Torque3D/Engine/source/renderInstance/renderTranslucentMgr.cpp
2017-10-26 17:06:27 -05:00

303 lines
10 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/renderTranslucentMgr.h"
#include "materials/sceneData.h"
#include "scene/sceneManager.h"
#include "scene/sceneObject.h"
#include "scene/sceneRenderState.h"
#include "materials/matInstance.h"
#include "gfx/gfxPrimitiveBuffer.h"
#include "gfx/gfxTransformSaver.h"
#include "gfx/gfxDebugEvent.h"
#include "renderInstance/renderParticleMgr.h"
#include "math/util/matrixSet.h"
#define HIGH_NUM ((U32(-1)/2) - 1)
IMPLEMENT_CONOBJECT(RenderTranslucentMgr);
ConsoleDocClass( RenderTranslucentMgr,
"@brief A render bin for rendering translucent meshes.\n\n"
"This bin is used to render translucent render mesh instances and render object "
"instances. It is generally ordered late in the RenderPassManager after all opaque "
"geometry bins.\n\n"
"@ingroup RenderBin\n" );
RenderTranslucentMgr::RenderTranslucentMgr()
: RenderBinManager( RenderPassManager::RIT_Translucent, 1.0f, 1.0f ), mParticleRenderMgr(NULL)
{
notifyType( RenderPassManager::RIT_ObjectTranslucent );
notifyType( RenderPassManager::RIT_Particle );
notifyType( RenderPassManager::RIT_VolumetricFog);
}
RenderTranslucentMgr::~RenderTranslucentMgr()
{
}
void RenderTranslucentMgr::setupSGData(MeshRenderInst *ri, SceneData &data )
{
Parent::setupSGData( ri, data );
// We do not support these in the translucent bin.
data.backBuffTex = NULL;
data.cubemap = NULL;
data.lightmap = NULL;
}
void RenderTranslucentMgr::addElement( RenderInst *inst )
{
// Right off the bat if its not translucent skip it.
if ( !inst->translucentSort )
return;
// What type of instance is this.
const bool isMeshInst = inst->type == RenderPassManager::RIT_Translucent;
// Get its material if its a mesh.
BaseMatInstance* matInst = NULL;
if ( isMeshInst )
matInst = static_cast<MeshRenderInst*>( inst )->matInst;
// If the material isn't translucent the skip it.
if ( matInst && !matInst->getMaterial()->isTranslucent() )
return;
// We made it this far, add the instance.
mElementList.increment();
MainSortElem& elem = mElementList.last();
elem.inst = inst;
// Override the instances default key to be the sort distance. All
// the pointer dereferencing is in there to prevent us from losing
// information when converting to a U32.
elem.key = *((U32*)&inst->sortDistSq);
AssertFatal( inst->defaultKey != 0, "RenderTranslucentMgr::addElement() - Got null sort key... did you forget to set it?" );
// Then use the instances primary key as our secondary key
elem.key2 = inst->defaultKey;
}
GFXStateBlockRef RenderTranslucentMgr::_getStateBlock( U8 transFlag )
{
if ( mStateBlocks[transFlag].isValid() )
return mStateBlocks[transFlag];
GFXStateBlockDesc d;
d.cullDefined = true;
d.cullMode = GFXCullNone;
d.blendDefined = true;
d.blendEnable = true;
d.blendSrc = (GFXBlend)((transFlag >> 4) & 0x0f);
d.blendDest = (GFXBlend)(transFlag & 0x0f);
d.alphaDefined = true;
// See http://www.garagegames.com/mg/forums/result.thread.php?qt=81397
d.alphaTestEnable = (d.blendSrc == GFXBlendSrcAlpha && (d.blendDest == GFXBlendInvSrcAlpha || d.blendDest == GFXBlendOne));
d.alphaTestRef = 1;
d.alphaTestFunc = GFXCmpGreaterEqual;
d.zDefined = true;
d.zWriteEnable = false;
d.samplersDefined = true;
d.samplers[0] = GFXSamplerStateDesc::getClampLinear();
d.samplers[0].alphaOp = GFXTOPModulate;
d.samplers[0].alphaArg1 = GFXTATexture;
d.samplers[0].alphaArg2 = GFXTADiffuse;
mStateBlocks[transFlag] = GFX->createStateBlock(d);
return mStateBlocks[transFlag];
}
void RenderTranslucentMgr::render( SceneRenderState *state )
{
PROFILE_SCOPE(RenderTranslucentMgr_render);
// Early out if nothing to draw.
