Torque3D/Engine/source/renderInstance/renderTranslucentMgr.cpp
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

343 lines
11 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();
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);
// init loop data
GFXTextureObject *lastLM = NULL;
GFXTexHandle lastCubemap = NULL;
GFXTextureObject *lastReflectTex = NULL;
GFXTextureObject *lastAccuTex = NULL;
// 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);
}
//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;
}
bool dirty = false;
// set the lightmaps if different
if (passRI->lightmap && passRI->lightmap != lastLM)
{
sgData.lightmap = passRI->lightmap;
lastLM = passRI->lightmap;
dirty = true;
}
// set the cubemap if different.
if (passRI->cubemap != lastCubemap)
{
sgData.cubemap = passRI->cubemap;
lastCubemap = passRI->cubemap;
dirty = true;
}
if (passRI->reflectTex != lastReflectTex)
{
sgData.reflectTex = passRI->reflectTex;
lastReflectTex = passRI->reflectTex;
dirty = true;
}
// Update accumulation texture if it changed.
// Note: accumulation texture can be NULL, and must be updated.
if (passRI->accuTex != lastAccuTex)
{
sgData.accuTex = passRI->accuTex;
lastAccuTex = passRI->accuTex;
dirty = true;
}
if (dirty)
mat->setTextureStages(state, sgData);
// 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;
}
}
}