mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
176 lines
5.8 KiB
C++
176 lines
5.8 KiB
C++
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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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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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// The afxRenderHighlightMgr class is adapted from the resource,
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// "Silhoute selection via postFX for Torque3D" posted by Konrad Kiss.
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// http://www.garagegames.com/community/resources/view/17821
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// Supporting code mods in other areas of the engine are marked as
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// "(selection-highlight)".
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "platform/platform.h"
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#include "afxRenderHighlightMgr.h"
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#include "scene/sceneManager.h"
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#include "scene/sceneRenderState.h"
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#include "materials/sceneData.h"
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#include "materials/matInstance.h"
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//#include "materials/materialFeatureTypes.h"
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#include "materials/processedMaterial.h"
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#include "postFx/postEffect.h"
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#include "gfx/gfxTransformSaver.h"
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#include "gfx/gfxDebugEvent.h"
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#include "math/util/matrixSet.h"
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IMPLEMENT_CONOBJECT( afxRenderHighlightMgr );
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afxRenderHighlightMgr::afxRenderHighlightMgr()
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: RenderTexTargetBinManager( RenderPassManager::RIT_Mesh,
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1.0f,
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1.0f,
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GFXFormatR8G8B8A8,
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Point2I( 512, 512 ) )
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{
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mNamedTarget.registerWithName( "highlight" );
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mTargetSizeType = WindowSize;
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}
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afxRenderHighlightMgr::~afxRenderHighlightMgr()
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{
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}
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PostEffect* afxRenderHighlightMgr::getSelectionEffect()
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{
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if ( !mSelectionEffect )
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mSelectionEffect = dynamic_cast<PostEffect*>( Sim::findObject( "afxHighlightPostFX" ) );
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return mSelectionEffect;
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}
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bool afxRenderHighlightMgr::isSelectionEnabled()
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{
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return getSelectionEffect() && getSelectionEffect()->isEnabled();
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}
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void afxRenderHighlightMgr::addElement( RenderInst *inst )
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{
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// Skip out if we don't have the selection post
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// effect enabled at this time.
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if ( !isSelectionEnabled() )
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return;
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// Skip it if we don't have a selection material.
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BaseMatInstance *matInst = getMaterial( inst );
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if ( !matInst || !matInst->needsSelectionHighlighting() )
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return;
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internalAddElement(inst);
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}
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void afxRenderHighlightMgr::render( SceneRenderState *state )
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{
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PROFILE_SCOPE( RenderSelectionMgr_Render );
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if ( !isSelectionEnabled() )
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return;
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const U32 binSize = mElementList.size();
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// If this is a non-diffuse pass or we have no objects to
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// render then tell the effect to skip rendering.
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if ( !state->isDiffusePass() || binSize == 0 )
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{
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getSelectionEffect()->setSkip( true );
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return;
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}
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GFXDEBUGEVENT_SCOPE( RenderSelectionMgr_Render, ColorI::GREEN );
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GFXTransformSaver saver;
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// Tell the superclass we're about to render, preserve contents
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const bool isRenderingToTarget = _onPreRender( state, true );
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// Clear all the buffers to black.
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//GFX->clear( GFXClearTarget, ColorI::BLACK, 1.0f, 0);
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GFX->clear( GFXClearTarget, ColorI::ZERO, 1.0f, 0);
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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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SceneData sgData;
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sgData.init( state, SceneData::HighlightBin );
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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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U32 matListEnd = j;
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while( mat && mat->setupPass( state, sgData ) )
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{
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U32 a;
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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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if ( newPassNeeded( ri, passRI ) )
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break;
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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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mat->setSceneInfo(state, sgData);
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mat->setBuffers(passRI->vertBuff, passRI->primBuff);
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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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matListEnd = a;
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setupSGData( ri, sgData );
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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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// Finish up.
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if ( isRenderingToTarget )
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_onPostRender();
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// Make sure the effect is gonna render.
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getSelectionEffect()->setSkip( false );
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} |