Torque3D/Engine/source/renderInstance/renderOcclusionMgr.cpp

243 lines
7.4 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// 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.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "renderOcclusionMgr.h"
#include "console/consoleTypes.h"
#include "scene/sceneObject.h"
#include "gfx/gfxOcclusionQuery.h"
#include "gfx/gfxDrawUtil.h"
#include "gfx/gfxTransformSaver.h"
#include "math/util/sphereMesh.h"
#include "materials/materialManager.h"
#include "materials/sceneData.h"
#include "math/util/matrixSet.h"
#include "gfx/gfxDebugEvent.h"
#include "materials/materialFeatureTypes.h"
IMPLEMENT_CONOBJECT(RenderOcclusionMgr);
ConsoleDocClass( RenderOcclusionMgr,
"@brief A render bin which renders occlusion query requests.\n\n"
"This render bin gathers occlusion query render instances and renders them. "
"It is currently used by light flares and ShapeBase reflection cubemaps.\n\n"
"You can type '$RenderOcclusionMgr::debugRender = true' in the console to "
"see debug rendering of the occlusion geometry.\n\n"
"@ingroup RenderBin\n" );
bool RenderOcclusionMgr::smDebugRender = false;
RenderOcclusionMgr::RenderOcclusionMgr()
: RenderBinManager(RenderPassManager::RIT_Occluder, 1.0f, 1.0f)
{
mSpherePrimCount = 0;
mMatInstance = NULL;
}
RenderOcclusionMgr::RenderOcclusionMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder)
: RenderBinManager(riType, renderOrder, processAddOrder)
{
delete mMatInstance;
}
static const Point3F cubePoints[8] =
{
Point3F(-0.5, -0.5, -0.5), Point3F(-0.5, -0.5, 0.5), Point3F(-0.5, 0.5, -0.5), Point3F(-0.5, 0.5, 0.5),
Point3F( 0.5, -0.5, -0.5), Point3F( 0.5, -0.5, 0.5), Point3F( 0.5, 0.5, -0.5), Point3F( 0.5, 0.5, 0.5)
};
static const U32 cubeFaces[6][4] =
{
{ 0, 4, 6, 2 }, { 0, 2, 3, 1 }, { 0, 1, 5, 4 },
{ 3, 2, 6, 7 }, { 7, 6, 4, 5 }, { 3, 7, 5, 1 }
};
void RenderOcclusionMgr::init()
{
delete mMatInstance;
mMaterial = MATMGR->allocateAndRegister( String::EmptyString );
mMaterial->mDiffuse[0] = ColorF( 1, 0, 1, 1 );
mMaterial->mEmissive[0] = true;
mMaterial->mAutoGenerated = true;
mMatInstance = mMaterial->createMatInstance();
FeatureSet features = MATMGR->getDefaultFeatures();
features.removeFeature( MFT_Visibility );
features.removeFeature( MFT_Fog );
features.removeFeature( MFT_HDROut );
mMatInstance->init( features, getGFXVertexFormat<GFXVertexP>() );
GFXStateBlockDesc d;
d.setBlend( false );
d.cullDefined = true;
d.cullMode = GFXCullCCW;
d.setZReadWrite( true, false );
d.setColorWrites( false, false, false, false );
mRenderSB = GFX->createStateBlock(d);
d.setZReadWrite( false, false );
mTestSB = GFX->createStateBlock(d);
mBoxBuff.set( GFX, 36, GFXBufferTypeStatic );
GFXVertexP *verts = mBoxBuff.lock();
U32 vertexIndex = 0;
U32 idx;
for(S32 i = 0; i < 6; i++)
{
idx = cubeFaces[i][0];
verts[vertexIndex].point = cubePoints[idx];
vertexIndex++;
idx = cubeFaces[i][1];
verts[vertexIndex].point = cubePoints[idx];
vertexIndex++;
idx = cubeFaces[i][3];
verts[vertexIndex].point = cubePoints[idx];
vertexIndex++;
idx = cubeFaces[i][1];
verts[vertexIndex].point = cubePoints[idx];
vertexIndex++;
idx = cubeFaces[i][3];
verts[vertexIndex].point = cubePoints[idx];
vertexIndex++;
idx = cubeFaces[i][2];
verts[vertexIndex].point = cubePoints[idx];
vertexIndex++;
}
mBoxBuff.unlock();
SphereMesh sphere;
const SphereMesh::TriangleMesh *sphereMesh = sphere.getMesh(1);
mSpherePrimCount = sphereMesh->numPoly;
mSphereBuff.set( GFX, mSpherePrimCount * 3, GFXBufferTypeStatic );
verts = mSphereBuff.lock();
vertexIndex = 0;
for ( S32 i = 0; i < mSpherePrimCount; i++ )
{
verts[vertexIndex].point = sphereMesh->poly[i].pnt[0];
vertexIndex++;
verts[vertexIndex].point = sphereMesh->poly[i].pnt[1];
vertexIndex++;
verts[vertexIndex].point = sphereMesh->poly[i].pnt[2];
vertexIndex++;
}
mSphereBuff.unlock();
}
void RenderOcclusionMgr::consoleInit()
{
Con::addVariable( "$RenderOcclusionMgr::debugRender", TypeBool, &RenderOcclusionMgr::smDebugRender,
"@brief A debugging feature which renders the occlusion volumes to the scene.\n"
"@see RenderOcclusionMgr\n"
"@ingroup RenderBin\n" );
}
void RenderOcclusionMgr::initPersistFields()
{
Parent::initPersistFields();
}
//-----------------------------------------------------------------------------
// render objects
//-----------------------------------------------------------------------------
void RenderOcclusionMgr::render( SceneRenderState *state )
{
PROFILE_SCOPE(RenderOcclusionMgr_render);
// Early out if nothing to draw.
if ( !mElementList.size() )
return;
GFXTransformSaver saver;
GFXDEBUGEVENT_SCOPE(RenderOcclusionMgr_Render, ColorI::BLUE);
if ( mMatInstance == NULL )
init();
SceneData sgData;
sgData.init( state );
// Restore transforms
MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
matrixSet.restoreSceneViewProjection();
// The material is single pass... just setup once here.
mMatInstance->setupPass( state, sgData );
U32 primCount;
for( U32 i=0; i<mElementList.size(); i++ )
{
OccluderRenderInst *ri = static_cast<OccluderRenderInst*>(mElementList[i].inst);
AssertFatal( ri->query != NULL, "RenderOcclusionMgr::render, OcclusionRenderInst has NULL GFXOcclusionQuery" );
if ( ri->isSphere )
{
GFX->setVertexBuffer( mSphereBuff );
primCount = mSpherePrimCount;
}
else
{
GFX->setVertexBuffer( mBoxBuff );
primCount = 12;
}
MatrixF xfm( *ri->orientation );
xfm.setPosition( ri->position );
xfm.scale( ri->scale );
matrixSet.setWorld(xfm);
mMatInstance->setTransforms(matrixSet, state);
if ( !smDebugRender )
GFX->setStateBlock( mRenderSB );
ri->query->begin();
GFX->drawPrimitive( GFXTriangleList, 0, primCount );
ri->query->end();
if ( ri->query2 )
{
GFX->setStateBlock( mTestSB );
ri->query2->begin();
GFX->drawPrimitive( GFXTriangleList, 0, primCount );
ri->query2->end();
}
}
// Call setup one more time to end the pass.
mMatInstance->setupPass( state, sgData );
}