Torque3D/Engine/source/ts/tsRenderState.h

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;
GFXCubemap *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
GFXCubemap* getCubemap() const { return mCubemap; }
void setCubemap( GFXCubemap *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_