mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
GBitmap Changes: Added all other formats to gbitmap that we support gbitmap now supports cubemaps added converters for all these other formats added stb_image_resize for extrudemips so we can extrude mipmaps for all other formats GFXTextureManager Can now directly make cubemaps and texture arrays based on the GFXTextureProfile API implementations for all functions that cubemaps and arrays needed
293 lines
9.5 KiB
C++
293 lines
9.5 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/renderMeshMgr.h"
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#include "console/consoleTypes.h"
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#include "gfx/gfxTransformSaver.h"
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#include "gfx/gfxPrimitiveBuffer.h"
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#include "materials/sceneData.h"
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#include "materials/processedMaterial.h"
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#include "materials/materialManager.h"
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#include "scene/sceneRenderState.h"
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#include "gfx/gfxDebugEvent.h"
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#include "math/util/matrixSet.h"
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IMPLEMENT_CONOBJECT(RenderMeshMgr);
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ConsoleDocClass( RenderMeshMgr,
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"@brief A render bin for mesh rendering.\n\n"
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"This is the primary render bin in Torque which does most of the "
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"work of rendering DTS shapes and arbitrary mesh geometry. It knows "
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"how to render mesh instances using materials and supports hardware mesh "
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"instancing.\n\n"
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"@ingroup RenderBin\n" );
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RenderMeshMgr::RenderMeshMgr()
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: RenderBinManager(RenderPassManager::RIT_Mesh, 1.0f, 1.0f)
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{
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}
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RenderMeshMgr::RenderMeshMgr(RenderInstType riType, F32 renderOrder, F32 processAddOrder)
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: RenderBinManager(riType, renderOrder, processAddOrder)
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{
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}
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void RenderMeshMgr::init()
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{
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GFXStateBlockDesc d;
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d.cullDefined = true;
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d.cullMode = GFXCullCCW;
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d.samplersDefined = true;
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d.samplers[0] = GFXSamplerStateDesc::getWrapLinear();
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mNormalSB = GFX->createStateBlock(d);
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d.cullMode = GFXCullCW;
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mReflectSB = GFX->createStateBlock(d);
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}
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void RenderMeshMgr::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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// add element
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//-----------------------------------------------------------------------------
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void RenderMeshMgr::addElement( RenderInst *inst )
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{
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// If this instance is translucent handle it in RenderTranslucentMgr
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if (inst->translucentSort)
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return;
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AssertFatal( inst->defaultKey != 0, "RenderMeshMgr::addElement() - Got null sort key... did you forget to set it?" );
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internalAddElement(inst);
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}
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//-----------------------------------------------------------------------------
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// render
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//-----------------------------------------------------------------------------
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void RenderMeshMgr::render(SceneRenderState * state)
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{
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PROFILE_SCOPE(RenderMeshMgr_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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GFXDEBUGEVENT_SCOPE( RenderMeshMgr_Render, ColorI::GREEN );
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// Automagically save & restore our viewport and transforms.
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GFXTransformSaver saver;
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// Restore transforms
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MatrixSet &matrixSet = getRenderPass()->getMatrixSet();
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matrixSet.restoreSceneViewProjection();
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// init loop data
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GFXTextureObject *lastLM = NULL;
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GFXTexHandle lastCubemap = NULL;
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GFXTextureObject *lastReflectTex = NULL;
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GFXTextureObject *lastMiscTex = NULL;
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GFXTextureObject *lastAccuTex = NULL;
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SceneData sgData;
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sgData.init( state );
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U32 binSize = mElementList.size();
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for( U32 j=0; j<binSize; )
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{
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MeshRenderInst *ri = static_cast<MeshRenderInst*>(mElementList[j].inst);
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setupSGData( ri, sgData );
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BaseMatInstance *mat = ri->matInst;
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// If we have an override delegate then give it a
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// chance to swap the material with another.
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if ( mMatOverrideDelegate )
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{
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mat = mMatOverrideDelegate( mat );
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if ( !mat )
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{
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j++;
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continue;
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}
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}
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if( !mat )
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mat = MATMGR->getWarningMatInstance();
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// Check if bin is disabled in advanced lighting.
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// Allow forward rendering pass on custom materials.
