mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
239 lines
7.3 KiB
C++
239 lines
7.3 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 "renderOcclusionMgr.h"
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#include "console/consoleTypes.h"
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#include "scene/sceneObject.h"
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#include "gfx/gfxOcclusionQuery.h"
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#include "gfx/gfxDrawUtil.h"
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#include "gfx/gfxTransformSaver.h"
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#include "math/util/sphereMesh.h"
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#include "materials/materialManager.h"
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#include "materials/sceneData.h"
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#include "math/util/matrixSet.h"
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#include "gfx/gfxDebugEvent.h"
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#include "materials/materialFeatureTypes.h"
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IMPLEMENT_CONOBJECT(RenderOcclusionMgr);
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ConsoleDocClass( RenderOcclusionMgr,
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"@brief A render bin which renders occlusion query requests.\n\n"
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"This render bin gathers occlusion query render instances and renders them. "
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"It is currently used by light flares and ShapeBase reflection cubemaps.\n\n"
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"You can type '$RenderOcclusionMgr::debugRender = true' in the console to "
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"see debug rendering of the occlusion geometry.\n\n"
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"@ingroup RenderBin\n" );
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bool RenderOcclusionMgr::smDebugRender = false;
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RenderOcclusionMgr::RenderOcclusionMgr()
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: RenderBinManager(RenderPassManager::RIT_Occluder, 1.0f, 1.0f)
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{
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mSpherePrimCount = 0;
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mMatInstance = NULL;
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}
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static const Point3F cubePoints[8] =
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{
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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),
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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)
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};
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static const U32 cubeFaces[6][4] =
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{
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{ 0, 4, 6, 2 }, { 0, 2, 3, 1 }, { 0, 1, 5, 4 },
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{ 3, 2, 6, 7 }, { 7, 6, 4, 5 }, { 3, 7, 5, 1 }
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};
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void RenderOcclusionMgr::init()
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{
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delete mMatInstance;
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mMaterial = MATMGR->allocateAndRegister( String::EmptyString );
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mMaterial->mDiffuse[0] = LinearColorF( 1, 0, 1, 1 );
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mMaterial->mReceiveShadows[0] = false;
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mMaterial->mAutoGenerated = true;
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mMatInstance = mMaterial->createMatInstance();
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FeatureSet features = MATMGR->getDefaultFeatures();
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features.removeFeature( MFT_Visibility );
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features.removeFeature( MFT_Fog );
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features.removeFeature( MFT_HDROut );
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mMatInstance->init( features, getGFXVertexFormat<GFXVertexP>() );
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GFXStateBlockDesc d;
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d.setBlend( false );
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d.cullDefined = true;
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d.cullMode = GFXCullCCW;
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d.setZReadWrite( true, false );
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d.setColorWrites( false, false, false, false );
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mRenderSB = GFX->createStateBlock(d);
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d.setZReadWrite( false, false );
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mTestSB = GFX->createStateBlock(d);
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mBoxBuff.set( GFX, 36, GFXBufferTypeStatic );
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GFXVertexP *verts = mBoxBuff.lock();
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U32 vertexIndex = 0;
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U32 idx;
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for(S32 i = 0; i < 6; i++)
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{
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idx = cubeFaces[i][0];
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verts[vertexIndex].point = cubePoints[idx];
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vertexIndex++;
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idx = cubeFaces[i][1];
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verts[vertexIndex].point = cubePoints[idx];
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vertexIndex++;
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idx = cubeFaces[i][3];
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verts[vertexIndex].point = cubePoints[idx];
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vertexIndex++;
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idx = cubeFaces[i][1];
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verts[vertexIndex].point = cubePoints[idx];
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vertexIndex++;
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idx = cubeFaces[i][3];
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verts[vertexIndex].point = cubePoints[idx];
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vertexIndex++;
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idx = cubeFaces[i][2];
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verts[vertexIndex].point = cubePoints[idx];
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vertexIndex++;
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}
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mBoxBuff.unlock();
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SphereMesh sphere;
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const SphereMesh::TriangleMesh *sphereMesh = sphere.getMesh(1);
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mSpherePrimCount = sphereMesh->numPoly;
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mSphereBuff.set( GFX, mSpherePrimCount * 3, GFXBufferTypeStatic );
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verts = mSphereBuff.lock();
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vertexIndex = 0;
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for ( S32 i = 0; i < mSpherePrimCount; i++ )
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{
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verts[vertexIndex].point = sphereMesh->poly[i].pnt[0];
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vertexIndex++;
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verts[vertexIndex].point = sphereMesh->poly[i].pnt[1];
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vertexIndex++;
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verts[vertexIndex].point = sphereMesh->poly[i].pnt[2];
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vertexIndex++;
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}
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mSphereBuff.unlock();
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}
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void RenderOcclusionMgr::consoleInit()
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{
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Con::addVariable( "$RenderOcclusionMgr::debugRender", TypeBool, &RenderOcclusionMgr::smDebugRender,
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"@brief A debugging feature which renders the occlusion volumes to the scene.\n"
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"@see RenderOcclusionMgr\n"
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"@ingroup RenderBin\n" );
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}
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void RenderOcclusionMgr::initPersistFields()
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{
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docsURL;
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Parent::initPersistFields();
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}
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//-----------------------------------------------------------------------------
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// render objects
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//-----------------------------------------------------------------------------
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void RenderOcclusionMgr::render( SceneRenderState *state )
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{
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PROFILE_SCOPE(RenderOcclusionMgr_render);
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// Early out if nothing to draw.
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if ( !mElementList.size() )
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return;
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GFXTransformSaver saver;
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GFXDEBUGEVENT_SCOPE(RenderOcclusionMgr_Render, ColorI::BLUE);
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if ( mMatInstance == NULL )
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init();
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SceneData sgData;
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sgData.init( state );
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// Restore transforms
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MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
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matrixSet.restoreSceneViewProjection();
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// The material is single pass... just setup once here.
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mMatInstance->setupPass( state, sgData );
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U32 primCount;
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for( U32 i=0; i<mElementList.size(); i++ )
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{
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OccluderRenderInst *ri = static_cast<OccluderRenderInst*>(mElementList[i].inst);
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AssertFatal( ri->query != NULL, "RenderOcclusionMgr::render, OcclusionRenderInst has NULL GFXOcclusionQuery" );
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if ( ri->isSphere )
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{
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GFX->setVertexBuffer( mSphereBuff );
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primCount = mSpherePrimCount;
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}
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else
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{
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GFX->setVertexBuffer( mBoxBuff );
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primCount = 12;
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}
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MatrixF xfm( *ri->orientation );
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xfm.setPosition( ri->position );
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xfm.scale( ri->scale );
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matrixSet.setWorld(xfm);
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mMatInstance->setTransforms(matrixSet, state);
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if ( !smDebugRender )
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GFX->setStateBlock( mRenderSB );
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ri->query->begin();
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GFX->drawPrimitive( GFXTriangleList, 0, primCount );
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ri->query->end();
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if ( ri->query2 )
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{
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GFX->setStateBlock( mTestSB );
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ri->query2->begin();
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GFX->drawPrimitive( GFXTriangleList, 0, primCount );
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ri->query2->end();
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}
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}
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// Call setup one more time to end the pass.
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mMatInstance->setupPass( state, sgData );
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}
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