Torque3D/Engine/source/afx/afxRenderHighlightMgr.cpp

182 lines
6 KiB
C++

//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
// Copyright (C) 2015 Faust Logic, Inc.
//
// 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.
//
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// The afxRenderHighlightMgr class is adapted from the resource,
// "Silhoute selection via postFX for Torque3D" posted by Konrad Kiss.
// http://www.garagegames.com/community/resources/view/17821
// Supporting code mods in other areas of the engine are marked as
// "(selection-highlight)".
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#include "platform/platform.h"
#include "afxRenderHighlightMgr.h"
#include "scene/sceneManager.h"
#include "scene/sceneRenderState.h"
#include "materials/sceneData.h"
#include "materials/matInstance.h"
//#include "materials/materialFeatureTypes.h"
#include "materials/processedMaterial.h"
#include "postFx/postEffect.h"
#include "gfx/gfxTransformSaver.h"
#include "gfx/gfxDebugEvent.h"
#include "math/util/matrixSet.h"
IMPLEMENT_CONOBJECT( afxRenderHighlightMgr );
afxRenderHighlightMgr::afxRenderHighlightMgr()
: RenderTexTargetBinManager( RenderPassManager::RIT_Mesh,
1.0f,
1.0f,
GFXFormatR8G8B8A8,
Point2I( 512, 512 ) )
{
mNamedTarget.registerWithName( "highlight" );
mTargetSizeType = WindowSize;
}
afxRenderHighlightMgr::~afxRenderHighlightMgr()
{
}
PostEffect* afxRenderHighlightMgr::getSelectionEffect()
{
if ( !mSelectionEffect )
mSelectionEffect = dynamic_cast<PostEffect*>( Sim::findObject( "afxHighlightPostFX" ) );
return mSelectionEffect;
}
bool afxRenderHighlightMgr::isSelectionEnabled()
{
return getSelectionEffect() && getSelectionEffect()->isEnabled();
}
void afxRenderHighlightMgr::addElement( RenderInst *inst )
{
// Skip out if we don't have the selection post
// effect enabled at this time.
if ( !isSelectionEnabled() )
return;
// Skip it if we don't have a selection material.
BaseMatInstance *matInst = getMaterial( inst );
if ( !matInst || !matInst->needsSelectionHighlighting() )
return;
internalAddElement(inst);
}
void afxRenderHighlightMgr::render( SceneRenderState *state )
{
PROFILE_SCOPE( RenderSelectionMgr_Render );
if ( !isSelectionEnabled() )
return;
const U32 binSize = mElementList.size();
// If this is a non-diffuse pass or we have no objects to
// render then tell the effect to skip rendering.
if ( !state->isDiffusePass() || binSize == 0 )
{
getSelectionEffect()->setSkip( true );
return;
}
GFXDEBUGEVENT_SCOPE( RenderSelectionMgr_Render, ColorI::GREEN );
GFXTransformSaver saver;
// Tell the superclass we're about to render, preserve contents
const bool isRenderingToTarget = _onPreRender( state, true );
// Clear all the buffers to black.
//GFX->clear( GFXClearTarget, ColorI::BLACK, 1.0f, 0);
GFX->clear( GFXClearTarget, ColorI::ZERO, 1.0f, 0);
// Restore transforms
MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
matrixSet.restoreSceneViewProjection();
// init loop data
SceneData sgData;
sgData.init( state, SceneData::HighlightBin );
for( U32 j=0; j<binSize; )
{
MeshRenderInst *ri = static_cast<MeshRenderInst*>(mElementList[j].inst);
setupSGData( ri, sgData );
BaseMatInstance *mat = ri->matInst;
U32 matListEnd = j;
while( mat && mat->setupPass( state, sgData ) )
{
U32 a;
for( a=j; a<binSize; a++ )
{
MeshRenderInst *passRI = static_cast<MeshRenderInst*>(mElementList[a].inst);
if ( newPassNeeded( ri, passRI ) )
break;
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);
}
mat->setSceneInfo(state, sgData);
mat->setBuffers(passRI->vertBuff, passRI->primBuff);
if ( passRI->prim )
GFX->drawPrimitive( *passRI->prim );
else
GFX->drawPrimitive( passRI->primBuffIndex );
}
matListEnd = a;
setupSGData( ri, sgData );
}
// force increment if none happened, otherwise go to end of batch
j = ( j == matListEnd ) ? j+1 : matListEnd;
}
// Finish up.
if ( isRenderingToTarget )
_onPostRender();
// Make sure the effect is gonna render.
getSelectionEffect()->setSkip( false );
}