Torque3D/Engine/source/scene/sceneRenderState.cpp

126 lines
4.9 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 "scene/sceneRenderState.h"
#include "renderInstance/renderPassManager.h"
#include "math/util/matrixSet.h"
#include "T3D/components/render/renderComponentInterface.h"
#include "T3D/components/component.h"
//-----------------------------------------------------------------------------
SceneRenderState::SceneRenderState( SceneManager* sceneManager,
ScenePassType passType,
const SceneCameraState& view,
RenderPassManager* renderPass /* = NULL */,
bool usePostEffects /* = true */ )
: mSceneManager( sceneManager ),
mScenePassType( passType ),
mRenderPass( renderPass ? renderPass : sceneManager->getDefaultRenderPass() ),
mCullingState( sceneManager, view ),
mUsePostEffects( usePostEffects ),
mRenderLightmappedMeshes( true ),
mRenderNonLightmappedMeshes( true ),
mRenderArea( view.getFrustum().getBounds() ),
mDisableAdvancedLightingBins( false ),
mSceneRenderStyle( SRS_Standard ),
mAmbientLightColor( sceneManager->getAmbientLightColor() )
{
// Setup the default parameters for the screen metrics methods.
mDiffuseCameraTransform = view.getHeadWorldViewMatrix();
mDiffuseCameraTransform.inverse();
// The vector eye is the camera vector with its
// length normalized to 1 / zFar.
getCameraTransform().getColumn( 1, &mVectorEye );
mVectorEye.normalize( 1.0f / getFarPlane() );
// TODO: What about ortho modes? Is near plane ok
// or do i need to remove it... maybe ortho has a near
// plane of 1 and it just works out?
const Frustum& frustum = view.getFrustum();
const RectI& viewport = view.getViewport();
mWorldToScreenScale.set( ( frustum.getNearDist() * viewport.extent.x ) / ( frustum.getNearRight() - frustum.getNearLeft() ),
( frustum.getNearDist() * viewport.extent.y ) / ( frustum.getNearTop() - frustum.getNearBottom() ) );
// Assign shared matrix data to the render pass.
mRenderPass->assignSharedXform( RenderPassManager::View, view.getWorldViewMatrix() );
mRenderPass->assignSharedXform( RenderPassManager::Projection, view.getProjectionMatrix() );
}
//-----------------------------------------------------------------------------
SceneRenderState::~SceneRenderState()
{
}
//-----------------------------------------------------------------------------
const MatrixF& SceneRenderState::getWorldViewMatrix() const
{
return getRenderPass()->getMatrixSet().getWorldToCamera();
}
//-----------------------------------------------------------------------------
const MatrixF& SceneRenderState::getProjectionMatrix() const
{
return getRenderPass()->getMatrixSet().getCameraToScreen();
}
//-----------------------------------------------------------------------------
void SceneRenderState::renderObjects( SceneObject** objects, U32 numObjects )
{
// Let the objects batch their stuff.
PROFILE_START( SceneRenderState_prepRenderImages );
for( U32 i = 0; i < numObjects; ++ i )
{
SceneObject* object = objects[ i ];
object->prepRenderImage( this );
}
U32 interfaceCount = RenderComponentInterface::all.size();
for (U32 i = 0; i < RenderComponentInterface::all.size(); i++)
{
Component* comp = dynamic_cast<Component*>(RenderComponentInterface::all[i]);
if (comp->isClientObject() && comp->isActive())
{
RenderComponentInterface::all[i]->prepRenderImage(this);
}
}
PROFILE_END();
// Render what the objects have batched.
getRenderPass()->renderPass( this );
}