mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 20:54:46 +00:00
151 lines
5.1 KiB
C++
151 lines
5.1 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 _RENDER_PARTICLE_MGR_H_
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#define _RENDER_PARTICLE_MGR_H_
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#ifndef _TEXTARGETBIN_MGR_H_
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#include "renderInstance/renderTexTargetBinManager.h"
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#endif
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#ifndef _GFXPRIMITIVEBUFFER_H_
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#include "gfx/gfxPrimitiveBuffer.h"
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#endif
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GFXDeclareVertexFormat( CompositeQuadVert )
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{
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GFXVertexColor uvCoord;
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};
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class RenderParticleMgr : public RenderTexTargetBinManager
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{
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typedef RenderTexTargetBinManager Parent;
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friend class RenderTranslucentMgr;
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public:
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// Generic PrePass Render Instance Type
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static const RenderInstType RIT_Particles;
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RenderParticleMgr();
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RenderParticleMgr( F32 renderOrder, F32 processAddOrder );
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virtual ~RenderParticleMgr();
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// RenderBinManager
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void render(SceneRenderState * state);
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void sort();
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void clear();
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void addElement( RenderInst *inst );
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// ConsoleObject
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DECLARE_CONOBJECT(RenderParticleMgr);
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const static U8 HighResStencilRef = 0x80;
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const static U8 ParticleSystemStencilMask = 0x80; // We are using the top bit
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const static U32 OffscreenPoolSize = 5;
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virtual void setTargetChainLength(const U32 chainLength);
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protected:
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// Override
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virtual bool _handleGFXEvent(GFXDevice::GFXDeviceEventType event);
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bool _initShader();
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void _initGFXResources();
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void _onLMActivate( const char*, bool activate );
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// Not only a helper method, but a method for the RenderTranslucentMgr to
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// request a particle system draw
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void renderInstance(ParticleRenderInst *ri, SceneRenderState *state);
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public:
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void renderParticle(ParticleRenderInst *ri, SceneRenderState *state);
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protected:
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bool mOffscreenRenderEnabled;
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/// The prepass render target used for the
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/// soft particle shader effect.
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NamedTexTargetRef mPrepassTarget;
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/// The shader used for particle rendering.
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GFXShaderRef mParticleShader;
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GFXShaderRef mParticleCompositeShader;
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NamedTexTargetRef mEdgeTarget;
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struct OffscreenSystemEntry
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{
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S32 targetChainIdx;
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MatrixF clipMatrix;
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RectF screenRect;
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bool drawnThisFrame;
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Vector<ParticleRenderInst *> pInstances;
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};
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Vector<OffscreenSystemEntry> mOffscreenSystems;
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struct ShaderConsts
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{
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GFXShaderConstBufferRef mShaderConsts;
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GFXShaderConstHandle *mModelViewProjSC;
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GFXShaderConstHandle *mFSModelViewProjSC;
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GFXShaderConstHandle *mOneOverFarSC;
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GFXShaderConstHandle *mOneOverSoftnessSC;
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GFXShaderConstHandle *mPrePassTargetParamsSC;
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GFXShaderConstHandle *mAlphaFactorSC;
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GFXShaderConstHandle *mAlphaScaleSC;
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GFXShaderConstHandle *mSamplerDiffuse;
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GFXShaderConstHandle *mSamplerPrePassTex;
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GFXShaderConstHandle *mSamplerParaboloidLightMap;
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} mParticleShaderConsts;
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struct CompositeShaderConsts
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{
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GFXShaderConstBufferRef mShaderConsts;
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GFXShaderConstHandle *mSystemDepth;
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GFXShaderConstHandle *mScreenRect;
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GFXShaderConstHandle *mSamplerColorSource;
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GFXShaderConstHandle *mSamplerEdgeSource;
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GFXShaderConstHandle *mEdgeTargetParamsSC;
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GFXShaderConstHandle *mOffscreenTargetParamsSC;
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} mParticleCompositeShaderConsts;
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GFXVertexBufferHandle<CompositeQuadVert> mScreenQuadVertBuff;
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GFXPrimitiveBufferHandle mScreenQuadPrimBuff;
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GFXStateBlockRef mStencilClearSB;
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GFXStateBlockRef mHighResBlocks[ParticleRenderInst::BlendStyle_COUNT];
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GFXStateBlockRef mOffscreenBlocks[ParticleRenderInst::BlendStyle_COUNT];
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GFXStateBlockRef mBackbufferBlocks[ParticleRenderInst::BlendStyle_COUNT];
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GFXStateBlockRef mMixedResBlocks[ParticleRenderInst::BlendStyle_COUNT];
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public:
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GFXStateBlockRef _getHighResStateBlock(ParticleRenderInst *ri);
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GFXStateBlockRef _getMixedResStateBlock(ParticleRenderInst *ri);
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GFXStateBlockRef _getOffscreenStateBlock(ParticleRenderInst *ri);
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GFXStateBlockRef _getCompositeStateBlock(ParticleRenderInst *ri);
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ShaderConsts &_getShaderConsts() { return mParticleShaderConsts; };
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};
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#endif // _RENDER_TRANSLUCENT_MGR_H_
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