Torque3D/Engine/source/ts/tsRenderState.h
marauder2k7 3aef90a6bc Update GFXTextureManager and GBitmap
GBitmap Changes:
Added all other formats to gbitmap that we support
gbitmap now supports cubemaps
added converters for all these other formats
added stb_image_resize for extrudemips so we can extrude mipmaps for all other formats

GFXTextureManager
Can now directly make cubemaps and texture arrays based on the GFXTextureProfile
API implementations for all functions that cubemaps and arrays needed
2025-12-22 10:29:01 +00:00

189 lines
6.6 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.
//-----------------------------------------------------------------------------
#ifndef _TSRENDERDATA_H_
#define _TSRENDERDATA_H_
#ifndef _MMATRIX_H_
#include "math/mMatrix.h"
#endif
#ifndef _GFXDEVICE_H_
#include "gfx/gfxDevice.h"
#endif
#ifndef _BASEMATINSTANCE_H_
#include "materials/baseMatInstance.h"
#endif
class SceneRenderState;
class GFXCubemap;
class Frustum;
class LightQuery;
class TSShape;
/// A simple class for passing render state through the pre-render pipeline.
///
/// @section TSRenderState_intro Introduction
///
/// TSRenderState holds on to certain pieces of data that may be
/// set at the preparation stage of rendering (prepRengerImage etc.)
/// which are needed further along in the process of submitting
/// a render instance for later rendering by the RenderManager.
///
/// It was created to clean up and refactor the DTS rendering
/// from having a large number of static data that would be used
/// in varying places. These statics were confusing and would often
/// cause problems when not properly cleaned up by various objects after
/// submitting their RenderInstances.
///
/// @section TSRenderState_functionality What Does TSRenderState Do?
///
/// TSRenderState is a simple class that performs the function of passing along
/// (from the prep function(s) to the actual submission) the data
/// needed for the desired state of rendering.
///
/// @section TSRenderState_example Usage Example
///
/// TSRenderState is very easy to use. Merely create a TSRenderState object (in prepRenderImage usually)
/// and set any of the desired data members (SceneRenderState, camera transform etc.), and pass the address of
/// your TSRenderState to your render function.
///
class TSRenderState
{
protected:
const SceneRenderState *mState;
GFXTexHandle mCubemap;
/// Used to override the normal
/// fade value of an object.
/// This is multiplied by the current
/// fade value of the instance
/// to gain the resulting visibility fade (see TSMesh::render()).
F32 mFadeOverride;
/// These are used in some places
/// TSShapeInstance::render, however,
/// it appears they are never set to anything
/// other than false. We provide methods
/// for setting them regardless.
bool mNoRenderTranslucent;
bool mNoRenderNonTranslucent;
/// A generic hint value passed from the game
/// code down to the material for use by shader
/// features.
void *mMaterialHint;
/// An optional object space frustum used to cull
/// subobjects within the shape.
const Frustum *mCuller;
/// Use the origin point of the mesh for distance
/// sorting for transparency instead of the nearest
/// bounding box point.
bool mUseOriginSort;
/// The lighting query object used if any materials
/// are forward lit and need lights.
LightQuery *mLightQuery;
// The accumulation texture provided by an accumulation
// volume. This is passed down per-object.
GFXTextureObject* mAccuTex;
/// List of matrices to use for hardware skinning
MatrixF *mNodeTransforms;
/// Count of matrices in the mNodeTransforms list
U32 mNodeTransformCount;
//Custom Shader data
Vector<CustomShaderBindingData> mCustomShaderData;
public:
TSRenderState();
TSRenderState( const TSRenderState &state );
/// @name Get/Set methods.
/// @{
///@see mState
const SceneRenderState* getSceneState() const { return mState; }
void setSceneState( const SceneRenderState *state ) { mState = state; }
///@see mCubemap
GFXTexHandle getCubemap() const { return mCubemap; }
void setCubemap(GFXTexHandle cubemap ) { mCubemap = cubemap; }
///@see mFadeOverride
F32 getFadeOverride() const { return mFadeOverride; }
void setFadeOverride( F32 fade ) { mFadeOverride = fade; }
///@see mNoRenderTranslucent
bool isNoRenderTranslucent() const { return mNoRenderTranslucent; }
void setNoRenderTranslucent( bool noRenderTrans ) { mNoRenderTranslucent = noRenderTrans; }
///@see mNoRenderNonTranslucent
bool isNoRenderNonTranslucent() const { return mNoRenderNonTranslucent; }
void setNoRenderNonTranslucent( bool noRenderNonTrans ) { mNoRenderNonTranslucent = noRenderNonTrans; }
///@see mMaterialHint
void* getMaterialHint() const { return mMaterialHint; }
void setMaterialHint( void *materialHint ) { mMaterialHint = materialHint; }
///@see mCuller
const Frustum* getCuller() const { return mCuller; }
void setCuller( const Frustum *culler ) { mCuller = culler; }
///@see mUseOriginSort
void setOriginSort( bool enable ) { mUseOriginSort = enable; }
bool useOriginSort() const { return mUseOriginSort; }
///@see mLightQuery
void setLightQuery( LightQuery *query ) { mLightQuery = query; }
LightQuery* getLightQuery() const { return mLightQuery; }
///@see mAccuTex
void setAccuTex( GFXTextureObject* query ) { mAccuTex = query; }
GFXTextureObject* getAccuTex() const { return mAccuTex; }
void addCustomShaderBinding(CustomShaderBindingData data)
{
mCustomShaderData.push_back(data);
}
Vector<CustomShaderBindingData> getCustomShaderBinding() const
{
return mCustomShaderData;
}
///@ see mNodeTransforms, mNodeTransformCount
void setNodeTransforms(MatrixF *list, U32 count) { mNodeTransforms = list; mNodeTransformCount = count; }
void getNodeTransforms(MatrixF **list, U32 *count) const { *list = mNodeTransforms; *count = mNodeTransformCount; }
/// @}
};
#endif // _TSRENDERDATA_H_