mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
375 lines
14 KiB
C++
375 lines
14 KiB
C++
#include "T3D/systems/render/meshRenderSystem.h"
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#include "gfx/gfxTransformSaver.h"
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#include "lighting/lightQuery.h"
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#include "renderInstance/renderPassManager.h"
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#include "materials/materialManager.h"
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#include "materials/baseMatInstance.h"
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Vector<MeshRenderSystem::BufferMaterials> MeshRenderSystem::mBufferMaterials(0);
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Vector<MeshRenderSystem::BufferSet> MeshRenderSystem::mStaticBuffers(0);
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void MeshRenderSystem::render(SceneManager *sceneManager, SceneRenderState* state)
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{
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Frustum viewFrustum = state->getCullingFrustum();
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MatrixF camTransform = state->getCameraTransform();
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U32 count = MeshRenderSystemInterface::all.size();
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for (U32 i = 0; i < count; i++)
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{
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//Server side items exist for data, but we don't actually render them
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bool isClient = MeshRenderSystemInterface::all[i]->mIsClient;
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if (!MeshRenderSystemInterface::all[i]->mIsClient)
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continue;
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bool isStatic = MeshRenderSystemInterface::all[i]->mStatic;
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if (MeshRenderSystemInterface::all[i]->mStatic)
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continue;
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//First, do frustum culling
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if (viewFrustum.isCulled(MeshRenderSystemInterface::all[i]->mBounds))
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continue;
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// Set the query box for the container query. Never
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// make it larger than the frustum's AABB. In the editor,
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// always query the full frustum as that gives objects
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// the opportunity to render editor visualizations even if
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// they are otherwise not in view.
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if (!state->getCullingFrustum().getBounds().isOverlapped(state->getRenderArea()))
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{
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// This handles fringe cases like flying backwards into a zone where you
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// end up pretty much standing on a zone border and looking directly into
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// its "walls". In that case the traversal area will be behind the frustum
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// (remember that the camera isn't where visibility starts, it's the near
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// distance).
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continue;
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}
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//We can then sort our objects by range since we have it already, so we can do occlusion culling be rendering front-to-back
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//if we've made it this far, call down to the render function to actually display our stuff
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renderInterface(i, state);
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}
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//Static Batch rendering
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if ( /*!mMaterialInst ||*/ !state)
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return;
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BaseMatInstance *matInst = MATMGR->getWarningMatInstance();
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// Get a handy pointer to our RenderPassmanager
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RenderPassManager *renderPass = state->getRenderPass();
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for (U32 i = 0; i < mStaticBuffers.size(); i++)
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{
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for (U32 b = 0; b < mStaticBuffers[i].buffers.size(); b++)
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{
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if (mStaticBuffers[i].buffers[b].vertData.empty())
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continue;
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MeshRenderInst *ri = renderPass->allocInst<MeshRenderInst>();
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// Set our RenderInst as a standard mesh render
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ri->type = RenderPassManager::RIT_Mesh;
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//If our material has transparency set on this will redirect it to proper render bin
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if (matInst->getMaterial()->isTranslucent())
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{
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ri->type = RenderPassManager::RIT_Translucent;
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ri->translucentSort = true;
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}
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// Calculate our sorting point
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if (state)
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{
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// Calculate our sort point manually.
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const Box3F& rBox = Box3F(1000);// getRenderWorldBox();
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ri->sortDistSq = rBox.getSqDistanceToPoint(state->getCameraPosition());
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}
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else
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ri->sortDistSq = 0.0f;
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// Set up our transforms
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MatrixF objectToWorld = MatrixF::Identity;//getRenderTransform();
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//objectToWorld.scale(getScale());
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ri->objectToWorld = renderPass->allocUniqueXform(objectToWorld);
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ri->worldToCamera = renderPass->allocSharedXform(RenderPassManager::View);
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ri->projection = renderPass->allocSharedXform(RenderPassManager::Projection);
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// If our material needs lights then fill the RIs
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// light vector with the best lights.
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/*if (matInst->isForwardLit())
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{
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LightQuery query;
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query.init(getWorldSphere());
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query.getLights(ri->lights, 8);
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}*/
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// Make sure we have an up-to-date backbuffer in case
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// our Material would like to make use of it
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// NOTICE: SFXBB is removed and refraction is disabled!
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//ri->backBuffTex = GFX->getSfxBackBuffer();
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// Set our Material
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ri->matInst = matInst;
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// Set up our vertex buffer and primitive buffer
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ri->vertBuff = &mStaticBuffers[i].buffers[b].vertexBuffer;
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ri->primBuff = &mStaticBuffers[i].buffers[b].primitiveBuffer;
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ri->prim = renderPass->allocPrim();
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ri->prim->type = GFXTriangleList;
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ri->prim->minIndex = 0;
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ri->prim->startIndex = 0;
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ri->prim->numPrimitives = mStaticBuffers[i].buffers[b].primData.size();
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ri->prim->startVertex = 0;
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ri->prim->numVertices = mStaticBuffers[i].buffers[b].vertData.size();
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// We sort by the material then vertex buffer
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ri->defaultKey = matInst->getStateHint();
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ri->defaultKey2 = (uintptr_t)ri->vertBuff; // Not 64bit safe!
