------------
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SceneRenderState::SceneRenderState( SceneManager* sceneManager,
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ScenePassType passType,
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const SceneCameraState& view,
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RenderPassManager* renderPass /* = NULL */,
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bool usePostEffects /* = true */ )
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: mSceneManager( sceneManager ),
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mCullingState( sceneManager, view ),
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mRenderPass( renderPass ? renderPass : sceneManager->getDefaultRenderPass() ),
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mScenePassType( passType ),
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mRenderNonLightmappedMeshes( true ),
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mRenderLightmappedMeshes( true ),
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mUsePostEffects( usePostEffects ),
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mDisableAdvancedLightingBins( false ),
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mRenderArea( view.getFrustum().getBounds() ),
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mAmbientLightColor( sceneManager->getAmbientLightColor() )
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{
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// Setup the default parameters for the screen metrics methods.
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mDiffuseCameraTransform = view.getViewWorldMatrix();
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// The vector eye is the camera vector with its
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// length normalized to 1 / zFar.
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getCameraTransform().getColumn( 1, &mVectorEye );
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mVectorEye.normalize( 1.0f / getFarPlane() );
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// TODO: What about ortho modes? Is near plane ok
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// or do i need to remove it... maybe ortho has a near
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// plane of 1 and it just works out?
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const Frustum& frustum = view.getFrustum();
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const RectI& viewport = view.getViewport();
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mWorldToScreenScale.set( ( frustum.getNearDist() * viewport.extent.x ) / ( frustum.getNearRight() - frustum.getNearLeft() ),
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( frustum.getNearDist() * viewport.extent.y ) / ( frustum.getNearTop() - frustum.getNearBottom() ) );
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// Assign shared matrix data to the render pass.
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mRenderPass->assignSharedXform( RenderPassManager::View, view.getWorldViewMatrix() );
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mRenderPass->assignSharedXform( RenderPassManager::Projection, view.getProjectionMatrix() );
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}
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//-----------------------------------------------------------------------------
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SceneRenderState::~SceneRenderState()
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{
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}
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//-----------------------------------------------------------------------------
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const MatrixF& SceneRenderState::getWorldViewMatrix() const
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{
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return getRenderPass()->getMatrixSet().getWorldToCamera();
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}
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//-----------------------------------------------------------------------------
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const MatrixF& SceneRenderState::getProjectionMatrix() const
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{
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return getRenderPass()->getMatrixSet().getCameraToScreen();
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}
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//-----------------------------------------------------------------------------
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void SceneRenderState::renderObjects( SceneObject** objects, U32 numObjects )
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{
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// Let the objects batch their stuff.
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PROFILE_START( SceneRenderState_prepRenderImages );
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for( U32 i = 0; i < numObjects; ++ i )
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{
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SceneObject* object = objects[ i ];
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object->prepRenderImage( this );
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}
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PROFILE_END();
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// Render what the objects have batched.
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getRenderPass()->renderPass( this );
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}
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