if(!mElementList.size())
return;
GFXDEBUGEVENT_SCOPE(RenderTranslucentMgr_Render, ColorI::BLUE);
// Find the particle render manager (if we don't have it)
if(mParticleRenderMgr == NULL)
{
RenderPassManager *rpm = state->getRenderPass();
for( U32 i = 0; i < rpm->getManagerCount(); i++ )
{
RenderBinManager *bin = rpm->getManager(i);
if( bin->getRenderInstType() == RenderParticleMgr::RIT_Particles )
{
mParticleRenderMgr = reinterpret_cast<RenderParticleMgr *>(bin);
break;
}
}
}
GFXTransformSaver saver;
SceneData sgData;
sgData.init( state );
GFXVertexBuffer * lastVB = NULL;
GFXPrimitiveBuffer * lastPB = NULL;
// Restore transforms
MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
matrixSet.restoreSceneViewProjection();
U32 binSize = mElementList.size();
for( U32 j=0; j<binSize; )
{
RenderInst *baseRI = mElementList[j].inst;
U32 matListEnd = j;
// render these separately...
if ( baseRI->type == RenderPassManager::RIT_ObjectTranslucent )
{
ObjectRenderInst* objRI = static_cast<ObjectRenderInst*>(baseRI);
objRI->renderDelegate( objRI, state, NULL );
lastVB = NULL;
lastPB = NULL;
j++;
continue;
}
else if (baseRI->type == RenderPassManager::RIT_VolumetricFog)
{
ObjectRenderInst* objRI = static_cast<ObjectRenderInst*>(baseRI);
objRI->renderDelegate(objRI, state, NULL);
lastVB = NULL;
lastPB = NULL;
j++;
continue;
}
else if ( baseRI->type == RenderPassManager::RIT_Particle )
{
ParticleRenderInst *ri = static_cast<ParticleRenderInst*>(baseRI);
// Tell Particle RM to draw the system. (This allows the particle render manager
// to manage drawing offscreen particle systems, and allows the systems
// to be composited back into the scene with proper translucent
// sorting order)
mParticleRenderMgr->renderInstance(ri, state);
lastVB = NULL; // no longer valid, null it
lastPB = NULL; // no longer valid, null it
j++;
continue;
}
else if ( baseRI->type == RenderPassManager::RIT_Translucent )
{
MeshRenderInst* ri = static_cast<MeshRenderInst*>(baseRI);
BaseMatInstance *mat = ri->matInst;
setupSGData( ri, sgData );
while( mat->setupPass( state, sgData ) )
{
U32 a;
for( a=j; a<binSize; a++ )
{
RenderInst* nextRI = mElementList[a].inst;
if ( nextRI->type != RenderPassManager::RIT_Translucent )
break;
MeshRenderInst *passRI = static_cast<MeshRenderInst*>(nextRI);
// Check to see if we need to break this batch.
if ( newPassNeeded( ri, passRI ) )
break;
// Z sorting and stuff is still not working in this mgr...
setupSGData( passRI, sgData );
mat->setSceneInfo(state, sgData);
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);
}
//-JR
//push along any overriden fields that are instance-specific as well
if (passRI->mCustomShaderData.size() > 0)
{
mat->setCustomShaderData(passRI->mCustomShaderData);
}
// 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;
}
// 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;
}
}
}