Torque3D/Engine/source/renderInstance/renderPrePassMgr.h
2012-09-19 11:15:01 -04:00

205 lines
6.5 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 _PREPASS_MGR_H_
#define _PREPASS_MGR_H_
#include "renderInstance/renderTexTargetBinManager.h"
#include "materials/matInstance.h"
#include "materials/processedShaderMaterial.h"
#include "shaderGen/conditionerFeature.h"
#include "core/util/autoPtr.h"
// Forward declare
class PrePassMatInstance;
// This render manager renders opaque objects to the z-buffer as a z-fill pass.
// It can optionally accumulate data from this opaque render pass into a render
// target for later use.
class RenderPrePassMgr : public RenderTexTargetBinManager
{
typedef RenderTexTargetBinManager Parent;
public:
// registered buffer name
static const String BufferName;
// Generic PrePass Render Instance Type
static const RenderInstType RIT_PrePass;
RenderPrePassMgr( bool gatherDepth = true,
GFXFormat format = GFXFormatR16G16B16A16 );
virtual ~RenderPrePassMgr();
virtual void setPrePassMaterial( PrePassMatInstance *mat );
// RenderBinManager interface
virtual void render(SceneRenderState * state);
virtual void sort();
virtual void clear();
virtual void addElement( RenderInst *inst );
// ConsoleObject
DECLARE_CONOBJECT(RenderPrePassMgr);
typedef Signal<void(const SceneRenderState*, RenderPrePassMgr*, bool)> RenderSignal;
static RenderSignal& getRenderSignal();
static const U32 OpaqueStaticLitMask = BIT(1); ///< Stencil mask for opaque, lightmapped pixels
static const U32 OpaqueDynamicLitMask = BIT(0); ///< Stencil mask for opaque, dynamic lit pixels
static const GFXStateBlockDesc &getOpaqueStencilTestDesc();
static const GFXStateBlockDesc &getOpaqueStenciWriteDesc(bool lightmappedGeometry = true);
virtual bool setTargetSize(const Point2I &newTargetSize);
inline BaseMatInstance* getPrePassMaterial( BaseMatInstance *mat );
protected:
/// The terrain render instance elements.
Vector< MainSortElem > mTerrainElementList;
/// The object render instance elements.
Vector< MainSortElem > mObjectElementList;
PrePassMatInstance *mPrePassMatInstance;
virtual void _registerFeatures();
virtual void _unregisterFeatures();
virtual bool _updateTargets();
virtual void _createPrePassMaterial();
bool _lightManagerActivate(bool active);
};
//------------------------------------------------------------------------------
class ProcessedPrePassMaterial : public ProcessedShaderMaterial
{
typedef ProcessedShaderMaterial Parent;
public:
ProcessedPrePassMaterial(Material& mat, const RenderPrePassMgr *prePassMgr);
virtual U32 getNumStages();
virtual void addStateBlockDesc(const GFXStateBlockDesc& desc);
protected:
virtual void _determineFeatures( U32 stageNum, MaterialFeatureData &fd, const FeatureSet &features );
const RenderPrePassMgr *mPrePassMgr;
bool mIsLightmappedGeometry;
};
//------------------------------------------------------------------------------
class PrePassMatInstance : public MatInstance
{
typedef MatInstance Parent;
public:
PrePassMatInstance(MatInstance* root, const RenderPrePassMgr *prePassMgr);
virtual ~PrePassMatInstance();
bool init()
{
return init( mFeatureList, mVertexFormat );
}
// MatInstance
virtual bool init( const FeatureSet &features,
const GFXVertexFormat *vertexFormat );
protected:
virtual ProcessedMaterial* getShaderMaterial();
const RenderPrePassMgr *mPrePassMgr;
};
//------------------------------------------------------------------------------
class PrePassMatInstanceHook : public MatInstanceHook
{
public:
PrePassMatInstanceHook(MatInstance *baseMatInst, const RenderPrePassMgr *prePassMgr);
virtual ~PrePassMatInstanceHook();
virtual PrePassMatInstance *getPrePassMatInstance() { return mHookedPrePassMatInst; }
virtual const MatInstanceHookType& getType() const { return Type; }
/// The type for prepass material hooks.
static const MatInstanceHookType Type;
protected:
PrePassMatInstance *mHookedPrePassMatInst;
const RenderPrePassMgr *mPrePassManager;
};
//------------------------------------------------------------------------------
// A very simple, default depth conditioner feature
class LinearEyeDepthConditioner : public ConditionerFeature
{
typedef ConditionerFeature Parent;
public:
LinearEyeDepthConditioner(const GFXFormat bufferFormat)
: Parent(bufferFormat)
{
}
virtual String getName()
{
return "Linear Eye-Space Depth Conditioner";
}
virtual void processPix( Vector<ShaderComponent*> &componentList, const MaterialFeatureData &fd );
protected:
virtual Var *_conditionOutput( Var *unconditionedOutput, MultiLine *meta );
virtual Var *_unconditionInput( Var *conditionedInput, MultiLine *meta );
virtual Var *printMethodHeader( MethodType methodType, const String &methodName, Stream &stream, MultiLine *meta );
};
inline BaseMatInstance* RenderPrePassMgr::getPrePassMaterial( BaseMatInstance *mat )
{
PrePassMatInstanceHook *hook = static_cast<PrePassMatInstanceHook*>( mat->getHook( PrePassMatInstanceHook::Type ) );
if ( !hook )
{
hook = new PrePassMatInstanceHook( static_cast<MatInstance*>( mat ), this );
mat->addHook( hook );
}
return hook->getPrePassMatInstance();
}
#endif // _PREPASS_MGR_H_