Torque3D/Engine/source/postFx/postEffectManager.cpp
2017-04-19 14:02:45 -04:00

317 lines
8.5 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.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "postFx/postEffectManager.h"
#include "postFx/postEffect.h"
#include "postFx/postEffectVis.h"
#include "renderInstance/renderBinManager.h"
#include "scene/sceneManager.h"
#include "scene/sceneRenderState.h"
#include "console/consoleTypes.h"
#include "core/module.h"
MODULE_BEGIN( PostEffectManager )
MODULE_SHUTDOWN_AFTER( Sim )
MODULE_INIT
{
ManagedSingleton< PostEffectManager >::createSingleton();
}
MODULE_SHUTDOWN
{
ManagedSingleton< PostEffectManager >::deleteSingleton();
}
MODULE_END;
bool PostEffectManager::smRenderEffects = true;
PostEffectManager::PostEffectManager() :
mLastBackBufferTarget( NULL ),
mFrameStateSwitch( false )
{
GFXDevice::getDeviceEventSignal().notify( this, &PostEffectManager::_handleDeviceEvent );
RenderPassManager::getRenderBinSignal().notify( this, &PostEffectManager::_handleBinEvent );
SceneManager::getPostRenderSignal().notify( this, &PostEffectManager::_onPostRenderPass );
Con::addVariable("pref::enablePostEffects", TypeBool, &smRenderEffects,
"@brief If true, post effects will be eanbled.\n\n"
"@ingroup Game");
}
PostEffectManager::~PostEffectManager()
{
GFXDevice::getDeviceEventSignal().remove( this, &PostEffectManager::_handleDeviceEvent );
RenderPassManager::getRenderBinSignal().remove( this, &PostEffectManager::_handleBinEvent );
SceneManager::getPostRenderSignal().remove( this, &PostEffectManager::_onPostRenderPass );
}
bool PostEffectManager::_handleDeviceEvent( GFXDevice::GFXDeviceEventType evt )
{
switch( evt )
{
case GFXDevice::deStartOfFrame:
PFXVIS->onStartOfFrame();
// Fall through
case GFXDevice::deDestroy:
// Free the back buffer as the device or
// its content is now invalid.
releaseBackBufferTex();
break;
case GFXDevice::deEndOfFrame:
renderEffects( NULL, PFXEndOfFrame );
// Toggle frame state history switch
mFrameStateSwitch = !mFrameStateSwitch;
break;
default:
break;
}
return true;
}
void PostEffectManager::_handleBinEvent( RenderBinManager *bin,
const SceneRenderState* sceneState,
bool isBinStart )
{
if ( sceneState->isShadowPass() ||
sceneState->isOtherPass() )
return;
// We require a bin name to process effects... without
// it we can skip the bin entirely.
String binName( bin->getName() );
if ( binName.isEmpty() )
return;
renderEffects( sceneState, isBinStart ? PFXBeforeBin : PFXAfterBin, binName );
}
void PostEffectManager::_onPostRenderPass( SceneManager *sceneGraph, const SceneRenderState *sceneState )
{
if ( !sceneState->isDiffusePass() )
return;
renderEffects( sceneState, PFXAfterDiffuse );
}
GFXTextureObject* PostEffectManager::getBackBufferTex()
{
GFXTarget *target = GFX->getActiveRenderTarget();
if ( mBackBufferCopyTex.isNull() ||
target != mLastBackBufferTarget )
{
const Point2I &targetSize = target->getSize();
GFXFormat targetFormat = target->getFormat();
mBackBufferCopyTex.set( targetSize.x, targetSize.y,
targetFormat,
&PostFxTargetProfile, "mBackBufferCopyTex" );
target->resolveTo( mBackBufferCopyTex );
mLastBackBufferTarget = target;
}
return mBackBufferCopyTex;
}
void PostEffectManager::releaseBackBufferTex()
{
mBackBufferCopyTex = NULL;
mLastBackBufferTarget = NULL;
}
bool PostEffectManager::_addEffect( PostEffect *effect )
{
EffectVector *effects = NULL;
const String &binName = effect->getRenderBin();
switch( effect->getRenderTime() )
{
case PFXAfterDiffuse:
effects = &mAfterDiffuseList;
break;
case PFXEndOfFrame:
effects = &mEndOfFrameList;
break;
case PFXBeforeBin:
effects = &mBeforeBinMap[binName];
break;
case PFXAfterBin:
effects = &mAfterBinMap[binName];
break;
case PFXTexGenOnDemand:
break;
}
if ( effects == NULL )
return false;
effects->push_back( effect );
// Resort the effects by priority.
effects->sort( &_effectPrioritySort );
return true;
}
bool PostEffectManager::_removeEffect( PostEffect *effect )
{
// Check the end of frame list.
EffectVector::iterator iter = find( mEndOfFrameList.begin(), mEndOfFrameList.end(), effect );
if ( iter != mEndOfFrameList.end() )
{
mEndOfFrameList.erase( iter );
return true;
}
// Check the diffuse list.
iter = find( mAfterDiffuseList.begin(), mAfterDiffuseList.end(), effect );
if ( iter != mAfterDiffuseList.end() )
{
mAfterDiffuseList.erase( iter );
return true;
}
// Now check the bin maps.
EffectMap::Iterator mapIter = mAfterBinMap.begin();
for( ; mapIter != mAfterBinMap.end(); mapIter++ )
{
EffectVector &effects = mapIter->value;
iter = find( effects.begin(), effects.end(), effect );
if ( iter != effects.end() )
{
effects.erase( iter );
return true;
}
}
mapIter = mBeforeBinMap.begin();
for( ; mapIter != mBeforeBinMap.end(); mapIter++ )
{
EffectVector &effects = mapIter->value;
iter = find( effects.begin(), effects.end(), effect );
if ( iter != effects.end() )
{
effects.erase( iter );
return true;
}
}
return false;
}
void PostEffectManager::renderEffects( const SceneRenderState *state,
const PFXRenderTime effectTiming,
const String &binName )
{
// Check the global render effect state as
// well as the
if ( !smRenderEffects ||
( state && !state->usePostEffects() ))
return;
EffectVector *effects = NULL;
switch( effectTiming )
{
case PFXBeforeBin:
effects = &mBeforeBinMap[binName];
break;
case PFXAfterBin:
effects = &mAfterBinMap[binName];
break;
case PFXAfterDiffuse:
effects = &mAfterDiffuseList;
break;
case PFXEndOfFrame:
effects = &mEndOfFrameList;
break;
case PFXTexGenOnDemand:
break;
}
AssertFatal( effects != NULL, "Bad effect time" );
// Skip out if we don't have any effects.
if ( effects->empty() )
return;
// This is used to pass the output texture
// of one effect into the next effect.
GFXTexHandle chainTex;
// Process the effects.
for ( U32 i = 0; i < effects->size(); i++ )
{
PostEffect *effect = (*effects)[i];
AssertFatal( effect != NULL, "Somehow this happened" );
effect->process( state, chainTex );
}
}
void PostEffectManager::setFrameMatrices( const MatrixF &worldToCamera, const MatrixF &cameraToScreen )
{
PFXFrameState &thisFrame = mFrameState[mFrameStateSwitch];
thisFrame.worldToCamera = worldToCamera;
thisFrame.cameraToScreen = cameraToScreen;
}
S32 PostEffectManager::_effectPrioritySort( PostEffect* const *e1, PostEffect* const *e2 )
{
F32 p1 = (*e1)->getPriority();
F32 p2 = (*e2)->getPriority();
if( p1 > p2 )
return -1;
else if( p1 < p2 )
return 1;
return 0;
}