Torque3D/Engine/source/renderInstance/forcedMaterialMeshMgr.cpp
Areloch 7c3bd49615 Adds ability to adjust padding to guiTextListCtrl's rows
ForcedMaterialMeshMgr tweaked to allow proper setting of override material
Ongoing WIP of update/fixing of options menus
WIP of expanded visualizers, including material complexity viz
Adds no-pie flag when compiling on linux with non-clang compilers
2019-09-06 00:00:17 -05:00

136 lines
4.9 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 "renderInstance/forcedMaterialMeshMgr.h"
#include "gfx/gfxTransformSaver.h"
#include "gfx/gfxPrimitiveBuffer.h"
#include "gfx/gfxDebugEvent.h"
#include "materials/sceneData.h"
#include "materials/materialManager.h"
#include "materials/materialDefinition.h"
#include "console/consoleTypes.h"
#include "math/util/matrixSet.h"
IMPLEMENT_CONOBJECT(ForcedMaterialMeshMgr);
ConsoleDocClass( ForcedMaterialMeshMgr,
"@brief Basically the same as RenderMeshMgr, but will override the material "
"of the instance. Exists for backwards compatibility, not currently used, soon to be deprecated\n\n"
"@internal"
);
ForcedMaterialMeshMgr::ForcedMaterialMeshMgr()
{
mOverrideInstance = NULL;
mOverrideMaterial = NULL;
}
ForcedMaterialMeshMgr::ForcedMaterialMeshMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder, BaseMatInstance* overrideMaterial)
: RenderMeshMgr(riType, renderOrder, processAddOrder)
{
mOverrideInstance = overrideMaterial;
mOverrideMaterial = NULL;
}
void ForcedMaterialMeshMgr::setOverrideMaterial(BaseMatInstance* overrideMaterial)
{
SAFE_DELETE(mOverrideInstance);
mOverrideInstance = overrideMaterial;
}
ForcedMaterialMeshMgr::~ForcedMaterialMeshMgr()
{
setOverrideMaterial(NULL);
}
void ForcedMaterialMeshMgr::initPersistFields()
{
addProtectedField("material", TYPEID< Material >(), Offset(mOverrideMaterial, ForcedMaterialMeshMgr),
&_setOverrideMat, &_getOverrideMat, "Material used to draw all meshes in the render bin.");
Parent::initPersistFields();
}
void ForcedMaterialMeshMgr::render(SceneRenderState * state)
{
PROFILE_SCOPE(ForcedMaterialMeshMgr_render);
if(!mOverrideInstance && mOverrideMaterial.isValid())
{
mOverrideInstance = mOverrideMaterial->createMatInstance();
mOverrideInstance->init( MATMGR->getDefaultFeatures(), getGFXVertexFormat<GFXVertexPNTBT>() );
}
// Early out if nothing to draw.
if(!mElementList.size() || !mOverrideInstance)
return;
GFXDEBUGEVENT_SCOPE(ForcedMaterialMeshMgr_Render, ColorI::RED);
// Automagically save & restore our viewport and transforms.
GFXTransformSaver saver;
// init loop data
SceneData sgData;
sgData.init( state );
MeshRenderInst *ri = static_cast<MeshRenderInst*>(mElementList[0].inst);
setupSGData( ri, sgData );
while (mOverrideInstance->setupPass(state, sgData))
{
for( U32 j=0; j<mElementList.size(); j++)
{
MeshRenderInst* passRI = static_cast<MeshRenderInst*>(mElementList[j].inst);
if(passRI->primBuff->getPointer()->mPrimitiveArray[passRI->primBuffIndex].numVertices < 1)
continue;
getRenderPass()->getMatrixSet().setWorld(*passRI->objectToWorld);
getRenderPass()->getMatrixSet().setView(*passRI->worldToCamera);
getRenderPass()->getMatrixSet().setProjection(*passRI->projection);
mOverrideInstance->setTransforms(getRenderPass()->getMatrixSet(), state);
mOverrideInstance->setBuffers(passRI->vertBuff, passRI->primBuff);
GFX->drawPrimitive( passRI->primBuffIndex );
}
}
}
const char* ForcedMaterialMeshMgr::_getOverrideMat( void *object, const char *data )
{
ForcedMaterialMeshMgr &mgr = *reinterpret_cast<ForcedMaterialMeshMgr *>( object );
if( mgr.mOverrideMaterial.isValid() )
return mgr.mOverrideMaterial->getIdString();
else
return "0";
}
bool ForcedMaterialMeshMgr::_setOverrideMat( void *object, const char *index, const char *data )
{
ForcedMaterialMeshMgr &mgr = *reinterpret_cast<ForcedMaterialMeshMgr *>( object );
Material* material;
Sim::findObject(data, material);
mgr.mOverrideMaterial = material;
return false;
}