mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 20:54:46 +00:00
172 lines
5.8 KiB
C++
172 lines
5.8 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 _RENDERBINMANAGER_H_
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#define _RENDERBINMANAGER_H_
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#ifndef _CONSOLEOBJECT_H_
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#include "console/consoleObject.h"
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#endif
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#ifndef _RENDERPASSMANAGER_H_
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#include "renderInstance/renderPassManager.h"
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#endif
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#ifndef _BASEMATINSTANCE_H_
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#include "materials/baseMatInstance.h"
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#endif
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#ifndef _UTIL_DELEGATE_H_
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#include "core/util/delegate.h"
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#endif
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class SceneRenderState;
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/// This delegate is used in derived RenderBinManager classes
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/// to allow material instances to be overriden.
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typedef Delegate<BaseMatInstance*(BaseMatInstance*)> MaterialOverrideDelegate;
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/// The RenderBinManager manages and renders lists of MainSortElem, which
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/// is a light wrapper around RenderInst.
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class RenderBinManager : public SimObject
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{
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typedef SimObject Parent;
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friend class RenderPassManager;
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public:
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RenderBinManager( const RenderInstType& ritype = RenderInstType::Invalid,
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F32 renderOrder = 1.0f,
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F32 processAddOrder = 1.0f );
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virtual ~RenderBinManager() {}
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// SimObject
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void onRemove() override;
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virtual void addElement( RenderInst *inst );
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virtual void sort();
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virtual void render( SceneRenderState *state ) {}
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virtual void clear();
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// Manager info
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F32 getProcessAddOrder() const { return mProcessAddOrder; }
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void setProcessAddOrder(F32 processAddOrder) { mProcessAddOrder = processAddOrder; }
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F32 getRenderOrder() const { return mRenderOrder; }
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void setRenderOrder(F32 renderOrder) { mRenderOrder = renderOrder; }
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/// Returns the primary render instance type.
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const RenderInstType& getRenderInstType() { return mRenderInstType; }
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/// Returns the render pass this bin is registered to.
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RenderPassManager* getRenderPass() const { return mRenderPass; }
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/// QSort callback function
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static S32 FN_CDECL cmpKeyFunc(const void* p1, const void* p2);
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DECLARE_CONOBJECT(RenderBinManager);
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static void initPersistFields();
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MaterialOverrideDelegate& getMatOverrideDelegate() { return mMatOverrideDelegate; }
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struct MainSortElem
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{
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RenderInst *inst;
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U32 key;
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U32 key2;
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};
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protected:
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void setRenderPass( RenderPassManager *rpm );
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/// Called from derived bins to add additional
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/// render instance types to be notified about.
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void notifyType( const RenderInstType &type );
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Vector< MainSortElem > mElementList; // List of our instances
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F32 mProcessAddOrder; // Where in the list do we process RenderInstance additions?
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F32 mRenderOrder; // Where in the list do we render?
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/// The primary render instance type this bin supports.
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RenderInstType mRenderInstType;
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/// The list of additional render instance types
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/// this bin wants to process.
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Vector<RenderInstType> mOtherTypes;
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/// The render pass manager this bin is registered with.
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RenderPassManager *mRenderPass;
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MaterialOverrideDelegate mMatOverrideDelegate;
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virtual void setupSGData(MeshRenderInst *ri, SceneData &data );
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virtual void internalAddElement(RenderInst* inst);
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/// A inlined helper method for testing if the next
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/// MeshRenderInst requires a new batch/pass.
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inline bool newPassNeeded( MeshRenderInst *ri, MeshRenderInst* nextRI ) const;
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/// Inlined utility function which gets the material from the
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/// RenderInst if available, otherwise, return NULL.
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inline BaseMatInstance* getMaterial( RenderInst *inst ) const;
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// Limits bin to rendering in basic lighting only.
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bool mBasicOnly;
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};
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inline bool RenderBinManager::newPassNeeded( MeshRenderInst *ri, MeshRenderInst* nextRI ) const
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{
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if ( ri == nextRI )
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return false;
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// We can depend completely on the state hint to check
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// for changes in the material as it uniquely identifies it.
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if ( ri->matInst->getStateHint() != nextRI->matInst->getStateHint() )
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return true;
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if ( ri->vertBuff != nextRI->vertBuff ||
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ri->primBuff != nextRI->primBuff ||
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ri->prim != nextRI->prim ||
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ri->primBuffIndex != nextRI->primBuffIndex ||
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// NOTE: Keep an eye on this... should we find a more
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// optimal test for light set changes?
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//
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dMemcmp( ri->lights, nextRI->lights, sizeof( ri->lights ) ) != 0 )
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return true;
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return false;
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}
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inline BaseMatInstance* RenderBinManager::getMaterial( RenderInst *inst ) const
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{
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if ( inst->type == RenderPassManager::RIT_Mesh ||
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inst->type == RenderPassManager::RIT_Decal ||
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inst->type == RenderPassManager::RIT_DecalRoad ||
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inst->type == RenderPassManager::RIT_Translucent )
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return static_cast<MeshRenderInst*>(inst)->matInst;
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return NULL;
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}
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#endif // _RENDERBINMANAGER_H_
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