Torque3D/Engine/source/renderInstance/renderMeshMgr.cpp

293 lines
9.5 KiB
C++

//-----------------------------------------------------------------------------
// 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()
{
docsURL;
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;
GFXTextureObject *lastAccuTex = 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();
// Check if bin is disabled in advanced lighting.
// Allow forward rendering pass on custom materials.
if ( ( MATMGR->getDeferredEnabled() && mBasicOnly && !mat->isCustomMaterial() ) )
{
j++;
continue;
}
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);
// Setup HW skinning transforms if applicable
if (mat->usesHardwareSkinning())
{
mat->setNodeTransforms(passRI->mNodeTransforms, passRI->mNodeTransformCount);
}
//push along any overriden fields that are instance-specific as well
if (passRI->mCustomShaderData.size() > 0)
{
mat->setCustomShaderData(passRI->mCustomShaderData);
}
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;
}
// Update accumulation texture if it changed.
// Note: accumulation texture can be NULL, and must be updated.
if ( passRI->accuTex != lastAccuTex )
{
sgData.accuTex = passRI->accuTex;
lastAccuTex = passRI->accuTex;
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;
}
}