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https://github.com/TorqueGameEngines/Torque3D.git
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renderPrePassMgr.cpp related: A) shifting .addFeature( MFT_XYZ); calls from ProcessedShaderMaterial::_determineFeatures to ProcessedPrePassMaterial::_determineFeatures B) mimicking the "// set the XXX if different" entries from RenderMeshMgr::render in RenderPrePassMgr::render C) fleshing out ProcessedPrePassMaterial::getNumStages() so that it shares a 1:1 correlation with ProcessedShaderMaterial::getNumStages() D) causing inline void Swizzle<T, mapLength>::ToBuffer( void *destination, const void *source, const dsize_t size ) to silently fail rather than fatally assert if a source or destination buffer is not yet ready to be filled. (support for #customTarget scripted render targets) Reflections: A) removing reflectRenderState.disableAdvancedLightingBins(true); entries. this would otherwise early out from prepass and provide no color data whatsoever. B) removing the fd.features.addFeature( MFT_ForwardShading ); entry forcing all materials to be forward lit when reflected. C) 2 things best described bluntly as working hacks: C1) when reflected, a scattersky is rotated PI along it's z then x axis in order to draw properly. C2) along similar lines, in terraincellmaterial, we shut off culling if it's a prepass material. Skies: scattersky is given a pair of rotations for reflection purposes, all sky objects are given a z value for depth testing.
280 lines
9 KiB
C++
280 lines
9 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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#include "platform/platform.h"
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#include "renderInstance/renderMeshMgr.h"
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#include "console/consoleTypes.h"
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#include "gfx/gfxTransformSaver.h"
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#include "gfx/gfxPrimitiveBuffer.h"
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#include "materials/sceneData.h"
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#include "materials/processedMaterial.h"
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#include "materials/materialManager.h"
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#include "scene/sceneRenderState.h"
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#include "gfx/gfxDebugEvent.h"
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#include "math/util/matrixSet.h"
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IMPLEMENT_CONOBJECT(RenderMeshMgr);
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ConsoleDocClass( RenderMeshMgr,
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"@brief A render bin for mesh rendering.\n\n"
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"This is the primary render bin in Torque which does most of the "
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"work of rendering DTS shapes and arbitrary mesh geometry. It knows "
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"how to render mesh instances using materials and supports hardware mesh "
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"instancing.\n\n"
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"@ingroup RenderBin\n" );
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RenderMeshMgr::RenderMeshMgr()
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: RenderBinManager(RenderPassManager::RIT_Mesh, 1.0f, 1.0f)
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{
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}
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RenderMeshMgr::RenderMeshMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder)
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: RenderBinManager(riType, renderOrder, processAddOrder)
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{
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}
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void RenderMeshMgr::init()
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{
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GFXStateBlockDesc d;
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d.cullDefined = true;
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d.cullMode = GFXCullCCW;
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d.samplersDefined = true;
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d.samplers[0] = GFXSamplerStateDesc::getWrapLinear();
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mNormalSB = GFX->createStateBlock(d);
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d.cullMode = GFXCullCW;
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mReflectSB = GFX->createStateBlock(d);
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}
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void RenderMeshMgr::initPersistFields()
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{
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Parent::initPersistFields();
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}
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//-----------------------------------------------------------------------------
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// add element
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//-----------------------------------------------------------------------------
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void RenderMeshMgr::addElement( RenderInst *inst )
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{
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// If this instance is translucent handle it in RenderTranslucentMgr
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if (inst->translucentSort)
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return;
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AssertFatal( inst->defaultKey != 0, "RenderMeshMgr::addElement() - Got null sort key... did you forget to set it?" );
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internalAddElement(inst);
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}
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//-----------------------------------------------------------------------------
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// render
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//-----------------------------------------------------------------------------
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void RenderMeshMgr::render(SceneRenderState * state)
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{
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PROFILE_SCOPE(RenderMeshMgr_render);
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// Early out if nothing to draw.
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if(!mElementList.size())
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return;
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GFXDEBUGEVENT_SCOPE( RenderMeshMgr_Render, ColorI::GREEN );
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// Automagically save & restore our viewport and transforms.
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GFXTransformSaver saver;
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// Restore transforms
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MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
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matrixSet.restoreSceneViewProjection();
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// init loop data
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GFXTextureObject *lastLM = NULL;
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GFXCubemap *lastCubemap = NULL;
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GFXTextureObject *lastReflectTex = NULL;
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GFXTextureObject *lastMiscTex = NULL;
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GFXTextureObject *lastAccuTex = NULL;
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SceneData sgData;
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sgData.init( state );
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U32 binSize = mElementList.size();
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for( U32 j=0; j<binSize; )
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{
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MeshRenderInst *ri = static_cast<MeshRenderInst*>(mElementList[j].inst);
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setupSGData( ri, sgData );
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BaseMatInstance *mat = ri->matInst;
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// If we have an override delegate then give it a
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// chance to swap the material with another.
