mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
483 lines
14 KiB
C++
483 lines
14 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _RENDERPASSMANAGER_H_
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#define _RENDERPASSMANAGER_H_
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#ifndef _GFXDEVICE_H_
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#include "gfx/gfxDevice.h"
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#endif
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#ifndef _SCENEOBJECT_H_
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#include "scene/sceneObject.h"
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#endif
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#ifndef _SIMOBJECT_H_
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#include "console/simObject.h"
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#endif
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#ifndef _DATACHUNKER_H_
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#include "core/dataChunker.h"
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#endif
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#ifndef _SCENEMANAGER_H_
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#include "scene/sceneManager.h"
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#endif
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#ifndef _SCENEMANAGER_H_
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#include "scene/sceneManager.h"
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#endif
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#ifndef _CUBEMAPDATA_H_
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#include "gfx/sim/cubemapData.h"
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#endif
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#ifndef _GFXPRIMITIVEBUFFER_H_
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#include "gfx/gfxPrimitiveBuffer.h"
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#endif
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class SceneRenderState;
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class ISceneObject;
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class BaseMatInstance;
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struct SceneData;
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class ShaderData;
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class RenderBinManager;
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class LightInfo;
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struct RenderInst;
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class MatrixSet;
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class GFXPrimitiveBufferHandle;
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class CustomShaderBindingData;
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/// A RenderInstType hash value.
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typedef U32 RenderInstTypeHash;
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/// A a tiny wrapper around String that exposes a U32 operator so
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/// that we can assign the RIT to RenderInst::type field.
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class RenderInstType
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{
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/// For direct access to mName.
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friend class RenderBinManager;
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protected:
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String mName;
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public:
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RenderInstType()
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: mName( Invalid.mName )
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{
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}
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RenderInstType( const RenderInstType &type )
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: mName( type.mName )
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{
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}
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RenderInstType( const String &name )
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: mName( name )
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{
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}
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~RenderInstType() {}
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operator RenderInstTypeHash() const { return (RenderInstTypeHash)mName.getHashCaseInsensitive(); }
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const String& getName() const { return mName; }
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bool isValid() const { return (RenderInstTypeHash)*this != (RenderInstTypeHash)Invalid; }
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static const RenderInstType Invalid;
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};
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///
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class RenderPassManager : public SimObject
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{
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typedef SimObject Parent;
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public:
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// Default bin types. Not necessarily the only bin types in the system.
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// RIT = "R"ender "I"nstance "T"ype
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static const RenderInstType RIT_Mesh;
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static const RenderInstType RIT_Shadow;
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static const RenderInstType RIT_Sky;
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static const RenderInstType RIT_Terrain;
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static const RenderInstType RIT_Object; // objects that do their own rendering
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static const RenderInstType RIT_ObjectTranslucent;// self rendering; but sorted with static const RenderInstType RIT_Translucent
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static const RenderInstType RIT_Decal;
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static const RenderInstType RIT_DecalRoad;
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static const RenderInstType RIT_Water;
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static const RenderInstType RIT_Foliage;
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static const RenderInstType RIT_VolumetricFog;
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static const RenderInstType RIT_Translucent;
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static const RenderInstType RIT_Begin;
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static const RenderInstType RIT_Custom;
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static const RenderInstType RIT_Particle;
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static const RenderInstType RIT_Occluder;
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static const RenderInstType RIT_Editor;
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static const RenderInstType RIT_Probes;
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public:
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RenderPassManager();
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virtual ~RenderPassManager();
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/// @name Allocation interface
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/// @{
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/// Allocate a render instance, use like so: MyRenderInstType* t = gRenderInstMgr->allocInst<MyRenderInstType>();
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/// Valid until ::clear called.
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template <typename T>
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T* allocInst()
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{
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T* inst = mChunker.alloc<T>();
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inst->clear();
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return inst;
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}
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/// Allocate a matrix, valid until ::clear called.
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MatrixF* allocUniqueXform(const MatrixF& data)
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{
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MatrixF *r = mChunker.alloc<MatrixF>();
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*r = data;
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return r;
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}
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enum SharedTransformType
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{
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View,
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Projection,
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};
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const MatrixF* allocSharedXform(SharedTransformType stt);
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void assignSharedXform(SharedTransformType stt, const MatrixF &xfm);
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MatrixSet &getMatrixSet() { return *mMatrixSet; }
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/// Allocate a GFXPrimitive object which will remain valid
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/// until the pass manager is cleared.