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// Submit our RenderInst to the RenderPassManager
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state->getRenderPass()->addInst(ri);
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}
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}
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}
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void MeshRenderSystem::renderInterface(U32 interfaceIndex, SceneRenderState* state)
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{
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//Fetch
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MeshRenderSystemInterface* interface = MeshRenderSystemInterface::all[interfaceIndex];
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if (interface->mShapeInstance == nullptr)
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return;
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Point3F cameraOffset;
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interface->mTransform.getColumn(3, &cameraOffset);
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cameraOffset -= state->getDiffuseCameraPosition();
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F32 dist = cameraOffset.len();
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if (dist < 0.01f)
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dist = 0.01f;
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Point3F objScale = interface->mScale;
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F32 invScale = (1.0f / getMax(getMax(objScale.x, objScale.y), objScale.z));
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interface->mShapeInstance->setDetailFromDistance(state, dist * invScale);
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if (interface->mShapeInstance->getCurrentDetail() < 0)
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return;
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GFXTransformSaver saver;
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// Set up our TS render state.
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TSRenderState rdata;
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rdata.setSceneState(state);
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rdata.setFadeOverride(1.0f);
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rdata.setOriginSort(false);
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// We might have some forward lit materials
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// so pass down a query to gather lights.
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LightQuery query;
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query.init(interface->mSphere);
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rdata.setLightQuery(&query);
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MatrixF mat = interface->mTransform;
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mat.scale(objScale);
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GFX->setWorldMatrix(mat);
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interface->mShapeInstance->render(rdata);
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}
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void MeshRenderSystem::rebuildBuffers()
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{
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U32 BUFFER_SIZE = 65000;
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Vector<U32> tempIndices;
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tempIndices.reserve(4);
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Box3F newBounds = Box3F::Zero;
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mStaticBuffers.clear();
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for (U32 i = 0; i < MeshRenderSystemInterface::all.size(); i++)
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{
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if (!MeshRenderSystemInterface::all[i]->mIsEnabled)
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continue;
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if (!MeshRenderSystemInterface::all[i]->mIsClient || !MeshRenderSystemInterface::all[i]->mStatic)
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continue;
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//TODO: Properly re-implement StaticElements to container owner interfaces and buffer sets
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for (U32 j = 0; j < MeshRenderSystemInterface::all[i]->mGeometry.mPolyList.size(); j++)
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{
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const OptimizedPolyList::Poly& poly = MeshRenderSystemInterface::all[i]->mGeometry.mPolyList[j];
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if (poly.vertexCount < 3)
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continue;
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tempIndices.setSize(poly.vertexCount);
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dMemset(tempIndices.address(), 0, poly.vertexCount);
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if (poly.type == OptimizedPolyList::TriangleStrip ||
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poly.type == OptimizedPolyList::TriangleFan)
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{
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tempIndices[0] = 0;
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U32 idx = 1;
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for (U32 k = 1; k < poly.vertexCount; k += 2)
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tempIndices[idx++] = k;
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for (U32 k = ((poly.vertexCount - 1) & (~0x1)); k > 0; k -= 2)
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tempIndices[idx++] = k;
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}
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else if (poly.type == OptimizedPolyList::TriangleList)
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{
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for (U32 k = 0; k < poly.vertexCount; k++)
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tempIndices[k] = k;
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}
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else
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continue;
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//got our data, now insert it into the correct buffer!
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S32 bufferId = findBufferSetByMaterial(poly.material);
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if (bufferId == -1)
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{
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//add a new buffer set if we didn't get a match!
