mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 12:44:46 +00:00
206 lines
6.4 KiB
C++
206 lines
6.4 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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#include "platform/platform.h"
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#include "renderInstance/renderTerrainMgr.h"
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#include "platform/profiler.h"
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#include "scene/sceneManager.h"
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#include "gfx/gfxTransformSaver.h"
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#include "gfx/gfxDrawUtil.h"
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#include "gfx/gfxDebugEvent.h"
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#include "materials/shaderData.h"
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#include "materials/matInstance.h"
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#include "scene/sceneRenderState.h"
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#include "console/consoleTypes.h"
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#include "terrain/terrCell.h"
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#include "terrain/terrCellMaterial.h"
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#include "math/util/matrixSet.h"
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#include "materials/materialManager.h"
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bool RenderTerrainMgr::smRenderWireframe = false;
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S32 RenderTerrainMgr::smCellsRendered = 0;
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S32 RenderTerrainMgr::smOverrideCells = 0;
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S32 RenderTerrainMgr::smDrawCalls = 0;
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IMPLEMENT_CONOBJECT(RenderTerrainMgr);
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ConsoleDocClass( RenderTerrainMgr,
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"@brief A render bin for terrain mesh rendering.\n\n"
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"This bin renders terrain render instances from a TerrainBlock. "
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"Normally a mesh would render via the RenderMeshMgr, but terrain uses "
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"a TerrainMaterial designed for multi-layered surfaces which this "
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"bin can processs.\n\n"
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"@ingroup RenderBin\n" );
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RenderTerrainMgr::RenderTerrainMgr()
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: RenderBinManager( RenderPassManager::RIT_Terrain, 1.0f, 1.0f )
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{
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}
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RenderTerrainMgr::RenderTerrainMgr( F32 renderOrder, F32 processAddOrder )
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: RenderBinManager( RenderPassManager::RIT_Terrain, renderOrder, processAddOrder )
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{
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}
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RenderTerrainMgr::~RenderTerrainMgr()
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{
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}
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void RenderTerrainMgr::initPersistFields()
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{
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Con::addVariable( "RenderTerrainMgr::renderWireframe", TypeBool, &smRenderWireframe,
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"Used to enable wireframe rendering on terrain for debugging.\n"
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"@ingroup RenderBin\n" );
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// For stats.
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GFXDevice::getDeviceEventSignal().notify( &RenderTerrainMgr::_clearStats );
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Con::addVariable( "$TerrainBlock::cellsRendered", TypeS32, &smCellsRendered, "@internal" );
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Con::addVariable( "$TerrainBlock::overrideCells", TypeS32, &smOverrideCells, "@internal" );
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Con::addVariable( "$TerrainBlock::drawCalls", TypeS32, &smDrawCalls, "@internal" );
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Parent::initPersistFields();
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}
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bool RenderTerrainMgr::_clearStats( GFXDevice::GFXDeviceEventType type )
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{
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if ( type == GFXDevice::deStartOfFrame )
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{
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smCellsRendered = 0;
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smOverrideCells = 0;
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smDrawCalls = 0;
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}
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return true;
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}
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void RenderTerrainMgr::internalAddElement( RenderInst *inst_ )
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{
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TerrainRenderInst *inst = static_cast<TerrainRenderInst*>( inst_ );
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mInstVector.push_back( inst );
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}
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void RenderTerrainMgr::sort()
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{
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// TODO: We could probably sort this in some
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// manner to improve terrain rendering perf.
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}
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void RenderTerrainMgr::clear()
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{
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mInstVector.clear();
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}
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void RenderTerrainMgr::render( SceneRenderState *state )
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{
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if ( mInstVector.empty() )
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return;
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// Check if bin is disabled in advanced lighting.
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if ( MATMGR->getDeferredEnabled() && mBasicOnly )
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return;
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PROFILE_SCOPE( RenderTerrainMgr_Render );
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GFXTransformSaver saver;
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// Prepare the common scene graph data.
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SceneData sgData;
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sgData.init( state );
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sgData.wireframe |= smRenderWireframe;
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// Restore transforms
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MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
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matrixSet.restoreSceneViewProjection();
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GFXDEBUGEVENT_SCOPE( RenderTerrainMgr_Render, ColorI::GREEN );
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const MatrixF worldViewXfm = matrixSet.getWorldToCamera();
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const MatrixF &projXfm = matrixSet.getCameraToScreen();
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// HACKTASTIC!
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//
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// If this is a shadow pass then render the terrain
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// with the first material we get.
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//
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// In the near future terrains will operate using regular
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// MatInstance materials like any other mesh in which case
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// this will all be replaced by a normal mesh render bin.
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//
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if ( state->isShadowPass() )
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{
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PROFILE_SCOPE( RenderTerrainMgr_Render_Shadow );
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Vector<TerrainRenderInst*>::iterator inst = mInstVector.begin();
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BaseMatInstance *overideMat = (*inst)->mat;
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while ( overideMat && overideMat->setupPass( state, sgData ) )
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{
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for ( ; inst != mInstVector.end(); inst++ )
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{
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smOverrideCells++;
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GFX->setPrimitiveBuffer( (*inst)->primBuff );
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GFX->setVertexBuffer( (*inst)->vertBuff );
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matrixSet.setWorld(*(*inst)->objectToWorldXfm);
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overideMat->setSceneInfo( state, sgData );
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overideMat->setTransforms( matrixSet, state );
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GFX->drawPrimitive( (*inst)->prim );
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}
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}
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return;
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}
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// Do the detail map passes.
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Vector<TerrainRenderInst*>::iterator inst = mInstVector.begin();
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for ( ; inst != mInstVector.end(); inst++ )
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{
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TerrainCellMaterial *mat = (*inst)->cellMat;
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GFX->setPrimitiveBuffer( (*inst)->primBuff );
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GFX->setVertexBuffer( (*inst)->vertBuff );
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++smCellsRendered;
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mat->setTransformAndEye( *(*inst)->objectToWorldXfm,
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worldViewXfm,
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projXfm,
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state->getFarPlane() );
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sgData.objTrans = (*inst)->objectToWorldXfm;
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dMemcpy( sgData.lights, (*inst)->lights, sizeof( sgData.lights ) );
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while ( mat->setupPass( state, sgData ) )
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{
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++smDrawCalls;
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GFX->drawPrimitive( (*inst)->prim );
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}
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}
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}
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