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GFXPrimitive* allocPrim() { return mChunker.alloc<GFXPrimitive>(); }
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/// @}
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/// Add a RenderInstance to the list
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virtual void addInst( RenderInst *inst );
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/// Sorts the list of RenderInst's per bin. (Normally, one should just call renderPass)
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void sort();
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/// Renders the list of RenderInsts (Normally, one should just call renderPass)
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void render( SceneRenderState *state );
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/// Resets our allocated RenderInstances and Matrices. (Normally, one should just call renderPass)
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void clear();
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// Calls sort, render, and clear
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void renderPass( SceneRenderState *state );
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/// Returns the active depth buffer for this pass (NOTE: This value may be GFXTextureTarget::sDefaultDepthStencil)
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GFXTextureObject *getDepthTargetTexture();
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/// Assigns the value for the above method
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void setDepthTargetTexture(GFXTextureObject *zTarget);
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/// @name RenderBinManager interface
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/// @{
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/// Add a render bin manager to the list of render bin manager, this SceneRenderPassManager now owns the render bin manager and will free it when needed.
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/// @param mgr Render manager to add
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/// @param processAddOrder Where to add the manager in the addInst list, set to NO_PROCESSADD to skip processing
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/// this is in place for RenderManagers that will bypass the main ::addInst interface and doesn't want to process
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/// them.
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/// @param renderOrder Where to add the manager in the render list.
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void addManager(RenderBinManager* mgr);
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/// Removes a manager from render and process add lists
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/// @param mgr Render bin manager to remove, the caller is now responsible for freeing the mgr.
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void removeManager(RenderBinManager* mgr);
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/// How many render bin managers do we have?
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U32 getManagerCount() const { return mRenderBins.size(); }
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/// Get the render manager at i
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RenderBinManager* getManager( S32 i ) const;
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/// @}
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/// Get scene manager which this render pass belongs to.
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SceneManager* getSceneManager()
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{
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if ( !mSceneManager )
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mSceneManager = gClientSceneGraph;
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return mSceneManager;
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}
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/// This signal is triggered when a render bin is about to be rendered.
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///
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/// @param bin The render bin we're signaling.
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/// @param state The current scene state.
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/// @params preRender If true it is before the bin is rendered, else its
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/// after being rendered.
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///
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typedef Signal <void ( RenderBinManager *bin,
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const SceneRenderState *state,
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bool preRender )> RenderBinEventSignal;
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/// @see RenderBinEventSignal
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static RenderBinEventSignal& getRenderBinSignal();
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typedef Signal<void(RenderInst *inst)> AddInstSignal;
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AddInstSignal& getAddSignal( RenderInstTypeHash type )
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{
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return mAddInstSignals.findOrInsert( type )->value;
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}
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// ConsoleObject interface
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static void initPersistFields();
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DECLARE_CONOBJECT(RenderPassManager);
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protected:
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MultiTypedChunker mChunker;
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Vector< RenderBinManager* > mRenderBins;
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typedef HashTable<RenderInstTypeHash,AddInstSignal> AddInstTable;
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AddInstTable mAddInstSignals;
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SceneManager * mSceneManager;
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GFXTexHandle mDepthBuff;
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MatrixSet *mMatrixSet;
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/// Do a sorted insert into a vector, renderOrder bool controls which test we run for insertion.
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void _insertSort(Vector<RenderBinManager*>& list, RenderBinManager* mgr, bool renderOrder);
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};
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//**************************************************************************
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// Render Instance
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//**************************************************************************
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struct RenderInst
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{
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/// The type of render instance this is.
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RenderInstTypeHash type;
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/// This should be true if the object needs to be sorted
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/// back to front with other translucent instances.
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/// @see sortDistSq
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bool translucentSort;
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/// The reference squared distance from the camera used for
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/// back to front sorting of the instances.
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/// @see translucentSort
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F32 sortDistSq;
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/// The default key used by render managers for
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/// internal sorting.
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U32 defaultKey;
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/// The secondary key used by render managers for
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/// internal sorting.
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U32 defaultKey2;
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/// Does a memset to clear the render instance.
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void clear();
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};
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struct ObjectRenderInst : public RenderInst
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{
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/// This is a delegate specific index which is usually
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/// used to define a mounted object.
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S32 objectIndex;
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/// Extra data to be used within the render callback.
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/// ObjectRenderInst does not own or cleanup this data.