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BufferSet newSet;
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newSet.surfaceMaterialId = poly.material;
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mStaticBuffers.push_back(newSet);
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bufferId = mStaticBuffers.size() - 1;
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}
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//see if this would push us over our buffer size limit, if it is, make a new buffer for this set
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if (mStaticBuffers[bufferId].buffers.last().vertData.size() + 3 > BUFFER_SIZE
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|| mStaticBuffers[bufferId].buffers.last().primData.size() + 1 > BUFFER_SIZE)
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{
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//yep, we'll overstep with this, so spool up a new buffer in this set
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BufferSet::Buffers newBuffer = BufferSet::Buffers();
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mStaticBuffers[bufferId].buffers.push_back(newBuffer);
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}
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const U32& firstIdx = MeshRenderSystemInterface::all[i]->mGeometry.mIndexList[poly.vertexStart];
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const OptimizedPolyList::VertIndex& firstVertIdx = MeshRenderSystemInterface::all[i]->mGeometry.mVertexList[firstIdx];
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//Vector<Point3F> geomPoints = MeshRenderSystemInterface::all[i]->mGeometry.mPoints;
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//Vector<Point3F> geomNormals = MeshRenderSystemInterface::all[i]->mGeometry.mNormals;
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//Vector<Point2F> geoUVs = MeshRenderSystemInterface::all[i]->mGeometry.mUV0s;
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for (U32 k = 1; k < poly.vertexCount - 1; k++)
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{
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const U32& secondIdx = MeshRenderSystemInterface::all[i]->mGeometry.mIndexList[poly.vertexStart + tempIndices[k]];
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const U32& thirdIdx = MeshRenderSystemInterface::all[i]->mGeometry.mIndexList[poly.vertexStart + tempIndices[k + 1]];
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const OptimizedPolyList::VertIndex& secondVertIdx = MeshRenderSystemInterface::all[i]->mGeometry.mVertexList[secondIdx];
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const OptimizedPolyList::VertIndex& thirdVertIdx = MeshRenderSystemInterface::all[i]->mGeometry.mVertexList[thirdIdx];
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Point3F points[3];
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points[0] = MeshRenderSystemInterface::all[i]->mGeometry.mPoints[firstVertIdx.vertIdx];
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points[1] = MeshRenderSystemInterface::all[i]->mGeometry.mPoints[secondVertIdx.vertIdx];
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points[2] = MeshRenderSystemInterface::all[i]->mGeometry.mPoints[thirdVertIdx.vertIdx];
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Point3F normals[3];
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normals[0] = MeshRenderSystemInterface::all[i]->mGeometry.mNormals[firstVertIdx.normalIdx];
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normals[1] = MeshRenderSystemInterface::all[i]->mGeometry.mNormals[secondVertIdx.normalIdx];
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normals[2] = MeshRenderSystemInterface::all[i]->mGeometry.mNormals[thirdVertIdx.normalIdx];
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Point3F tangents[3];
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tangents[0] = mCross(points[1] - points[0], normals[0]);
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tangents[1] = mCross(points[2] - points[1], normals[1]);
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tangents[2] = mCross(points[0] - points[2], normals[2]);
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Point2F uvs[3];
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uvs[0] = MeshRenderSystemInterface::all[i]->mGeometry.mUV0s[firstVertIdx.uv0Idx];
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uvs[1] = MeshRenderSystemInterface::all[i]->mGeometry.mUV0s[secondVertIdx.uv0Idx];
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uvs[2] = MeshRenderSystemInterface::all[i]->mGeometry.mUV0s[thirdVertIdx.uv0Idx];
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mStaticBuffers[bufferId].vertCount += 3;
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mStaticBuffers[bufferId].primCount += 1;
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for (U32 v = 0; v < 3; ++v)
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{
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//Build the vert and store it to the buffers!
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GFXVertexPNTT bufVert;
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bufVert.point = points[v];
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bufVert.normal = normals[v];
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bufVert.tangent = tangents[v];
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bufVert.texCoord = uvs[v];
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newBounds.extend(points[v]);
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mStaticBuffers[bufferId].buffers.last().vertData.push_back(bufVert);
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U32 vertPrimId = mStaticBuffers[bufferId].buffers.last().vertData.size() - 1;
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mStaticBuffers[bufferId].buffers.last().primData.push_back(vertPrimId);
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mStaticBuffers[bufferId].center += points[v];
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}
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}
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}
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}
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//Now, iterate through the organized data and turn them into renderable buffers
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for (U32 i = 0; i < mStaticBuffers.size(); i++)
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{
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for (U32 b = 0; b < mStaticBuffers[i].buffers.size(); b++)
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{
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BufferSet::Buffers& buffers = mStaticBuffers[i].buffers[b];
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//if there's no data to be had in this buffer, just skip it
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if (buffers.vertData.empty())
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continue;
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buffers.vertexBuffer.set(GFX, buffers.vertData.size(), GFXBufferTypeStatic);
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GFXVertexPNTT *pVert = buffers.vertexBuffer.lock();
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for (U32 v = 0; v < buffers.vertData.size(); v++)
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{
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pVert->normal = buffers.vertData[v].normal;
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pVert->tangent = buffers.vertData[v].tangent;
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//pVert->color = buffers.vertData[v].color;
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pVert->point = buffers.vertData[v].point;
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pVert->texCoord = buffers.vertData[v].texCoord;
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pVert++;
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}
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buffers.vertexBuffer.unlock();
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// Allocate PB
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buffers.primitiveBuffer.set(GFX, buffers.primData.size(), buffers.primData.size() / 3, GFXBufferTypeStatic);
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U16 *pIndex;
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buffers.primitiveBuffer.lock(&pIndex);
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for (U16 i = 0; i < buffers.primData.size(); i++)
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{
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*pIndex = i;
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pIndex++;
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}
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buffers.primitiveBuffer.unlock();
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}
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mStaticBuffers[i].center /= mStaticBuffers[i].vertCount;
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}
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//mObjBox = newBounds;
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//resetWorldBox();
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}
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U32 MeshRenderSystem::findBufferSetByMaterial(U32 matId)
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{
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for (U32 i = 0; i < mStaticBuffers.size(); i++)
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{
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if (mStaticBuffers[i].surfaceMaterialId == matId)
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return i;
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}
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return -1;
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} |