mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
140 lines
4.5 KiB
C++
140 lines
4.5 KiB
C++
//-----------------------------------------------------------------------------
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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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#ifndef _POSTEFFECTMANAGER_H_
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#define _POSTEFFECTMANAGER_H_
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#ifndef _GFXDEVICE_H_
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#include "gfx/gfxDevice.h"
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#endif
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#ifndef _TVECTOR_H_
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#include "core/util/tVector.h"
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#endif
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#ifndef _TDICTIONARY_H_
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#include "core/util/tDictionary.h"
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#endif
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#ifndef _TSINGLETON_H_
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#include "core/util/tSingleton.h"
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#endif
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#ifndef _POSTEFFECTCOMMON_H_
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#include "postFx/postEffectCommon.h"
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#endif
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class PostEffect;
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class RenderBinManager;
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class SceneRenderState;
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class SceneManager;
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class PostEffectManager
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{
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protected:
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friend class PostEffect;
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typedef Vector<PostEffect*> EffectVector;
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typedef Map<String,EffectVector> EffectMap;
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/// A global flag for toggling the post effect system. It
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/// is tied to the $pref::enablePostEffects preference.
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static bool smRenderEffects;
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EffectVector mEndOfFrameList;
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EffectVector mAfterDiffuseList;
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EffectMap mAfterBinMap;
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EffectMap mBeforeBinMap;
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/// A copy of the last requested back buffer.
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GFXTexHandle mBackBufferCopyTex;
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//GFXTexHandle mBackBufferFloatCopyTex;
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/// The target at the time the last back buffer
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/// was copied. Used to detect the need to recopy.
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GFXTarget *mLastBackBufferTarget;
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// State for current frame and last frame
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bool mFrameStateSwitch;
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PFXFrameState mFrameState[2];
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bool _handleDeviceEvent( GFXDevice::GFXDeviceEventType evt );
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void _handleBinEvent( RenderBinManager *bin,
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const SceneRenderState* sceneState,
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bool isBinStart );
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///
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void _onPostRenderPass( SceneManager *sceneGraph, const SceneRenderState *sceneState );
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// Helper method
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void _updateResources();
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///
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static S32 _effectPrioritySort( PostEffect* const*e1, PostEffect* const*e2 );
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bool _addEffect( PostEffect *effect );
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bool _removeEffect( PostEffect *effect );
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public:
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PostEffectManager();
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virtual ~PostEffectManager();
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void renderEffects( const SceneRenderState *state,
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const PFXRenderTime effectTiming,
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const String &binName = String::EmptyString );
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/// Returns the current back buffer texture taking
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/// a copy of if the target has changed or the buffer
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/// was previously released.
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GFXTextureObject* getBackBufferTex();
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/// Releases the current back buffer so that a
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/// new copy is made on the next request.
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void releaseBackBufferTex();
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/*
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bool submitEffect( PostEffect *effect, const PFXRenderTime renderTime = PFXDefaultRenderTime, const GFXRenderBinTypes afterBin = GFXBin_DefaultPostProcessBin )
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{
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return _addEntry( effect, false, renderTime, afterBin );
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}
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*/
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// State interface
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const PFXFrameState &getFrameState() const { return mFrameState[mFrameStateSwitch]; }
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const PFXFrameState &getLastFrameState() const { return mFrameState[!mFrameStateSwitch]; }
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void setFrameState(const PFXFrameState& newState) { mFrameState[mFrameStateSwitch] = newState; }
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void setFrameMatrices( const MatrixF &worldToCamera, const MatrixF &cameraToScreen );
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// For ManagedSingleton.
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static const char* getSingletonName() { return "PostEffectManager"; }
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};
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/// Returns the PostEffectManager singleton.
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#define PFXMGR ManagedSingleton<PostEffectManager>::instance()
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#endif // _POSTEFFECTMANAGER_H_
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