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if ( mMatOverrideDelegate )
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{
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mat = mMatOverrideDelegate( mat );
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if ( !mat )
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{
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j++;
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continue;
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}
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}
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if( !mat )
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mat = MATMGR->getWarningMatInstance();
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// Check if bin is disabled in advanced lighting.
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// Allow forward rendering pass on custom materials.
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if ( ( MATMGR->getPrePassEnabled() && mBasicOnly && !mat->isCustomMaterial() ) )
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{
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j++;
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continue;
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}
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U32 matListEnd = j;
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lastMiscTex = sgData.miscTex;
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U32 a;
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while( mat && mat->setupPass(state, sgData ) )
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{
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for( a=j; a<binSize; a++ )
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{
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MeshRenderInst *passRI = static_cast<MeshRenderInst*>(mElementList[a].inst);
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// Check to see if we need to break this batch.
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if ( newPassNeeded( ri, passRI ) ||
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lastMiscTex != passRI->miscTex )
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{
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lastLM = NULL;
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break;
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}
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matrixSet.setWorld(*passRI->objectToWorld);
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matrixSet.setView(*passRI->worldToCamera);
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matrixSet.setProjection(*passRI->projection);
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mat->setTransforms(matrixSet, state);
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setupSGData( passRI, sgData );
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mat->setSceneInfo( state, sgData );
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// If we're instanced then don't render yet.
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if ( mat->isInstanced() )
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{
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// Let the material increment the instance buffer, but
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// break the batch if it runs out of room for more.
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if ( !mat->stepInstance() )
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{
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a++;
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break;
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}
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continue;
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}
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// TODO: This could proably be done in a cleaner way.
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//
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// This section of code is dangerous, it overwrites the
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// lightmap values in sgData. This could be a problem when multiple
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// render instances use the same multi-pass material. When
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// the first pass is done, setupPass() is called again on
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// the material, but the lightmap data has been changed in
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// sgData to the lightmaps in the last renderInstance rendered.
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// This section sets the lightmap data for the current batch.
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// For the first iteration, it sets the same lightmap data,
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// however the redundancy will be caught by GFXDevice and not
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// actually sent to the card. This is done for simplicity given
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// the possible condition mentioned above. Better to set always
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// than to get bogged down into special case detection.
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//-------------------------------------
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bool dirty = false;
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// set the lightmaps if different
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if( passRI->lightmap && passRI->lightmap != lastLM )
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{
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sgData.lightmap = passRI->lightmap;
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lastLM = passRI->lightmap;
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dirty = true;
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}
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// set the cubemap if different.
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if ( passRI->cubemap != lastCubemap )
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{
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sgData.cubemap = passRI->cubemap;
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lastCubemap = passRI->cubemap;
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dirty = true;
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}
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if ( passRI->reflectTex != lastReflectTex )
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{
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sgData.reflectTex = passRI->reflectTex;
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lastReflectTex = passRI->reflectTex;
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dirty = true;
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}
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// Update accumulation texture if it changed.
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// Note: accumulation texture can be NULL, and must be updated.
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if ( passRI->accuTex != lastAccuTex )
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{
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sgData.accuTex = passRI->accuTex;
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lastAccuTex = lastAccuTex;
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dirty = true;
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}
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if ( dirty )
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mat->setTextureStages( state, sgData );
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// Setup the vertex and index buffers.
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mat->setBuffers( passRI->vertBuff, passRI->primBuff );
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// Render this sucker.
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if ( passRI->prim )
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GFX->drawPrimitive( *passRI->prim );
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else
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GFX->drawPrimitive( passRI->primBuffIndex );
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}
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// Draw the instanced batch.
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if ( mat->isInstanced() )
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{
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// Sets the buffers including the instancing stream.
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mat->setBuffers( ri->vertBuff, ri->primBuff );
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// Render the instanced stream.
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if ( ri->prim )
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GFX->drawPrimitive( *ri->prim );
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else
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GFX->drawPrimitive( ri->primBuffIndex );
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}
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matListEnd = a;
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}
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// force increment if none happened, otherwise go to end of batch
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j = ( j == matListEnd ) ? j+1 : matListEnd;
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}
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}
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