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if ( ( MATMGR->getDeferredEnabled() && mBasicOnly && !mat->isCustomMaterial() ) )
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{
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j++;
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continue;
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}
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U32 matListEnd = j;
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lastMiscTex = sgData.miscTex;
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U32 a;
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while( mat && mat->setupPass(state, sgData ) )
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{
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for( a=j; a<binSize; a++ )
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{
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MeshRenderInst *passRI = static_cast<MeshRenderInst*>(mElementList[a].inst);
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// Check to see if we need to break this batch.
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if ( newPassNeeded( ri, passRI ) ||
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lastMiscTex != passRI->miscTex )
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{
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lastLM = NULL;
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break;
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}
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matrixSet.setWorld(*passRI->objectToWorld);
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matrixSet.setView(*passRI->worldToCamera);
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matrixSet.setProjection(*passRI->projection);
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mat->setTransforms(matrixSet, state);
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// Setup HW skinning transforms if applicable
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if (mat->usesHardwareSkinning())
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{
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mat->setNodeTransforms(passRI->mNodeTransforms, passRI->mNodeTransformCount);
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}
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//push along any overriden fields that are instance-specific as well
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if (passRI->mCustomShaderData.size() > 0)
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{
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mat->setCustomShaderData(passRI->mCustomShaderData);
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}
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setupSGData( passRI, sgData );
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mat->setSceneInfo( state, sgData );
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// If we're instanced then don't render yet.
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if ( mat->isInstanced() )
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{
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// Let the material increment the instance buffer, but
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// break the batch if it runs out of room for more.
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if ( !mat->stepInstance() )
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{
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a++;
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break;
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}
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continue;
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}
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// TODO: This could proably be done in a cleaner way.
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//
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// This section of code is dangerous, it overwrites the
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// lightmap values in sgData. This could be a problem when multiple
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// render instances use the same multi-pass material. When
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// the first pass is done, setupPass() is called again on
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// the material, but the lightmap data has been changed in
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// sgData to the lightmaps in the last renderInstance rendered.
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// This section sets the lightmap data for the current batch.
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// For the first iteration, it sets the same lightmap data,
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// however the redundancy will be caught by GFXDevice and not
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// actually sent to the card. This is done for simplicity given
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// the possible condition mentioned above. Better to set always
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// than to get bogged down into special case detection.
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//-------------------------------------
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bool dirty = false;
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// set the lightmaps if different
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if( passRI->lightmap && passRI->lightmap != lastLM )
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{
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sgData.lightmap = passRI->lightmap;
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lastLM = passRI->lightmap;
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dirty = true;
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}
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// set the cubemap if different.
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if ( passRI->cubemap != lastCubemap )
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{
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sgData.cubemap = passRI->cubemap;
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lastCubemap = passRI->cubemap;
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dirty = true;
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}
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if ( passRI->reflectTex != lastReflectTex )
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{
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sgData.reflectTex = passRI->reflectTex;
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lastReflectTex = passRI->reflectTex;
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dirty = true;
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}
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// Update accumulation texture if it changed.
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// Note: accumulation texture can be NULL, and must be updated.
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if ( passRI->accuTex != lastAccuTex )
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{
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sgData.accuTex = passRI->accuTex;
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lastAccuTex = passRI->accuTex;
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dirty = true;
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}
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if ( dirty )
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mat->setTextureStages( state, sgData );
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// Setup the vertex and index buffers.
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mat->setBuffers( passRI->vertBuff, passRI->primBuff );
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// Render this sucker.
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if ( passRI->prim )
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GFX->drawPrimitive( *passRI->prim );
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else
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GFX->drawPrimitive( passRI->primBuffIndex );
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}
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// Draw the instanced batch.
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if ( mat->isInstanced() )
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{
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// Sets the buffers including the instancing stream.
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mat->setBuffers( ri->vertBuff, ri->primBuff );
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// Render the instanced stream.
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if ( ri->prim )
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GFX->drawPrimitive( *ri->prim );
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else
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GFX->drawPrimitive( ri->primBuffIndex );
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}
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matListEnd = a;
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}
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// force increment if none happened, otherwise go to end of batch
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j = ( j == matListEnd ) ? j+1 : matListEnd;
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}
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}
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