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void *userData;
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/// The delegate callback function to call to render
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/// this object instance.
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///
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/// @param ri The ObjectRenderInst that called the delegate.
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///
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/// @param state The scene state we're rendering.
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///
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/// @param overrideMat An alternative material to use during rendering... usually
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/// used for special renders like shadows. If the object doesn't
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/// support override materials it shouldn't render at all.
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Delegate<void( ObjectRenderInst *ri,
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SceneRenderState *state,
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BaseMatInstance *overrideMat )> renderDelegate;
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// Clear this instance.
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void clear();
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};
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struct MeshRenderInst : public RenderInst
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{
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////
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GFXVertexBufferHandleBase *vertBuff;
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////
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GFXPrimitiveBufferHandle *primBuff;
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/// If not NULL it is used to draw the primitive, else
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/// the primBuffIndex is used.
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/// @see primBuffIndex
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GFXPrimitive *prim;
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/// If prim is NULL then this index is used to draw the
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/// indexed primitive from the primitive buffer.
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/// @see prim
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U32 primBuffIndex;
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/// The material to setup when drawing this instance.
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BaseMatInstance *matInst;
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/// The object to world transform (world transform in most API's).
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const MatrixF *objectToWorld;
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/// The worldToCamera (view transform in most API's).
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const MatrixF* worldToCamera;
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/// The projection matrix.
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const MatrixF* projection;
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// misc render states
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U8 transFlags;
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bool reflective;
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F32 visibility;
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/// A generic hint value passed from the game
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/// code down to the material for use by shader
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/// features.
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void *materialHint;
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/// The lights we pass to the material for this
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/// mesh in order light importance.
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LightInfo* lights[8];
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// textures
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GFXTextureObject *lightmap;
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GFXTextureObject *fogTex;
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GFXTextureObject *backBuffTex;
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GFXTextureObject *reflectTex;
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GFXTextureObject *miscTex;
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GFXTextureObject *accuTex;
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GFXCubemap *cubemap;
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/// @name Hardware Skinning
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/// {
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MatrixF *mNodeTransforms;
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U32 mNodeTransformCount;
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/// }
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#ifdef TORQUE_ENABLE_GFXDEBUGEVENTS
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const char *meshName;
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const char *objectName;
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#endif
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//Custom Shader data
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Vector<CustomShaderBindingData> mCustomShaderData;
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void clear();
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};
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enum ParticleSystemState
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{
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PSS_AwaitingHighResDraw = 0, // Keep this as first element so that if the offscreen manager rejects a particle system it will get drawn high-res
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PSS_AwaitingOffscreenDraw,
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PSS_AwaitingCompositeDraw,
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PSS_AwaitingMixedResDraw,
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PSS_DrawComplete,
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};
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/// A special render instance for particles.
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struct ParticleRenderInst : public RenderInst
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{
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/// The vertex buffer.
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GFXVertexBufferHandleBase *vertBuff;
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/// The primitive buffer.
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GFXPrimitiveBufferHandle *primBuff;
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/// The total particle count to render.
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S32 count;
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bool glow;
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/// The combined model, camera, and projection transform.
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const MatrixF *modelViewProj;
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/// Blend style for the particle system
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enum BlendStyle {
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BlendUndefined = 0,
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BlendNormal,
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BlendAdditive,
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BlendSubtractive,
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BlendPremultAlpha,
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BlendGreyscale,
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BlendStyle_COUNT,
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};
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U8 blendStyle;
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/// For the offscreen particle manager
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U8 targetIndex;
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/// State for the particle system
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ParticleSystemState systemState;
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/// The soft particle fade distance in meters.
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F32 softnessDistance;
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/// Bounding box render transform
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const MatrixF *bbModelViewProj;
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Point3F wsPosition;
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/// The particle texture.
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GFXTextureObject *diffuseTex;
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void clear();
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};
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class GFXOcclusionQuery;
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class SceneObject;
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/// A special render instance for occlusion tests.
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struct OccluderRenderInst : public RenderInst
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{
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Point3F scale;
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Point3F position;
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const MatrixF *orientation;
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GFXOcclusionQuery *query;
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// This optional query will have all pixels rendered.
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// Its purpose is to return to the user the full pixel count for comparison
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// with the other query.
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GFXOcclusionQuery *query2;
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/// Render a sphere or a box.
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bool isSphere;
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void clear();
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};
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#endif // _RENDERPASSMANAGER_H_
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